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refactor(fight): 移除能力操作类型枚举并简化属性设置方法 移除了 info.EnumAbilityOpType 枚举类型及其相关常量定义, 重构了 SetProp 方法调用,不再传递操作类型参数, 通过检查等级正负值来判断是增加还是减少属性, 减少了代码复杂度并统一了属性变更的处理逻辑。 ```
40 lines
1.0 KiB
Go
40 lines
1.0 KiB
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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)
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// NewSel12 受到特殊攻击时使自身的一种 battle_lv 提升1个等级,可提升n次;(a1: which blv, a2: max_blv_up_times)
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// TODO: 实现受到特殊攻击时使自身的一种 battle_lv 提升1个等级,可提升n次;(a1: which blv, a2: max_blv_up_times)的核心逻辑
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type NewSel12 struct {
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NewSel0
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count int
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}
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func (e *NewSel12) DamageDivEx(t *info.DamageZone) bool {
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// fmt.Println(e.ID().GetCatchTime(), e.Ctx().Our.CurrentPet.Info.CatchTime)
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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// 2. 技能为空或非物理攻击,不触发
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skill := e.Ctx().SkillEntity
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if skill == nil {
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return true
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}
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if skill.Category() != info.Category.SPECIAL {
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return true
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}
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if e.count >= int(e.Args()[1].IntPart()) {
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return true
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}
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[0].IntPart()), 1)
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e.count++
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 12, &NewSel12{})
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}
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