Files
bl/logic/service/fight/effect/selfkill.go
昔念 fb32bb3c39 ```
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
```
2026-03-17 19:30:40 +08:00

275 lines
5.4 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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"
)
type SelfKill struct {
node.EffectNode
can bool
}
func (e *SelfKill) SetArgs(t *input.Input, a ...int) {
//e.CanStack(-1)//后续的不会顶掉这个效果
e.EffectNode.SetArgs(t, a...)
e.Duration(-1) //次数类,无限回合
}
func (e *SelfKill) OnSkill() bool {
if e.can {
return true
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.MaxHp)),
})
e.can = true
return true
}
// 自杀,所以效果不消除
func (e *SelfKill) SwitchOut(in *input.Input) bool {
return true
}
/**
* 消耗自身全部体力(体力降到0), 使下一只出战精灵的 battle_lv1 和 battle_lv2 能力提升1个等级
*/
type Effect59 struct {
SelfKill
}
func init() {
input.InitEffect(input.EffectType.Skill, 59, &Effect59{})
}
func (e *Effect59) TurnStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) {
if !e.can {
return
}
e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[0].IntPart()), 1)
e.Ctx().Our.SetProp(e.Ctx().Our, int8(e.Args()[1].IntPart()), 1)
e.Alive(false)
return
}
func init() {
input.InitEffect(input.EffectType.Skill, 71, &Effect71{
count: 2,
})
}
/**
* 自己牺牲(体力降到0), 使下一只出战精灵在前两回合内必定致命一击
*/
type Effect71 struct {
SelfKill
count int
}
func (e *Effect71) ActionStart(a, b *action.SelectSkillAction) bool {
if !e.can {
return true
}
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.CritRate = 16
e.count--
if e.count <= 0 {
e.Alive(false)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 144, &Effect144{})
}
// 144 - 消耗自己所有体力使下一个出战的精灵n回合免疫异常状态
type Effect144 struct {
SelfKill
count int
}
func (e *Effect144) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if !e.can {
return true
}
if int(e.Input.FightC.GetOverInfo().Round) >= e.count+e.SideEffectArgs[0] {
e.Alive(false)
}
if e.count == 0 { //记录开始回合
e.count = int(e.Input.FightC.GetOverInfo().Round)
}
if in != e.Ctx().Opp {
return true
}
if input.IS_Stat(effEffect) {
return false
}
return true
}
// 435 - 牺牲自己,使下回合出场的精灵首次攻击必定命中,必定先手
type Effect435 struct {
SelfKill
}
func (e *Effect435) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if !e.can {
return true
}
if fattack == nil {
return true
}
//先手是自己
if fattack.PlayerID == e.Ctx().Our.UserID {
return true
}
if sattack == nil {
return true
}
if sattack == nil {
return true
}
if sattack.SkillEntity == nil {
return true
}
//对调
sattack.SkillEntity.XML.Priority += 7
e.Alive(false)
return true
}
func (e *Effect435) ActionStart(a, b *action.SelectSkillAction) bool {
if !e.can {
return true
}
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.MustHit = 1
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 435, &Effect435{})
}
/**
* 牺牲全部体力造成对手250~300点伤害造成致命伤害时对手剩下1点体力
*/
type Effect112 struct {
node.EffectNode
}
func init() {
input.InitEffect(input.EffectType.Skill, 112, &Effect112{})
}
// 命中之后
func (e *Effect112) Skill_Use() bool {
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.MaxHp)),
})
n := int64(e.Input.FightC.GetRand().Int31n(int32(50+1))) + 250
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: alpacadecimal.Min(alpacadecimal.NewFromInt(n), e.Ctx().Opp.CurrentPet.GetHP().Sub(alpacadecimal.NewFromInt(1))),
})
return true
}
// {
// "id": 574,
// "argsNum": 0,
// "info": "消耗自身全部体力,令己方下次使用的技能必定先手、必定命中,下次命中的攻击技能必定打出致命一击"
// },
//
type Effect574 struct {
SelfKill
}
func (e *Effect574) ComparePre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
if !e.can {
return true
}
if fattack == nil {
return true
}
//先手是自己
if fattack.PlayerID == e.Ctx().Our.UserID {
return true
}
if sattack == nil {
return true
}
if sattack == nil {
return true
}
if sattack.SkillEntity == nil {
return true
}
//对调
sattack.SkillEntity.XML.Priority += 7
e.Alive(false)
return true
}
func (e *Effect574) ActionStart(a, b *action.SelectSkillAction) bool {
if !e.can {
return true
}
//fmt.Println(e.Ctx().SkillEntity)
if e.Ctx().SkillEntity == nil {
return true
}
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.MustHit = 1
e.Ctx().SkillEntity.XML.CritRate = 16
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 574, &Effect574{})
}