feat(effect): 实现战斗效果1785、2195、2215、2219并更新文档规则 新增战斗效果1785:N回合内每回合使用技能吸取对手最大体力的1/M, 满体力时额外恢复己方所有不在场精灵O点体力 修复战斗效果2195:当对方回合存在效果时才降低技能优先级,
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@@ -113,6 +113,58 @@ Task documents may flag effects as missing even when they already exist in group
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- For battle-end rewards or delayed settlement, confirm the hook is actually executed in `loop.go` before coding against it.
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- For battle-end rewards or delayed settlement, confirm the hook is actually executed in `loop.go` before coding against it.
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- Keep comments short and effect-focused.
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- Keep comments short and effect-focused.
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## Batch Work Rules
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When continuing `docs/effect-unimplemented-tasks/` in batches:
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- Split work by grouped file and assign disjoint write ranges.
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- Avoid touching `logic/service/fight/effect/effect_info_map.go` during parallel effect implementation unless the user explicitly asks for description-map updates in the same pass.
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- Treat task docs as a backlog, not ground truth. A task file may still exist even when some IDs in the slice were already implemented or partially repaired.
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- Prefer finishing the easiest grounded IDs in a partial slice instead of repeatedly rescanning the entire slice.
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- Keep a clear list of:
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- newly implemented IDs,
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- already-existing IDs,
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- still-partial IDs,
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- task docs safe to delete.
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## Frequent Compile Pitfalls
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Before considering a slice done, check these repo-specific issues:
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- `input.InitEffect(...)` always needs all three args: effect type, numeric ID, effect instance.
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- If a new sub-effect type is added, also register the sub-effect explicitly in `init()`.
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- `SkillEntity.XML.Power` and `Priority` are `int`-based in current generated structs; avoid mixing with `int8`, `int32`, or `int64` arithmetic.
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- Skill PP on runtime battle state is commonly `uint32`; cast carefully when subtracting or restoring PP.
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- `model.SkillInfo` does not expose fields like `MaxPP` or `Category`; look them up through `xmlres.SkillMap[int(skill.ID)]`.
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- `xmlres.Move` does not expose every runtime field. Use runtime state such as `SkillEntity.AttackTime` when the XML struct lacks a field.
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- `input.Input` does not always expose nested objects assumed by task text, such as `Opp.SkillEntity`; verify available runtime fields before coding.
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- Decimal math must use `alpacadecimal` values, not raw integer literals.
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- Large grouped files can accidentally keep stale duplicate `init()` registration blocks after manual merges or batch patches. Check the file tail before closing out a slice.
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## Partial Slice Strategy
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When a grouped file is only partially grounded:
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- Do not delete the task docs for that slice yet.
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- Keep the implemented IDs in place and make the remaining gaps explicit.
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- Prefer conservative, repo-shaped implementations over speculative full feature work for heavy system effects.
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- Good candidates to finish in partial slices are:
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- simple priority modifiers,
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- PP-based power changes,
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- round-based sub-effects using existing helper bases,
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- status immunity or status application patterns that already exist nearby.
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- Leave highly coupled systems partial if they appear to depend on larger mechanics not yet modeled in nearby code, such as custom resource tracks or complex transformation states.
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## Task Doc Deletion
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Delete a task file only when one of these is true:
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- every effect ID in the task range is now implemented in repo code,
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- the IDs already existed and were verified as not missing,
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- or the user explicitly accepts documented non-implementation for reserved placeholders.
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Do not delete the task doc when the slice is still mixed between implemented and partial IDs.
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## Common Tasks
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## Common Tasks
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### Random power or conditional power effects
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### Random power or conditional power effects
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@@ -150,6 +202,11 @@ Run, at minimum:
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- `cd /workspace/logic && go test ./service/fight/effect`
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- `cd /workspace/logic && go test ./service/fight/effect`
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- `cd /workspace/logic && go build ./...`
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- `cd /workspace/logic && go build ./...`
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If the user explicitly says tests are not required for the current pass, downgrade validation to:
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- `gofmt -w` on every edited Go file,
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- fix current editor/compiler diagnostics for touched files,
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- and report that package tests/build were intentionally skipped by user request.
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If the task came from `docs/effect-unimplemented-tasks/`, remove the completed task file when the user asked for it.
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If the task came from `docs/effect-unimplemented-tasks/`, remove the completed task file when the user asked for it.
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## Output
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## Output
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@@ -466,6 +466,52 @@ func (e *Effect1784Sub) DamageLockEx(zone *info.DamageZone) bool {
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}
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}
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// Effect 1791: 消除双方护盾并附加护盾值{0}%的百分比伤害,若护盾值总和超过{1}点则转变为附加护盾值{2}%的百分比伤害
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// Effect 1791: 消除双方护盾并附加护盾值{0}%的百分比伤害,若护盾值总和超过{1}点则转变为附加护盾值{2}%的百分比伤害
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// Effect 1785: {0}回合内每回合使用技能吸取对手最大体力的1/{1},满体力时额外恢复己方所有不在场精灵{2}点体力
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type Effect1785 struct {
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node.EffectNode
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}
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func (e *Effect1785) Skill_Use() bool {
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if len(e.Args()) < 3 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1785, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1785Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1785Sub) OnSkill() bool {
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if len(e.Args()) < 3 || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
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return true
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}
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if e.Ctx().SkillEntity == nil || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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fullHP := e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Our.CurrentPet.GetMaxHP()) >= 0
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amount := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[1])
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if amount.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Percent,
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Damage: amount,
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})
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, amount)
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if fullHP {
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healBench(e.Ctx().Our, e.Args()[2])
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}
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return true
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}
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type Effect1791 struct {
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type Effect1791 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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@@ -608,6 +654,8 @@ func init() {
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input.InitEffect(input.EffectType.Sub, 1775, &Effect1775Sub{})
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input.InitEffect(input.EffectType.Sub, 1775, &Effect1775Sub{})
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input.InitEffect(input.EffectType.Skill, 1776, &Effect1776{})
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input.InitEffect(input.EffectType.Skill, 1776, &Effect1776{})
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input.InitEffect(input.EffectType.Sub, 1776, &Effect1776Sub{})
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input.InitEffect(input.EffectType.Sub, 1776, &Effect1776Sub{})
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input.InitEffect(input.EffectType.Skill, 1785, &Effect1785{})
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input.InitEffect(input.EffectType.Sub, 1785, &Effect1785Sub{})
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input.InitEffect(input.EffectType.Skill, 1781, &Effect1781{})
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input.InitEffect(input.EffectType.Skill, 1781, &Effect1781{})
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input.InitEffect(input.EffectType.Sub, 1781, &Effect1781Sub{})
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input.InitEffect(input.EffectType.Sub, 1781, &Effect1781Sub{})
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input.InitEffect(input.EffectType.Skill, 1782, &Effect1782{})
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input.InitEffect(input.EffectType.Skill, 1782, &Effect1782{})
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@@ -1,6 +1,7 @@
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package effect
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package effect
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import (
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import (
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"blazing/common/data/xmlres"
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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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/input"
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@@ -22,8 +23,30 @@ func (e *Effect2195) Skill_Use() bool {
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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return true
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}
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}
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before := activeTurnEffectCount(e.Ctx().Opp)
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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e.Ctx().SkillEntity.XML.Priority -= int(e.Args()[1].IntPart())
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if before <= 0 {
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return true
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}
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sub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 2195, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if sub != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect2195Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect2195Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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if current == nil || current.SkillEntity == nil {
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return true
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}
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current.SkillEntity.XML.Priority -= int(e.Args()[1].IntPart())
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return true
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return true
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}
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}
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@@ -319,12 +342,24 @@ type Effect2215 struct {
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}
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}
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func (e *Effect2215) Damage_Mul(zone *info.DamageZone) bool {
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func (e *Effect2215) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 || e.Ctx().SkillEntity == nil {
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return true
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return true
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}
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}
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if e.Ctx().SkillEntity != nil {
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skill, ok := xmlres.SkillMap[int(e.Ctx().SkillEntity.Info.ID)]
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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[0])).Div(hundred)
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if !ok || skill.MaxPP <= 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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}
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lostPercent := int64(skill.MaxPP-int(e.Ctx().SkillEntity.Info.PP)) * 100 / int64(skill.MaxPP)
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step := int64(e.Args()[0].IntPart())
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if step <= 0 {
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return true
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}
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tiers := lostPercent / step
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if tiers <= 0 {
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return true
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}
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bonus := alpacadecimal.NewFromInt(100 + tiers*step)
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zone.Damage = zone.Damage.Mul(bonus).Div(hundred)
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return true
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return true
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}
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}
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@@ -376,19 +411,22 @@ type Effect2219 struct {
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node.EffectNode
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node.EffectNode
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}
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}
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func (e *Effect2219) Damage_Mul(zone *info.DamageZone) bool {
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func (e *Effect2219) Skill_Use() bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
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if len(e.Args()) == 0 || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil {
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return true
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return true
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}
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}
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if e.Ctx().SkillEntity == nil {
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target := e.Ctx().Our.CurrentPet.Info.MaxHp * int(e.Args()[0].IntPart()) / 100
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current := e.Ctx().Our.CurrentDivineEnergy()
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if target <= current {
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return true
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return true
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}
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}
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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[0])).Div(hundred)
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e.Ctx().Our.AddDivineEnergy(target - current)
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return true
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return true
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}
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}
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func init() {
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func init() {
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input.InitEffect(input.EffectType.Skill, 2195, &Effect2195{})
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input.InitEffect(input.EffectType.Skill, 2195, &Effect2195{})
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input.InitEffect(input.EffectType.Sub, 2195, &Effect2195Sub{})
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input.InitEffect(input.EffectType.Skill, 2196, &Effect2196{})
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input.InitEffect(input.EffectType.Skill, 2196, &Effect2196{})
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input.InitEffect(input.EffectType.Skill, 2197, &Effect2197{})
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input.InitEffect(input.EffectType.Skill, 2197, &Effect2197{})
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input.InitEffect(input.EffectType.Skill, 2198, &Effect2198{})
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input.InitEffect(input.EffectType.Skill, 2198, &Effect2198{})
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Reference in New Issue
Block a user