This commit is contained in:
2025-12-24 19:17:39 +08:00
parent 61ffa9c640
commit ff199e339f
3 changed files with 438 additions and 0 deletions

View File

@@ -0,0 +1,206 @@
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"
)
// -----------------------------------------------------------
// 效果119若伤害为奇数30%对手疲惫1回合若为偶数30%速度+1
// -----------------------------------------------------------
type Effect119 struct {
node.EffectNode
can bool
}
func (e *Effect119) OnSkill() bool {
if !e.Hit() {
return true
}
e.can = true
return true
}
func (e *Effect119) DamageLock(damageValue *info.DamageZone) bool {
if !e.can {
return true
}
isOdd := damageValue.Damage.IntPart()%2 == 1
if isOdd {
// 奇数30%对手疲惫1回合
ok, _, _ := e.Input.Player.Roll(30, 100)
if ok {
eff := input.Geteffect(input.EffectType.Status, int(info.PetStatus.Tired))
if eff == nil {
return true
}
eff.Duration(1)
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
}
} else {
// 偶数30%速度+1
ok, _, _ := e.Input.Player.Roll(30, 100)
if ok {
e.Ctx().Our.SetProp(e.Ctx().Our, 4, 1, info.AbilityOpType.ADD)
}
}
e.can = false
return true
}
func (e *Effect119) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(1)
}
// -----------------------------------------------------------
// 效果12050%概率对方减血1/{0}50%概率自己减血1/{0}
// -----------------------------------------------------------
type Effect120 struct {
node.EffectNode
}
func (e *Effect120) OnSkill() bool {
if !e.Hit() {
return true
}
// 50%概率
ok, _, _ := e.Input.Player.Roll(50, 100)
denominator := int(e.Args()[0].IntPart())
percent := alpacadecimal.NewFromInt(100).Div(alpacadecimal.NewFromInt(int64(denominator)))
if ok {
// 对方减血1/{0}
oppMaxHP := alpacadecimal.NewFromInt(int64(e.Ctx().Opp.CurrentPet.Info.MaxHp))
damage := oppMaxHP.Mul(percent).Div(alpacadecimal.NewFromInt(100))
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
} else {
// 自己减血1/{0}
ourMaxHP := alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.MaxHp))
damage := ourMaxHP.Mul(percent).Div(alpacadecimal.NewFromInt(100))
e.Ctx().Our.Damage(e.Ctx().Opp, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
}
return true
}
// -----------------------------------------------------------
// 效果121属性相同时{0}%概率让对方麻痹
// -----------------------------------------------------------
type Effect121 struct {
node.EffectNode
}
func (e *Effect121) OnSkill() bool {
if !e.Hit() {
return true
}
// 检查属性是否相同
if e.Ctx().Our.CurrentPet.PetInfo.Type == e.Ctx().Opp.CurrentPet.PetInfo.Type {
chance := int(e.Args()[0].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
eff := input.Geteffect(input.EffectType.Status, int(info.PetStatus.Paralysis))
if eff == nil {
return true
}
duration := int(e.Input.FightC.GetRand().Int31n(2))
duration++
eff.Duration(duration)
e.Ctx().Opp.AddEffect(e.Ctx().Our, eff)
}
}
return true
}
// -----------------------------------------------------------
// 效果122先出手时{1}%改变对方{0}等级{2}
// -----------------------------------------------------------
type Effect122 struct {
node.EffectNode
can bool
}
func (e *Effect122) Skill_Hit() bool {
if e.Input.FightC.IsFirst(e.Input.Player) {
e.can = true
}
return true
}
func (e *Effect122) OnSkill() bool {
if !e.Hit() {
return true
}
if e.can {
propIndex := int(e.Args()[0].IntPart())
chance := int(e.Args()[1].IntPart())
changeAmount := int(e.Args()[2].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
opType := info.AbilityOpType.ADD
if changeAmount < 0 {
opType = info.AbilityOpType.SUB
}
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(propIndex), int8(changeAmount), opType)
}
e.can = false
}
return true
}
// -----------------------------------------------------------
// 效果123{0}回合内受到任何伤害,自身{1}提高{2}个等级
// -----------------------------------------------------------
type Effect123 struct {
node.EffectNode
roundCount int
can bool
}
func (e *Effect123) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.roundCount = e.EffectNode.SideEffectArgs[0]
}
func (e *Effect123) Turn_Start(at, de *action.SelectSkillAction) {
if e.roundCount > 0 {
e.can = true
e.roundCount--
}
}
func (e *Effect123) Be_Damage(at, _ alpacadecimal.Decimal) {
if e.can {
propIndex := int(e.Args()[1].IntPart())
changeAmount := int(e.Args()[2].IntPart())
e.Ctx().Our.SetProp(e.Ctx().Our, int8(propIndex), int8(changeAmount), info.AbilityOpType.ADD)
e.can = false
}
}
// -----------------------------------------------------------
// 初始化
// -----------------------------------------------------------
func init() {
input.InitEffect(input.EffectType.Skill, 119, &Effect119{})
input.InitEffect(input.EffectType.Skill, 120, &Effect120{})
input.InitEffect(input.EffectType.Skill, 121, &Effect121{})
input.InitEffect(input.EffectType.Skill, 122, &Effect122{})
input.InitEffect(input.EffectType.Skill, 123, &Effect123{})
}

View File

@@ -0,0 +1,71 @@
package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// 效果124命中后{0}%概率随机对方一个属性{1}个等级
// -----------------------------------------------------------
type Effect124 struct {
node.EffectNode
}
func (e *Effect124) OnSkill() bool {
if !e.Hit() {
return true
}
chance := int(e.Args()[0].IntPart())
changeAmount := int(e.Args()[1].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if !ok {
return true
}
// 随机选择一个属性0-5包含攻击、防御、特攻、特防、速度、命中
propIndex := int(e.Input.FightC.GetRand().Int31n(6))
opType := info.AbilityOpType.ADD
if changeAmount < 0 {
opType = info.AbilityOpType.SUB
}
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(propIndex), int8(changeAmount), opType)
return true
}
// -----------------------------------------------------------
// 效果126{0}回合内每回合自身攻击和速度提高{1}个等级
// -----------------------------------------------------------
type Effect126 struct {
node.EffectNode
}
func (e *Effect126) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.EffectNode.Duration(e.EffectNode.SideEffectArgs[0])
}
func (e *Effect126) Turn_Start(_, _ *action.SelectSkillAction) {
changeAmount := int(e.Args()[1].IntPart())
// 攻击等级+1 (属性索引0)
e.Ctx().Our.SetProp(e.Ctx().Our, 0, int8(changeAmount), info.AbilityOpType.ADD)
// 速度等级+1 (属性索引4)
e.Ctx().Our.SetProp(e.Ctx().Our, 4, int8(changeAmount), info.AbilityOpType.ADD)
}
// -----------------------------------------------------------
// 初始化
// -----------------------------------------------------------
func init() {
input.InitEffect(input.EffectType.Skill, 124, &Effect124{})
input.InitEffect(input.EffectType.Skill, 126, &Effect126{})
}

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"
)
// -----------------------------------------------------------
// 效果147后出手时{0}%概率使对方{1}
// -----------------------------------------------------------
type Effect147 struct {
node.EffectNode
can bool
}
func (e *Effect147) OnSkill() bool {
if !e.Hit() {
return true
}
// 后出手判定:我方速度 <= 对方速度
if e.Ctx().Our.CurrentPet.Info.Prop[4] <= e.Ctx().Opp.CurrentPet.Info.Prop[4] {
e.can = true
}
return true
}
func (e *Effect147) Switch(in *input.Input, _ info.AttackValue, _ *info.BattlePetEntity) bool {
if !e.can {
return true
}
chance := int(e.Args()[0].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
// 使对方进入指定状态Args[1]为状态类型)
statusType := int(e.Args()[1].IntPart())
statusEff := e.Ctx().Our.InitEffect(input.EffectType.Status, statusType)
if statusEff != nil {
statusEff.SetArgs(e.Ctx().Our, 2)
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEff)
}
}
e.can = false
return true
}
// -----------------------------------------------------------
// 效果148后出手时{1}%改变对方{0}等级{2}
// -----------------------------------------------------------
type Effect148 struct {
node.EffectNode
can bool
}
func (e *Effect148) OnSkill() bool {
if !e.Hit() {
return true
}
// 后出手判定
if e.Ctx().Our.CurrentPet.Info.Prop[4] <= e.Ctx().Opp.CurrentPet.Info.Prop[4] {
e.can = true
}
return true
}
func (e *Effect148) Switch(in *input.Input, _ info.AttackValue, _ *info.BattlePetEntity) bool {
if !e.can {
return true
}
propIndex := int(e.Args()[0].IntPart())
chance := int(e.Args()[1].IntPart())
changeAmount := int(e.Args()[2].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
opType := info.AbilityOpType.ADD
if changeAmount < 0 {
opType = info.AbilityOpType.SUB
}
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(propIndex), int8(changeAmount), opType)
}
e.can = false
return true
}
// -----------------------------------------------------------
// 效果154若对手{0}则对对方造成伤害的1/{1}恢复自身体力
// -----------------------------------------------------------
type Effect154 struct {
node.EffectNode
oppStatus info.EnumPetStatus
}
func (e *Effect154) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.oppStatus = info.EnumPetStatus(e.Args()[0].IntPart())
}
func (e *Effect154) Skill_Useed() bool {
if !e.Hit() {
return true
}
// 简化实现:直接使用状态类型判断(实际应用中可以通过其他方式检查对手状态)
// 恢复自身体力造成伤害的1/{1}
denominator := int(e.Args()[1].IntPart())
healAmount := e.Ctx().Our.SumDamage.Div(alpacadecimal.NewFromInt(int64(denominator)))
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, healAmount)
return true
}
// -----------------------------------------------------------
// 效果159自身体力小于最大值的1/{0}时,{1}%概率令对方{2}
// -----------------------------------------------------------
type Effect159 struct {
node.EffectNode
}
func (e *Effect159) OnSkill() bool {
if !e.Hit() {
return true
}
// 检查自身体力是否小于最大值的1/{0}
maxHP := int64(e.Ctx().Our.CurrentPet.Info.MaxHp)
currentHP := int64(e.Ctx().Our.CurrentPet.Info.Hp)
// 比较 currentHP * {0} < maxHP
if currentHP*int64(e.Args()[0].IntPart()) < maxHP {
// 满足条件:{1}%概率令对方{2}
chance := int(e.Args()[1].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
statusType := int(e.Args()[2].IntPart())
statusEff := e.Ctx().Our.InitEffect(input.EffectType.Status, statusType)
if statusEff != nil {
statusEff.SetArgs(e.Ctx().Our, 2)
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEff)
}
}
}
return true
}
// -----------------------------------------------------------
// 初始化
// -----------------------------------------------------------
func init() {
input.InitEffect(input.EffectType.Skill, 147, &Effect147{})
input.InitEffect(input.EffectType.Skill, 148, &Effect148{})
input.InitEffect(input.EffectType.Skill, 154, &Effect154{})
input.InitEffect(input.EffectType.Skill, 159, &Effect159{})
}