Files
bl/logic/service/fight/effect/830_835.go

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package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 830: 若后出手,则免疫本回合受到的伤害
type Effect830 struct{ node.EffectNode }
func (e *Effect830) DamageLockEx(zone *info.DamageZone) bool {
if e.IsFirst() || zone == nil {
return true
}
zone.Damage = alpacadecimal.Zero
return true
}
func (e *Effect830) DamageDivEx(zone *info.DamageZone) bool {
if e.IsFirst() || zone == nil {
return true
}
zone.Damage = alpacadecimal.Zero
return true
}
// Effect 831: 附加自身最大体力{0}%的百分比伤害
type Effect831 struct{ node.EffectNode }
func (e *Effect831) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
damage := e.Ctx().Our.CurrentPet.GetMaxHP().Mul(e.Args()[0]).Div(hundred)
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
return true
}
// Effect 833: 当回合若未击败对手则吸取对手最大体力的1/{0}
type Effect833 struct{ node.EffectNode }
func (e *Effect833) Skill_Use() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
return true
}
drain := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
if drain.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: drain,
})
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain)
return true
}
// Effect 834: {0}回合内自身能力提升状态被消除或吸取时,{1}回合内对手属性技能无效
type Effect834 struct{ node.EffectNode }
func (e *Effect834) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 834, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect834Sub struct{ RoundEffectArg0Base }
func (e *Effect834Sub) PropBefer(in *input.Input, prop, level int8) bool {
if in != e.Ctx().Opp || level != 0 || len(e.Args()) < 2 {
return true
}
if e.Ctx().Our.Prop[prop] <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 8341, int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
e.Alive(false)
return true
}
type Effect834SealSub struct{ RoundEffectArg0Base }
func (e *Effect834SealSub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() != info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.SetNoSide()
e.Ctx().SkillEntity.AttackTime = 0
return true
}
// Effect 835: 反转自身能力下降状态,反转成功则恢复自身全部体力
type Effect835 struct{ node.EffectNode }
func (e *Effect835) Skill_Use() bool {
reversed := false
for i, v := range e.Ctx().Our.Prop[:] {
if v >= 0 {
continue
}
if e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), -2*v) {
reversed = true
}
}
if !reversed {
return true
}
heal := e.Ctx().Our.CurrentPet.GetMaxHP().Sub(e.Ctx().Our.CurrentPet.GetHP())
if heal.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 830, &Effect830{})
input.InitEffect(input.EffectType.Skill, 831, &Effect831{})
input.InitEffect(input.EffectType.Skill, 833, &Effect833{})
input.InitEffect(input.EffectType.Skill, 834, &Effect834{})
input.InitEffect(input.EffectType.Sub, 834, &Effect834Sub{})
input.InitEffect(input.EffectType.Sub, 8341, &Effect834SealSub{})
input.InitEffect(input.EffectType.Skill, 835, &Effect835{})
}