Files
bl/logic/service/fight/boss/NewSeIdx_40.go
昔念 142ef11a99 ```
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,
2026-01-04 22:10:34 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"github.com/alpacahq/alpacadecimal"
)
// 40. 奇数伤害(dmg) 改为 1/n * dmg;a1: n
// TODO: 实现奇数伤害(dmg) 改为 1/n * dmg;a1: n的核心逻辑
type NewSel40 struct {
NewSel0
can bool
}
func (e *NewSel40) DamageDivEx(t *info.DamageZone) bool {
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
if !e.can {
return true
}
t.Damage = t.Damage.Mul(alpacadecimal.NewFromInt(1).Div(e.Args()[0]))
return true
}
func (e *NewSel40) Skill_Use_ex() bool {
//fmt.Println("NewSel39", t.Damage.IntPart())
if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
return true
}
if e.Ctx().Opp.SumDamage.IntPart()%2 != 0 {
e.can = true
} else {
e.can = false
}
return true
}
func init() {
input.InitEffect(input.EffectType.NewSel, 40, &NewSel40{})
}