201 lines
5.0 KiB
Go
201 lines
5.0 KiB
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"github.com/alpacahq/alpacadecimal"
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)
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// Effect 795: 每次使用则当回合造成的攻击伤害额外提升{0}%,最高额外提升{1}%
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type Effect795 struct {
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node.EffectNode
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useCount int64
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}
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func (e *Effect795) SkillHit() bool {
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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e.useCount++
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return true
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}
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func (e *Effect795) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 {
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return true
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}
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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if e.useCount <= 0 {
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return true
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}
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bonus := e.Args()[0].Mul(alpacadecimal.NewFromInt(e.useCount))
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if bonus.Cmp(e.Args()[1]) > 0 {
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bonus = e.Args()[1]
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}
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if bonus.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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zone.Damage = zone.Damage.Mul(hundred.Add(bonus)).Div(hundred)
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return true
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}
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// Effect 796: {0}回合内每回合吸取对手当前体力的1/{1}
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type Effect796 struct {
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node.EffectNode
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}
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func (e *Effect796) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 796, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if effect != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect796Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect796Sub) TurnEnd() {
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if e.Ctx().Our.CurrentPet.Info.Hp > 0 && e.Ctx().Opp.CurrentPet.Info.Hp > 0 &&
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len(e.Args()) >= 2 && e.Args()[1].Cmp(alpacadecimal.Zero) > 0 {
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damage := e.Ctx().Opp.CurrentPet.GetHP().Div(e.Args()[1])
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if damage.Cmp(alpacadecimal.Zero) > 0 {
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Percent,
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Damage: damage,
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})
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damage)
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}
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}
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e.EffectNode.TurnEnd()
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}
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// Effect 797: 消除对手回合类效果,消除成功{0}回合内对手无法通过自身技能恢复体力
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type Effect797 struct {
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node.EffectNode
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}
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func (e *Effect797) Skill_Use() bool {
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if len(e.Args()) == 0 {
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return true
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}
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before := activeTurnEffectCount(e.Ctx().Opp)
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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if before <= 0 {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 797, int(e.Args()[0].IntPart()))
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if effect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect797Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect797Sub) Heal_Pre(ac action.BattleActionI, value *int) bool {
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if value == nil || *value <= 0 {
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return true
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}
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if _, ok := ac.(*action.SelectSkillAction); !ok {
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return true
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}
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*value = 0
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return true
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}
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// Effect 798: 若对手处于能力提升状态,则对手{0}回合内造成的伤害不超过{1}
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type Effect798 struct {
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node.EffectNode
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}
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func (e *Effect798) Skill_Use() bool {
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if len(e.Args()) < 2 || !e.Ctx().Opp.HasPropADD() {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 798, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if effect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect798Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect798Sub) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 {
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return true
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}
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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if zone.Damage.Cmp(e.Args()[1]) <= 0 {
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return true
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}
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zone.Damage = e.Args()[1]
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return true
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}
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// Effect 799: 恢复自身最大体力的1/{0}并给对手造成等量百分比伤害,自身体力低于1/{1}时效果翻倍
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type Effect799 struct {
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node.EffectNode
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}
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func (e *Effect799) Skill_Use() bool {
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if len(e.Args()) < 2 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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amount := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[0])
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if e.Args()[1].Cmp(alpacadecimal.Zero) > 0 {
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threshold := e.Ctx().Our.CurrentPet.GetMaxHP().Div(e.Args()[1])
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if e.Ctx().Our.CurrentPet.GetHP().Cmp(threshold) < 0 {
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amount = amount.Mul(alpacadecimal.NewFromInt(2))
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}
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}
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if amount.Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, amount)
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Percent,
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Damage: amount,
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})
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 795, &Effect795{})
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input.InitEffect(input.EffectType.Skill, 796, &Effect796{})
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input.InitEffect(input.EffectType.Sub, 796, &Effect796Sub{})
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input.InitEffect(input.EffectType.Skill, 797, &Effect797{})
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input.InitEffect(input.EffectType.Sub, 797, &Effect797Sub{})
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input.InitEffect(input.EffectType.Skill, 798, &Effect798{})
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input.InitEffect(input.EffectType.Sub, 798, &Effect798Sub{})
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input.InitEffect(input.EffectType.Skill, 799, &Effect799{})
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}
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