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refactor(fight): 优化战斗效果中的属性检测逻辑 通过引入HasPropADD()和HasPropSub()方法来替代循环遍历, 简化了多处战斗效果代码,提高了可读性和性能。 - effect/200.go: 使用HasPropADD()替代循环检测 - effect/418.go: 使用HasPropADD()替代循环检测 - effect/437.go: 使用HasPropADD()替代循环检测 - effect/449.go: 使用HasPropSub()替代循环检测 - effect
40 lines
871 B
Go
40 lines
871 B
Go
package effect
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import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"github.com/alpacahq/alpacadecimal"
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)
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// 419 - m回合内,若对手处于能力强化状态,则每回合都会受到k点固定伤害
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type Effect419 struct {
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node.EffectNode
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}
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func (e *Effect419) Skill_Use() bool {
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if e.Ctx().Opp.HasPropADD() {
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fixedDamage := alpacadecimal.NewFromInt(int64(e.Args()[1].IntPart())) // k点固定伤害
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damageZone := &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: fixedDamage,
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}
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e.Ctx().Opp.Damage(e.Ctx().Our, damageZone)
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return true
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}
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return true
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}
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func (e *Effect419) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(a[0]) // 持续m回合
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 419, &Effect419{})
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}
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