Files
bl/logic/service/fight/boss/NewSeIdx_23.go
昔念 142ef11a99 ```
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,
2026-01-04 22:10:34 +08:00

67 lines
1.4 KiB
Go

package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"math"
"github.com/alpacahq/alpacadecimal"
)
// 23. 自身体力降到N以下时, 每次(针对多宠)攻击必定秒杀对方, 且必定先手;
type NewSel23 struct {
NewSel0
}
func (e *NewSel23) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
if fattack == nil {
return true
}
//先手是自己
if fattack.PlayerID == e.Ctx().Our.UserID {
return true
}
if sattack == nil {
return true
}
if sattack.SkillEntity == nil {
return true
}
//full32 := int(e.Args()[0])<<16 | int(e.Args()[1])
if int(e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Args()[0])) == -1 {
sattack.SkillEntity.Priority = math.MaxInt
}
return true
}
func (e *NewSel23) DamageFloor(t *info.DamageZone) bool {
if t.Type != info.DamageType.Red {
return true
}
if int(e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Args()[0])) == -1 {
// e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
// Type: info.DamageType.Red,
// Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Opp.GetPetInfo().Info.MaxHp)),
// })
t.Damage = alpacadecimal.NewFromInt(int64(e.Ctx().Opp.GetPetInfo().Info.MaxHp))
}
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 23, &NewSel23{})
}