Files
bl/logic/service/fight/effect/1183_1187.go
xinian 9c6f3988de
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refactor: 重构 CurrentPet 为 CurPet
2026-04-04 04:34:43 +08:00

204 lines
5.3 KiB
Go

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 1183: 解除自身能力下降状态,解除成功则自身{0}回合内造成的伤害提高{1}%
type Effect1183 struct{ node.EffectNode }
func (e *Effect1183) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
cleared := false
for i, v := range e.Ctx().Our.Prop[:] {
if v < 0 && e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), 0) {
cleared = true
}
}
if !cleared {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1183, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1183Sub struct {
node.EffectNode
percent alpacadecimal.Decimal
}
func (e *Effect1183Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
if len(a) > 0 {
e.Duration(a[0])
}
if len(a) > 1 {
e.percent = alpacadecimal.NewFromInt(int64(a[1]))
}
}
func (e *Effect1183Sub) Damage_Mul(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red {
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)
return true
}
// Effect 1184: 激发自身潜能,使用后下{0}回合自身获得奇迹之力效果
type Effect1184 struct{ node.EffectNode }
func (e *Effect1184) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1184, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1184Sub struct {
RoundEffectArg0Base
active bool
doubled bool
}
func (e *Effect1184Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil || current.SkillEntity.Category() == info.Category.STATUS {
return true
}
current.SkillEntity.XML.Priority += 1
e.active = true
e.doubled, _, _ = e.Input.Player.Roll(50, 100)
return true
}
func (e *Effect1184Sub) Damage_Mul(zone *info.DamageZone) bool {
if !e.active || !e.doubled || zone == nil || zone.Type != info.DamageType.Red {
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(2))
return true
}
func (e *Effect1184Sub) OnSkill() bool {
if !e.active {
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
damage := e.Ctx().Our.CurPet[0].GetMaxHP().Div(alpacadecimal.NewFromInt(3))
if damage.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
}
return true
}
func (e *Effect1184Sub) Action_end() bool {
e.active = false
e.doubled = false
return true
}
func (e *Effect1184Sub) Action_end_ex() bool {
e.active = false
e.doubled = false
return true
}
// Effect 1185: 消耗自身当前最大体力的1/{0}并使对手受到等量百分比伤害
type Effect1185 struct{ node.EffectNode }
func (e *Effect1185) Skill_Use() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
damage := e.Ctx().Our.CurPet[0].GetMaxHP().Div(e.Args()[0])
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Fixed, Damage: damage})
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{Type: info.DamageType.Percent, Damage: damage})
return true
}
// Effect 1186: {0}回合内每回合攻击附加自身双防值总和{1}%的百分比伤害
type Effect1186 struct{ RoundEffectArg0Base }
func (e *Effect1186) OnSkill() bool {
if len(e.Args()) < 2 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
totalDefense := e.Ctx().Our.GetProp(1).Add(e.Ctx().Our.GetProp(3))
damage := totalDefense.Mul(e.Args()[1]).Div(hundred)
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
return true
}
// Effect 1187: {0}%令对手{1},未触发则消除对手回合类效果
type Effect1187 struct{ node.EffectNode }
func (e *Effect1187) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
if ok, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100); ok {
applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
return true
}
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1183, &Effect1183{})
input.InitEffect(input.EffectType.Sub, 1183, &Effect1183Sub{})
input.InitEffect(input.EffectType.Skill, 1184, &Effect1184{})
input.InitEffect(input.EffectType.Sub, 1184, &Effect1184Sub{})
input.InitEffect(input.EffectType.Skill, 1185, &Effect1185{})
input.InitEffect(input.EffectType.Skill, 1186, &Effect1186{})
input.InitEffect(input.EffectType.Skill, 1187, &Effect1187{})
}