refactor(fight): 统一DamageLock方法命名规范并修改方法签名 - 将DamageLock_ex方法重命名为DamageLockEx,统一命名规范 - 修改NewSeIdx_53、NewSeIdx_54、NewSeIdx_71的TurnEnd方法为TurnStart - 为TurnStart方法添加fattack和sattack参数 - 修复NewSeIdx_5中的条件判断逻辑,将!ok改为ok - 修正NewSeIdx_5中的Ctx().SkillEntity.Type为Ctx().Type - 移除EffectNode.Alive方法中的调试打印语句 - 添加必要的action包导入 ```
37 lines
996 B
Go
37 lines
996 B
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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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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// 53. 敌我双方每回合恢复n%HP(不超过最大血量)(a1: n)
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type NewSel53 struct {
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NewSel0
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}
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func (e *NewSel53) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
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//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return
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}
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// 计算恢复的HP量
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maxHP := e.Ctx().Our.CurrentPet.GetMaxHP()
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healAmount := maxHP.Mul(e.Args()[0]).Div(alpacadecimal.NewFromInt(100))
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// 恢复我方HP
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e.Ctx().Our.Heal(e.Ctx().Our, nil, healAmount)
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// 恢复敌方HP
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oppMaxHP := e.Ctx().Opp.CurrentPet.GetMaxHP()
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oppHealAmount := oppMaxHP.Mul(e.Args()[0]).Div(alpacadecimal.NewFromInt(100))
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e.Ctx().Opp.Heal(e.Ctx().Opp, nil, oppHealAmount)
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}
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func init() {
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input.InitEffect(input.EffectType.NewSel, 53, &NewSel53{})
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}
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