Files
bl/logic/service/fight/effect/effect_104_109.go
昔念 0f524aab85 ```
fix(fight): 修复战斗命中判断逻辑并移除冗余命中检查

- 修复 NewSel32 中的命中判断,将 Side 字段改为 Hit 字段
- 移除 EffectAttackMiss 中的冗余命中判断逻辑
- 移除 EffectDefeatTrigger 中的重复命中检查
- 移除 EffectPhysicalAttackAddStatus 中的冗余命中判断
- 移除多个效果文件中的重复命中检查逻辑
- 修正 Effect136 中的命中处理逻辑,确保在技能命中时正确触发
- 移除其他多个效果中的重复命中检查代码
```
2026-01-04 21:41:10 +08:00

82 lines
1.7 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// n回合内每次直接攻击都有m%几率附带衰弱效果
// -----------------------------------------------------------
type Effect104 struct {
node.EffectNode
Status info.EnumPetStatus // 要施加的状态类型
can bool
}
// 工厂函数
func newEffectStatusn(status info.EnumPetStatus) *Effect104 {
return &Effect104{
Status: status,
}
}
func init() {
// 批量注册状态类技能
registerStatusEffectsn()
}
func registerStatusEffectsn() {
statusList := map[int]info.EnumPetStatus{
104: info.PetStatus.Weakened,
109: info.PetStatus.Frozen,
}
for id, status := range statusList {
input.InitEffect(input.EffectType.Skill, id, newEffectStatusn(status))
}
}
// 默认添加回合
func (e *Effect104) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
// -----------------------------------------------------------
// 技能触发时调用
// -----------------------------------------------------------
func (e *Effect104) OnSkill() bool {
if !e.can {
e.can = true
return true
}
// n% 触发概率(默认 SideEffectArgs[0]
chance := e.EffectNode.SideEffectArgs[1]
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
// 持续回合
duration := int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 2~3 回合
duration++
// 获取状态效果
eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Status))
if eff == nil {
return true
}
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
return true
}