feat: 实现战斗效果1543-1547和1573-1577
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This commit is contained in:
xinian
2026-04-04 01:17:25 +08:00
committed by cnb
parent d8fdc956ef
commit 0f862453cb
2 changed files with 422 additions and 0 deletions

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@@ -0,0 +1,179 @@
package effect
import (
"sync"
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
"github.com/gogf/gf/v2/util/grand"
)
type chargeRecord struct {
mu sync.Mutex
layers int
skipConsume bool
}
var chargeRegistry sync.Map // key uint32 -> *chargeRecord
func getChargeRecord(in *input.Input) *chargeRecord {
if in == nil || in.Player == nil {
return nil
}
userID := in.Player.GetInfo().UserID
value, _ := chargeRegistry.LoadOrStore(userID, &chargeRecord{})
return value.(*chargeRecord)
}
func (c *chargeRecord) addLayers(delta int) {
c.mu.Lock()
defer c.mu.Unlock()
c.layers += delta
if c.layers < 0 {
c.layers = 0
}
}
func (c *chargeRecord) setSkipConsume(skip bool) {
if c == nil {
return
}
c.mu.Lock()
c.skipConsume = skip
c.mu.Unlock()
}
func (c *chargeRecord) getLayers() int {
if c == nil {
return 0
}
c.mu.Lock()
defer c.mu.Unlock()
return c.layers
}
func (c *chargeRecord) shouldSkipConsume() bool {
if c == nil {
return false
}
c.mu.Lock()
defer c.mu.Unlock()
skip := c.skipConsume
c.skipConsume = false
return skip
}
// Effect 1543: 当回合击败对手则不消耗蓄力层数
type Effect1543 struct {
node.EffectNode
}
func (e *Effect1543) TurnEnd() {
if e.Ctx().Opp != nil && e.Ctx().Opp.CurrentPet != nil && e.Ctx().Opp.CurrentPet.Info.Hp == 0 {
setChargeSkip(e.Ctx().Our)
}
e.EffectNode.TurnEnd()
}
func setChargeSkip(our *input.Input) {
if rec := getChargeRecord(our); rec != nil {
rec.setSkipConsume(true)
}
}
// Effect 1544: 对手存在护盾时先制+1
type Effect1544 struct {
node.EffectNode
}
func (e *Effect1544) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.Ctx().Opp == nil || e.Ctx().Opp.CurrentShield().Cmp(alpacadecimal.Zero) <= 0 {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil {
return true
}
current.SkillEntity.XML.Priority++
return true
}
// Effect 1545: 消除对手所有护盾效果,消除成功则为自身附加等量的护盾值
type Effect1545 struct {
node.EffectNode
}
func (e *Effect1545) Skill_Use() bool {
if e.Ctx().Opp == nil || e.Ctx().Our == nil {
return true
}
shield := e.Ctx().Opp.ConsumeAllShield()
if shield.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Our.AddShield(shield)
}
return true
}
// Effect 1546: 1回合做{0}-{1}次攻击自身每存在1层蓄力则连击上限次数额外增加{2}次
type Effect1546 struct {
node.EffectNode
}
func (e *Effect1546) SkillHit() bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || len(e.Args()) < 3 {
return true
}
min := int(e.Args()[0].IntPart())
max := int(e.Args()[1].IntPart())
if max < min {
min, max = max, min
}
if max < 1 {
max = 1
}
hits := min
if max > min {
hits += grand.Intn(max - min + 1)
}
if rec := getChargeRecord(e.Ctx().Our); rec != nil {
hits += rec.getLayers() * int(e.Args()[2].IntPart())
}
if hits <= 0 {
hits = 1
}
e.Ctx().SkillEntity.AttackTime = uint32(hits)
return true
}
// Effect 1547: 自身每存在3层蓄力先制额外+1
type Effect1547 struct {
node.EffectNode
}
func (e *Effect1547) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil {
return true
}
layers := getChargeRecord(e.Ctx().Our).getLayers()
if layers <= 0 {
return true
}
current.SkillEntity.XML.Priority += layers / 3
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1543, &Effect1543{})
input.InitEffect(input.EffectType.Skill, 1544, &Effect1544{})
input.InitEffect(input.EffectType.Skill, 1545, &Effect1545{})
input.InitEffect(input.EffectType.Skill, 1546, &Effect1546{})
input.InitEffect(input.EffectType.Skill, 1547, &Effect1547{})
}

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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"
"github.com/gogf/gf/v2/util/grand"
)
const (
statusSaintEffect = 3001
statusDemonEffect = 3002
)
var hundred = alpacadecimal.NewFromInt(100)
func isStatusActive(target *input.Input, statusID int) bool {
if target == nil || statusID <= 0 {
return false
}
eff := target.GetEffect(input.EffectType.Status, statusID)
return eff != nil && eff.Alive()
}
func addStatusByID(owner, target *input.Input, statusID int) bool {
if owner == nil || target == nil || statusID <= 0 {
return false
}
eff := owner.InitEffect(input.EffectType.Status, statusID)
if eff == nil {
return false
}
target.AddEffect(owner, eff)
return true
}
// Effect 1573: 自身为圣念状态时下2回合受到的攻击伤害减少50%自身为邪念状态时下2回合造成的攻击伤害提升50%
type Effect1573 struct{ node.EffectNode }
func (e *Effect1573) DamageDivEx(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red {
return true
}
if hasSaint := isStatusActive(e.Ctx().Our, statusSaintEffect); hasSaint {
zone.Damage = zone.Damage.Div(alpacadecimal.NewFromInt(2))
return true
}
if isStatusActive(e.Ctx().Our, statusDemonEffect) {
zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(3)).Div(alpacadecimal.NewFromInt(2))
}
return true
}
// Effect 1574: 附加自身攻击值与速度值总和{0}%的百分比伤害,每次使用增加{1}%,最高{2}%
type Effect1574 struct {
node.EffectNode
currentPercent alpacadecimal.Decimal
increment alpacadecimal.Decimal
maxPercent alpacadecimal.Decimal
}
func (e *Effect1574) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
if len(a) >= 1 {
e.currentPercent = alpacadecimal.NewFromInt(int64(a[0]))
}
if len(a) >= 2 {
e.increment = alpacadecimal.NewFromInt(int64(a[1]))
}
if len(a) >= 3 {
e.maxPercent = alpacadecimal.NewFromInt(int64(a[2]))
}
if e.maxPercent.Cmp(alpacadecimal.Zero) <= 0 {
e.maxPercent = alpacadecimal.NewFromInt(100)
}
}
func (e *Effect1574) DamageAdd(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if e.currentPercent.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
sum := e.Ctx().Our.GetProp(0).Add(e.Ctx().Our.GetProp(4))
if sum.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
extra := sum.Mul(e.currentPercent).Div(hundred)
if extra.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
zone.Damage = zone.Damage.Add(extra)
if e.increment.Cmp(alpacadecimal.Zero) > 0 && e.currentPercent.Cmp(e.maxPercent) < 0 {
e.currentPercent = e.currentPercent.Add(e.increment)
if e.currentPercent.Cmp(e.maxPercent) > 0 {
e.currentPercent = e.maxPercent
}
}
return true
}
// Effect 1575: 下{0}回合后出手则对手{1}
type Effect1575 struct{ node.EffectNode }
func (e *Effect1575) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1575, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1575Sub struct {
RoundEffectArg0Base
statusID int
}
func (e *Effect1575Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
if len(a) >= 1 {
e.Duration(a[0])
}
if len(a) >= 2 {
e.statusID = a[1]
}
}
func (e *Effect1575Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if e.IsFirst() {
return true
}
addStatusByID(e.Ctx().Our, e.Ctx().Opp, e.statusID)
e.Alive(false)
return true
}
// Effect 1576: 消耗自身全部体力,使对手{0}回合内无法通过自身技能恢复体力
type Effect1576 struct{ node.EffectNode }
func (e *Effect1576) Skill_Use() bool {
if e.Ctx().Our == nil || e.Ctx().Opp == nil || e.Ctx().Our.CurrentPet == nil {
return true
}
damage := e.Ctx().Our.CurrentPet.GetHP()
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: damage})
if len(e.Args()) == 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1576, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1576Sub struct {
RoundEffectArg0Base
}
func (e *Effect1576Sub) Heal_Pre(ac action.BattleActionI, value *int) bool {
if value == nil || *value <= 0 {
return true
}
skill, ok := ac.(*action.SelectSkillAction)
if !ok || skill.GetPlayerID() != e.Ctx().Opp.Player.GetInfo().UserID {
return true
}
*value = 0
return true
}
// Effect 1577: {0}回合做{1}-{2}次攻击当前技能PP值小于{3}时连击上限为{4}
type Effect1577 struct {
RoundEffectArg0Base
}
func (e *Effect1577) Skill_Use() bool {
if len(e.Args()) < 5 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1577, e.SideEffectArgs...)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
func (e *Effect1577) SkillHit() bool {
if len(e.Args()) < 5 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
minHits := int(e.Args()[1].IntPart())
maxHits := int(e.Args()[2].IntPart())
if maxHits < minHits {
maxHits = minHits
}
times := minHits
if maxHits > minHits {
times = minHits + grand.Intn(maxHits-minHits+1)
}
if skill := e.Ctx().SkillEntity.Info; skill != nil {
threshold := e.Args()[3].IntPart()
if threshold >= 0 && int(skill.PP) <= int(threshold) {
times = int(e.Args()[4].IntPart())
}
}
if times <= 1 {
return true
}
e.Ctx().SkillEntity.AttackTime += uint32(times - 1)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1573, &Effect1573{})
input.InitEffect(input.EffectType.Skill, 1574, &Effect1574{})
input.InitEffect(input.EffectType.Skill, 1575, &Effect1575{})
input.InitEffect(input.EffectType.Sub, 1575, &Effect1575Sub{})
input.InitEffect(input.EffectType.Skill, 1576, &Effect1576{})
input.InitEffect(input.EffectType.Sub, 1576, &Effect1576Sub{})
input.InitEffect(input.EffectType.Skill, 1577, &Effect1577{})
}