From ff199e339f9484e4e279f12822c1e09124d66258 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=98=94=E5=BF=B5?= <1@72wo.cn> Date: Wed, 24 Dec 2025 19:17:39 +0800 Subject: [PATCH] 1 --- logic/service/fight/effect/effect_119_123.go | 206 +++++++++++++++++++ logic/service/fight/effect/effect_124_126.go | 71 +++++++ logic/service/fight/effect/effect_147_159.go | 161 +++++++++++++++ 3 files changed, 438 insertions(+) create mode 100644 logic/service/fight/effect/effect_119_123.go create mode 100644 logic/service/fight/effect/effect_124_126.go create mode 100644 logic/service/fight/effect/effect_147_159.go diff --git a/logic/service/fight/effect/effect_119_123.go b/logic/service/fight/effect/effect_119_123.go new file mode 100644 index 00000000..aa19471e --- /dev/null +++ b/logic/service/fight/effect/effect_119_123.go @@ -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120:50%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{}) +} diff --git a/logic/service/fight/effect/effect_124_126.go b/logic/service/fight/effect/effect_124_126.go new file mode 100644 index 00000000..8dd43291 --- /dev/null +++ b/logic/service/fight/effect/effect_124_126.go @@ -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{}) +} diff --git a/logic/service/fight/effect/effect_147_159.go b/logic/service/fight/effect/effect_147_159.go new file mode 100644 index 00000000..5b174612 --- /dev/null +++ b/logic/service/fight/effect/effect_147_159.go @@ -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{}) +}