feat: 添加战斗效果800-814及优化道具逻辑
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This commit is contained in:
xinian
2026-03-31 06:51:40 +08:00
committed by cnb
parent 8552eb61a8
commit b4a8048b85
7 changed files with 841 additions and 99 deletions

View File

@@ -11,119 +11,134 @@ import (
"github.com/pointernil/bitset32"
)
func (h Controller) DASHIbei(data *C2s_MASTER_REWARDS, c *player.Player) (result *S2C_MASTER_REWARDS, err errorcode.ErrorCode) {
const (
masterCupTaskID uint32 = 111
masterCupRewardItemMin uint32 = 80000000
masterCupRewardItemMax uint32 = 80000015
)
var masterCupRewardElementOrder = [...]uint32{1, 2, 3, 5, 11, 4, 6, 7, 9}
var masterCupRequiredItems = map[uint32][]ItemS{
8: {
{ItemId: 80000001, ItemCnt: 100},
{ItemId: 80000002, ItemCnt: 20},
{ItemId: 80000003, ItemCnt: 20},
{ItemId: 80000005, ItemCnt: 20},
{ItemId: 80000011, ItemCnt: 20},
},
7: {
{ItemId: 80000001, ItemCnt: 20},
{ItemId: 80000002, ItemCnt: 20},
{ItemId: 80000003, ItemCnt: 100},
{ItemId: 80000005, ItemCnt: 20},
{ItemId: 80000011, ItemCnt: 20},
},
1: {
{ItemId: 80000001, ItemCnt: 20},
{ItemId: 80000002, ItemCnt: 100},
{ItemId: 80000003, ItemCnt: 20},
{ItemId: 80000005, ItemCnt: 20},
{ItemId: 80000011, ItemCnt: 20},
},
}
func (h Controller) DASHIbei(req *C2s_MASTER_REWARDS, c *player.Player) (result *S2C_MASTER_REWARDS, err errorcode.ErrorCode) {
_ = req
result = &S2C_MASTER_REWARDS{}
//草","水","火","电","战斗","飞行","机械","地面","冰"
// 按顺序:草、水、火、电、战斗、飞行、机械、地面、冰
var ElementTypeNumbers = []int{1, 2, 3, 5, 11, 4, 6, 7, 9}
items := c.Service.Item.Get(80000000, 80000000+15)
result.Reward = make([]uint32, 9)
for i := 0; i < 9; i++ {
for _, v1 := range items {
if ElementTypeNumbers[i]+80000000 == int(v1.ItemId) {
result.Reward[i] = uint32(v1.ItemCnt)
}
}
}
items := c.Service.Item.Get(masterCupRewardItemMin, masterCupRewardItemMax)
result.Reward = buildMasterCupRewards(items)
return
}
func (h Controller) DASHIbeiR(data *C2s_MASTER_REWARDSR, c *player.Player) (result *S2C_MASTER_REWARDSR, err errorcode.ErrorCode) {
func (h Controller) DASHIbeiR(req *C2s_MASTER_REWARDSR, c *player.Player) (result *S2C_MASTER_REWARDSR, err errorcode.ErrorCode) {
result = &S2C_MASTER_REWARDSR{}
//ids := []uint32{8, 7, 1, 9, 14, 15, 16, 17, 18, 2, 3, 4, 5, 6, 10, 11, 12, 13}
tt, ok := nedds[data.ElementType]
requiredItems, ok := masterCupRequiredItems[req.ElementType]
if !ok {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError)
}
taskInfo := task.GetTaskInfo(int(111), int(data.ElementType))
taskInfo := task.GetTaskInfo(int(masterCupTaskID), int(req.ElementType))
if taskInfo == nil {
return nil, errorcode.ErrorCodes.ErrNeedCompleteTaskForPrize
}
for _, v := range tt {
if c.Service.Item.CheakItem(v.ItemId) < int64(v.ItemCnt) {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrInsufficientItems)
}
if !hasEnoughMasterCupItems(c, requiredItems) {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrInsufficientItems)
}
c.Service.Task.Exec(uint32(111), func(te *model.Task) bool {
r := bitset32.From(te.Data)
// 分支未完成时,标记完成并发放奖励
if !r.Test(uint(data.ElementType)) {
for _, v := range tt {
c.Service.Item.UPDATE(v.ItemId, -int(v.ItemCnt))
}
r.Set(uint(data.ElementType))
te.Data = r.Bytes()
if taskInfo.Pet != nil {
c.Service.Pet.PetAdd(taskInfo.Pet, 0)
result.CaptureTime = taskInfo.Pet.CatchTime
result.PetTypeId = taskInfo.Pet.ID
}
for _, item := range taskInfo.ItemList {
success := c.ItemAdd(item.ItemId, item.ItemCnt)
if success {
result.ItemList = append(result.ItemList, item)
}
}
return true
} else {
result.ItemList = make([]data.ItemInfo, 0, len(taskInfo.ItemList))
c.Service.Task.Exec(masterCupTaskID, func(te *model.Task) bool {
progress := bitset32.From(te.Data)
if progress.Test(uint(req.ElementType)) {
err = errorcode.ErrorCode(errorcode.ErrorCodes.ErrAwardAlreadyClaimed)
return false
}
return false
consumeMasterCupItems(c, requiredItems)
progress.Set(uint(req.ElementType))
te.Data = progress.Bytes()
if taskInfo.Pet != nil {
c.Service.Pet.PetAdd(taskInfo.Pet, 0)
result.CaptureTime = taskInfo.Pet.CatchTime
result.PetTypeId = taskInfo.Pet.ID
}
appendMasterCupRewardItems(c, result, taskInfo.ItemList)
return true
})
return
}
var nedds = map[uint32][]ItemS{
8: []ItemS{
{ItemId: 80000001, ItemCnt: 100},
{ItemId: 80000002, ItemCnt: 20},
{ItemId: 80000003, ItemCnt: 20},
{ItemId: 80000005, ItemCnt: 20},
{ItemId: 80000011, ItemCnt: 20}},
7: []ItemS{
{ItemId: 80000001, ItemCnt: 20},
{ItemId: 80000002, ItemCnt: 20},
{ItemId: 80000003, ItemCnt: 100},
{ItemId: 80000005, ItemCnt: 20},
{ItemId: 80000011, ItemCnt: 20}},
1: []ItemS{
{ItemId: 80000001, ItemCnt: 20},
{ItemId: 80000002, ItemCnt: 100},
{ItemId: 80000003, ItemCnt: 20},
{ItemId: 80000005, ItemCnt: 20},
{ItemId: 80000011, ItemCnt: 20}},
}
type NeddItemS struct {
index uint32
needitem []ItemS
}
type ItemS struct {
ItemId uint32
ItemCnt uint32
}
func buildMasterCupRewards(items []model.Item) []uint32 {
itemCounts := make(map[uint32]uint32, len(items))
for _, item := range items {
itemCounts[item.ItemId] = uint32(item.ItemCnt)
}
rewards := make([]uint32, len(masterCupRewardElementOrder))
for i, elementType := range masterCupRewardElementOrder {
rewards[i] = itemCounts[masterCupRewardItemMin+elementType]
}
return rewards
}
func hasEnoughMasterCupItems(c *player.Player, requiredItems []ItemS) bool {
for _, item := range requiredItems {
if c.Service.Item.CheakItem(item.ItemId) < int64(item.ItemCnt) {
return false
}
}
return true
}
func consumeMasterCupItems(c *player.Player, requiredItems []ItemS) {
for _, item := range requiredItems {
c.Service.Item.UPDATE(item.ItemId, -int(item.ItemCnt))
}
}
func appendMasterCupRewardItems(c *player.Player, result *S2C_MASTER_REWARDSR, itemList []data.ItemInfo) {
for _, item := range itemList {
if c.ItemAdd(item.ItemId, item.ItemCnt) {
result.ItemList = append(result.ItemList, item)
}
}
}
type C2s_MASTER_REWARDS struct {
Head common.TomeeHeader `cmd:"2611" struc:"skip"` //玩家登录
}
// OutInfo 表示地图热度的出站消息
@@ -131,6 +146,7 @@ type S2C_MASTER_REWARDS struct {
ReLen uint32 `struc:"sizeof=Reward"`
Reward []uint32 `json:"Reward"`
}
type C2s_MASTER_REWARDSR struct {
Head common.TomeeHeader `cmd:"2612" struc:"skip"` //玩家登录
ElementType uint32

View File

@@ -45,6 +45,8 @@ func (h Controller) GET_XUANCAI(data *C2s_GET_XUANCAI, c *player.Player) (result
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrDailyGiftLimit)
}
c.Info.SetTask(13, model.Completed)
selectedItems := make([]uint32, 0, 10)
itemMask := make(map[uint32]uint32, 10)
// 循环直到选中10个元素
for selectedCount < 10 {
// 随机生成0~14的位索引对应1~15号元素
@@ -54,14 +56,20 @@ func (h Controller) GET_XUANCAI(data *C2s_GET_XUANCAI, c *player.Player) (result
// 检查该位是否未被选中(避免重复)
if (result.Status & mask) == 0 {
if c.ItemAdd(400686+int64(randBitIdx)+1, 1) {
result.Status |= mask // 标记该位为选中
}
itemID := uint32(400686 + randBitIdx + 1)
selectedItems = append(selectedItems, itemID)
itemMask[itemID] = mask
selectedCount++ // 选中数+1
}
}
successItems, addErr := c.Service.Item.AddUniqueItems(selectedItems)
if addErr != nil {
return nil, errorcode.ErrorCode(errorcode.ErrorCodes.ErrSystemError200007)
}
for _, itemID := range successItems {
result.Status |= itemMask[itemID]
}
return
}

View File

@@ -46,29 +46,46 @@ func (h Controller) UsePetItemOutOfFight(data *item.C2S_USE_PET_ITEM_OUT_OF_FIGH
return nil, errorcode.ErrorCodes.Err10401
}
if c.Service.Item.CheakItem(uint32(data.ItemID)) == 0 {
itemID := uint32(data.ItemID)
if c.Service.Item.CheakItem(itemID) == 0 {
return nil, errorcode.ErrorCodes.ErrSystemError
}
itemCfg, ok := xmlres.ItemsMAP[int(itemID)]
if !ok {
return nil, errorcode.ErrorCodes.ErrSystemError
}
oldHP := currentPet.Hp
var errcode errorcode.ErrorCode
switch data.ItemID {
case 300036:
switch {
case itemID == 300036:
errcode = h.handleNeuronItem(currentPet, c)
case 300212:
if errcode == 0 {
refreshPetPaneKeepHP(currentPet, oldHP)
}
case itemID == 300212:
errcode = h.handlexuancaiItem(currentPet, c)
case itemCfg.Bonus != 0:
errcode = errorcode.ErrorCodes.ErrItemUnusable
case itemCfg.HP != 0:
errcode = h.handleRecoverHPItemOutOfFight(itemCfg.HP, currentPet)
case itemCfg.PP != 0:
errcode = h.handleRecoverPPItemOutOfFight(itemCfg.PP, currentPet)
default:
errcode = h.handleRegularPetItem(uint32(data.ItemID), currentPet)
errcode = h.handleRegularPetItem(itemID, currentPet)
if errcode == 0 {
refreshPetPaneKeepHP(currentPet, oldHP)
}
}
if errcode != 0 {
return nil, errcode
}
c.Service.Item.UPDATE(uint32(data.ItemID), -1)
c.Service.Item.UPDATE(itemID, -1)
result = &item.S2C_USE_PET_ITEM_OUT_OF_FIGHT{}
currentPet.CalculatePetPane(100)
copier.Copy(&result, currentPet)
// defer c.Service.Info.Save(*c.Info)
return result, 0
}
@@ -113,14 +130,56 @@ func (h Controller) handlexuancaiItem(currentPet *model.PetInfo, c *player.Playe
return 0
}
func (h Controller) handleRecoverHPItemOutOfFight(recoverHP int, currentPet *model.PetInfo) errorcode.ErrorCode {
if currentPet.Hp >= currentPet.MaxHp {
return errorcode.ErrorCodes.ErrItemUnusable
}
currentPet.ModelHP(int64(recoverHP))
if currentPet.Hp == 0 {
currentPet.Hp = 1
}
return 0
}
func (h Controller) handleRecoverPPItemOutOfFight(recoverPP int, currentPet *model.PetInfo) errorcode.ErrorCode {
if !canRecoverPP(currentPet) {
return errorcode.ErrorCodes.ErrItemUnusable
}
currentPet.HealPP(recoverPP)
return 0
}
func canRecoverPP(currentPet *model.PetInfo) bool {
for _, skill := range currentPet.SkillList {
skillCfg, ok := xmlres.SkillMap[int(skill.ID)]
if ok && skill.PP < uint32(skillCfg.MaxPP) {
return true
}
}
return false
}
func refreshPetPaneKeepHP(currentPet *model.PetInfo, hp uint32) {
currentPet.CalculatePetPane(100)
if hp > currentPet.MaxHp {
currentPet.Hp = currentPet.MaxHp
return
}
currentPet.Hp = hp
}
// handleRegularPetItem 处理普通宠物道具
func (h Controller) handleRegularPetItem(itemID uint32, currentPet *model.PetInfo) errorcode.ErrorCode {
handler := item.PetItemRegistry.GetHandler(itemID)
if handler == nil {
return errorcode.ErrorCodes.ErrSystemError
return errorcode.ErrorCodes.ErrItemUnusable
}
if !handler(itemID, currentPet) {
return errorcode.ErrorCodes.ErrSystemError
return errorcode.ErrorCodes.ErrItemUnusable
}
return 0
}
@@ -139,8 +198,9 @@ func (h Controller) ResetNature(data *item.C2S_PET_RESET_NATURE, c *player.Playe
return nil, errorcode.ErrorCodes.ErrSystemError
}
currentHP := currentPet.Hp
currentPet.Nature = data.Nature
currentPet.CalculatePetPane(100)
refreshPetPaneKeepHP(currentPet, currentHP)
c.Service.Item.UPDATE(data.ItemId, -1)
return result, 0
}

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@@ -0,0 +1,291 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 800: {0}回合内若对手使用属性技能,则下{1}回合自身受到的伤害不超过{2}
type Effect800 struct {
node.EffectNode
}
func (e *Effect800) Skill_Use() bool {
if len(e.Args()) < 3 {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 800, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect800Sub struct {
node.EffectNode
watchRounds int
capRounds int
capDamage alpacadecimal.Decimal
}
func (e *Effect800Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.watchRounds = a[0]
}
if len(a) > 1 {
e.capRounds = 0
}
if len(a) > 2 {
e.capDamage = alpacadecimal.NewFromInt(int64(a[2]))
}
}
func (e *Effect800Sub) Skill_Use_ex() bool {
if e.watchRounds <= 0 || len(e.Args()) < 3 || e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() != info.Category.STATUS {
return true
}
e.capRounds = int(e.Args()[1].IntPart())
return true
}
func (e *Effect800Sub) DamageLockEx(zone *info.DamageZone) bool {
if e.capRounds <= 0 || zone == nil || zone.Type != info.DamageType.Red {
return true
}
if zone.Damage.Cmp(e.capDamage) <= 0 {
return true
}
zone.Damage = e.capDamage
return true
}
func (e *Effect800Sub) TurnEnd() {
if e.watchRounds > 0 {
e.watchRounds--
}
if e.capRounds > 0 {
e.capRounds--
}
if e.watchRounds <= 0 && e.capRounds <= 0 {
e.Alive(false)
}
}
// Effect 801: 消除对手能力提升,消除成功则下{0}回合必定先出手、下{1}回合造成的伤害恢复自身体力
type Effect801 struct {
node.EffectNode
}
func (e *Effect801) Skill_Use() bool {
if len(e.Args()) < 2 || !clearPositiveProps(e.Ctx().Opp, e.Ctx().Our) {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 801, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect801Sub struct {
node.EffectNode
priorityRounds int
drainRounds int
}
func (e *Effect801Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.priorityRounds = a[0]
}
if len(a) > 1 {
e.drainRounds = a[1]
}
}
func (e *Effect801Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.priorityRounds <= 0 {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil {
return true
}
current.SkillEntity.XML.Priority = 999999
return true
}
func (e *Effect801Sub) Action_end() bool {
if e.drainRounds <= 0 || e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().Our.SumDamage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.SumDamage)
return true
}
func (e *Effect801Sub) TurnEnd() {
if e.priorityRounds > 0 {
e.priorityRounds--
}
if e.drainRounds > 0 {
e.drainRounds--
}
if e.priorityRounds <= 0 && e.drainRounds <= 0 {
e.Alive(false)
}
}
// Effect 802: {0}回合内免疫控制类异常状态
type Effect802 struct {
RoundEffectArg0Base
}
func (e *Effect802) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
if in != e.Ctx().Opp || !input.IS_Stat(effEffect) {
return true
}
if !isControlStatus800(statusIDFromEffect800(effEffect)) {
return true
}
return false
}
func statusIDFromEffect800(eff input.Effect) int {
if eff == nil {
return 0
}
return int(eff.ID().Suffix())
}
func isControlStatus800(statusID int) bool {
switch info.EnumPetStatus(statusID) {
case info.PetStatus.Paralysis,
info.PetStatus.Tired,
info.PetStatus.Fear,
info.PetStatus.Petrified,
info.PetStatus.Sleep:
return true
default:
return false
}
}
// Effect 803: 命中后{0}%令对手{1}未触发则恢复自身最大体力的1/{2}体力且{3}回合内自身受到的伤害不超过{4}
type Effect803 struct {
node.EffectNode
}
func (e *Effect803) OnSkill() bool {
if len(e.Args()) < 5 {
return true
}
success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
if success {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
return true
}
if e.Args()[2].Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[2]))
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 803, int(e.Args()[3].IntPart()), int(e.Args()[4].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect803Sub struct {
RoundEffectArg0Base
}
func (e *Effect803Sub) DamageLockEx(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 {
return true
}
if zone.Damage.Cmp(e.Args()[1]) <= 0 {
return true
}
zone.Damage = e.Args()[1]
return true
}
// Effect 804: {0}回合内自身能力提升状态被消除或吸取时,令对手全属性-{1}
type Effect804 struct {
node.EffectNode
}
func (e *Effect804) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 804, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect804Sub struct {
RoundEffectArg0Base
triggered bool
}
func (e *Effect804Sub) PropBefer(in *input.Input, prop int8, level int8) bool {
if len(e.Args()) < 2 || in != e.Ctx().Our || e.triggered {
return true
}
if int(prop) < 0 || int(prop) >= len(e.Ctx().Our.Prop) {
return true
}
if level > 0 || e.Ctx().Our.Prop[prop] <= 0 {
return true
}
e.triggered = true
applyAllPropDown(e.Ctx().Our, e.Ctx().Opp, int8(e.Args()[1].IntPart()))
return true
}
func (e *Effect804Sub) Action_end() bool {
e.triggered = false
return true
}
func (e *Effect804Sub) Action_end_ex() bool {
e.triggered = false
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 800, &Effect800{})
input.InitEffect(input.EffectType.Sub, 800, &Effect800Sub{})
input.InitEffect(input.EffectType.Skill, 801, &Effect801{})
input.InitEffect(input.EffectType.Sub, 801, &Effect801Sub{})
input.InitEffect(input.EffectType.Skill, 802, &Effect802{})
input.InitEffect(input.EffectType.Skill, 803, &Effect803{})
input.InitEffect(input.EffectType.Sub, 803, &Effect803Sub{})
input.InitEffect(input.EffectType.Skill, 804, &Effect804{})
input.InitEffect(input.EffectType.Sub, 804, &Effect804Sub{})
}

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@@ -0,0 +1,145 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 805: 消除对手能力提升状态,消除成功则令对手随机{0}项技能PP值归零
type Effect805 struct {
node.EffectNode
}
func (e *Effect805) Skill_Use() bool {
if len(e.Args()) == 0 || !clearPositiveProps(e.Ctx().Opp, e.Ctx().Our) {
return true
}
zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[0].IntPart()))
return true
}
// Effect 806: {0}回合内若对手使用攻击技能则使用后令自身全属性+{1}
type Effect806 struct {
node.EffectNode
}
func (e *Effect806) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 806, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect806Sub struct {
RoundEffectArg0Base
}
func (e *Effect806Sub) Skill_Use_ex() bool {
if len(e.Args()) < 2 || e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
applyAllPropUp(e.Ctx().Our, int8(e.Args()[1].IntPart()))
return true
}
// Effect 807: 附加对手上次造成伤害数值的固定伤害
type Effect807 struct {
node.EffectNode
}
func (e *Effect807) OnSkill() bool {
if e.Ctx().Opp.SumDamage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Opp.SumDamage,
})
return true
}
// Effect 808: 自身每处于一种能力提升状态则附加{0}点固定伤害
type Effect808 struct {
node.EffectNode
}
func (e *Effect808) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
count := 0
for _, v := range e.Ctx().Our.Prop[:] {
if v > 0 {
count++
}
}
if count <= 0 {
return true
}
damage := e.Args()[0].Mul(alpacadecimal.NewFromInt(int64(count)))
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 809: 使对手下次使用的攻击技能失效
type Effect809 struct {
node.EffectNode
}
func (e *Effect809) Skill_Use() bool {
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 809)
if effect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect809Sub struct {
node.EffectNode
}
func (e *Effect809Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
}
func (e *Effect809Sub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.SetMiss()
e.Alive(false)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 805, &Effect805{})
input.InitEffect(input.EffectType.Skill, 806, &Effect806{})
input.InitEffect(input.EffectType.Sub, 806, &Effect806Sub{})
input.InitEffect(input.EffectType.Skill, 807, &Effect807{})
input.InitEffect(input.EffectType.Skill, 808, &Effect808{})
input.InitEffect(input.EffectType.Skill, 809, &Effect809{})
input.InitEffect(input.EffectType.Sub, 809, &Effect809Sub{})
}

View File

@@ -0,0 +1,161 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 810: 每次命中对手后此技能威力下降{0}点
type Effect810 struct {
node.EffectNode
powerDown int
skillID int
}
func (e *Effect810) SkillHit() bool {
if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
currentSkillID := e.Ctx().SkillEntity.XML.ID
if e.skillID != 0 && e.skillID != currentSkillID {
e.skillID = 0
e.powerDown = 0
}
e.skillID = currentSkillID
power := e.Ctx().SkillEntity.XML.Power - e.powerDown
if power < 1 {
power = 1
}
e.Ctx().SkillEntity.XML.Power = power
return true
}
func (e *Effect810) Skill_Use() bool {
if len(e.Args()) == 0 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
e.powerDown += int(e.Args()[0].IntPart())
return true
}
// Effect 811: 使自身下次受到的伤害减少n点n等于本回合自身造成的伤害
type Effect811 struct {
node.EffectNode
}
func (e *Effect811) Skill_Use() bool {
if e.Ctx().Our.SumDamage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 811, int(e.Ctx().Our.SumDamage.IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect811Sub struct {
node.EffectNode
}
func (e *Effect811Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
}
func (e *Effect811Sub) DamageSubEx(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) == 0 {
return true
}
if zone.Damage.Cmp(e.Args()[0]) > 0 {
zone.Damage = zone.Damage.Sub(e.Args()[0])
} else {
zone.Damage = alpacadecimal.Zero
}
e.Alive(false)
return true
}
// Effect 812: 自身速度能力每提升1段则回合结束时减少对手1/{0}最大体力
type Effect812 struct {
node.EffectNode
}
func (e *Effect812) TurnEnd() {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return
}
if e.Ctx().Our.Prop[4] <= 0 {
return
}
base := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
damage := base.Mul(alpacadecimal.NewFromInt(int64(e.Ctx().Our.Prop[4])))
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
}
// Effect 813: 将自身的能力下降状态双倍反馈给对手
type Effect813 struct {
node.EffectNode
}
func (e *Effect813) OnSkill() bool {
for i, v := range e.Ctx().Our.Prop[:] {
if v >= 0 {
continue
}
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), v*2)
}
return true
}
// Effect 814: 先出手时附加自身双防值总和{0}%的百分比伤害
type Effect814 struct {
node.EffectNode
}
func (e *Effect814) OnSkill() bool {
if len(e.Args()) == 0 || !e.IsFirst() {
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
totalDefense := e.Ctx().Our.GetProp(1).Add(e.Ctx().Our.GetProp(3))
damage := totalDefense.Mul(e.Args()[0]).Div(hundred)
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 810, &Effect810{})
input.InitEffect(input.EffectType.Skill, 811, &Effect811{})
input.InitEffect(input.EffectType.Sub, 811, &Effect811Sub{})
input.InitEffect(input.EffectType.Skill, 812, &Effect812{})
input.InitEffect(input.EffectType.Skill, 813, &Effect813{})
input.InitEffect(input.EffectType.Skill, 814, &Effect814{})
}

View File

@@ -5,6 +5,8 @@ import (
"blazing/modules/player/model"
"context"
dictservice "blazing/modules/dict/service"
"github.com/gogf/gf/v2/frame/g"
)
@@ -58,6 +60,65 @@ func (s *ItemService) UPDATE(id uint32, count int) error {
return nil
}
// AddUniqueItems 为一组互不重复的物品各增加 1 个。
// 返回值只包含本次实际成功增加的物品 id。
func (s *ItemService) AddUniqueItems(ids []uint32) ([]uint32, error) {
if len(ids) == 0 {
return nil, nil
}
currentItems := s.CheakItemM(ids...)
currentMap := make(map[uint32]int64, len(currentItems))
for _, item := range currentItems {
currentMap[item.ItemId] = item.ItemCnt
}
updateIDs := make([]uint32, 0, len(ids))
insertData := g.List{}
successIDs := make([]uint32, 0, len(ids))
for _, id := range ids {
if id == 0 {
continue
}
itemmax := dictservice.NewDictInfoService().GetMax(int64(id))
if itemmax == 0 {
continue
}
if currentMap[id]+1 > int64(itemmax) {
continue
}
successIDs = append(successIDs, id)
if _, ok := currentMap[id]; ok {
updateIDs = append(updateIDs, id)
continue
}
insertData = append(insertData, g.Map{
"player_id": s.userid,
"item_id": id,
"item_cnt": 1,
"is_vip": cool.Config.ServerInfo.IsVip,
})
}
if len(updateIDs) > 0 {
if _, err := s.dbm(s.Model).WhereIn("item_id", updateIDs).Increment("item_cnt", 1); err != nil {
return nil, err
}
}
if len(insertData) > 0 {
if _, err := s.dbm(s.Model).Data(insertData).Insert(); err != nil {
return nil, err
}
}
return successIDs, nil
}
// func (s *ItemService) UPDATEM(ids map[uint32]int) {
// if cool.Config.ServerInfo.IsVip != 0 {