233 lines
5.6 KiB
Go
233 lines
5.6 KiB
Go
package effect
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import (
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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 1107: 未击败对手则{0}%自身全属性+{1},{2}%对手全属性-{3}
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type Effect1107 struct {
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node.EffectNode
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}
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func (e *Effect1107) Skill_Use() bool {
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if e.Ctx().Opp.CurrentPet.Info.Hp <= 0 {
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return true
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}
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selfChance := int(e.Args()[0].IntPart())
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if ok, _, _ := e.Input.Player.Roll(selfChance, 100); ok {
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boost := int8(e.Args()[1].IntPart())
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for i := 0; i < 6; i++ {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), boost)
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}
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}
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oppChance := int(e.Args()[2].IntPart())
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if ok, _, _ := e.Input.Player.Roll(oppChance, 100); ok {
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reduce := int8(e.Args()[3].IntPart())
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for i := 0; i < 6; i++ {
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e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), -reduce)
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}
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}
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return true
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}
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// Effect 1108: 自身每处于一种能力提升状态则技能连击数+{0},对手每处于一种弱化状态则技能连击数+{1}
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// 当前战斗模型未逐段执行多段攻击,这里按仓库现有连击效果统一折算为红伤倍率提升。
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type Effect1108 struct {
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node.EffectNode
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}
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func (e *Effect1108) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red {
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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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baseHits := e.Ctx().SkillEntity.XML.AtkNum
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if baseHits <= 0 {
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baseHits = 1
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}
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extraHits := countPositivePropKinds(e.Ctx().Our)*int(e.Args()[0].IntPart()) +
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countNegativePropKinds(e.Ctx().Opp)*int(e.Args()[1].IntPart())
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totalHits := baseHits + extraHits
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if totalHits <= 1 {
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return true
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}
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zone.Damage = zone.Damage.Mul(alpacadecimal.NewFromInt(int64(totalHits)))
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return true
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}
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// Effect 1109: {0}回合内若自身能力提升状态被消除则吸取对手最大体力的1/{1}
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type Effect1109 struct {
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RoundEffectArg0Base
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}
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func (e *Effect1109) PropBefer(source *input.Input, prop int8, level int8) bool {
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if source != e.Ctx().Opp {
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return true
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}
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if prop < 0 || int(prop) >= len(e.Ctx().Our.Prop) {
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return true
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}
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if level != 0 || e.Ctx().Our.Prop[prop] <= 0 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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return true
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}
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damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[1])
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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, nil, damage)
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return true
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}
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// Effect 1110: 反转对手能力提升状态,反转成功则令对手下{0}次属性技能失效,反转失败则消除对手能力提升状态
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type Effect1110 struct {
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node.EffectNode
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}
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func (e *Effect1110) Skill_Use() bool {
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reversed := false
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for i, v := range e.Ctx().Opp.Prop[:] {
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if v <= 0 {
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continue
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}
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if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), -2*v) {
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reversed = true
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}
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}
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if reversed {
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1110, 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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for i, v := range e.Ctx().Opp.Prop[:] {
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if v > 0 {
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e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0)
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}
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}
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return true
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}
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type Effect1110Sub struct {
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node.EffectNode
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remaining int
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}
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func (e *Effect1110Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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e.Duration(-1)
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if len(a) > 0 {
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e.remaining = a[0]
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}
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}
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func (e *Effect1110Sub) SkillHit_ex() bool {
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if e.remaining <= 0 {
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e.Alive(false)
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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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e.Ctx().SkillEntity.SetNoSide()
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e.Ctx().SkillEntity.AttackTime = 0
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e.remaining--
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if e.remaining <= 0 {
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e.Alive(false)
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}
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return true
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}
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// Effect 1111: {0}%令对手{1},未触发则{2}回合内自身造成的攻击伤害额外提升{3}%
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type Effect1111 struct {
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node.EffectNode
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}
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func (e *Effect1111) Skill_Use() bool {
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success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 100)
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if success {
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statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[1].IntPart()))
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if statusEffect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
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}
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1111, int(e.Args()[2].IntPart()), int(e.Args()[3].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 Effect1111Sub struct {
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node.EffectNode
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percent alpacadecimal.Decimal
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}
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func (e *Effect1111Sub) SetArgs(t *input.Input, a ...int) {
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e.EffectNode.SetArgs(t, a...)
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if len(a) > 0 {
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e.Duration(a[0])
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}
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if len(a) > 1 {
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e.percent = alpacadecimal.NewFromInt(int64(a[1]))
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}
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}
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func (e *Effect1111Sub) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red {
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return true
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}
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zone.Damage = zone.Damage.Mul(hundred.Add(e.percent)).Div(hundred)
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return true
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}
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func countPositivePropKinds(target *input.Input) int {
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count := 0
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for _, v := range target.Prop[:] {
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if v > 0 {
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count++
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}
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}
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return count
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}
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func countNegativePropKinds(target *input.Input) int {
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count := 0
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for _, v := range target.Prop[:] {
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if v < 0 {
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count++
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}
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}
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return count
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1107, &Effect1107{})
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input.InitEffect(input.EffectType.Skill, 1108, &Effect1108{})
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input.InitEffect(input.EffectType.Skill, 1109, &Effect1109{})
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input.InitEffect(input.EffectType.Skill, 1110, &Effect1110{})
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input.InitEffect(input.EffectType.Sub, 1110, &Effect1110Sub{})
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input.InitEffect(input.EffectType.Skill, 1111, &Effect1111{})
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input.InitEffect(input.EffectType.Sub, 1111, &Effect1111Sub{})
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}
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