Files
bl/logic/service/fight/effect/effect_119_123.go
昔念 99ef152434
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```
refactor(fight): 统一技能执行方法命名并修复战斗逻辑错误

- 将多个boss技能结构体中的OnSkill()方法重命名为Skill_Use()以保持一致性
- 修改fightc.go中的战斗回合逻辑,修复attacker和defender的执行顺序错误
- 将Effect126的TurnStart方法改为Skill_Use方法并返回bool值
- 为Effect499添加缺失的方法实现
- 移除effect_124_126.go中未
2026-03-09 17:42:52 +08:00

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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) Skill_Use() bool {
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 := e.Ctx().Our.InitEffect(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)
}
}
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12050%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) Skill_Use() bool {
// 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.Percent,
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.Percent,
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) Skill_Use() bool {
// 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 := e.Ctx().Our.InitEffect(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) TurnStart(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))
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, 123, &Effect123{})
}