feat(fight): 添加新效果类型574并优化现有战斗逻辑 - 重命名NewSel409结构体的Action_end_ex方法为Skill_Use_ex - 将effect/523中HP检查改为Alive()方法调用 - 修复selfkill效果中的代码格式问题 - 新增效果类型574:消耗自身全部体力使下次技能必定先手、命中且暴击 - 实现Effect574的ComparePre和ActionStart方法处理先手、命中和暴击逻辑 ```
50 lines
1.2 KiB
Go
50 lines
1.2 KiB
Go
package effect
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import (
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"github.com/alpacahq/alpacadecimal"
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)
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// {
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// "id": 531,
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// "argsNum": 0,
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// "info": "造成的伤害低于280时每相差2点有1%的概率使对手害怕完成这些effect"
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// },
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type Effect531 struct {
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node.EffectNode
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}
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func (e *Effect531) Skill_Use() bool {
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damageThreshold := alpacadecimal.NewFromInt(280) // 伤害阈值
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// 检查造成的伤害是否低于阈值
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if e.Ctx().Our.SumDamage.Cmp(damageThreshold) < 0 {
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// 计算差值
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damageDiff := damageThreshold.Sub(e.Ctx().Our.SumDamage)
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// 每相差2点有1%的概率
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probability := damageDiff.Div(alpacadecimal.NewFromInt(2)).IntPart()
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// 限制概率不超过100%
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if probability > 100 {
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probability = 100
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}
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// 按概率使对手害怕
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success, _, _ := e.Input.Player.Roll(int(probability), 100)
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if success {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, e.Ctx().Opp.InitEffect(input.EffectType.Status, int(info.PetStatus.Fear)))
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}
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 531, &Effect531{})
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}
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