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bl/logic/service/fight/effect/effect_147_159.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/input"
"blazing/logic/service/fight/node"
)
// Effect 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
}
// Effect 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
}
// Effect 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.CurPet[0].Info.MaxHp)
currentHP := int64(e.Ctx().Our.CurPet[0].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{})
}