refactor: 重构战斗效果逻辑实现
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This commit is contained in:
xinian
2026-04-04 03:14:22 +08:00
committed by cnb
parent 4552af99c7
commit 603c1b5ad3
11 changed files with 463 additions and 504 deletions

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@@ -1,35 +0,0 @@
# Task 186: Effects 1543-1547
## 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 1543
- `argsNum`: `0`
- `info`: `当回合击败对手则不消耗蓄力层数`
### Effect 1544
- `argsNum`: `0`
- `info`: `对手存在护盾时先制+1`
### Effect 1545
- `argsNum`: `0`
- `info`: `消除对手所有护盾效果,消除成功则为自身附加等量的护盾值`
### Effect 1546
- `argsNum`: `3`
- `info`: `1回合做{0}-{1}次攻击自身每存在1层蓄力则连击上限次数额外增加{2}次`
### Effect 1547
- `argsNum`: `0`
- `info`: `自身每存在3层蓄力先制额外+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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@@ -1,35 +0,0 @@
# Task 187: Effects 1548-1552
## 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 1548
- `argsNum`: `1`
- `info`: `当回合未击败对手则使自身下回合受到的伤害降低{0}%`
### Effect 1549
- `argsNum`: `1`
- `info`: `后出手时下回合攻击技能先制+{0}`
### Effect 1550
- `argsNum`: `0`
- `info`: `减少自身最大体力的1/2最多减少至1并附加减少量2/3的真实伤害自身的蓄力层数≥8层时不减少自身体力`
### Effect 1551
- `argsNum`: `2`
- `info`: `{0}%消耗自身全部体力,{1}%消耗敌方全部体力若自身触发效果则消除敌方所有PP值若敌方触发效果则消除自身所有PP值均未触发则恢复自身全部体力`
### Effect 1552
- `argsNum`: `0`
- `info`: `集结天幕四龙之神力使自身下2回合攻击必定先手、必定命中、必定致命`
## 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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@@ -1,37 +0,0 @@
# Task 191: Effects 1568-1572
## 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 1568
- `argsNum`: `0`
- `info`: `无视对手护盾效果`
### Effect 1569
- `argsNum`: `5`
- `info`: `{0}%令对手{1},若触发则自身下{2}次攻击技能造成的伤害提升100%,若未触发则令自身{3}且免疫下{4}次受到的攻击`
- `param`: `1,1,1|1,3,3`
### Effect 1570
- `argsNum`: `3`
- `info`: `出手时若自身体力高于对手则{0}%令对手{1}未触发则附加对手最大体力1/{2}的百分比伤害`
- `param`: `1,1,1`
### Effect 1571
- `argsNum`: `0`
- `info`: `使自身随机获得圣念状态或邪念状态,若已拥有则切换为另外一种状态`
### Effect 1572
- `argsNum`: `0`
- `info`: `3回合内每回合80%闪避对手攻击自身为圣念状态则回合数延长1回合自身为邪念状态则闪避率提升至100%`
## 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 192: Effects 1573-1577
## 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 1573
- `argsNum`: `0`
- `info`: `自身为圣念状态时下2回合受到的攻击伤害减少50%自身为邪念状态时下2回合造成的攻击伤害提升50%`
### Effect 1574
- `argsNum`: `3`
- `info`: `附加自身攻击值与速度值总和{0}%的百分比伤害,每次使用增加{1}%,最高{2}%`
### Effect 1575
- `argsNum`: `2`
- `info`: `{0}回合后出手则对手{1}`
- `param`: `1,1,1`
### Effect 1576
- `argsNum`: `1`
- `info`: `消耗自身全部体力,使对手{0}回合内无法通过自身技能恢复体力`
### Effect 1577
- `argsNum`: `5`
- `info`: `{0}回合做{1}-{2}次攻击当前技能PP值小于{3}时连击上限为{4}`
## 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 193: Effects 1578-1582
## 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 1578
- `argsNum`: `2`
- `info`: `出手时自身护盾值高于{0}则自身下回合攻击技能先制+{1}`
### Effect 1579
- `argsNum`: `2`
- `info`: `出手时自身护盾值低于{0}则下回合属性技能先制+{1}`
### Effect 1580
- `argsNum`: `2`
- `info`: `出手时对手体力高于最大体力的1/{0}则造成伤害的{1}%恢复自身体力`
### Effect 1581
- `argsNum`: `2`
- `info`: `出手时对手体力低于最大体力的1/{0}则造成的伤害提升{1}%`
### Effect 1582
- `argsNum`: `5`
- `info`: `{0}%令对手{1}{2}%令自身{3},均未触发则为自身附加{4}点护盾`
- `param`: `1,1,1|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

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@@ -29,13 +29,13 @@ func getChargeRecord(in *input.Input) *chargeRecord {
return value.(*chargeRecord) return value.(*chargeRecord)
} }
func (c *chargeRecord) addLayers(delta int) { func (c *chargeRecord) getLayers() int {
if c == nil {
return 0
}
c.mu.Lock() c.mu.Lock()
defer c.mu.Unlock() defer c.mu.Unlock()
c.layers += delta return c.layers
if c.layers < 0 {
c.layers = 0
}
} }
func (c *chargeRecord) setSkipConsume(skip bool) { func (c *chargeRecord) setSkipConsume(skip bool) {
@@ -47,51 +47,24 @@ func (c *chargeRecord) setSkipConsume(skip bool) {
c.mu.Unlock() c.mu.Unlock()
} }
func (c *chargeRecord) getLayers() int {
if c == nil {
return 0
}
c.mu.Lock()
defer c.mu.Unlock()
return c.layers
}
func (c *chargeRecord) shouldSkipConsume() bool {
if c == nil {
return false
}
c.mu.Lock()
defer c.mu.Unlock()
skip := c.skipConsume
c.skipConsume = false
return skip
}
// Effect 1543: 当回合击败对手则不消耗蓄力层数 // Effect 1543: 当回合击败对手则不消耗蓄力层数
type Effect1543 struct { type Effect1543 struct{ node.EffectNode }
node.EffectNode
}
func (e *Effect1543) TurnEnd() { func (e *Effect1543) Skill_Use() bool {
if e.Ctx().Opp != nil && e.Ctx().Opp.CurrentPet != nil && e.Ctx().Opp.CurrentPet.Info.Hp == 0 { if e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
setChargeSkip(e.Ctx().Our) return true
} }
e.EffectNode.TurnEnd() if rec := getChargeRecord(e.Ctx().Our); rec != nil {
}
func setChargeSkip(our *input.Input) {
if rec := getChargeRecord(our); rec != nil {
rec.setSkipConsume(true) rec.setSkipConsume(true)
} }
return true
} }
// Effect 1544: 对手存在护盾时先制+1 // Effect 1544: 对手存在护盾时先制+1
type Effect1544 struct { type Effect1544 struct{ node.EffectNode }
node.EffectNode
}
func (e *Effect1544) ComparePre(fattack, sattack *action.SelectSkillAction) bool { func (e *Effect1544) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.Ctx().Opp == nil || e.Ctx().Opp.CurrentShield().Cmp(alpacadecimal.Zero) <= 0 { if e.Ctx().Opp == nil || !e.Ctx().Opp.HasShield() {
return true return true
} }
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID) current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
@@ -103,69 +76,73 @@ func (e *Effect1544) ComparePre(fattack, sattack *action.SelectSkillAction) bool
} }
// Effect 1545: 消除对手所有护盾效果,消除成功则为自身附加等量的护盾值 // Effect 1545: 消除对手所有护盾效果,消除成功则为自身附加等量的护盾值
type Effect1545 struct { type Effect1545 struct{ node.EffectNode }
node.EffectNode
}
func (e *Effect1545) Skill_Use() bool { func (e *Effect1545) Skill_Use() bool {
if e.Ctx().Opp == nil || e.Ctx().Our == nil { if e.Ctx().Our == nil || e.Ctx().Opp == nil {
return true return true
} }
shield := e.Ctx().Opp.ConsumeAllShield() shield := e.Ctx().Opp.ConsumeAllShield()
if shield.Cmp(alpacadecimal.Zero) > 0 { if shield.Cmp(alpacadecimal.Zero) <= 0 {
e.Ctx().Our.AddShield(shield) return true
} }
e.Ctx().Our.AddShield(shield)
return true return true
} }
// Effect 1546: 1回合做{0}-{1}次攻击自身每存在1层蓄力则连击上限次数额外增加{2}次 // Effect 1546: 1回合做{0}-{1}次攻击自身每存在1层蓄力则连击上限次数额外增加{2}次
type Effect1546 struct { type Effect1546 struct{ node.EffectNode }
node.EffectNode
}
func (e *Effect1546) SkillHit() bool { func (e *Effect1546) SkillHit() bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || len(e.Args()) < 3 { if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true return true
} }
min := int(e.Args()[0].IntPart())
max := int(e.Args()[1].IntPart()) minHits := int(e.Args()[0].IntPart())
if max < min { maxHits := int(e.Args()[1].IntPart())
min, max = max, min if minHits <= 0 {
minHits = 1
} }
if max < 1 { if maxHits < minHits {
max = 1 maxHits = minHits
}
hits := min
if max > min {
hits += grand.Intn(max - min + 1)
} }
if rec := getChargeRecord(e.Ctx().Our); rec != nil { if rec := getChargeRecord(e.Ctx().Our); rec != nil {
hits += rec.getLayers() * int(e.Args()[2].IntPart()) maxHits += rec.getLayers() * int(e.Args()[2].IntPart())
} }
if hits <= 0 { if maxHits < minHits {
hits = 1 maxHits = minHits
} }
e.Ctx().SkillEntity.AttackTime = uint32(hits)
hits := minHits
if maxHits > minHits {
hits += grand.Intn(maxHits - minHits + 1)
}
if hits <= 1 {
return true
}
e.Ctx().SkillEntity.AttackTime += uint32(hits - 1)
return true return true
} }
// Effect 1547: 自身每存在3层蓄力先制额外+1 // Effect 1547: 自身每存在3层蓄力先制额外+1
type Effect1547 struct { type Effect1547 struct{ node.EffectNode }
node.EffectNode
}
func (e *Effect1547) ComparePre(fattack, sattack *action.SelectSkillAction) bool { func (e *Effect1547) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID) current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil { if current == nil || current.SkillEntity == nil {
return true return true
} }
layers := getChargeRecord(e.Ctx().Our).getLayers()
if layers <= 0 { layers := 0
if rec := getChargeRecord(e.Ctx().Our); rec != nil {
layers = rec.getLayers()
}
if layers < 3 {
return true return true
} }
current.SkillEntity.XML.Priority += layers / 3 current.SkillEntity.XML.Priority += layers / 3
return true return true
} }

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@@ -0,0 +1,215 @@
package effect
import (
"math"
"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 1548: 当回合未击败对手则使自身下回合受到的伤害降低{0}%
type Effect1548 struct{ node.EffectNode }
func (e *Effect1548) Skill_Use() bool {
if len(e.Args()) == 0 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1548, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1548Sub struct{ node.EffectNode }
func (e *Effect1548Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(1)
e.CanStack(false)
}
func (e *Effect1548Sub) DamageDivEx(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
return true
}
zone.Damage = zone.Damage.Mul(hundred.Sub(e.Args()[0])).Div(hundred)
return true
}
// Effect 1549: 后出手时下回合攻击技能先制+{0}
type Effect1549 struct{ node.EffectNode }
func (e *Effect1549) Skill_Use() bool {
if len(e.Args()) == 0 || e.IsFirst() {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1549, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1549Sub struct {
node.EffectNode
remaining int
priority int
}
func (e *Effect1549Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
e.remaining = 1
if len(a) > 0 {
e.priority = a[0]
}
}
func (e *Effect1549Sub) 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 || current.SkillEntity.Category() == info.Category.STATUS {
return true
}
current.SkillEntity.XML.Priority += e.priority
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1550: 减少自身最大体力的1/2最多减少至1并附加减少量2/3的真实伤害自身的蓄力层数≥8层时不减少自身体力
type Effect1550 struct{ node.EffectNode }
func (e *Effect1550) Skill_Use() bool {
if e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
return true
}
layers := 0
if rec := getChargeRecord(e.Ctx().Our); rec != nil {
layers = rec.getLayers()
}
if layers >= 8 {
return true
}
maxHP := e.Ctx().Our.CurrentPet.GetMaxHP()
loss := maxHP.Div(alpacadecimal.NewFromInt(2))
if loss.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
newMax := maxHP.Sub(loss)
if newMax.Cmp(alpacadecimal.NewFromInt(1)) < 0 {
loss = maxHP.Sub(alpacadecimal.NewFromInt(1))
newMax = alpacadecimal.NewFromInt(1)
}
if loss.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.CurrentPet.Info.MaxHp = uint32(newMax.IntPart())
if e.Ctx().Our.CurrentPet.Info.Hp > e.Ctx().Our.CurrentPet.Info.MaxHp {
e.Ctx().Our.CurrentPet.Info.Hp = e.Ctx().Our.CurrentPet.Info.MaxHp
}
damage := loss.Mul(alpacadecimal.NewFromInt(2)).Div(alpacadecimal.NewFromInt(3))
if damage.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.True,
Damage: damage,
})
}
return true
}
// Effect 1551: {0}%消耗自身全部体力,{1}%消耗敌方全部体力若自身触发效果则消除敌方所有PP值若敌方触发效果则消除自身所有PP值均未触发则恢复自身全部体力
type Effect1551 struct{ node.EffectNode }
func (e *Effect1551) Skill_Use() bool {
if len(e.Args()) < 2 || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
return true
}
selfTriggered, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
oppTriggered, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if selfTriggered {
damage := e.Ctx().Our.CurrentPet.GetHP()
if damage.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: damage})
}
zeroAllSkillPP(e.Ctx().Opp)
}
if oppTriggered {
damage := e.Ctx().Opp.CurrentPet.GetHP()
if damage.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: damage})
}
zeroAllSkillPP(e.Ctx().Our)
}
if selfTriggered || oppTriggered {
return true
}
e.Ctx().Our.Heal(
e.Ctx().Our,
&action.SelectSkillAction{BaseAction: action.BaseAction{PlayerID: e.Ctx().Our.UserID}},
e.Ctx().Our.CurrentPet.GetMaxHP(),
)
return true
}
// Effect 1552: 集结天幕四龙之神力使自身下2回合攻击必定先手、必定命中、必定致命
type Effect1552 struct{ node.EffectNode }
func (e *Effect1552) Skill_Use() bool {
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1552)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1552Sub struct{ FixedDuration2Base }
func (e *Effect1552Sub) 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 = math.MaxInt
return true
}
func (e *Effect1552Sub) 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
e.Ctx().SkillEntity.XML.CritRate = 16
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1548, &Effect1548{})
input.InitEffect(input.EffectType.Sub, 1548, &Effect1548Sub{})
input.InitEffect(input.EffectType.Skill, 1549, &Effect1549{})
input.InitEffect(input.EffectType.Sub, 1549, &Effect1549Sub{})
input.InitEffect(input.EffectType.Skill, 1550, &Effect1550{})
input.InitEffect(input.EffectType.Skill, 1551, &Effect1551{})
input.InitEffect(input.EffectType.Skill, 1552, &Effect1552{})
input.InitEffect(input.EffectType.Sub, 1552, &Effect1552Sub{})
}

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@@ -1,19 +1,20 @@
package effect package effect
import ( import (
"blazing/logic/service/fight/action"
"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" "github.com/alpacahq/alpacadecimal"
"github.com/gogf/gf/v2/util/grand"
) )
// Effect 1568: 无视对手护盾效果 // Effect 1568: 无视对手护盾效果
type Effect1568 struct{ node.EffectNode } type Effect1568 struct{ node.EffectNode }
func (e *Effect1568) Skill_Use() bool { func (e *Effect1568) SkillHit() bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1568) sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1568)
if sub != nil { if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub) e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
@@ -23,6 +24,12 @@ func (e *Effect1568) Skill_Use() bool {
type Effect1568Sub struct{ node.EffectNode } type Effect1568Sub struct{ node.EffectNode }
func (e *Effect1568Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(1)
e.CanStack(false)
}
func (e *Effect1568Sub) Damage_Shield(zone *info.DamageZone) bool { func (e *Effect1568Sub) Damage_Shield(zone *info.DamageZone) bool {
if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 { if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 {
return true return true
@@ -42,19 +49,15 @@ func (e *Effect1568Sub) SwitchOut(in *input.Input) bool {
return true return true
} }
// Effect 1569: {0}%令对手{1},触发自身下{2}次攻击伤害翻倍,未触发则自身{3}且免疫下{4}次攻击 // Effect 1569: {0}%令对手{1}触发自身下{2}次攻击技能造成的伤害提升100%,若未触发则自身{3}且免疫下{4}次受到的攻击
type Effect1569 struct{ node.EffectNode } type Effect1569 struct{ node.EffectNode }
func (e *Effect1569) Skill_Use() bool { func (e *Effect1569) Skill_Use() bool {
if len(e.Args()) < 5 { if len(e.Args()) < 5 {
return true return true
} }
if e.Ctx().Opp == nil || e.Ctx().Our == nil {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100) ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
if ok { if ok && addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart())) {
addStatusEffect(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1569, int(e.Args()[2].IntPart())) sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1569, int(e.Args()[2].IntPart()))
if sub != nil { if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub) e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
@@ -62,10 +65,10 @@ func (e *Effect1569) Skill_Use() bool {
return true return true
} }
addStatusEffect(e.Ctx().Our, e.Ctx().Our, int(e.Args()[3].IntPart())) addStatusByID(e.Ctx().Our, e.Ctx().Our, int(e.Args()[3].IntPart()))
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1569, int(e.Args()[4].IntPart())) immune := e.Ctx().Our.InitEffect(input.EffectType.Skill, 570, int(e.Args()[4].IntPart()))
if sub != nil { if immune != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub) e.Ctx().Our.AddEffect(e.Ctx().Our, immune)
} }
return true return true
} }
@@ -73,22 +76,22 @@ func (e *Effect1569) Skill_Use() bool {
type Effect1569Sub struct { type Effect1569Sub struct {
node.EffectNode node.EffectNode
remaining int remaining int
fail bool
} }
func (e *Effect1569Sub) SetArgs(t *input.Input, a ...int) { func (e *Effect1569Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...) e.EffectNode.SetArgs(t, a...)
e.Duration(-1) e.Duration(-1)
e.CanStack(false)
if len(a) > 0 { if len(a) > 0 {
e.remaining = a[0] e.remaining = a[0]
} }
} }
func (e *Effect1569Sub) Damage_Mul(zone *info.DamageZone) bool { func (e *Effect1569Sub) Damage_Mul(zone *info.DamageZone) bool {
if e.remaining <= 0 || zone == nil || zone.Type != info.DamageType.Red || e.fail { if zone == nil || zone.Type != info.DamageType.Red || e.remaining <= 0 {
return true return true
} }
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS { if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true return true
} }
zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(2)) zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(2))
@@ -99,48 +102,28 @@ func (e *Effect1569Sub) Damage_Mul(zone *info.DamageZone) bool {
return true return true
} }
func (e *Effect1569Sub) DamageLockEx(zone *info.DamageZone) bool {
if !e.fail || e.remaining <= 0 || zone == nil || zone.Type != info.DamageType.Red {
return true
}
if e.Ctx().SkillEntity != nil {
e.Ctx().SkillEntity.SetMiss()
}
zone.Damage = alpacadecimal.Zero
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1570: 出手时若自身体力高于对手则{0}%令对手{1}未触发则附加对手最大体力1/{2}的百分比伤害 // Effect 1570: 出手时若自身体力高于对手则{0}%令对手{1}未触发则附加对手最大体力1/{2}的百分比伤害
type Effect1570 struct{ node.EffectNode } type Effect1570 struct{ node.EffectNode }
func (e *Effect1570) Skill_Use() bool { func (e *Effect1570) Skill_Use() bool {
if len(e.Args()) < 3 || e.Ctx().Our == nil || e.Ctx().Opp == nil { if len(e.Args()) < 3 || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil {
return true return true
} }
if e.Ctx().Our.CurrentPet == nil || e.Ctx().Opp.CurrentPet == nil { if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) <= 0 {
return true return true
} }
var chance int ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) > 0 { if ok {
chance = int(e.Args()[0].IntPart()) addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
} else { return true
chance = 0
}
if chance > 0 {
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
addStatusEffect(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
return true
}
} }
if e.Args()[2].Cmp(alpacadecimal.Zero) <= 0 { if e.Args()[2].Cmp(alpacadecimal.Zero) <= 0 {
return true return true
} }
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[2]) damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[2])
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{ e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent, Type: info.DamageType.Percent,
Damage: damage, Damage: damage,
@@ -148,87 +131,59 @@ func (e *Effect1570) Skill_Use() bool {
return true return true
} }
// Effect 1571: 使自身随机获得圣念状态或邪念状态,若已拥有则切换旨在另一个状态 // Effect 1571: 使自身随机获得圣念状态或邪念状态,若已拥有则切换为另外一种状态
type Effect1571 struct{ node.EffectNode } type Effect1571 struct{ node.EffectNode }
func (e *Effect1571) Skill_Use() bool { func (e *Effect1571) Skill_Use() bool {
if e.Ctx().Our == nil { if holy := e.Ctx().Our.GetEffect(input.EffectType.Status, int(petStatus2077Holy)); holy != nil && holy.Alive() {
holy.Alive(false)
addStatusByID(e.Ctx().Our, e.Ctx().Our, int(petStatus2077Evil))
return true return true
} }
hasHoly := e.Ctx().Our.StatEffect_Exist(int(petStatus2077Holy)) if evil := e.Ctx().Our.GetEffect(input.EffectType.Status, int(petStatus2077Evil)); evil != nil && evil.Alive() {
hasEvil := e.Ctx().Our.StatEffect_Exist(int(petStatus2077Evil)) evil.Alive(false)
target := int(petStatus2077Holy) addStatusByID(e.Ctx().Our, e.Ctx().Our, int(petStatus2077Holy))
if hasHoly { return true
target = int(petStatus2077Evil) }
} else if hasEvil { if ok, _, _ := e.Input.Player.Roll(50, 100); ok {
target = int(petStatus2077Holy) addStatusByID(e.Ctx().Our, e.Ctx().Our, int(petStatus2077Holy))
} else if grand.Intn(2) == 1 { } else {
target = int(petStatus2077Evil) addStatusByID(e.Ctx().Our, e.Ctx().Our, int(petStatus2077Evil))
} }
removeStatusEffect(e.Ctx().Our, int(petStatus2077Holy))
removeStatusEffect(e.Ctx().Our, int(petStatus2077Evil))
addStatusEffect(e.Ctx().Our, e.Ctx().Our, target)
return true return true
} }
func removeStatusEffect(target *input.Input, statusID int) { // Effect 1572: 3回合内每回合80%闪避对手攻击自身为圣念状态则回合数延长1回合自身为邪念状态则闪避率提升至100%
if target == nil {
return
}
if eff := target.GetEffect(input.EffectType.Status, statusID); eff != nil {
eff.Alive(false)
}
}
// Effect 1572: 3回合内每回合闪避对手攻击自身状态调整持续与命中率
type Effect1572 struct{ node.EffectNode } type Effect1572 struct{ node.EffectNode }
func (e *Effect1572) Skill_Use() bool { func (e *Effect1572) Skill_Use() bool {
if e.Ctx().Opp == nil || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil {
return true
}
duration := 3 duration := 3
chance := 80 chance := 80
if e.Ctx().Our.StatEffect_Exist(int(petStatus2077Holy)) { if e.Ctx().Our.StatEffect_Exist(petStatus2077Holy) {
duration++ duration++
} }
if e.Ctx().Our.StatEffect_Exist(int(petStatus2077Evil)) { if e.Ctx().Our.StatEffect_Exist(petStatus2077Evil) {
chance = 100 chance = 100
} }
sub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 1572, chance) sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1572, duration, chance)
if sub != nil { if sub != nil {
sub.Duration(duration) e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
} }
return true return true
} }
type Effect1572Sub struct { type Effect1572Sub struct{ RoundEffectArg0Base }
RoundEffectArg0Base
chance int
}
func (e *Effect1572Sub) SetArgs(t *input.Input, a ...int) {
e.RoundEffectArg0Base.SetArgs(t, a...)
if len(a) > 0 {
e.chance = a[0]
}
}
func (e *Effect1572Sub) SkillHit_ex() bool { func (e *Effect1572Sub) SkillHit_ex() bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS { if len(e.Args()) < 2 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true return true
} }
if e.chance >= 100 { if e.Ctx().SkillEntity.AttackTime == 2 {
return true return true
} }
ok, _, _ := e.Input.Player.Roll(e.chance, 100) ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok { if ok {
return true
}
if e.Ctx().SkillEntity.AttackTime == 1 {
e.Ctx().SkillEntity.SetMiss() e.Ctx().SkillEntity.SetMiss()
e.Ctx().SkillEntity.AttackTime = 0
} }
return true return true
} }

View File

@@ -10,99 +10,85 @@ import (
"github.com/gogf/gf/v2/util/grand" "github.com/gogf/gf/v2/util/grand"
) )
const (
statusSaintEffect = 3001
statusDemonEffect = 3002
)
var hundred = alpacadecimal.NewFromInt(100)
func isStatusActive(target *input.Input, statusID int) bool {
if target == nil || statusID <= 0 {
return false
}
eff := target.GetEffect(input.EffectType.Status, statusID)
return eff != nil && eff.Alive()
}
func addStatusByID(owner, target *input.Input, statusID int) bool {
if owner == nil || target == nil || statusID <= 0 {
return false
}
eff := owner.InitEffect(input.EffectType.Status, statusID)
if eff == nil {
return false
}
target.AddEffect(owner, eff)
return true
}
// Effect 1573: 自身为圣念状态时下2回合受到的攻击伤害减少50%自身为邪念状态时下2回合造成的攻击伤害提升50% // Effect 1573: 自身为圣念状态时下2回合受到的攻击伤害减少50%自身为邪念状态时下2回合造成的攻击伤害提升50%
type Effect1573 struct{ node.EffectNode } type Effect1573 struct{ node.EffectNode }
func (e *Effect1573) DamageDivEx(zone *info.DamageZone) bool { func (e *Effect1573) Skill_Use() bool {
if zone == nil || zone.Type != info.DamageType.Red { mode := 0
if e.Ctx().Our.StatEffect_Exist(petStatus2077Holy) {
mode = 1
} else if e.Ctx().Our.StatEffect_Exist(petStatus2077Evil) {
mode = 2
}
if mode == 0 {
return true return true
} }
if hasSaint := isStatusActive(e.Ctx().Our, statusSaintEffect); hasSaint { sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1573, mode)
zone.Damage = zone.Damage.Div(alpacadecimal.NewFromInt(2)) if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1573Sub struct {
FixedDuration2Base
mode int
}
func (e *Effect1573Sub) SetArgs(t *input.Input, a ...int) {
e.FixedDuration2Base.SetArgs(t, a...)
if len(a) > 0 {
e.mode = a[0]
}
}
func (e *Effect1573Sub) DamageDivEx(zone *info.DamageZone) bool {
if e.mode != 1 || zone == nil || zone.Type != info.DamageType.Red {
return true return true
} }
if isStatusActive(e.Ctx().Our, statusDemonEffect) { zone.Damage = zone.Damage.Div(alpacadecimal.NewFromInt(2))
zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(3)).Div(alpacadecimal.NewFromInt(2)) return true
}
func (e *Effect1573Sub) Damage_Mul(zone *info.DamageZone) bool {
if e.mode != 2 || zone == nil || zone.Type != info.DamageType.Red {
return true
} }
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(3)).Div(alpacadecimal.NewFromInt(2))
return true return true
} }
// Effect 1574: 附加自身攻击值与速度值总和{0}%的百分比伤害,每次使用增加{1}%,最高{2}% // Effect 1574: 附加自身攻击值与速度值总和{0}%的百分比伤害,每次使用增加{1}%,最高{2}%
type Effect1574 struct { type Effect1574 struct {
node.EffectNode node.EffectNode
currentPercent alpacadecimal.Decimal bonus int
increment alpacadecimal.Decimal
maxPercent alpacadecimal.Decimal
} }
func (e *Effect1574) SetArgs(t *input.Input, a ...int) { func (e *Effect1574) OnSkill() bool {
e.EffectNode.SetArgs(t, a...) if len(e.Args()) < 3 || e.Ctx().Our == nil || e.Ctx().Opp == nil {
if len(a) >= 1 {
e.currentPercent = alpacadecimal.NewFromInt(int64(a[0]))
}
if len(a) >= 2 {
e.increment = alpacadecimal.NewFromInt(int64(a[1]))
}
if len(a) >= 3 {
e.maxPercent = alpacadecimal.NewFromInt(int64(a[2]))
}
if e.maxPercent.Cmp(alpacadecimal.Zero) <= 0 {
e.maxPercent = alpacadecimal.NewFromInt(100)
}
}
func (e *Effect1574) DamageAdd(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if e.currentPercent.Cmp(alpacadecimal.Zero) <= 0 {
return true return true
} }
sum := e.Ctx().Our.GetProp(0).Add(e.Ctx().Our.GetProp(4)) percent := int(e.Args()[0].IntPart()) + e.bonus
if sum.Cmp(alpacadecimal.Zero) <= 0 { maxPercent := int(e.Args()[2].IntPart())
if percent > maxPercent {
percent = maxPercent
}
if percent <= 0 {
return true return true
} }
extra := sum.Mul(e.currentPercent).Div(hundred) damage := e.Ctx().Our.GetProp(0).Add(e.Ctx().Our.GetProp(4)).Mul(alpacadecimal.NewFromInt(int64(percent))).Div(hundred)
if extra.Cmp(alpacadecimal.Zero) <= 0 { if damage.Cmp(alpacadecimal.Zero) > 0 {
return true e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
} Type: info.DamageType.Percent,
zone.Damage = zone.Damage.Add(extra) Damage: damage,
})
if e.increment.Cmp(alpacadecimal.Zero) > 0 && e.currentPercent.Cmp(e.maxPercent) < 0 {
e.currentPercent = e.currentPercent.Add(e.increment)
if e.currentPercent.Cmp(e.maxPercent) > 0 {
e.currentPercent = e.maxPercent
}
} }
e.bonus += int(e.Args()[1].IntPart())
return true return true
} }
@@ -126,22 +112,19 @@ type Effect1575Sub struct {
} }
func (e *Effect1575Sub) SetArgs(t *input.Input, a ...int) { func (e *Effect1575Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...) e.RoundEffectArg0Base.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false) e.CanStack(false)
if len(a) >= 1 { if len(a) > 1 {
e.Duration(a[0])
}
if len(a) >= 2 {
e.statusID = a[1] e.statusID = a[1]
} }
} }
func (e *Effect1575Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool { func (e *Effect1575Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS { current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil {
return true return true
} }
if e.IsFirst() { if e.Duration() > 1 || e.IsFirst() {
return true return true
} }
addStatusByID(e.Ctx().Our, e.Ctx().Opp, e.statusID) addStatusByID(e.Ctx().Our, e.Ctx().Opp, e.statusID)
@@ -153,17 +136,12 @@ func (e *Effect1575Sub) ComparePre(fattack, sattack *action.SelectSkillAction) b
type Effect1576 struct{ node.EffectNode } type Effect1576 struct{ node.EffectNode }
func (e *Effect1576) Skill_Use() bool { func (e *Effect1576) Skill_Use() bool {
if e.Ctx().Our == nil || e.Ctx().Opp == nil || e.Ctx().Our.CurrentPet == nil { if len(e.Args()) == 0 || e.Ctx().Our == nil || e.Ctx().Our.CurrentPet == nil || e.Ctx().Opp == nil {
return true return true
} }
damage := e.Ctx().Our.CurrentPet.GetHP() damage := e.Ctx().Our.CurrentPet.GetHP()
if damage.Cmp(alpacadecimal.Zero) <= 0 { if damage.Cmp(alpacadecimal.Zero) > 0 {
return true e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: damage})
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: damage})
if len(e.Args()) == 0 {
return true
} }
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1576, int(e.Args()[0].IntPart())) sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1576, int(e.Args()[0].IntPart()))
if sub != nil { if sub != nil {
@@ -172,16 +150,13 @@ func (e *Effect1576) Skill_Use() bool {
return true return true
} }
type Effect1576Sub struct { type Effect1576Sub struct{ RoundEffectArg0Base }
RoundEffectArg0Base
}
func (e *Effect1576Sub) Heal_Pre(ac action.BattleActionI, value *int) bool { func (e *Effect1576Sub) Heal_Pre(ac action.BattleActionI, value *int) bool {
if value == nil || *value <= 0 { if value == nil || *value <= 0 {
return true return true
} }
skill, ok := ac.(*action.SelectSkillAction) if _, ok := ac.(*action.SelectSkillAction); !ok || ac.GetPlayerID() != e.Ctx().Our.UserID {
if !ok || skill.GetPlayerID() != e.Ctx().Opp.Player.GetInfo().UserID {
return true return true
} }
*value = 0 *value = 0
@@ -189,9 +164,7 @@ func (e *Effect1576Sub) Heal_Pre(ac action.BattleActionI, value *int) bool {
} }
// Effect 1577: {0}回合做{1}-{2}次攻击当前技能PP值小于{3}时连击上限为{4} // Effect 1577: {0}回合做{1}-{2}次攻击当前技能PP值小于{3}时连击上限为{4}
type Effect1577 struct { type Effect1577 struct{ node.EffectNode }
RoundEffectArg0Base
}
func (e *Effect1577) Skill_Use() bool { func (e *Effect1577) Skill_Use() bool {
if len(e.Args()) < 5 { if len(e.Args()) < 5 {
@@ -204,40 +177,51 @@ func (e *Effect1577) Skill_Use() bool {
return true return true
} }
func (e *Effect1577) SkillHit() bool { type Effect1577Sub struct{ RoundEffectArg0Base }
func (e *Effect1577Sub) SkillHit() bool {
if len(e.Args()) < 5 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 { if len(e.Args()) < 5 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true return true
} }
minHits := int(e.Args()[1].IntPart()) minHits := int(e.Args()[1].IntPart())
maxHits := int(e.Args()[2].IntPart()) maxHits := int(e.Args()[2].IntPart())
if minHits <= 0 {
minHits = 1
}
if maxHits < minHits { if maxHits < minHits {
maxHits = minHits maxHits = minHits
} }
times := minHits
if maxHits > minHits { if skill := e.Ctx().SkillEntity.Info; skill != nil && int(skill.PP) < int(e.Args()[3].IntPart()) {
times = minHits + grand.Intn(maxHits-minHits+1) ppCap := int(e.Args()[4].IntPart())
} if ppCap > 0 && ppCap < maxHits {
if skill := e.Ctx().SkillEntity.Info; skill != nil { maxHits = ppCap
threshold := e.Args()[3].IntPart() }
if threshold >= 0 && int(skill.PP) <= int(threshold) { if maxHits < minHits {
times = int(e.Args()[4].IntPart()) maxHits = minHits
} }
} }
if times <= 1 {
hits := minHits
if maxHits > minHits {
hits += grand.Intn(maxHits - minHits + 1)
}
if hits <= 1 {
return true return true
} }
e.Ctx().SkillEntity.AttackTime += uint32(hits - 1)
e.Ctx().SkillEntity.AttackTime += uint32(times - 1)
return true return true
} }
func init() { func init() {
input.InitEffect(input.EffectType.Skill, 1573, &Effect1573{}) input.InitEffect(input.EffectType.Skill, 1573, &Effect1573{})
input.InitEffect(input.EffectType.Sub, 1573, &Effect1573Sub{})
input.InitEffect(input.EffectType.Skill, 1574, &Effect1574{}) input.InitEffect(input.EffectType.Skill, 1574, &Effect1574{})
input.InitEffect(input.EffectType.Skill, 1575, &Effect1575{}) input.InitEffect(input.EffectType.Skill, 1575, &Effect1575{})
input.InitEffect(input.EffectType.Sub, 1575, &Effect1575Sub{}) input.InitEffect(input.EffectType.Sub, 1575, &Effect1575Sub{})
input.InitEffect(input.EffectType.Skill, 1576, &Effect1576{}) input.InitEffect(input.EffectType.Skill, 1576, &Effect1576{})
input.InitEffect(input.EffectType.Sub, 1576, &Effect1576Sub{}) input.InitEffect(input.EffectType.Sub, 1576, &Effect1576Sub{})
input.InitEffect(input.EffectType.Skill, 1577, &Effect1577{}) input.InitEffect(input.EffectType.Skill, 1577, &Effect1577{})
input.InitEffect(input.EffectType.Sub, 1577, &Effect1577Sub{})
} }

View File

@@ -9,29 +9,11 @@ import (
"github.com/alpacahq/alpacadecimal" "github.com/alpacahq/alpacadecimal"
) )
var hundred = alpacadecimal.NewFromInt(100)
func applyStatusByID(owner, target *input.Input, statusID int) bool {
if owner == nil || target == nil || statusID <= 0 {
return false
}
eff := owner.InitEffect(input.EffectType.Status, statusID)
if eff == nil {
return false
}
target.AddEffect(owner, eff)
return true
}
// Effect 1578: 出手时自身护盾值高于{0}则自身下回合攻击技能先制+{1} // Effect 1578: 出手时自身护盾值高于{0}则自身下回合攻击技能先制+{1}
type Effect1578 struct{ node.EffectNode } type Effect1578 struct{ node.EffectNode }
func (e *Effect1578) Skill_Use() bool { func (e *Effect1578) Skill_Use() bool {
if len(e.Args()) < 2 || e.Ctx().Our == nil { if len(e.Args()) < 2 || e.Ctx().Our == nil || e.Ctx().Our.CurrentShield().Cmp(e.Args()[0]) <= 0 {
return true
}
shield := e.Ctx().Our.CurrentShield()
if shield.Cmp(e.Args()[0]) <= 0 {
return true return true
} }
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1578, int(e.Args()[1].IntPart())) sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1578, int(e.Args()[1].IntPart()))
@@ -42,17 +24,17 @@ func (e *Effect1578) Skill_Use() bool {
} }
type Effect1578Sub struct { type Effect1578Sub struct {
RoundEffectArg0Base node.EffectNode
remaining int remaining int
priority int priority int
} }
func (e *Effect1578Sub) SetArgs(t *input.Input, a ...int) { func (e *Effect1578Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...) e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
e.remaining = 1
if len(a) > 0 { if len(a) > 0 {
e.remaining = 1
}
if len(a) > 1 {
e.priority = a[0] e.priority = a[0]
} }
} }
@@ -78,10 +60,7 @@ func (e *Effect1578Sub) ComparePre(fattack, sattack *action.SelectSkillAction) b
type Effect1579 struct{ node.EffectNode } type Effect1579 struct{ node.EffectNode }
func (e *Effect1579) Skill_Use() bool { func (e *Effect1579) Skill_Use() bool {
if len(e.Args()) < 2 || e.Ctx().Our == nil { if len(e.Args()) < 2 || e.Ctx().Our == nil || e.Ctx().Our.CurrentShield().Cmp(e.Args()[0]) >= 0 {
return true
}
if e.Ctx().Our.CurrentShield().Cmp(e.Args()[0]) >= 0 {
return true return true
} }
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1579, int(e.Args()[1].IntPart())) sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1579, int(e.Args()[1].IntPart()))
@@ -92,17 +71,17 @@ func (e *Effect1579) Skill_Use() bool {
} }
type Effect1579Sub struct { type Effect1579Sub struct {
RoundEffectArg0Base node.EffectNode
remaining int remaining int
priority int priority int
} }
func (e *Effect1579Sub) SetArgs(t *input.Input, a ...int) { func (e *Effect1579Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...) e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
e.remaining = 1
if len(a) > 0 { if len(a) > 0 {
e.remaining = 1
}
if len(a) > 1 {
e.priority = a[0] e.priority = a[0]
} }
} }
@@ -127,33 +106,35 @@ func (e *Effect1579Sub) ComparePre(fattack, sattack *action.SelectSkillAction) b
// Effect 1580: 出手时对手体力高于最大体力的1/{0}则造成伤害的{1}%恢复自身体力 // Effect 1580: 出手时对手体力高于最大体力的1/{0}则造成伤害的{1}%恢复自身体力
type Effect1580 struct { type Effect1580 struct {
node.EffectNode node.EffectNode
shouldHeal bool active bool
} }
func (e *Effect1580) Skill_Use() bool { func (e *Effect1580) SkillHit() bool {
if len(e.Args()) < 2 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil { e.active = false
if len(e.Args()) < 2 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true return true
} }
maxThreshold := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0]) if e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
if e.Ctx().Opp.CurrentPet.GetHP().Cmp(maxThreshold) <= 0 {
return true return true
} }
e.shouldHeal = true threshold := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
e.active = e.Ctx().Opp.CurrentPet.GetHP().Cmp(threshold) > 0
return true return true
} }
func (e *Effect1580) DamageAdd(zone *info.DamageZone) bool { func (e *Effect1580) Skill_Use() bool {
if !e.shouldHeal || zone == nil || zone.Type != info.DamageType.Red || e.Ctx().Our == nil { if !e.active || len(e.Args()) < 2 || e.Ctx().Our.SumDamage.Cmp(alpacadecimal.Zero) <= 0 {
return true return true
} }
if len(e.Args()) < 2 { heal := e.Ctx().Our.SumDamage.Mul(e.Args()[1]).Div(hundred)
return true
}
heal := zone.Damage.Mul(e.Args()[1]).Div(hundred)
if heal.Cmp(alpacadecimal.Zero) > 0 { if heal.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal) e.Ctx().Our.Heal(
e.Ctx().Our,
&action.SelectSkillAction{BaseAction: action.BaseAction{PlayerID: e.Ctx().Our.UserID}},
heal,
)
} }
e.shouldHeal = false e.active = false
return true return true
} }
@@ -164,6 +145,9 @@ func (e *Effect1581) Damage_Mul(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 { if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 || e.Ctx().Opp == nil || e.Ctx().Opp.CurrentPet == nil || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true return true
} }
if e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
threshold := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0]) threshold := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
if e.Ctx().Opp.CurrentPet.GetHP().Cmp(threshold) >= 0 { if e.Ctx().Opp.CurrentPet.GetHP().Cmp(threshold) >= 0 {
return true return true
@@ -176,17 +160,20 @@ func (e *Effect1581) Damage_Mul(zone *info.DamageZone) bool {
type Effect1582 struct{ node.EffectNode } type Effect1582 struct{ node.EffectNode }
func (e *Effect1582) Skill_Use() bool { func (e *Effect1582) Skill_Use() bool {
if len(e.Args()) < 5 || e.Ctx().Our == nil { if len(e.Args()) < 5 {
return true return true
} }
opponentTriggered := false opponentTriggered := false
if ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100); ok { if ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100); ok {
opponentTriggered = applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart())) opponentTriggered = addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
} }
selfTriggered := false selfTriggered := false
if ok, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100); ok { if ok, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100); ok {
selfTriggered = applyStatusByID(e.Ctx().Our, e.Ctx().Our, int(e.Args()[3].IntPart())) selfTriggered = addStatusByID(e.Ctx().Our, e.Ctx().Our, int(e.Args()[3].IntPart()))
} }
if opponentTriggered || selfTriggered { if opponentTriggered || selfTriggered {
return true return true
} }

View File

@@ -997,6 +997,16 @@ var effectInfoByID = map[int]string{
1540: "自身体力高于最大体力的1/{0}时吸取对手{1}点体力", 1540: "自身体力高于最大体力的1/{0}时吸取对手{1}点体力",
1541: "使自身下{0}回合获得孤雷风暴效果", 1541: "使自身下{0}回合获得孤雷风暴效果",
1542: "吸取对手能力提升状态,吸取成功则令对手{0},若对手不处于能力提升状态则令对手全属性-{1}", 1542: "吸取对手能力提升状态,吸取成功则令对手{0},若对手不处于能力提升状态则令对手全属性-{1}",
1543: "当回合击败对手则不消耗蓄力层数",
1544: "对手存在护盾时先制+1",
1545: "消除对手所有护盾效果,消除成功则为自身附加等量的护盾值",
1546: "1回合做{0}-{1}次攻击自身每存在1层蓄力则连击上限次数额外增加{2}次",
1547: "自身每存在3层蓄力先制额外+1",
1548: "当回合未击败对手则使自身下回合受到的伤害降低{0}%",
1549: "后出手时下回合攻击技能先制+{0}",
1550: "减少自身最大体力的1/2最多减少至1并附加减少量2/3的真实伤害自身的蓄力层数≥8层时不减少自身体力",
1551: "{0}%消耗自身全部体力,{1}%消耗敌方全部体力若自身触发效果则消除敌方所有PP值若敌方触发效果则消除自身所有PP值均未触发则恢复自身全部体力",
1552: "集结天幕四龙之神力使自身下2回合攻击必定先手、必定命中、必定致命",
1553: "自身体力高于最大体力的1/{0}时攻击后附加造成伤害值{1}%的百分比伤害", 1553: "自身体力高于最大体力的1/{0}时攻击后附加造成伤害值{1}%的百分比伤害",
1554: "若自身当前体力低于最大体力的1/{0}则令自身{1}且免疫下{2}次受到的攻击", 1554: "若自身当前体力低于最大体力的1/{0}则令自身{1}且免疫下{2}次受到的攻击",
1555: "对手不处于能力提升时令对手所有技能PP值-{0}", 1555: "对手不处于能力提升时令对手所有技能PP值-{0}",
@@ -1008,15 +1018,25 @@ var effectInfoByID = map[int]string{
1561: "获得点数等同于双方最大体力差值的护盾,最高{0}点,护盾被击破时自身下{1}次使用的攻击技能附加与双方最大体力差护盾值相同的威力", 1561: "获得点数等同于双方最大体力差值的护盾,最高{0}点,护盾被击破时自身下{1}次使用的攻击技能附加与双方最大体力差护盾值相同的威力",
1562: "命中后{0}%令对手{1},触发后{2}回合内对手主动切换精灵则登场精灵{3}%进入{4}状态", 1562: "命中后{0}%令对手{1},触发后{2}回合内对手主动切换精灵则登场精灵{3}%进入{4}状态",
1563: "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}则损失全部体力且造成的固定伤害翻倍", 1563: "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}则损失全部体力且造成的固定伤害翻倍",
1564: "恢复自身{0}点体力,若自身满天赋值则{1}%附加等量百分比伤害",
1565: "{0}回合内每回合结束时使对手随机{1}个技能PP归零",
1566: "{0}回合内每回合结束后反转对手能力提升状态",
1567: "获得海洋的祝福使自身下2回合先制+2且攻击必定命中、必定致命",
1568: "无视对手护盾效果", 1568: "无视对手护盾效果",
1569: "{0}%令对手{1},若触发则自身下{2}次攻击技能造成的伤害提升100%,若未触发则令自身{3}且免疫下{4}次受到的攻击", 1569: "{0}%令对手{1},若触发则自身下{2}次攻击技能造成的伤害提升100%,若未触发则令自身{3}且免疫下{4}次受到的攻击",
1570: "出手时若自身体力高于对手则{0}%令对手{1}未触发则附加对手最大体力1/{2}的百分比伤害", 1570: "出手时若自身体力高于对手则{0}%令对手{1}未触发则附加对手最大体力1/{2}的百分比伤害",
1571: "使自身随机获得圣念状态或邪念状态,若已拥有则切换为另外一种状态", 1571: "使自身随机获得圣念状态或邪念状态,若已拥有则切换为另外一种状态",
1572: "3回合内每回合80%闪避对手攻击自身为圣念状态则回合数延长1回合自身为邪念状态则闪避率提升至100%", 1572: "3回合内每回合80%闪避对手攻击自身为圣念状态则回合数延长1回合自身为邪念状态则闪避率提升至100%",
1564: "恢复自身{0}点体力,若自身满天赋值则{1}%附加等量百分比伤害", 1573: "自身为圣念状态时下2回合受到的攻击伤害减少50%自身为邪念状态时下2回合造成的攻击伤害提升50%",
1565: "{0}回合内每回合结束时使对手随机{1}个技能PP归零", 1574: "附加自身攻击值与速度值总和{0}%的百分比伤害,每次使用增加{1}%,最高{2}%",
1566: "{0}回合内每回合结束后反转对手能力提升状态", 1575: "{0}回合后出手则对手{1}",
1567: "获得海洋的祝福使自身下2回合先制+2且攻击必定命中、必定致命", 1576: "消耗自身全部体力,使对手{0}回合内无法通过自身技能恢复体力",
1577: "{0}回合做{1}-{2}次攻击当前技能PP值小于{3}时连击上限为{4}",
1578: "出手时自身护盾值高于{0}则自身下回合攻击技能先制+{1}",
1579: "出手时自身护盾值低于{0}则下回合属性技能先制+{1}",
1580: "出手时对手体力高于最大体力的1/{0}则造成伤害的{1}%恢复自身体力",
1581: "出手时对手体力低于最大体力的1/{0}则造成的伤害提升{1}%",
1582: "{0}%令对手{1}{2}%令自身{3},均未触发则为自身附加{4}点护盾",
1605: "{0}%令对手{1}", 1605: "{0}%令对手{1}",
1670: "{0}%令对手{1},对手为自身天敌时概率提升{2}%,未触发则消除对手回合类效果", 1670: "{0}%令对手{1},对手为自身天敌时概率提升{2}%,未触发则消除对手回合类效果",
1671: "造成的攻击伤害不低于{0},若对手处于能力提升状态则造成的攻击伤害不低于{1}", 1671: "造成的攻击伤害不低于{0},若对手处于能力提升状态则造成的攻击伤害不低于{1}",