chore(go): 更新Go版本号格式

- 将 common/go.mod 中的 go 版本从 1.23.0 调整为 1.23
-
This commit is contained in:
昔念
2026-03-31 10:40:37 +08:00
parent 6ac3c1b9b7
commit 1a5996d902
17 changed files with 899 additions and 218 deletions

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@@ -1,6 +1,6 @@
module blazing/common module blazing/common
go 1.23.0 go 1.23
require ( require (
github.com/panjf2000/gnet v1.6.7 github.com/panjf2000/gnet v1.6.7

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# Task 041: Effects 815-819
## 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 815
- `argsNum`: `1`
- `info`: `后出手时附加自身当前体力{0}%的百分比伤害`
### Effect 816
- `argsNum`: `0`
- `info`: `免疫对手下次攻击技能造成的伤害并直接扣除对手等量体力`
### Effect 817
- `argsNum`: `1`
- `info`: `{0}回合内受到攻击则对手下回合受到的伤害翻倍`
### Effect 818
- `argsNum`: `0`
- `info`: `出手时本回合若受到伤害,则将伤害反馈给对手`
### Effect 819
- `argsNum`: `2`
- `info`: `出手时本回合若未受到攻击伤害,则附加自身{0}值{1}%的百分比伤害,并恢复等量体力`
- `param`: `2,0,0`
## 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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@@ -1,36 +0,0 @@
# Task 042: Effects 820-824
## 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 820
- `argsNum`: `2`
- `info`: `未击败对手下{0}回合自身攻击先制+{1}`
### Effect 821
- `argsNum`: `1`
- `info`: `{0}回合内自身的回合类效果无法被消除,后出手时回合数+1`
### Effect 822
- `argsNum`: `0`
- `info`: `吸收对手的能力提升同时反转对手的能力提升`
### Effect 823
- `argsNum`: `1`
- `info`: `当回合未击败对手,则下{0}回合必定先出手`
### Effect 824
- `argsNum`: `2`
- `info`: `若对手不处于{0}状态则吸取对手1/{1}最大体力`
- `param`: `1,0,0`
## 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 043: Effects 825-829
## 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 825
- `argsNum`: `1`
- `info`: `若对手处于能力提升状态则附加对手最大体力1/{0}的百分比伤害`
### Effect 826
- `argsNum`: `1`
- `info`: `当回合击败对手则对手下只出场精灵随机进入{0}种异常状态`
### Effect 827
- `argsNum`: `2`
- `info`: `消除对手能力提升状态,消除成功则令自身下{0}回合必定先出手且下{1}回合造成的攻击伤害翻倍`
### Effect 828
- `argsNum`: `0`
- `info`: `若自身处于能力提升状态则先制+1`
### Effect 829
- `argsNum`: `2`
- `info`: `{0}回合对手每回合受到相当于本次伤害的1/{1}的百分比伤害(可以叠加)`
## 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 044: Effects 830-835
## 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 830
- `argsNum`: `0`
- `info`: `若后出手,则免疫本回合受到的伤害`
### Effect 831
- `argsNum`: `1`
- `info`: `附加自身最大体力{0}%的百分比伤害`
### Effect 833
- `argsNum`: `1`
- `info`: `当回合若未击败对手则吸取对手最大体力的1/{0}`
### Effect 834
- `argsNum`: `2`
- `info`: `{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`
### Effect 835
- `argsNum`: `0`
- `info`: `反转自身能力下降状态,反转成功则恢复自身全部体力`
## 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 045: Effects 836-840
## 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 836
- `argsNum`: `1`
- `info`: `自身体力高于对手时先制+{0}`
### Effect 837
- `argsNum`: `3`
- `info`: `吸取对手{0}点固定体力,每次使用额外附加{1}点,最高{2}点`
### Effect 838
- `argsNum`: `1`
- `info`: `若当回合未击败对手,则下回合附加{0}点固定伤害`
### Effect 839
- `argsNum`: `1`
- `info`: `附加自身最大体力{0}%的百分比伤害并恢复等量体力`
### Effect 840
- `argsNum`: `1`
- `info`: `击败对手则对方下只精灵出战时己方在场精灵吸取其最大体力的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 052: Effects 871-875
## 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 871
- `argsNum`: `2`
- `info`: `{0}回合,每回合攻击技能造成的伤害不少于{1}`
### Effect 872
- `argsNum`: `1`
- `info`: `吸取对手能力提升状态,吸取成功则{0}回合内令对手使用的属性技能无效`
### Effect 873
- `argsNum`: `0`
- `info`: `消耗自身全部体力,消除对手能力提升状态和回合类效果,使己方下只出场精灵下次攻击必定先手、必定命中且造成的伤害翻倍`
### Effect 874
- `argsNum`: `2`
- `info`: `{0}回合内若对手造成的伤害低于{1}则免疫该伤害`
### Effect 875
- `argsNum`: `0`
- `info`: `消耗自身全部体力对手所有技能PP值归零全属性-1`
## 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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go 1.25.0 go 1.25
use ( use (
./common ./common

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@@ -1,6 +1,6 @@
module blazing/logic module blazing/logic
go 1.24.0 go 1.24
require ( require (
github.com/antlabs/timer v0.1.4 github.com/antlabs/timer v0.1.4

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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 820: 未击败对手下{0}回合自身攻击先制+{1}
type Effect820 struct{ node.EffectNode }
func (e *Effect820) Skill_Use() bool {
if len(e.Args()) < 2 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 820, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect820Sub struct{ RoundEffectArg0Base }
func (e *Effect820Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil || current.SkillEntity.Category() == info.Category.STATUS || len(e.Args()) < 2 {
return true
}
current.SkillEntity.XML.Priority += int(e.Args()[1].IntPart())
return true
}
// Effect 821: {0}回合内自身的回合类效果无法被消除,后出手时回合数+1
type Effect821 struct{ node.EffectNode }
func (e *Effect821) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
rounds := int(e.Args()[0].IntPart())
if !e.IsFirst() {
rounds++
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 821, rounds)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect821Sub struct {
node.EffectNode
remaining int
}
func (e *Effect821Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect821Sub) Skill_Use_ex() bool {
for _, eff := range e.Ctx().Our.Effects {
if eff == nil || eff == e || eff.Alive() {
continue
}
if eff.ID().GetEffectType() == input.EffectType.Status || eff.Duration() <= 0 {
continue
}
eff.Alive(true)
}
return true
}
func (e *Effect821Sub) TurnEnd() {
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
}
// Effect 822: 吸收对手的能力提升同时反转对手的能力提升
type Effect822 struct{ node.EffectNode }
func (e *Effect822) OnSkill() bool {
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), -2*v) {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
}
}
return true
}
// Effect 823: 当回合未击败对手,则下{0}回合必定先出手
type Effect823 struct{ node.EffectNode }
func (e *Effect823) Skill_Use() bool {
if len(e.Args()) == 0 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 823, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect823Sub struct {
node.EffectNode
remaining int
}
func (e *Effect823Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect823Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil {
return true
}
current.SkillEntity.XML.Priority += 7
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 824: 若对手不处于{0}状态则吸取对手1/{1}最大体力
type Effect824 struct{ node.EffectNode }
func (e *Effect824) Skill_Use() bool {
if len(e.Args()) < 2 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) {
return true
}
drain := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[1])
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
}
func init() {
input.InitEffect(input.EffectType.Skill, 820, &Effect820{})
input.InitEffect(input.EffectType.Sub, 820, &Effect820Sub{})
input.InitEffect(input.EffectType.Skill, 821, &Effect821{})
input.InitEffect(input.EffectType.Sub, 821, &Effect821Sub{})
input.InitEffect(input.EffectType.Skill, 822, &Effect822{})
input.InitEffect(input.EffectType.Skill, 823, &Effect823{})
input.InitEffect(input.EffectType.Sub, 823, &Effect823Sub{})
input.InitEffect(input.EffectType.Skill, 824, &Effect824{})
}

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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 825: 若对手处于能力提升状态则附加对手最大体力1/{0}的百分比伤害
type Effect825 struct{ node.EffectNode }
func (e *Effect825) OnSkill() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 || !e.Ctx().Opp.HasPropADD() {
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,
})
return true
}
// Effect 826: 当回合击败对手则对手下只出场精灵随机进入{0}种异常状态
type Effect826 struct{ node.EffectNode }
func (e *Effect826) Skill_Use() bool {
if len(e.Args()) == 0 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
return true
}
sub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 826, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect826Sub struct{ node.EffectNode }
func (e *Effect826Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
e.Duration(1)
}
func (e *Effect826Sub) SwitchIn(in *input.Input) bool {
if in != e.Ctx().Our || len(e.Args()) == 0 {
return true
}
applyRandomStatuses1507(e.Ctx().Opp, e.Ctx().Our, int(e.Args()[0].IntPart()))
e.Alive(false)
return true
}
// Effect 827: 消除对手能力提升状态,消除成功则令自身下{0}回合必定先出手且下{1}回合造成的攻击伤害翻倍
type Effect827 struct{ node.EffectNode }
func (e *Effect827) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
cleared := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
cleared = true
}
}
if !cleared {
return true
}
prioritySub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 827, int(e.Args()[0].IntPart()))
if prioritySub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, prioritySub)
}
damageSub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 8271, int(e.Args()[1].IntPart()))
if damageSub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, damageSub)
}
return true
}
type Effect827PrioritySub struct{ RoundEffectArg0Base }
func (e *Effect827PrioritySub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil {
return true
}
current.SkillEntity.XML.Priority += 7
return true
}
type Effect827DamageSub struct{ RoundEffectArg0Base }
func (e *Effect827DamageSub) Damage_Mul(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red {
return true
}
zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(2))
return true
}
// Effect 828: 若自身处于能力提升状态则先制+1
type Effect828 struct{ node.EffectNode }
func (e *Effect828) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if !e.Ctx().Our.HasPropADD() {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current != nil && current.SkillEntity != nil {
current.SkillEntity.XML.Priority += 1
}
return true
}
// Effect 829: 下{0}回合对手每回合受到相当于本次伤害的1/{1}的百分比伤害(可以叠加)
type Effect829 struct{ node.EffectNode }
func (e *Effect829) Skill_Use() bool {
if len(e.Args()) < 2 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 || e.Ctx().Our.SumDamage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
damage := e.Ctx().Our.SumDamage.Div(e.Args()[1])
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
sub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 829, int(e.Args()[0].IntPart()), int(damage.IntPart()))
if effect, ok := sub.(*Effect829Sub); ok {
effect.damage = damage
}
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect829Sub struct {
node.EffectNode
damage alpacadecimal.Decimal
}
func (e *Effect829Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(true)
if len(a) > 0 {
e.Duration(a[0])
}
if len(a) > 1 {
e.damage = alpacadecimal.NewFromInt(int64(a[1]))
}
}
func (e *Effect829Sub) TurnEnd() {
if e.damage.Cmp(alpacadecimal.Zero) > 0 && e.Ctx().Our.CurrentPet != nil && e.Ctx().Our.CurrentPet.Info.Hp > 0 {
damage := e.damage
if e.Stack() > 1 {
damage = damage.Mul(alpacadecimal.NewFromInt(int64(e.Stack())))
}
e.Ctx().Our.Damage(e.Ctx().Opp, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
}
e.EffectNode.TurnEnd()
}
func init() {
input.InitEffect(input.EffectType.Skill, 825, &Effect825{})
input.InitEffect(input.EffectType.Skill, 826, &Effect826{})
input.InitEffect(input.EffectType.Sub, 826, &Effect826Sub{})
input.InitEffect(input.EffectType.Skill, 827, &Effect827{})
input.InitEffect(input.EffectType.Sub, 827, &Effect827PrioritySub{})
input.InitEffect(input.EffectType.Sub, 8271, &Effect827DamageSub{})
input.InitEffect(input.EffectType.Skill, 828, &Effect828{})
input.InitEffect(input.EffectType.Skill, 829, &Effect829{})
input.InitEffect(input.EffectType.Sub, 829, &Effect829Sub{})
}

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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{})
}

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@@ -0,0 +1,158 @@
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 836: 自身体力高于对手时先制+{0}
type Effect836 struct{ node.EffectNode }
func (e *Effect836) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if len(e.Args()) == 0 || e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) <= 0 {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current != nil && current.SkillEntity != nil {
current.SkillEntity.XML.Priority += int(e.Args()[0].IntPart())
}
return true
}
// Effect 837: 吸取对手{0}点固定体力,每次使用额外附加{1}点,最高{2}点
type Effect837 struct{ AddLvelEffect }
func (e *Effect837) Skill_Use() bool {
if len(e.Args()) < 3 {
return true
}
damage := e.Args()[0]
if e.UseSkillCount > 1 {
damage = damage.Add(e.Args()[1].Mul(alpacadecimal.NewFromInt(e.UseSkillCount - 1)))
}
if damage.Cmp(e.Args()[2]) > 0 {
damage = e.Args()[2]
}
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damage)
return true
}
// Effect 838: 若当回合未击败对手,则下回合附加{0}点固定伤害
type Effect838 struct{ node.EffectNode }
func (e *Effect838) Skill_Use() bool {
if len(e.Args()) == 0 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 838, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect838Sub struct{ node.EffectNode }
func (e *Effect838Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(1)
}
func (e *Effect838Sub) Skill_Use() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Args()[0],
})
e.Alive(false)
return true
}
// Effect 839: 附加自身最大体力{0}%的百分比伤害并恢复等量体力
type Effect839 struct{ node.EffectNode }
func (e *Effect839) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
amount := e.Ctx().Our.CurrentPet.GetMaxHP().Mul(e.Args()[0]).Div(hundred)
if amount.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: amount,
})
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, amount)
return true
}
// Effect 840: 击败对手则对方下只精灵出战时己方在场精灵吸取其最大体力的1/{0}
type Effect840 struct{ node.EffectNode }
func (e *Effect840) 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
}
sub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 840, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect840Sub struct{ node.EffectNode }
func (e *Effect840Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
e.Duration(1)
}
func (e *Effect840Sub) SwitchIn(in *input.Input) bool {
if in != e.Ctx().Our || len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
drain := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
if drain.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Our.Damage(e.Ctx().Opp, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: drain,
})
e.Ctx().Opp.Heal(e.Ctx().Opp, &action.SelectSkillAction{}, drain)
}
e.Alive(false)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 836, &Effect836{})
input.InitEffect(input.EffectType.Skill, 837, &Effect837{})
input.InitEffect(input.EffectType.Skill, 838, &Effect838{})
input.InitEffect(input.EffectType.Sub, 838, &Effect838Sub{})
input.InitEffect(input.EffectType.Skill, 839, &Effect839{})
input.InitEffect(input.EffectType.Skill, 840, &Effect840{})
input.InitEffect(input.EffectType.Sub, 840, &Effect840Sub{})
}

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@@ -0,0 +1,200 @@
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 871: 下{0}回合,每回合攻击技能造成的伤害不少于{1}
type Effect871 struct{ node.EffectNode }
func (e *Effect871) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 871, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect871Sub struct{ RoundEffectArg0Base }
func (e *Effect871Sub) DamageFloor(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
if zone.Damage.Cmp(e.Args()[1]) < 0 {
zone.Damage = e.Args()[1]
}
return true
}
// Effect 872: 吸取对手能力提升状态,吸取成功则{0}回合内令对手使用的属性技能无效
type Effect872 struct{ node.EffectNode }
func (e *Effect872) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
cleared := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
cleared = true
}
}
if !cleared {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 872, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect872Sub struct{ RoundEffectArg0Base }
func (e *Effect872Sub) 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 873: 消耗自身全部体力,消除对手能力提升状态和回合类效果,使己方下只出场精灵下次攻击必定先手、必定命中且造成的伤害翻倍
type Effect873 struct{ node.EffectNode }
func (e *Effect873) Skill_Use() bool {
for i, v := range e.Ctx().Opp.Prop[:] {
if v > 0 {
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0)
}
}
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP(),
})
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 873)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect873Sub struct{ node.EffectNode }
func (e *Effect873Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
e.Duration(-1)
}
func (e *Effect873Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil || current.SkillEntity.Category() == info.Category.STATUS {
return true
}
current.SkillEntity.XML.Priority += 7
return true
}
func (e *Effect873Sub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.MustHit = 1
return true
}
func (e *Effect873Sub) Damage_Mul(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
}
zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(2))
e.Alive(false)
return true
}
// Effect 874: {0}回合内若对手造成的伤害低于{1}则免疫该伤害
type Effect874 struct{ node.EffectNode }
func (e *Effect874) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 874, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect874Sub struct{ RoundEffectArg0Base }
func (e *Effect874Sub) DamageLockEx(zone *info.DamageZone) bool {
if zone == nil || len(e.Args()) < 2 {
return true
}
if zone.Damage.Cmp(e.Args()[1]) < 0 {
zone.Damage = alpacadecimal.Zero
}
return true
}
func (e *Effect874Sub) DamageDivEx(zone *info.DamageZone) bool {
if zone == nil || len(e.Args()) < 2 {
return true
}
if zone.Damage.Cmp(e.Args()[1]) < 0 {
zone.Damage = alpacadecimal.Zero
}
return true
}
// Effect 875: 消耗自身全部体力对手所有技能PP值归零全属性-1
type Effect875 struct{ node.EffectNode }
func (e *Effect875) Skill_Use() bool {
zeroAllSkillPP(e.Ctx().Opp)
applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, 1)
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP(),
})
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 871, &Effect871{})
input.InitEffect(input.EffectType.Sub, 871, &Effect871Sub{})
input.InitEffect(input.EffectType.Skill, 872, &Effect872{})
input.InitEffect(input.EffectType.Sub, 872, &Effect872Sub{})
input.InitEffect(input.EffectType.Skill, 873, &Effect873{})
input.InitEffect(input.EffectType.Sub, 873, &Effect873Sub{})
input.InitEffect(input.EffectType.Skill, 874, &Effect874{})
input.InitEffect(input.EffectType.Sub, 874, &Effect874Sub{})
input.InitEffect(input.EffectType.Skill, 875, &Effect875{})
}

View File

@@ -1,6 +1,6 @@
module blazing/login module blazing/login
go 1.25.0 go 1.25
require ( require (
github.com/gogf/gf/contrib/nosql/redis/v2 v2.8.0 github.com/gogf/gf/contrib/nosql/redis/v2 v2.8.0

View File

@@ -1,6 +1,6 @@
module blazing/modules/base module blazing/modules/base
go 1.24.0 go 1.24
require ( require (
github.com/gogf/gf/v2 v2.8.0 github.com/gogf/gf/v2 v2.8.0

View File

@@ -1,5 +1,5 @@
module blazing/modules/config module blazing/modules/config
go 1.25.0 go 1.25
require github.com/aidarkhanov/nanoid/v2 v2.0.0-20210915221554-84fce99176fc // indirect require github.com/aidarkhanov/nanoid/v2 v2.0.0-20210915221554-84fce99176fc // indirect