Files
bl/logic/service/fight/effect/effect_161.go
昔念 99ef152434
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refactor(fight): 统一技能执行方法命名并修复战斗逻辑错误

- 将多个boss技能结构体中的OnSkill()方法重命名为Skill_Use()以保持一致性
- 修改fightc.go中的战斗回合逻辑,修复attacker和defender的执行顺序错误
- 将Effect126的TurnStart方法改为Skill_Use方法并返回bool值
- 为Effect499添加缺失的方法实现
- 移除effect_124_126.go中未
2026-03-09 17:42:52 +08:00

38 lines
814 B
Go

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// 161 - n%降低自身当前体力值的1/m
type Effect161 struct {
node.EffectNode
}
func (e *Effect161) Skill_Use() bool {
chance := e.Args()[0].IntPart()
success, _, _ := e.Input.Player.Roll(int(chance), 100)
if success {
currentHp := e.Ctx().Our.CurrentPet.GetHP()
damageRatio := alpacadecimal.NewFromFloat(1.0).Div(e.Args()[1]) // 1/m
damageAmount := currentHp.Mul(damageRatio)
damageZone := &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damageAmount,
}
e.Ctx().Our.Damage(e.Ctx().Our, damageZone)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 161, &Effect161{})
}