feat: 新增战斗效果并优化现有逻辑
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful

This commit is contained in:
xinian
2026-04-03 00:22:05 +08:00
committed by cnb
parent 3c160ef695
commit 5204615c28
19 changed files with 732 additions and 543 deletions

View File

@@ -1,36 +0,0 @@
# Task 165: Effects 1438-1442
## 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 1438
- `argsNum`: `1`
- `info`: `若对手处于能力下降状态,则{0}回合内令对手使用的属性技能无效`
### Effect 1439
- `argsNum`: `1`
- `info`: `对手处于能力下降状态造成的伤害提升{0}%`
### Effect 1440
- `argsNum`: `1`
- `info`: `免疫下{0}次自身受到的异常状态`
### Effect 1441
- `argsNum`: `1`
- `info`: `解除自身能力下降状态,解除成功则使对手随机{0}个技能PP值归零`
### Effect 1442
- `argsNum`: `4`
- `info`: `{0}回合内每回合{1}%闪避对手攻击,未触发则回合结束时{2}%令对手{3}`
- `param`: `1,3,3`
## 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

View File

@@ -1,36 +0,0 @@
# Task 166: Effects 1443-1447
## 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 1443
- `argsNum`: `2`
- `info`: `连续使用时威力提升{0}%,最高提升{1}%`
### Effect 1444
- `argsNum`: `0`
- `info`: `威力根据自身体力变化,当前剩余体力越少则威力越大`
### Effect 1445
- `argsNum`: `3`
- `info`: `吸取对手能力提升状态,吸取成功则{0}回合内对手属性技能无效,若对手不处于能力提升状态则自身下{1}回合先制+{2}`
### Effect 1446
- `argsNum`: `2`
- `info`: `获得{0}点护罩,护罩消失时使对手全属性-{1}`
### Effect 1447
- `argsNum`: `3`
- `info`: `自身体力高于最大体力的1/{0}时{1}%令对手{2}`
- `param`: `1,2,2`
## 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

View File

@@ -1,35 +0,0 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 137: 损失一半当前体力值自身攻击和速度提升2个等级
type Effect137 struct {
node.EffectNode
}
func (e *Effect137) OnSkill() bool {
// 损失一半当前体力值
currentHp := e.Ctx().Our.CurrentPet.GetHP()
halfHp := currentHp.Div(alpacadecimal.NewFromInt(2))
damageZone := &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: halfHp,
}
e.Ctx().Our.Damage(e.Ctx().Our, damageZone)
e.Ctx().Our.SetProp(e.Ctx().Our, 4, 2)
e.Ctx().Our.SetProp(e.Ctx().Our, 0, 2)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 137, &Effect137{})
}

View File

@@ -1,45 +0,0 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// Effect 1380: 牺牲自身全部体力,使对手全属性-{0}且{1}回合内先制-{2}
type Effect1380 struct{ node.EffectNode }
func (e *Effect1380) Skill_Use() bool {
if len(e.Args()) < 3 {
return true
}
applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[0].IntPart()))
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1380, int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP(),
})
return true
}
type Effect1380Sub struct{ RoundEffectArg0Base }
func (e *Effect1380Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil || len(e.Args()) < 2 {
return true
}
current.SkillEntity.XML.Priority -= int(e.Args()[1].IntPart())
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1380, &Effect1380{})
input.InitEffect(input.EffectType.Sub, 1380, &Effect1380Sub{})
}

View File

@@ -1,52 +0,0 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// Effect 142: 损失1/{0}的体力值,下回合能较快出手
type Effect142 struct {
node.EffectNode
can bool
}
func (e *Effect142) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if fattack == nil {
return true
}
//先手是自己
if fattack.PlayerID == e.Ctx().Our.UserID {
return true
}
if sattack == nil {
return true
}
if sattack.SkillEntity == nil {
return true
}
//对调
sattack.SkillEntity.XML.Priority += 1
return true
}
func (e *Effect142) OnSkill() bool {
// 损失1/n的体力值
maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
damageAmount := maxHp.Div(e.Args()[0]) // 1/n
damageZone := &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damageAmount,
}
e.Ctx().Our.Damage(e.Ctx().Our, damageZone)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 142, &Effect142{})
}

View File

@@ -43,16 +43,18 @@ func (e *Effect1428) Skill_Use() bool {
type Effect1428Sub struct{ RoundEffectArg0Base } type Effect1428Sub struct{ RoundEffectArg0Base }
func (e *Effect1428Sub) TurnEnd() bool { func (e *Effect1428Sub) TurnEnd() {
if len(e.Args()) < 2 { if len(e.Args()) < 2 {
return true e.EffectNode.TurnEnd()
return
} }
statusID := int(e.Args()[1].IntPart()) statusID := int(e.Args()[1].IntPart())
if statusID <= 0 { if statusID <= 0 {
return true e.EffectNode.TurnEnd()
return
} }
addStatusByID(e.Ctx().Our, e.Ctx().Opp, statusID) addStatusByID(e.Ctx().Our, e.Ctx().Opp, statusID)
return true e.EffectNode.TurnEnd()
} }
// Effect 1429: 50%的概率打出致命一击,未触发则{0}%令对手{1} // Effect 1429: 50%的概率打出致命一击,未触发则{0}%令对手{1}

View File

@@ -5,13 +5,15 @@ import (
"blazing/logic/service/fight/info" "blazing/logic/service/fight/info"
"blazing/logic/service/fight/input" "blazing/logic/service/fight/input"
"blazing/logic/service/fight/node" "blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
) )
// Effect 1438: 若对手处于能力下降状态,则{0}回合内令对手使用的属性技能无效 // Effect 1438: 若对手处于能力下降状态,则{0}回合内令对手使用的属性技能无效
type Effect1438 struct{ node.EffectNode } type Effect1438 struct{ node.EffectNode }
func (e *Effect1438) Skill_Use() bool { func (e *Effect1438) Skill_Use() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(zero) <= 0 || !e.Ctx().Opp.HasPropSub() { if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 || !e.Ctx().Opp.HasPropSub() {
return true return true
} }
@@ -52,7 +54,7 @@ func (e *Effect1439) Damage_Mul(zone *info.DamageZone) bool {
type Effect1440 struct{ node.EffectNode } type Effect1440 struct{ node.EffectNode }
func (e *Effect1440) Skill_Use() bool { func (e *Effect1440) Skill_Use() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(zero) <= 0 { if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true return true
} }
@@ -116,7 +118,7 @@ func (e *Effect1441) Skill_Use() bool {
type Effect1442 struct{ node.EffectNode } type Effect1442 struct{ node.EffectNode }
func (e *Effect1442) Skill_Use() bool { func (e *Effect1442) Skill_Use() bool {
if len(e.Args()) < 4 || e.Args()[0].Cmp(zero) <= 0 { if len(e.Args()) < 4 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true return true
} }

View File

@@ -20,7 +20,7 @@ func (e *Effect1443) SkillHit() bool {
return e.AddLvelEffect.SkillHit() return e.AddLvelEffect.SkillHit()
} }
if e.UseSkillCount > 0 { if e.UseSkillCount > 0 {
addSkillPowerPercent(e.Ctx().SkillEntity, e.GetADD(alpacadecimal.Zero, e.Args()[0], e.Args()[1])) addSkillPowerPercent(e.Ctx().SkillEntity, e.GetStackOnlyADD(e.Args()[0], e.Args()[1]))
} }
return e.AddLvelEffect.SkillHit() return e.AddLvelEffect.SkillHit()
} }

View File

@@ -0,0 +1,331 @@
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"
)
const effect1514SpecialPetName = "混元天尊"
var effect151xBahuangMaxHPLoss = alpacadecimal.NewFromInt(20)
func reduceCurrentPetMaxHPFlat(target *input.Input, loss alpacadecimal.Decimal) bool {
if target == nil || target.CurrentPet == nil || loss.Cmp(alpacadecimal.Zero) <= 0 {
return false
}
currentMax := target.CurrentPet.GetMaxHP()
if currentMax.Cmp(alpacadecimal.Zero) <= 0 {
return false
}
newMax := currentMax.Sub(loss)
if newMax.Cmp(alpacadecimal.NewFromInt(1)) < 0 {
newMax = alpacadecimal.NewFromInt(1)
}
if newMax.Cmp(currentMax) >= 0 {
return false
}
target.CurrentPet.Info.MaxHp = uint32(newMax.IntPart())
if target.CurrentPet.Info.Hp > target.CurrentPet.Info.MaxHp {
target.CurrentPet.Info.Hp = target.CurrentPet.Info.MaxHp
}
return true
}
// Effect 1513: {0}回合内{1}%令对手{2},未触发则削减对手{3}点体力上限
type Effect1513 struct{ RoundEffectArg0Base }
func (e *Effect1513) OnSkill() bool {
if len(e.Args()) < 4 {
return true
}
statusID := int(e.Args()[2].IntPart())
if ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100); ok {
if statusID > 0 {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, statusID)
}
return true
}
reduceCurrentPetMaxHPFlat(e.Ctx().Opp, e.Args()[3])
return true
}
// Effect 1514: 消耗自身所有体力令自身下只登场精灵获得2次八荒之力效果若自身下只登场精灵为混元天尊则转变为3次
type Effect1514 struct{ node.EffectNode }
func (e *Effect1514) Skill_Use() bool {
if e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil {
return true
}
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, 1514)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1514PendingSub struct{ node.EffectNode }
func (e *Effect1514PendingSub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
}
func (e *Effect1514PendingSub) SwitchIn(in *input.Input) bool {
if in != e.Ctx().Our || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil {
return true
}
remaining := 2
if e.Ctx().Our.CurrentPet.Info.Name == effect1514SpecialPetName {
remaining = 3
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 15141, remaining)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
e.Alive(false)
return true
}
type Effect1514BahuangSub struct {
node.EffectNode
trackedPet *info.BattlePetEntity
remaining int
active bool
}
func (e *Effect1514BahuangSub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
e.trackedPet = t.CurrentPet
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1514BahuangSub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.trackedPet == nil || e.Ctx().Our.CurrentPet != e.trackedPet || e.remaining <= 0 {
e.Alive(false)
return true
}
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 += 1
e.active = true
return true
}
func (e *Effect1514BahuangSub) Damage_Mul(zone *info.DamageZone) bool {
if !e.active || 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(150)).Div(hundred)
return true
}
func (e *Effect1514BahuangSub) OnSkill() bool {
if !e.active || e.remaining <= 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
reduceCurrentPetMaxHPFlat(e.Ctx().Opp, effect151xBahuangMaxHPLoss)
return true
}
func (e *Effect1514BahuangSub) finish() bool {
if !e.active {
return true
}
e.remaining--
e.active = false
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
func (e *Effect1514BahuangSub) Action_end() bool { return e.finish() }
func (e *Effect1514BahuangSub) Action_end_ex() bool { return e.finish() }
func (e *Effect1514BahuangSub) SwitchOut(in *input.Input) bool {
if in == e.Ctx().Our {
e.Alive(false)
}
return true
}
// Effect 1515: 对手体力上限高于{0}则造成的攻击伤害提升{1}%,对手体力上限低于{2}则附加自身{3}值{4}%的百分比伤害
type Effect1515 struct{ node.EffectNode }
func (e *Effect1515) Damage_Mul(zone *info.DamageZone) bool {
if len(e.Args()) < 5 || zone == nil || zone.Type != info.DamageType.Red || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
return true
}
if e.Ctx().Opp.CurrentPet.GetMaxHP().Cmp(e.Args()[0]) <= 0 {
return true
}
zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[1])).Div(hundred)
return true
}
func (e *Effect1515) OnSkill() bool {
if len(e.Args()) < 5 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
return true
}
if e.Ctx().Opp.CurrentPet.GetMaxHP().Cmp(e.Args()[2]) >= 0 {
return true
}
propID := int(e.Args()[3].IntPart())
if propID < 0 || propID >= 6 {
return true
}
damage := e.Ctx().Our.GetProp(propID).Mul(e.Args()[4]).Div(hundred)
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: damage})
return true
}
// Effect 1516: 汇聚无尽的怨气使用后下3回合自身获得八荒之力效果
type Effect1516 struct{ node.EffectNode }
func (e *Effect1516) Skill_Use() bool {
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1516)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1516Sub struct {
node.EffectNode
trackedPet *info.BattlePetEntity
active bool
}
func (e *Effect1516Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(3)
e.CanStack(false)
e.trackedPet = t.CurrentPet
}
func (e *Effect1516Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.trackedPet == nil || e.Ctx().Our.CurrentPet != e.trackedPet {
e.Alive(false)
return true
}
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 += 1
e.active = true
return true
}
func (e *Effect1516Sub) Damage_Mul(zone *info.DamageZone) bool {
if !e.active || 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(150)).Div(hundred)
return true
}
func (e *Effect1516Sub) OnSkill() bool {
if !e.active || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
reduceCurrentPetMaxHPFlat(e.Ctx().Opp, effect151xBahuangMaxHPLoss)
return true
}
func (e *Effect1516Sub) Action_end() bool {
e.active = false
return true
}
func (e *Effect1516Sub) Action_end_ex() bool {
e.active = false
return true
}
func (e *Effect1516Sub) SwitchOut(in *input.Input) bool {
if in == e.Ctx().Our {
e.Alive(false)
}
return true
}
// Effect 1517: 当回合击败对手则削减对手下只登场精灵{0}点体力上限
type Effect1517 struct{ node.EffectNode }
func (e *Effect1517) Skill_Use() bool {
if len(e.Args()) == 0 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp > 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
sub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 1517, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1517Sub struct{ node.EffectNode }
func (e *Effect1517Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(1)
e.CanStack(false)
}
func (e *Effect1517Sub) SwitchIn(in *input.Input) bool {
if in != e.Ctx().Opp || len(e.Args()) == 0 {
return true
}
reduceCurrentPetMaxHPFlat(e.Ctx().Opp, e.Args()[0])
e.Alive(false)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1513, &Effect1513{})
input.InitEffect(input.EffectType.Skill, 1514, &Effect1514{})
input.InitEffect(input.EffectType.Sub, 1514, &Effect1514PendingSub{})
input.InitEffect(input.EffectType.Sub, 15141, &Effect1514BahuangSub{})
input.InitEffect(input.EffectType.Skill, 1515, &Effect1515{})
input.InitEffect(input.EffectType.Skill, 1516, &Effect1516{})
input.InitEffect(input.EffectType.Sub, 1516, &Effect1516Sub{})
input.InitEffect(input.EffectType.Skill, 1517, &Effect1517{})
input.InitEffect(input.EffectType.Sub, 1517, &Effect1517Sub{})
}

View File

@@ -1,37 +0,0 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 556: 命中后使自身体力降为1
type Effect556 struct {
node.EffectNode
}
func (e *Effect556) OnSkill() bool {
// 使自身体力降为1但不能低于1
currentHP := e.Ctx().Our.CurrentPet.Info.Hp
if currentHP > 1 {
// 计算需要减少的体力值使最终体力为1
damageAmount := int64(currentHP - 1)
damageZone := &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(damageAmount),
}
e.Ctx().Our.Damage(e.Ctx().Our, damageZone)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 556, &Effect556{})
}

View File

@@ -157,7 +157,7 @@ type Effect604 struct {
func (e *Effect604) SkillHit() bool { func (e *Effect604) SkillHit() bool {
randomPower := grand.N(int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart())) randomPower := grand.N(int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
e.Ctx().SkillEntity.XML.Power = randomPower + int(e.GetADD(alpacadecimal.Zero, e.Args()[2], e.Args()[3]).IntPart()) e.Ctx().SkillEntity.XML.Power = randomPower + int(e.GetStackOnlyADD(e.Args()[2], e.Args()[3]).IntPart())
return e.AddLvelEffect.SkillHit() return e.AddLvelEffect.SkillHit()
} }

View File

@@ -2,12 +2,10 @@ package effect
import ( import (
"blazing/logic/service/fight/action" "blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input" "blazing/logic/service/fight/input"
"blazing/logic/service/fight/node" "blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal" "github.com/alpacahq/alpacadecimal"
"github.com/gogf/gf/v2/util/grand"
) )
// Effect 615: {0}回合内使用技能恢复{1}点体力体力低于1/{2}时恢复至满 // Effect 615: {0}回合内使用技能恢复{1}点体力体力低于1/{2}时恢复至满
@@ -57,74 +55,6 @@ func (e *Effect616) ComparePre(fattack, sattack *action.SelectSkillAction) bool
return true return true
} }
// Effect 617: 消耗自身所有体力给对手造成{0}-{1}点伤害,若造成伤害大于对手体力则对手必定留1点血
type Effect617 struct {
node.EffectNode
}
func (e *Effect617) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetMaxHP(),
})
minDamage := int(e.Args()[0].IntPart())
maxDamage := int(e.Args()[1].IntPart())
if maxDamage < minDamage {
minDamage, maxDamage = maxDamage, minDamage
}
randomDamage := minDamage
if maxDamage > minDamage {
randomDamage = grand.N(minDamage, maxDamage)
}
remainHP := e.Ctx().Opp.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))
if remainHP.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
damage := alpacadecimal.Min(alpacadecimal.NewFromInt(int64(randomDamage)), remainHP)
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
return true
}
// Effect 618: 消耗自身所有体力,使下一只出战精灵{0}回合内每回合恢复{1}点体力
type Effect618 struct {
SelfKill
}
func (e *Effect618) SwitchIn(in *input.Input) bool {
if !e.can || in != e.Ctx().Our {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 618, e.SideEffectArgs...)
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
e.Alive(false)
return true
}
type Effect618Sub struct {
RoundEffectArg0Base
}
func (e *Effect618Sub) TurnEnd() {
if len(e.Args()) > 1 && e.Ctx().Our.CurrentPet.Info.Hp > 0 {
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Args()[1])
}
e.EffectNode.TurnEnd()
}
// Effect 619: 下{0}回合令对手所有技能先制-{1} // Effect 619: 下{0}回合令对手所有技能先制-{1}
type Effect619 struct { type Effect619 struct {
node.EffectNode node.EffectNode
@@ -161,9 +91,6 @@ func (e *Effect619Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bo
func init() { func init() {
input.InitEffect(input.EffectType.Skill, 615, &Effect615{}) input.InitEffect(input.EffectType.Skill, 615, &Effect615{})
input.InitEffect(input.EffectType.Skill, 616, &Effect616{}) input.InitEffect(input.EffectType.Skill, 616, &Effect616{})
input.InitEffect(input.EffectType.Skill, 617, &Effect617{})
input.InitEffect(input.EffectType.Skill, 618, &Effect618{})
input.InitEffect(input.EffectType.Sub, 618, &Effect618Sub{})
input.InitEffect(input.EffectType.Skill, 619, &Effect619{}) input.InitEffect(input.EffectType.Skill, 619, &Effect619{})
input.InitEffect(input.EffectType.Sub, 619, &Effect619Sub{}) input.InitEffect(input.EffectType.Sub, 619, &Effect619Sub{})
} }

View File

@@ -1,52 +0,0 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 479: 损失自身{0}点体力,给对手造成{1}点固定伤害,若自身体力不足{2}则剩下{3}点体力
type Effect479 struct {
node.EffectNode
}
func (e *Effect479) OnSkill() bool {
selfDamage := alpacadecimal.NewFromInt(int64(e.Args()[0].IntPart()))
opponentDamage := alpacadecimal.NewFromInt(int64(e.Args()[1].IntPart()))
// 检查自身体力是否低于200
currentHp := e.Ctx().Our.CurrentPet.GetHP()
minHp := alpacadecimal.NewFromInt(200)
if currentHp.Cmp(minHp) < 0 {
// 如果自身体力不足200保留1点体力
damageToTake := currentHp.Sub(alpacadecimal.NewFromInt(1))
damageZone := &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damageToTake,
}
e.Ctx().Our.Damage(e.Ctx().Our, damageZone)
} else {
// 损失n点体力
damageZone := &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: selfDamage,
}
e.Ctx().Our.Damage(e.Ctx().Our, damageZone)
}
// 给对手造成m点固定伤害
damageZone := &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: opponentDamage,
}
e.Ctx().Opp.Damage(e.Ctx().Our, damageZone)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 479, &Effect479{})
}

View File

@@ -1,40 +0,0 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 72: 若没有命中对手则自己失去全部体力
type Effect72 struct {
node.EffectNode
}
func init() {
ret := &Effect72{}
input.InitEffect(input.EffectType.Skill, 72, ret)
}
// SkillHit 命中之后
func (e *Effect72) SkillHit() bool {
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().AttackTime != 0 {
return true
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.True,
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.Hp)),
})
return true
}

View File

@@ -1,34 +0,0 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 79: 损失1/2的体力提升自身的能力
type Effect79 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 79, &Effect79{})
}
// 命中之后
// 特攻+2速度+1命中+1
func (e *Effect79) OnSkill() bool {
e.Ctx().Our.SetProp(e.Ctx().Our, 2, 2)
e.Ctx().Our.SetProp(e.Ctx().Our, 4, 1)
e.Ctx().Our.SetProp(e.Ctx().Our, 5, 1)
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP().Div(alpacadecimal.NewFromInt(2)),
})
return true
}

View File

@@ -1,34 +0,0 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 80: 损失1/2的体力给予对手同等的伤害
type Effect80 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 80, &Effect80{})
}
func (e *Effect80) Skill_Use() bool {
att := e.Ctx().Our.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(2))
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: att,
})
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: att,
})
return true
}

View File

@@ -38,9 +38,23 @@ func (e *AddLvelEffect) SkillHit() bool {
} }
func (e *AddLvelEffect) GetADD(base, add, max alpacadecimal.Decimal) alpacadecimal.Decimal { func (e *AddLvelEffect) GetADD(base, add, max alpacadecimal.Decimal) alpacadecimal.Decimal {
count := e.UseSkillCount - 1
if count < 0 {
count = 0
}
value := base
if count > 0 {
value = value.Add(add.Mul(alpacadecimal.NewFromInt(count)))
}
return alpacadecimal.Min(value, max)
}
func (e *AddLvelEffect) GetStackOnlyADD(add, max alpacadecimal.Decimal) alpacadecimal.Decimal {
if e.UseSkillCount <= 0 {
return alpacadecimal.Zero
}
return alpacadecimal.Min(add.Mul(alpacadecimal.NewFromInt(e.UseSkillCount)), max) return alpacadecimal.Min(add.Mul(alpacadecimal.NewFromInt(e.UseSkillCount)), max)
} }
func init() { func init() {
@@ -54,10 +68,15 @@ type Effect9 struct {
} }
func (e *Effect9) SkillHit() bool { func (e *Effect9) SkillHit() bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
e.Ctx().SkillEntity.XML.Power += int(e.GetADD(alpacadecimal.Zero, e.Args()[0], e.Args()[1]).IntPart())
return true return true
}
if (e.Skillid != 0 && e.Ctx().SkillEntity.XML.ID != e.Skillid) || e.Ctx().SkillEntity.AttackTime == 0 {
return e.AddLvelEffect.SkillHit()
}
e.Ctx().SkillEntity.XML.Power += int(e.GetStackOnlyADD(e.Args()[0], e.Args()[1]).IntPart())
return e.AddLvelEffect.SkillHit()
} }
func init() { func init() {
input.InitEffect(input.EffectType.Skill, 484, &Effect484{}) input.InitEffect(input.EffectType.Skill, 484, &Effect484{})
@@ -170,7 +189,7 @@ func (e *Effect441) ActionStart(a, b *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity.Category() == info.Category.STATUS { if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true return true
} }
e.Ctx().SkillEntity.XML.CritRate += int(e.GetADD(alpacadecimal.Zero, e.Args()[2], e.Args()[3]).IntPart()) e.Ctx().SkillEntity.XML.CritRate += int(e.GetStackOnlyADD(e.Args()[2], e.Args()[3]).IntPart())
return true return true
} }

View File

@@ -16,12 +16,11 @@ type SelfKill struct {
} }
func (e *SelfKill) SetArgs(t *input.Input, a ...int) { func (e *SelfKill) SetArgs(t *input.Input, a ...int) {
// e.CanStack(-1)//后续的不会顶掉这个效果
//e.CanStack(-1)//后续的不会顶掉这个效果
e.EffectNode.SetArgs(t, a...) e.EffectNode.SetArgs(t, a...)
e.Duration(-1) //次数类,无限回合 e.Duration(-1) // 次数类,无限回合
} }
func (e *SelfKill) OnSkill() bool { func (e *SelfKill) OnSkill() bool {
if e.can { if e.can {
return true return true
@@ -47,9 +46,7 @@ type Effect59 struct {
} }
func init() { func init() {
input.InitEffect(input.EffectType.Skill, 59, &Effect59{}) input.InitEffect(input.EffectType.Skill, 59, &Effect59{})
} }
func (e *Effect59) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) { func (e *Effect59) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
@@ -59,15 +56,6 @@ func (e *Effect59) TurnStart(fattack *action.SelectSkillAction, sattack *action.
e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[0].IntPart()), 1) e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[0].IntPart()), 1)
e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[1].IntPart()), 1) e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[1].IntPart()), 1)
e.Alive(false) e.Alive(false)
return
}
func init() {
input.InitEffect(input.EffectType.Skill, 71, &Effect71{
count: 2,
})
} }
// Effect 71: 消耗自身全部体力己方下2次攻击技能必定打出致命一击 // Effect 71: 消耗自身全部体力己方下2次攻击技能必定打出致命一击
@@ -76,11 +64,14 @@ type Effect71 struct {
count int count int
} }
func init() {
input.InitEffect(input.EffectType.Skill, 71, &Effect71{count: 2})
}
func (e *Effect71) ActionStart(a, b *action.SelectSkillAction) bool { func (e *Effect71) ActionStart(a, b *action.SelectSkillAction) bool {
if !e.can { if !e.can {
return true return true
} }
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil { if e.Ctx().SkillEntity == nil {
return true return true
} }
@@ -92,14 +83,166 @@ func (e *Effect71) ActionStart(a, b *action.SelectSkillAction) bool {
e.count-- e.count--
if e.count <= 0 { if e.count <= 0 {
e.Alive(false) e.Alive(false)
} }
return true return true
} }
// Effect 72: 若没有命中对手则自己失去全部体力
type Effect72 struct {
node.EffectNode
}
func init() { func init() {
input.InitEffect(input.EffectType.Skill, 72, &Effect72{})
}
input.InitEffect(input.EffectType.Skill, 144, &Effect144{}) // SkillHit 命中之后
func (e *Effect72) SkillHit() bool {
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().AttackTime != 0 {
return true
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.True,
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.Hp)),
})
return true
}
// Effect 79: 损失1/2的体力提升自身的能力
type Effect79 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 79, &Effect79{})
}
// 命中之后
// 特攻+2速度+1命中+1
func (e *Effect79) OnSkill() bool {
e.Ctx().Our.SetProp(e.Ctx().Our, 2, 2)
e.Ctx().Our.SetProp(e.Ctx().Our, 4, 1)
e.Ctx().Our.SetProp(e.Ctx().Our, 5, 1)
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP().Div(alpacadecimal.NewFromInt(2)),
})
return true
}
// Effect 80: 损失1/2的体力给予对手同等的伤害
type Effect80 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 80, &Effect80{})
}
func (e *Effect80) Skill_Use() bool {
att := e.Ctx().Our.CurrentPet.GetMaxHP().Div(alpacadecimal.NewFromInt(2))
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: att,
})
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: att,
})
return true
}
// Effect 112: 牺牲全部体力给对手造成250~300点伤害造成致命伤害时对手剩下1点体力
type Effect112 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 112, &Effect112{})
}
// 命中之后
func (e *Effect112) Skill_Use() bool {
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.MaxHp)),
})
minDamage := int64(250)
maxDamage := int64(300)
n := int64(grand.N(int(minDamage), int(maxDamage)))
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.Min(alpacadecimal.NewFromInt(n), e.Ctx().Opp.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))),
})
return true
}
// Effect 137: 损失一半当前体力值自身攻击和速度提升2个等级
type Effect137 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 137, &Effect137{})
}
func (e *Effect137) OnSkill() bool {
currentHp := e.Ctx().Our.CurrentPet.GetHP()
halfHp := currentHp.Div(alpacadecimal.NewFromInt(2))
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: halfHp,
})
e.Ctx().Our.SetProp(e.Ctx().Our, 4, 2)
e.Ctx().Our.SetProp(e.Ctx().Our, 0, 2)
return true
}
// Effect 142: 损失1/{0}的体力值,下回合能较快出手
type Effect142 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 142, &Effect142{})
}
func (e *Effect142) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if fattack == nil {
return true
}
if fattack.PlayerID == e.Ctx().Our.UserID {
return true
}
if sattack == nil {
return true
}
if sattack.SkillEntity == nil {
return true
}
sattack.SkillEntity.XML.Priority += 1
return true
}
func (e *Effect142) OnSkill() bool {
maxHp := e.Ctx().Our.CurrentPet.GetMaxHP()
damageAmount := maxHp.Div(e.Args()[0])
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damageAmount,
})
return true
} }
// Effect 144: 消耗自己所有体力,使下一个出战的精灵{0}回合免疫异常状态 // Effect 144: 消耗自己所有体力,使下一个出战的精灵{0}回合免疫异常状态
@@ -108,9 +251,12 @@ type Effect144 struct {
count int count int
} }
func (e *Effect144) EFFect_Befer(in *input.Input, effEffect input.Effect) bool { func init() {
input.InitEffect(input.EffectType.Skill, 144, &Effect144{})
}
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定 func (e *Effect144) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
// 魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if !e.can { if !e.can {
return true return true
} }
@@ -118,7 +264,7 @@ func (e *Effect144) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
if int(e.Input.FightC.GetOverInfo().Round) >= e.count+e.SideEffectArgs[0] { if int(e.Input.FightC.GetOverInfo().Round) >= e.count+e.SideEffectArgs[0] {
e.Alive(false) e.Alive(false)
} }
if e.count == 0 { //记录开始回合 if e.count == 0 {
e.count = int(e.Input.FightC.GetOverInfo().Round) e.count = int(e.Input.FightC.GetOverInfo().Round)
} }
@@ -137,6 +283,10 @@ type Effect435 struct {
SelfKill SelfKill
} }
func init() {
input.InitEffect(input.EffectType.Skill, 435, &Effect435{})
}
func (e *Effect435) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool { func (e *Effect435) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if !e.can { if !e.can {
return true return true
@@ -144,30 +294,25 @@ func (e *Effect435) ComparePre(fattack *action.SelectSkillAction, sattack *actio
if fattack == nil { if fattack == nil {
return true return true
} }
//先手是自己
if fattack.PlayerID == e.Ctx().Our.UserID { if fattack.PlayerID == e.Ctx().Our.UserID {
return true return true
} }
if sattack == nil { if sattack == nil {
return true return true
} }
if sattack == nil {
return true
}
if sattack.SkillEntity == nil { if sattack.SkillEntity == nil {
return true return true
} }
//对调
sattack.SkillEntity.XML.Priority += 7 sattack.SkillEntity.XML.Priority += 7
e.Alive(false) e.Alive(false)
return true return true
} }
func (e *Effect435) ActionStart(a, b *action.SelectSkillAction) bool {
func (e *Effect435) ActionStart(a, b *action.SelectSkillAction) bool {
if !e.can { if !e.can {
return true return true
} }
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil { if e.Ctx().SkillEntity == nil {
return true return true
} }
@@ -177,43 +322,74 @@ func (e *Effect435) ActionStart(a, b *action.SelectSkillAction) bool {
e.Ctx().SkillEntity.XML.MustHit = 1 e.Ctx().SkillEntity.XML.MustHit = 1
return true return true
} }
func init() {
input.InitEffect(input.EffectType.Skill, 435, &Effect435{})
} // Effect 479: 损失自身{0}点体力,给对手造成{1}点固定伤害,若自身体力不足{2}则剩下{3}点体力
type Effect479 struct {
// Effect 112: 牺牲全部体力给对手造成250~300点伤害造成致命伤害时对手剩下1点体力
type Effect112 struct {
node.EffectNode node.EffectNode
} }
func init() { func init() {
input.InitEffect(input.EffectType.Skill, 479, &Effect479{})
input.InitEffect(input.EffectType.Skill, 112, &Effect112{})
} }
// 命中之后 func (e *Effect479) OnSkill() bool {
func (e *Effect112) Skill_Use() bool { selfDamage := alpacadecimal.NewFromInt(int64(e.Args()[0].IntPart()))
opponentDamage := alpacadecimal.NewFromInt(int64(e.Args()[1].IntPart()))
currentHp := e.Ctx().Our.CurrentPet.GetHP()
minHp := alpacadecimal.NewFromInt(200)
if currentHp.Cmp(minHp) < 0 {
damageToTake := currentHp.Sub(alpacadecimal.NewFromInt(1))
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{ e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed, Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.MaxHp)), Damage: damageToTake,
}) })
n := int64(grand.N(250, 300)) } else {
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: selfDamage,
})
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{ e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed, Type: info.DamageType.Fixed,
Damage: alpacadecimal.Min(alpacadecimal.NewFromInt(n), e.Ctx().Opp.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))), Damage: opponentDamage,
}) })
return true return true
} }
// Effect 556: 命中后使自身体力降为1
type Effect556 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 556, &Effect556{})
}
func (e *Effect556) OnSkill() bool {
currentHP := e.Ctx().Our.CurrentPet.Info.Hp
if currentHP > 1 {
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(int64(currentHP - 1)),
})
}
return true
}
// Effect 574: 消耗自身全部体力,令己方下次使用的技能必定先手、必定命中,下次命中的攻击技能必定打出致命一击 // Effect 574: 消耗自身全部体力,令己方下次使用的技能必定先手、必定命中,下次命中的攻击技能必定打出致命一击
type Effect574 struct { type Effect574 struct {
SelfKill SelfKill
} }
func init() {
input.InitEffect(input.EffectType.Skill, 574, &Effect574{})
}
func (e *Effect574) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool { func (e *Effect574) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if !e.can { if !e.can {
return true return true
@@ -221,31 +397,25 @@ func (e *Effect574) ComparePre(fattack *action.SelectSkillAction, sattack *actio
if fattack == nil { if fattack == nil {
return true return true
} }
//先手是自己
if fattack.PlayerID == e.Ctx().Our.UserID { if fattack.PlayerID == e.Ctx().Our.UserID {
return true return true
} }
if sattack == nil { if sattack == nil {
return true return true
} }
if sattack == nil {
return true
}
if sattack.SkillEntity == nil { if sattack.SkillEntity == nil {
return true return true
} }
//对调
sattack.SkillEntity.XML.Priority += 7
sattack.SkillEntity.XML.Priority += 7
e.Alive(false) e.Alive(false)
return true return true
} }
func (e *Effect574) ActionStart(a, b *action.SelectSkillAction) bool {
func (e *Effect574) ActionStart(a, b *action.SelectSkillAction) bool {
if !e.can { if !e.can {
return true return true
} }
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil { if e.Ctx().SkillEntity == nil {
return true return true
} }
@@ -257,7 +427,121 @@ func (e *Effect574) ActionStart(a, b *action.SelectSkillAction) bool {
return true return true
} }
func init() {
input.InitEffect(input.EffectType.Skill, 574, &Effect574{})
// Effect 617: 消耗自身所有体力给对手造成{0}-{1}点伤害,若造成伤害大于对手体力则对手必定留1点血
type Effect617 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 617, &Effect617{})
}
func (e *Effect617) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetMaxHP(),
})
minDamage := int(e.Args()[0].IntPart())
maxDamage := int(e.Args()[1].IntPart())
if maxDamage < minDamage {
minDamage, maxDamage = maxDamage, minDamage
}
randomDamage := minDamage
if maxDamage > minDamage {
randomDamage = grand.N(minDamage, maxDamage)
}
remainHP := e.Ctx().Opp.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))
if remainHP.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
damage := alpacadecimal.Min(alpacadecimal.NewFromInt(int64(randomDamage)), remainHP)
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
return true
}
// Effect 618: 消耗自身所有体力,使下一只出战精灵{0}回合内每回合恢复{1}点体力
type Effect618 struct {
SelfKill
}
func init() {
input.InitEffect(input.EffectType.Skill, 618, &Effect618{})
input.InitEffect(input.EffectType.Sub, 618, &Effect618Sub{})
}
func (e *Effect618) SwitchIn(in *input.Input) bool {
if !e.can || in != e.Ctx().Our {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 618, e.SideEffectArgs...)
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
e.Alive(false)
return true
}
type Effect618Sub struct {
RoundEffectArg0Base
}
func (e *Effect618Sub) TurnEnd() {
if len(e.Args()) > 1 && e.Ctx().Our.CurrentPet.Info.Hp > 0 {
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Args()[1])
}
e.EffectNode.TurnEnd()
}
// Effect 1380: 牺牲自身全部体力,使对手全属性-{0}且{1}回合内先制-{2}
type Effect1380 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 1380, &Effect1380{})
input.InitEffect(input.EffectType.Sub, 1380, &Effect1380Sub{})
}
func (e *Effect1380) Skill_Use() bool {
if len(e.Args()) < 3 {
return true
}
applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[0].IntPart()))
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1380, int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP(),
})
return true
}
type Effect1380Sub struct {
RoundEffectArg0Base
}
func (e *Effect1380Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil || len(e.Args()) < 2 {
return true
}
current.SkillEntity.XML.Priority -= int(e.Args()[1].IntPart())
return true
} }

View File

@@ -3,6 +3,8 @@ package effect
import ( import (
"blazing/logic/service/fight/input" "blazing/logic/service/fight/input"
"blazing/logic/service/fight/node" "blazing/logic/service/fight/node"
"github.com/gogf/gf/v2/util/grand"
) )
type RoundEffectArg0Base struct { type RoundEffectArg0Base struct {
@@ -13,6 +15,17 @@ func (e *RoundEffectArg0Base) SetArgs(t *input.Input, a ...int) {
setArgsWithDuration0(&e.EffectNode, t, a...) setArgsWithDuration0(&e.EffectNode, t, a...)
} }
type RandomDurationArg01Base struct {
node.EffectNode
}
func (e *RandomDurationArg01Base) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
if len(a) > 1 {
e.Duration(grand.N(a[0], a[1]))
}
}
type RoundEffectSideArg0Base struct { type RoundEffectSideArg0Base struct {
node.EffectNode node.EffectNode
} }
@@ -37,6 +50,18 @@ func (e *FixedDurationNeg1Base) SetArgs(t *input.Input, a ...int) {
setArgsWithFixedDuration(&e.EffectNode, t, -1, a...) setArgsWithFixedDuration(&e.EffectNode, t, -1, a...)
} }
type FixedDurationNeg1Arg0CountBase struct {
node.EffectNode
remaining int
}
func (e *FixedDurationNeg1Arg0CountBase) SetArgs(t *input.Input, a ...int) {
setArgsWithFixedDuration(&e.EffectNode, t, -1, a...)
if len(a) > 0 {
e.remaining = a[0]
}
}
type FixedDuration2Base struct { type FixedDuration2Base struct {
node.EffectNode node.EffectNode
} }