feat: 新增战斗效果1253-1262
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This commit is contained in:
xinian
2026-03-30 01:44:59 +08:00
committed by cnb
parent c5caab35ae
commit 184fe9f59d
5 changed files with 410 additions and 73 deletions

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# Task 128: Effects 1253-1257
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1253
- `argsNum`: `0`
- `info`: `击败对手则自身能力提升等级翻倍`
### Effect 1254
- `argsNum`: `0`
- `info`: `先出手时消除对手回合类效果`
### Effect 1255
- `argsNum`: `4`
- `info`: `{0}回合内每回合使用技能则{1}%令对手{2}未触发则附加对手最大体力1/{3}的百分比伤害`
- `param`: `1,2,2`
### Effect 1256
- `argsNum`: `4`
- `info`: `造成的伤害低于{0}时令对手{1},未触发则自身下{2}次攻击造成的伤害额外提升{3}%`
- `param`: `1,1,1`
### Effect 1257
- `argsNum`: `1`
- `info`: `对手不处于异常状态则吸取对手最大体力的1/{0}`
## 备注
- 该清单按当前仓库静态注册结果生成如果某个 effect 实际通过其他模块或运行时路径实现需要先复核后再落代码
- `201``445` 这类占位 effect优先补核心逻辑或补充明确的不可实现说明

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# Task 129: Effects 1258-1262
## 目标
- 补齐以下 5 或最后一组不足 5 当前判定未实现的 skill effect
- 实现位置优先放在 `logic/service/fight/effect/`
- effect 需要展示说明同步更新 `logic/service/fight/effect/effect_info_map.go`
- 完成后至少执行`cd /workspace/logic && go test ./service/fight/effect`
## Effect 列表
### Effect 1258
- `argsNum`: `2`
- `info`: `造成的攻击伤害若高于{0}则自身免疫下{1}次受到的异常状态`
### Effect 1259
- `argsNum`: `8`
- `info`: `{0}回合内有{1}%概率免疫对手攻击伤害,未触发则对手{2}`
- `param`: `0,2,2`
### Effect 1260
- `argsNum`: `1`
- `info`: `将自身能力下降状态双倍反馈给对手,反馈成功则{0}回合内免疫能力下降效果`
### Effect 1261
- `argsNum`: `1`
- `info`: `吸取对手能力提升状态,吸取成功则附加{0}点固定伤害`
### Effect 1262
- `argsNum`: `2`
- `info`: `获得{0}点护盾,护盾消失时使对手下{1}次攻击技能无效`
## 备注
- 该清单按当前仓库静态注册结果生成如果某个 effect 实际通过其他模块或运行时路径实现需要先复核后再落代码
- `201``445` 这类占位 effect优先补核心逻辑或补充明确的不可实现说明

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 1253: 击败对手则自身能力提升等级翻倍
type Effect1253 struct {
node.EffectNode
}
func (e *Effect1253) Skill_Use() bool {
if e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
return true
}
for i, v := range e.Ctx().Our.Prop[:] {
if v > 0 {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
}
}
return true
}
// Effect 1254: 先出手时消除对手回合类效果
type Effect1254 struct {
node.EffectNode
}
func (e *Effect1254) Skill_Use() bool {
if e.IsFirst() {
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
}
return true
}
// Effect 1255: {0}回合内每回合使用技能则{1}%令对手{2}未触发则附加对手最大体力1/{3}的百分比伤害
type Effect1255 struct {
RoundEffectArg0Base
}
func (e *Effect1255) OnSkill() bool {
if len(e.Args()) < 4 {
return true
}
success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if success {
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[2].IntPart()))
if statusEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
}
return true
}
if e.Args()[3].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[3])
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 1256: 造成的伤害低于{0}时令对手{1},未触发则自身下{2}次攻击造成的伤害额外提升{3}%
type Effect1256 struct {
node.EffectNode
}
func (e *Effect1256) Skill_Use() bool {
if len(e.Args()) < 4 {
return true
}
if e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) < 0 {
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[1].IntPart()))
if statusEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
}
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1256, int(e.Args()[2].IntPart()), int(e.Args()[3].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1256Sub struct {
node.EffectNode
remaining int
percent alpacadecimal.Decimal
}
func (e *Effect1256Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
if len(a) > 1 {
e.percent = alpacadecimal.NewFromInt(int64(a[1]))
}
}
func (e *Effect1256Sub) Damage_Mul(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || e.remaining <= 0 {
return true
}
zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(100).Add(e.percent)).Div(alpacadecimal.NewFromInt(100))
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1257: 对手不处于异常状态则吸取对手最大体力的1/{0}
type Effect1257 struct {
node.EffectNode
}
func (e *Effect1257) OnSkill() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
if e.Ctx().Opp.StatEffect_Exist_all() {
return true
}
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
e.Ctx().Our.Heal(e.Ctx().Our, nil, damage)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1253, &Effect1253{})
input.InitEffect(input.EffectType.Skill, 1254, &Effect1254{})
input.InitEffect(input.EffectType.Skill, 1255, &Effect1255{})
input.InitEffect(input.EffectType.Skill, 1256, &Effect1256{})
input.InitEffect(input.EffectType.Sub, 1256, &Effect1256Sub{})
input.InitEffect(input.EffectType.Skill, 1257, &Effect1257{})
}

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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 1258: 造成的攻击伤害若高于{0}则自身免疫下{1}次受到的异常状态
type Effect1258 struct {
node.EffectNode
}
func (e *Effect1258) Skill_Use() bool {
if len(e.Args()) < 2 || e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) <= 0 {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1258, int(e.Args()[1].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1258Sub struct {
node.EffectNode
remaining int
}
func (e *Effect1258Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1258Sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
if in != e.Ctx().Opp || !input.IS_Stat(effEffect) {
return true
}
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return false
}
// Effect 1259: {0}回合内有{1}%概率免疫对手攻击伤害,未触发则对手{2}
type Effect1259 struct {
RoundEffectArg0Base
}
func (e *Effect1259) DamageLockEx(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 3 {
return true
}
success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if success {
zone.Damage = alpacadecimal.Zero
return true
}
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[2].IntPart()))
if statusEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
}
return true
}
// Effect 1260: 将自身能力下降状态双倍反馈给对手,反馈成功则{0}回合内免疫能力下降效果
type Effect1260 struct {
node.EffectNode
}
func (e *Effect1260) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
reflected := false
for i, v := range e.Ctx().Our.Prop[:] {
if v >= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 2*v) {
reflected = true
}
}
if !reflected {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1260, int(e.Args()[0].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1260Sub struct {
RoundEffectArg0Base
}
func (e *Effect1260Sub) PropBefer(in *input.Input, prop int8, level int8) bool {
if in == e.Ctx().Opp && level < 0 {
return false
}
return true
}
// Effect 1261: 吸取对手能力提升状态,吸取成功则附加{0}点固定伤害
type Effect1261 struct {
node.EffectNode
}
func (e *Effect1261) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
absorbed := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if !e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
continue
}
absorbed = true
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
}
if !absorbed {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Args()[0],
})
return true
}
// Effect 1262: 获得{0}点护盾,护盾消失时使对手下{1}次攻击技能无效
type Effect1262 struct {
node.EffectNode
}
func (e *Effect1262) Skill_Use() bool {
if len(e.Args()) < 2 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.AddShield(e.Args()[0])
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1262, int(e.Args()[1].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1262Sub struct {
node.EffectNode
triggered bool
}
func (e *Effect1262Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
}
func (e *Effect1262Sub) Damage_Shield(zone *info.DamageZone) bool {
if e.triggered || e.Ctx().Our.CurrentShield().Cmp(alpacadecimal.Zero) > 0 {
return true
}
e.triggered = true
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 2062, int(e.Args()[0].IntPart()))
if effect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
}
e.Alive(false)
return true
}
type Effect1262DisableSub struct {
node.EffectNode
remaining int
}
func (e *Effect1262DisableSub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1262DisableSub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.SetMiss()
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1258, &Effect1258{})
input.InitEffect(input.EffectType.Sub, 1258, &Effect1258Sub{})
input.InitEffect(input.EffectType.Skill, 1259, &Effect1259{})
input.InitEffect(input.EffectType.Skill, 1260, &Effect1260{})
input.InitEffect(input.EffectType.Sub, 1260, &Effect1260Sub{})
input.InitEffect(input.EffectType.Skill, 1261, &Effect1261{})
input.InitEffect(input.EffectType.Skill, 1262, &Effect1262{})
input.InitEffect(input.EffectType.Sub, 1262, &Effect1262Sub{})
input.InitEffect(input.EffectType.Sub, 2062, &Effect1262DisableSub{})
}

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@@ -535,6 +535,16 @@ var effectInfoByID = map[int]string{
1250: "{0}回合内自身能力提升状态消失则下回合自身必定致命一击", 1250: "{0}回合内自身能力提升状态消失则下回合自身必定致命一击",
1251: "自身体力低于200时必定先手", 1251: "自身体力低于200时必定先手",
1252: "自身体力低于1/{0}时造成的伤害为{1}倍低于1/{2}时伤害为{3}倍", 1252: "自身体力低于1/{0}时造成的伤害为{1}倍低于1/{2}时伤害为{3}倍",
1253: "击败对手则自身能力提升等级翻倍",
1254: "先出手时消除对手回合类效果",
1255: "{0}回合内每回合使用技能则{1}%令对手{2}未触发则附加对手最大体力1/{3}的百分比伤害",
1256: "造成的伤害低于{0}时令对手{1},未触发则自身下{2}次攻击造成的伤害额外提升{3}%",
1257: "对手不处于异常状态则吸取对手最大体力的1/{0}",
1258: "造成的攻击伤害若高于{0}则自身免疫下{1}次受到的异常状态",
1259: "{0}回合内有{1}%概率免疫对手攻击伤害,未触发则对手{2}",
1260: "将自身能力下降状态双倍反馈给对手,反馈成功则{0}回合内免疫能力下降效果",
1261: "吸取对手能力提升状态,吸取成功则附加{0}点固定伤害",
1262: "获得{0}点护盾,护盾消失时使对手下{1}次攻击技能无效",
1393: "{0}回合内每回合使用技能则造成伤害前令对手防御-{1}、速度-{2}未触发则附加对手最大体力1/{3}的百分比伤害", 1393: "{0}回合内每回合使用技能则造成伤害前令对手防御-{1}、速度-{2}未触发则附加对手最大体力1/{3}的百分比伤害",
1394: "{0}回合内对手使用属性技能则随机进入{1}种异常状态", 1394: "{0}回合内对手使用属性技能则随机进入{1}种异常状态",
1395: "若先出手则必定打出致命一击", 1395: "若先出手则必定打出致命一击",