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,
49 lines
936 B
Go
49 lines
936 B
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/alpacahq/alpacadecimal"
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)
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// 40. 奇数伤害(dmg) 改为 1/n * dmg;(a1: n)
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// TODO: 实现奇数伤害(dmg) 改为 1/n * dmg;(a1: n)的核心逻辑
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type NewSel40 struct {
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NewSel0
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can bool
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}
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func (e *NewSel40) DamageDivEx(t *info.DamageZone) 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.can {
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return true
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}
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t.Damage = t.Damage.Mul(alpacadecimal.NewFromInt(1).Div(e.Args()[0]))
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return true
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}
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func (e *NewSel40) Skill_Use_ex() bool {
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//fmt.Println("NewSel39", t.Damage.IntPart())
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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().Opp.SumDamage.IntPart()%2 != 0 {
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e.can = true
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} else {
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e.can = false
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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, 40, &NewSel40{})
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}
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