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bl/logic/service/fight/effect/1036_1040.go
xinian 9c6f3988de
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refactor: 重构 CurrentPet 为 CurPet
2026-04-04 04:34:43 +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"
)
// Effect 1036: 消除对手回合类效果,消除成功则下{0}次攻击附加{1}点固定伤害
type Effect1036 struct {
node.EffectNode
}
func (e *Effect1036) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
before := activeTurnEffectCount(e.Ctx().Opp)
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
if before <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1036, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1036Sub struct {
node.EffectNode
remaining int
damage alpacadecimal.Decimal
}
func (e *Effect1036Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
if len(a) > 1 {
e.damage = alpacadecimal.NewFromInt(int64(a[1]))
}
}
func (e *Effect1036Sub) OnSkill() bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if e.damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.damage,
})
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1037: 消除对手能力提升状态,消除成功则自身下{0}次攻击技能造成伤害额外提升{1}%
type Effect1037 struct {
node.EffectNode
}
func (e *Effect1037) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
cleared := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
cleared = true
}
}
if !cleared {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1037, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1037Sub struct {
node.EffectNode
remaining int
percent alpacadecimal.Decimal
}
func (e *Effect1037Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
if len(a) > 1 {
e.percent = alpacadecimal.NewFromInt(int64(a[1]))
}
}
func (e *Effect1037Sub) Damage_Mul(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || e.remaining <= 0 {
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
zone.Damage = zone.Damage.Mul(hundred.Add(e.percent)).Div(hundred)
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1038: 双倍反转自身能力下降状态,反转成功则获得{0}点护盾
type Effect1038 struct {
node.EffectNode
}
func (e *Effect1038) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
reversed := false
for i, v := range e.Ctx().Our.Prop[:] {
if v >= 0 {
continue
}
reversed = true
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), -v*2)
}
if !reversed {
return true
}
shield := e.Args()[0]
if shield.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Our.AddShield(shield)
}
return true
}
// Effect 1039: {0}回合内每回合使用技能恢复自身最大体力的1/{1}低于1/{2}时直接回满
type Effect1039 struct {
RoundEffectArg0Base
}
func (e *Effect1039) OnSkill() bool {
if len(e.Args()) < 3 || e.Ctx().Our == nil || e.Ctx().Our.CurPet[0] == nil {
return true
}
if e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 || e.Args()[2].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
maxHP := e.Ctx().Our.CurPet[0].GetMaxHP()
currentHP := e.Ctx().Our.CurPet[0].GetHP()
heal := maxHP.Div(e.Args()[1])
if currentHP.Cmp(maxHP.Div(e.Args()[2])) < 0 {
heal = maxHP.Sub(currentHP)
}
if heal.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
return true
}
// Effect 1040: 当回合若未击败对手则{0}%使对手{1},未触发则自身全属性+{2}
type Effect1040 struct {
node.EffectNode
}
func (e *Effect1040) Skill_Use() bool {
if len(e.Args()) < 3 || e.Ctx().Opp == nil || e.Ctx().Opp.CurPet[0] == nil || e.Ctx().Opp.CurPet[0].Info.Hp <= 0 {
return true
}
success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
if success {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
return true
}
applyAllPropUp(e.Ctx().Our, int8(e.Args()[2].IntPart()))
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1036, &Effect1036{})
input.InitEffect(input.EffectType.Sub, 1036, &Effect1036Sub{})
input.InitEffect(input.EffectType.Skill, 1037, &Effect1037{})
input.InitEffect(input.EffectType.Sub, 1037, &Effect1037Sub{})
input.InitEffect(input.EffectType.Skill, 1038, &Effect1038{})
input.InitEffect(input.EffectType.Skill, 1039, &Effect1039{})
input.InitEffect(input.EffectType.Skill, 1040, &Effect1040{})
}