Files
bl/logic/service/fight/boss/NewSeIdx_148.go
昔念 87ad01bea9
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
```
fix(fight/boss): 修复技能实体空指针问题并优化必定秒杀效果实现

- 修复NewSeIdx_148中sks映射为空时的panic问题,在访问前进行nil检查并初始化
- 重构NewSeIdx_223必定秒杀效果的实现,将原有的ComparePre和DamageFloor方法
  合并为OnSkill方法,简化逻辑并提高代码可读性
- 更新注释描述,使功能说明更加准确清晰
```
2026-03-06 21:55:54 +08:00

50 lines
1016 B
Go

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"github.com/alpacahq/alpacadecimal"
)
// 148.非连续技能无效
type NewSel148 struct {
NewSel0
sks map[int]info.SkillEntity
}
func (e *NewSel148) DamageDivEx(t *info.DamageZone) bool {
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
// 检查对手是否使用了指定攻击类型
if e.Ctx().SkillEntity == nil {
return true
}
if t.Type != info.DamageType.Red {
return true
}
if e.sks == nil {
e.sks = make(map[int]info.SkillEntity)
}
old, ok := e.sks[e.Ctx().SkillEntity.ID]
if !ok {
e.sks[e.Ctx().SkillEntity.ID] = *e.Ctx().SkillEntity
t.Damage = alpacadecimal.Zero
return true
}
if old.Power == e.Ctx().SkillEntity.Power {
t.Damage = alpacadecimal.Zero
return true
}
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 148, &NewSel148{})
}