Files
bl/logic/service/fight/effect/1333_1337.go
2026-04-01 00:48:42 +08:00

176 lines
4.1 KiB
Go

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
"github.com/gogf/gf/v2/util/grand"
)
// Effect 1333: 自身处于能力提升状态时{0}%使对手进入{1}状态
type Effect1333 struct{ node.EffectNode }
func (e *Effect1333) OnSkill() bool {
if len(e.Args()) < 2 || !e.Ctx().Our.HasPropADD() {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
if ok {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
}
return true
}
// Effect 1334: 造成的伤害低于{0}则使{1}%对手进入{2}状态,未触发则下{3}次自身技能{4}%使对手进入{5}状态
type Effect1334 struct{ node.EffectNode }
func (e *Effect1334) Skill_Use() bool {
if len(e.Args()) < 6 {
return true
}
triggered := false
if e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) < 0 {
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok {
triggered = addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart()))
}
}
if triggered {
return true
}
sub := e.Ctx().Our.InitEffect(
input.EffectType.Sub,
1334,
int(e.Args()[3].IntPart()),
int(e.Args()[4].IntPart()),
int(e.Args()[5].IntPart()),
)
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1334Sub struct {
node.EffectNode
remaining int
}
func (e *Effect1334Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1334Sub) Skill_Use() bool {
if e.Ctx().SkillEntity == nil || e.remaining <= 0 || len(e.Args()) < 3 {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if ok {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[2].IntPart()))
}
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1335: {0}%令对手{1},未触发则随机吸取对手{2}项属性-{3},并将该属性附加给自己
type Effect1335 struct{ node.EffectNode }
func (e *Effect1335) Skill_Use() bool {
if len(e.Args()) < 4 {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
if ok {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
return true
}
count := int(e.Args()[2].IntPart())
level := int8(e.Args()[3].IntPart())
if count <= 0 || level <= 0 {
return true
}
if count > 6 {
count = 6
}
applied := 0
for _, idx := range grand.Perm(6) {
prop := int8(idx)
if !e.Ctx().Opp.SetProp(e.Ctx().Our, prop, -level) {
continue
}
e.Ctx().Our.SetProp(e.Ctx().Our, prop, level)
applied++
if applied >= count {
break
}
}
return true
}
// Effect 1336: {0}回合内每回合使用技能附加自身最大体力值与攻击值总和{1}%的百分比伤害
type Effect1336 struct{ RoundEffectArg0Base }
func (e *Effect1336) OnSkill() bool {
if len(e.Args()) < 2 {
return true
}
base := e.Ctx().Our.CurrentPet.GetMaxHP().Add(e.Ctx().Our.GetProp(0))
damage := base.Mul(e.Args()[1]).Div(hundred)
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
return true
}
// Effect 1337: 自身体力高于对手则{0}%令对手{1},未触发{2}则消除对手回合类效果
type Effect1337 struct{ node.EffectNode }
func (e *Effect1337) Skill_Use() bool {
if len(e.Args()) < 3 {
return true
}
if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) > 0 {
ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
if ok && addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart())) {
return true
}
}
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1333, &Effect1333{})
input.InitEffect(input.EffectType.Skill, 1334, &Effect1334{})
input.InitEffect(input.EffectType.Sub, 1334, &Effect1334Sub{})
input.InitEffect(input.EffectType.Skill, 1335, &Effect1335{})
input.InitEffect(input.EffectType.Skill, 1336, &Effect1336{})
input.InitEffect(input.EffectType.Skill, 1337, &Effect1337{})
}