fix(task): 修复任务奖励与宠物

This commit is contained in:
2025-11-08 18:37:11 +08:00
parent c916440033
commit b864576ca9
11 changed files with 89 additions and 39 deletions

View File

@@ -4,7 +4,6 @@ import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"math/rand"
)
// -----------------------------------------------------------
@@ -70,7 +69,7 @@ func (e *Effect10) OnSkill(ctx input.Ctx) bool {
// 持续回合
if duration == 0 {
duration = int(rand.Int31n(2)) // 默认随机 1~3 回合
duration = int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 1~3 回合
duration++
}

View File

@@ -0,0 +1,56 @@
package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
/**
* n回合若自己先手则m%几率让对手害怕1到3回合
*/
func init() {
t := &Effect117{
EffectNode: node.EffectNode{},
}
// t.Duration(-1) //设置成无限回合,到回合数就停止
input.InitEffect(input.EffectType.Skill, 117, t)
}
type Effect117 struct {
node.EffectNode
}
// 默认添加回合
func (e *Effect117) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
func (e *Effect117) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
if e.Input.FightC.IsFirst(e.Input.Player) {
// 概率判定
ok, _, _ := e.Input.Player.Roll(e.EffectNode.SideEffectArgs[1], 100)
if !ok {
return true
}
// 获取状态效果
eff := input.Geteffect(input.EffectType.Status, int(info.PetStatus.Fear))
if eff == nil {
return true
}
duration := int(e.Input.FightC.GetRand().Int31n(2)) // 默认随机 1~3 回合
duration++
eff.Duration(duration)
ctx.AddEffect(eff)
}
return true
}

View File

@@ -5,7 +5,6 @@ import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/brunoga/deep"
"github.com/shopspring/decimal"
)
@@ -28,10 +27,16 @@ func (e *Effect28) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
eff := deep.MustCopy(ctx)
eff.DamageZone.Type = info.DamageType.Fixed
eff := input.Ctx{
Input: e.Input,
SelectSkillAction: nil,
DamageZone: &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: decimal.NewFromInt(int64(ctx.CurrentPet.Info.Hp)).Div(decimal.NewFromInt(int64(e.SideEffectArgs[0]))),
},
}
ctx.DamageZone.Damage = decimal.NewFromInt(int64(eff.CurrentPet.Info.Hp)).Div(decimal.NewFromInt(int64(e.SideEffectArgs[0])))
ctx.Input.Damage(eff)
return true
}

View File

@@ -5,7 +5,6 @@ import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/brunoga/deep"
"github.com/shopspring/decimal"
)
@@ -28,9 +27,16 @@ func (e *Effect29) OnSkill(ctx input.Ctx) bool {
if !e.Hit() {
return true
}
eff := deep.MustCopy(ctx)
eff.DamageZone.Type = info.DamageType.Fixed
ctx.DamageZone.Damage = decimal.NewFromInt(int64(e.SideEffectArgs[0]))
eff := input.Ctx{
Input: e.Input,
SelectSkillAction: nil,
DamageZone: &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: decimal.NewFromInt(int64(e.SideEffectArgs[0])),
},
}
ctx.Input.Damage(eff)
return true
}

View File

@@ -23,7 +23,7 @@ type Effect31 struct {
node.EffectNode
}
func (e *Effect31) Damage_Floor(ctx input.Ctx) bool {
func (e *Effect31) Damage_Mul(ctx input.Ctx) bool {
if !e.Hit() {
return true
}

View File

@@ -4,7 +4,6 @@ import (
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/brunoga/deep"
"github.com/shopspring/decimal"
)
@@ -24,9 +23,9 @@ type Effect6 struct {
}
func (e *Effect6) Skill_Useed(ctx input.Ctx) bool {
eff := deep.MustCopy(ctx)
ctx.DamageZone.Damage = eff.DamageZone.Damage.Div(decimal.NewFromInt(int64(e.SideEffectArgs[0])))
e.Input.Damage(eff)
//eff := deep.MustCopy(ctx)
ctx.DamageZone.Damage = ctx.DamageZone.Damage.Div(decimal.NewFromInt(int64(e.SideEffectArgs[0])))
e.Input.Damage(ctx)
return true
}

View File

@@ -16,11 +16,9 @@ type Effect62 struct {
func init() {
t := &Effect62{
EffectNode: node.EffectNode{
},
EffectNode: node.EffectNode{},
}
t.Owner(true)
input.InitEffect(input.EffectType.Skill, 62, t)
}

View File

@@ -17,12 +17,8 @@ func init() {
t := &Effect67{
EffectNode: node.EffectNode{},
}
t.Owner(true)
input.InitEffect(input.EffectType.Skill, 67, &Effect67{
EffectNode: node.EffectNode{
},
})
input.InitEffect(input.EffectType.Skill, 67, t)
}