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refactor(fight): 统一技能使用方法命名规范 将多个战斗相关的结构体中的技能使用方法名从不一致的命名 (SkillUseed, OnSkill)统一改为Skill_Use,提高代码一致性。 同时优化了Effect3效果处理逻辑,简化了属性遍历方式, 并修复了先手控制逻辑中的EffectCache处理方式。 BREAKING CHANGE: 技能使用
47 lines
1.0 KiB
Go
47 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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"github.com/gogf/gf/v2/util/grand"
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)
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// 32. 进攻类技能有n%几率秒杀对方;(a1: n 千分比)
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// TODO: 实现进攻类技能有n%几率秒杀对方;(a1: n 千分比)的核心逻辑
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type NewSel32 struct {
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NewSel0
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}
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func (e *NewSel32) Skill_Use() bool {
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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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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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if e.Ctx().SkillEntity.AttackTime == 0 {
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return true
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}
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if !e.Ctx().SkillEntity.Hit {
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return true
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}
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success := grand.Meet(int(e.Args()[0].IntPart()), 1000) // _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 1000)
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if !success {
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return true
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}
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: e.Ctx().Opp.CurrentPet.GetHP(),
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})
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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, 32, &NewSel32{})
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}
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