Files
bl/logic/service/fight/effect/effect_147_159.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/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// 效果147后出手时{0}%概率使对方{1}
// -----------------------------------------------------------
type Effect147 struct {
node.EffectNode
can bool
}
func (e *Effect147) Skill_Use() bool {
if e.IsFirst() {
return true
}
chance := int(e.Args()[0].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
// 使对方进入指定状态Args[1]为状态类型)
statusType := int(e.Args()[1].IntPart())
statusEff := e.Ctx().Our.InitEffect(input.EffectType.Status, statusType)
if statusEff != nil {
statusEff.SetArgs(e.Ctx().Our, 2)
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEff)
}
}
return true
}
// -----------------------------------------------------------
// 效果148后出手时{1}%改变对方{0}等级{2}
// -----------------------------------------------------------
type Effect148 struct {
node.EffectNode
can bool
}
func (e *Effect148) Skill_Use() bool {
if e.IsFirst() {
return true
}
propIndex := int(e.Args()[0].IntPart())
chance := int(e.Args()[1].IntPart())
changeAmount := int(e.Args()[2].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(propIndex), int8(changeAmount))
}
return true
}
// -----------------------------------------------------------
// 效果159自身体力小于最大值的1/{0}时,{1}%概率令对方{2}
// -----------------------------------------------------------
type Effect159 struct {
node.EffectNode
}
func (e *Effect159) Skill_Use() bool {
// 检查自身体力是否小于最大值的1/{0}
maxHP := int64(e.Ctx().Our.CurrentPet.Info.MaxHp)
currentHP := int64(e.Ctx().Our.CurrentPet.Info.Hp)
// 比较 currentHP * {0} < maxHP
if currentHP*int64(e.Args()[0].IntPart()) < maxHP {
// 满足条件:{1}%概率令对方{2}
chance := int(e.Args()[1].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
statusType := int(e.Args()[2].IntPart())
statusEff := e.Ctx().Our.InitEffect(input.EffectType.Status, statusType)
if statusEff != nil {
statusEff.SetArgs(e.Ctx().Our, 2)
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEff)
}
}
}
return true
}
// -----------------------------------------------------------
// 初始化
// -----------------------------------------------------------
func init() {
input.InitEffect(input.EffectType.Skill, 147, &Effect147{})
input.InitEffect(input.EffectType.Skill, 148, &Effect148{})
input.InitEffect(input.EffectType.Skill, 159, &Effect159{})
}