refactor(fight): 统一战斗系统函数命名规范 统一了boss技能和效果系统中的函数命名规范,将下划线命名方式 改为驼峰命名方式,提高代码一致性和可读性。 函数名变更包括: - Prop_Befer -> PropBefer - Damage_DIV_ex -> DamageDivEx - Compare_Pre -> ComparePre - Skill_Hit_ex -> SkillHit_ex - Damage_SUB_ex -> DamageSubEx - Skill_Hit -> SkillHit - DamageLock_ex -> DamageLock_ex 同时更新了相关注释中的函数名引用,
41 lines
927 B
Go
41 lines
927 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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// 自身体力越少则威力越大
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type Effect100 struct {
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node.EffectNode
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}
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func (e *Effect100) SkillHit() bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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//技能威力=【165-65*【当前体力百分比】】,任意体力百分比对应的威力浮动范围∈[-10,+10]
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odp := e.GetInput().CurrentPet.GetHP().Div(e.GetInput().CurrentPet.GetMaxHP()).Mul(alpacadecimal.NewFromInt(65))
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if odp.Cmp(alpacadecimal.NewFromInt(165)) == -1 {
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e.Ctx().SkillEntity.Power = int(alpacadecimal.NewFromInt(165).Sub(odp).IntPart())
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}
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return true
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}
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// ---- 注册所有效果 ----
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func init() {
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input.InitEffect(input.EffectType.Skill, 100, &Effect100{})
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}
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