Files
bl/logic/service/fight/effect/effect_419.go
昔念 611b284ade
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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
2026-03-08 23:43:20 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// 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
type Effect419 struct {
node.EffectNode
}
func (e *Effect419) Skill_Use() bool {
if e.Ctx().Opp.HasPropADD() {
fixedDamage := alpacadecimal.NewFromInt(int64(e.Args()[1].IntPart())) // k点固定伤害
damageZone := &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: fixedDamage,
}
e.Ctx().Opp.Damage(e.Ctx().Our, damageZone)
return true
}
return true
}
func (e *Effect419) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(a[0]) // 持续m回合
}
func init() {
input.InitEffect(input.EffectType.Skill, 419, &Effect419{})
}