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 820: 未击败对手下{0}回合自身攻击先制+{1} type Effect820 struct{ node.EffectNode } func (e *Effect820) Skill_Use() bool { if len(e.Args()) < 2 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp <= 0 { return true } sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 820, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart())) if sub != nil { e.Ctx().Our.AddEffect(e.Ctx().Our, sub) } return true } type Effect820Sub struct{ RoundEffectArg0Base } func (e *Effect820Sub) 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 || len(e.Args()) < 2 { return true } current.SkillEntity.XML.Priority += int(e.Args()[1].IntPart()) return true } // Effect 821: {0}回合内自身的回合类效果无法被消除,后出手时回合数+1 type Effect821 struct{ node.EffectNode } func (e *Effect821) Skill_Use() bool { if len(e.Args()) == 0 { return true } rounds := int(e.Args()[0].IntPart()) if !e.IsFirst() { rounds++ } sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 821, rounds) if sub != nil { e.Ctx().Our.AddEffect(e.Ctx().Our, sub) } return true } type Effect821Sub struct { node.EffectNode remaining int } func (e *Effect821Sub) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) e.Duration(-1) if len(a) > 0 { e.remaining = a[0] } } func (e *Effect821Sub) Skill_Use_ex() bool { for _, eff := range e.Ctx().Our.Effects { if eff == nil || eff == e || eff.Alive() { continue } if eff.ID().GetEffectType() == input.EffectType.Status || eff.Duration() <= 0 { continue } eff.Alive(true) } return true } func (e *Effect821Sub) TurnEnd() { e.remaining-- if e.remaining <= 0 { e.Alive(false) } } // Effect 822: 吸收对手的能力提升同时反转对手的能力提升 type Effect822 struct{ node.EffectNode } func (e *Effect822) OnSkill() bool { for i, v := range e.Ctx().Opp.Prop[:] { if v <= 0 { continue } if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), -2*v) { e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v) } } return true } // Effect 823: 当回合未击败对手,则下{0}回合必定先出手 type Effect823 struct{ node.EffectNode } func (e *Effect823) Skill_Use() bool { if len(e.Args()) == 0 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp <= 0 { return true } sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 823, int(e.Args()[0].IntPart())) if sub != nil { e.Ctx().Our.AddEffect(e.Ctx().Our, sub) } return true } type Effect823Sub struct { node.EffectNode remaining int } func (e *Effect823Sub) SetArgs(t *input.Input, a ...int) { e.EffectNode.SetArgs(t, a...) e.Duration(-1) if len(a) > 0 { e.remaining = a[0] } } func (e *Effect823Sub) 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 { return true } current.SkillEntity.XML.Priority += 7 e.remaining-- if e.remaining <= 0 { e.Alive(false) } return true } // Effect 824: 若对手不处于{0}状态则吸取对手1/{1}最大体力 type Effect824 struct{ node.EffectNode } func (e *Effect824) Skill_Use() bool { if len(e.Args()) < 2 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 { return true } if e.Ctx().Opp.StatEffect_Exist(info.EnumPetStatus(e.Args()[0].IntPart())) { return true } drain := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[1]) if drain.Cmp(alpacadecimal.Zero) <= 0 { return true } e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{ Type: info.DamageType.Percent, Damage: drain, }) e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain) return true } func init() { input.InitEffect(input.EffectType.Skill, 820, &Effect820{}) input.InitEffect(input.EffectType.Sub, 820, &Effect820Sub{}) input.InitEffect(input.EffectType.Skill, 821, &Effect821{}) input.InitEffect(input.EffectType.Sub, 821, &Effect821Sub{}) input.InitEffect(input.EffectType.Skill, 822, &Effect822{}) input.InitEffect(input.EffectType.Skill, 823, &Effect823{}) input.InitEffect(input.EffectType.Sub, 823, &Effect823Sub{}) input.InitEffect(input.EffectType.Skill, 824, &Effect824{}) }