Files
bl/logic/service/fight/effect/effect_21.go
昔念 1dbd4169e9 feat(xmlres): 更新 BOSS 配置结构并优化字段注释
新增多个 BOSS 相关配置字段,包括任务关联、奖励机制与挑战限制等,
增强 BOSS 精灵的可配置性与业务表达能力。同时完善字段注释以对齐 XML
实际使用情况,并保留原有部分字段用于兼容历史配置。

fix(fight): 调整战斗胜利回调执行顺序以确保数据一致性

将战斗结束回调移至广播之前执行,保证在发送战斗结果前已完成所有状态
更新,尤其是针对胜利宠物的信息同步
2025-11-22 22:57:32 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"sync"
"github.com/shopspring/decimal"
)
/**
* m~n回合每回合反弹对手1/k的伤害
*/
func init() {
input.InitEffect(input.EffectType.Skill, 21, &Effect21{})
}
type Effect21 struct {
node.EffectNode
l sync.Once
}
// 使用技能时不可被继承继承Miss和Hit就行
func (e *Effect21) OnSkill() bool {
if !e.Hit() {
return true
}
e.l.Do(func() { //保证技能使用后初始化一次就行
statIndex := e.SideEffectArgs[0]
endindex := e.SideEffectArgs[1]
//回合产生
n := int(e.Input.FightC.GetRand().Int31n(int32(endindex-statIndex+1))) + statIndex
e.Duration(n) //产生回合收益
//e.Input.AddEffect(input.Geteffect(input.EffectType.Status, int(info.PetStatus.Tired)))
})
return true
}
// 被攻击时候反弹
func (e *Effect21) Skill_Use_ex() bool {
//未命中
if !e.Hit() {
return true
}
//不是技能
if e.Ctx().SkillEntity == nil {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: decimal.NewFromInt(int64(e.Ctx().Opp.SumDamage.IntPart())).Div(decimal.NewFromInt(int64(e.SideEffectArgs[0]))),
})
return true
}