2025-08-27 14:41:06 +00:00
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package effect
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import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"fmt"
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"sync"
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"github.com/shopspring/decimal"
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)
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/**
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* n回合内没有击败,则对方死亡
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*/
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type Effect62 struct {
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node.EffectNode
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Hide bool // 是否隐藏 正常是命中就可用,镇魂歌是回合数到才可用
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opp *input.Input
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e *Effect62_sub
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l sync.Once
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}
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type Effect62_sub struct {
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node.EffectNode
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bindpet *info.BattlePetEntity
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bind *input.Input
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// Hide bool // 是否隐藏 正常是命中就可用,镇魂歌是回合数到才可用
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}
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// 这个实际上在对方回合执行的
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func (e *Effect62_sub) OnSkill(ctx input.Ctx) bool {
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//defer e.Alive(false)
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if e.bindpet == e.bind.CurrentPet { //说明对方没有切换精灵
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//直接扣除所有血量OnSkill
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ctx.DamageZone.Type = info.DamageType.Fixed
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ctx.DamageZone.Damage = decimal.NewFromInt(int64(e.bind.CurrentPet.Info.MaxHp))
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e.bind.Damage(ctx)
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}
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return true
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}
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func init() {
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t := &Effect62{
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EffectNode: node.EffectNode{},
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}
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input.InitEffect(input.EffectType.Skill, 62, t)
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}
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func (e *Effect62) Turn_Start(ctx input.Ctx) {
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//如果对面还是我方放技能时候的玩家
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// if ctx.Player != e.opp.Player {
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// return
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// }
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fmt.Println(e.Duration(), "镇魂歌剩余回合")
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if e.Duration() != 0 { //说明还没到生效节点
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e.Hide = true //隐藏效果
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} else {
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e.opp.AddEffect(e.e)
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}
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// if !e.Hide { //说明是自身回合//如果还在隐藏,就直接返回
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// //t.Duration(e.SideEffectArgs[0])
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// e.opp.AddEffect(e.e)
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// //defer e.EffectNode.NotALive() //失效
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// //应该是对方固定伤害等于自身血量
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// //e.Input.Death() //本只死亡
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// //否则触发秒杀 在对面使用技能后
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// //return true
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// }
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}
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func (e *Effect62) OnSkill(ctx input.Ctx) bool {
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if !e.Hit() {
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//e.Alive(false)
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return true
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}
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e.l.Do(func() {
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//e.Duration(1) //必须保持到下一回合,这样才会被复制
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e.opp = ctx.Input
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e.e = &Effect62_sub{
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EffectNode: node.EffectNode{},
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bindpet: ctx.CurrentPet,
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bind: ctx.Input,
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}
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e.e.ID(e.ID() + int(input.EffectType.Sub)) //子效果ID
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//e.e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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//给对方添加我方施加的buff
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e.e.SetArgs(e.Input, e.SideEffectArgs...)
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})
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return true
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}
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func (e *Effect62) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
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}
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// // 因为对方切精灵,这个效果也要无效掉
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// func (this *Effect62) OnSwitchIn(input.Ctx) bool {
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// if this.Hide { //如果还在隐藏,就直接返回
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// return true
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// }
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// //this.GetBattle().Effects[this.GetInput().UserID].RemoveEffect(this)
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// //否则触发秒杀 在对面使用技能后
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// return true
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// }
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