fix: improve endgame clock and gameplay stability
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ce6aabfc55
commit
658298ee86
46 files changed
+1915
-99
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@@ -145,7 +145,7 @@ func (r *battleRules) techniqueBuffs(a *common.AvatarJson, slot, leader uint32,
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return result
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}
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func (r *battleRules) addGlobalPassives(battle *goproto.SceneBattleInfo, player *common.FreesrData) {
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func (r *battleRules) addGlobalPassives(battle *goproto.SceneBattleInfo, player *common.FreesrData, attackerSlot *uint32) {
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for _, rule := range r.GlobalPassives {
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var enabled *bool
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switch rule.Setting {
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@@ -170,7 +170,15 @@ func (r *battleRules) addGlobalPassives(battle *goproto.SceneBattleInfo, player
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if !present {
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owner = battle.BattleAvatarList[0].Index
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}
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battle.BuffList = append(battle.BuffList, battleBuff(rule.BuffID, owner, nil))
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buff := battleBuff(rule.BuffID, owner, nil)
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// Owner is the configured source of the passive; the target is the
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// scene actor who started this battle. Other global passives retain
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// their captured target. A request without an identified attacker
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// keeps the existing wire representation.
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if rule.Setting == "enable_aha_global" && attackerSlot != nil {
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buff.TargetIndexList = []uint32{*attackerSlot}
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}
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battle.BuffList = append(battle.BuffList, buff)
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}
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}
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