316 lines
8.5 KiB
Go
316 lines
8.5 KiB
Go
package effect
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import (
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element "blazing/common/data/Element"
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"blazing/common/utils"
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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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// 修正拼写错误:BaseSataus -> BaseStatus
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type BaseStatus struct {
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node.EffectNode
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Status info.EnumPetStatus // 状态类型枚举
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}
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// 重写切换事件:我方单位切换时清除状态
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func (e *BaseStatus) SwitchOut(in *input.Input) bool {
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// 我方单位下场时,状态失效
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if in == e.CarrierInput() {
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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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// 不能出手的基础状态(如麻痹、疲惫等)
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type StatusCannotAct struct {
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BaseStatus
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}
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// 技能命中前拦截:阻止出手
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func (e *StatusCannotAct) ActionStart(attacker, defender *action.SelectSkillAction) bool {
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return false
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}
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// 疲惫状态:仅限制攻击技能,本回合属性技能仍可正常使用。
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type StatusTired struct {
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BaseStatus
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}
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func (e *StatusTired) ActionStart(attacker, defender *action.SelectSkillAction) bool {
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if e.Ctx().SkillEntity == nil {
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return false
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}
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return e.Ctx().SkillEntity.Category() == info.Category.STATUS
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}
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// 睡眠状态:受击后解除
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type StatusSleep struct {
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StatusCannotAct
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hasTriedAct bool
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}
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// 睡眠在“被攻击且未 miss”后立即解除,而不是等到技能使用后节点。
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func (e *StatusSleep) DamageSubEx(zone *info.DamageZone) bool {
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if zone == nil || e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.Category() != info.Category.STATUS {
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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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func (e *StatusSleep) ActionStart(attacker, defender *action.SelectSkillAction) bool {
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if e.Duration() <= 0 {
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e.hasTriedAct = false
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return true
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}
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e.hasTriedAct = true
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return e.StatusCannotAct.ActionStart(attacker, defender)
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}
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func (e *StatusSleep) Skill_Use_ex() bool {
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if !e.hasTriedAct {
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return true
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}
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if e.Duration() <= 0 && e.Ctx().SkillEntity != nil && e.Ctx().Category() != info.Category.STATUS {
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e.Alive(false)
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}
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e.hasTriedAct = false
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return true
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}
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func (e *StatusSleep) TurnEnd() {
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e.hasTriedAct = false
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e.StatusCannotAct.TurnEnd()
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}
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// 持续伤害状态基类(中毒、冻伤、烧伤等)
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type ContinuousDamage struct {
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BaseStatus
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isheal bool //是否回血
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}
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// 回合开始触发持续伤害,保证吃药/空过回合时也会正常结算。
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func (e *ContinuousDamage) TurnStart(attacker, defender *action.SelectSkillAction) {
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carrier := e.CarrierInput()
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source := e.SourceInput()
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opp := e.TargetInput()
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if carrier == nil {
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return
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}
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damage := e.calculateDamage()
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carrier.Damage(source, &info.DamageZone{
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Type: info.DamageType.True,
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Damage: damage,
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})
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if len(e.SideEffectArgs) == 0 {
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return
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}
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// 额外效果
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carrier.Damage(source, &info.DamageZone{
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Type: info.DamageType.True,
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Damage: damage,
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})
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if opp == nil || opp.CurPet[0].GetHP().IntPart() == 0 {
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return
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}
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// 给对方回血(不受回血限制影响)
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opp.Heal(carrier, nil, damage)
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}
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// 计算伤害:最大生命值的1/8
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func (e *ContinuousDamage) calculateDamage() alpacadecimal.Decimal {
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carrier := e.CarrierInput()
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if carrier == nil || carrier.CurPet[0] == nil {
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return alpacadecimal.Zero
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}
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return alpacadecimal.NewFromInt(int64(carrier.CurPet[0].Info.MaxHp)).
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Div(alpacadecimal.NewFromInt(8))
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}
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type Burned struct {
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ContinuousDamage //继承扣血类
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}
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func (e *Burned) SkillHit() bool {
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e.Ctx().SkillEntity.XML.Power /= 2
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return true
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}
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// 寄生种子状态:扣血同时给对方回血
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type ParasiticSeed struct {
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node.EffectNode
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Status info.EnumPetStatus // 状态类型枚举
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}
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func (e *ParasiticSeed) SwitchOut(in *input.Input) bool {
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//如果我放切换
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if in == e.CarrierInput() {
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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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// 回合开始触发寄生效果。寄生属于完整回合流程的一部分,不依赖本回合是否成功出手。
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func (e *ParasiticSeed) TurnStart(attacker, defender *action.SelectSkillAction) {
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carrier := e.CarrierInput()
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source := e.SourceInput()
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if carrier == nil {
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return
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}
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damage := alpacadecimal.NewFromInt(int64(carrier.CurPet[0].Info.MaxHp)).
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Div(alpacadecimal.NewFromInt(8))
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// 对我方造成真实伤害
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carrier.Damage(source, &info.DamageZone{
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Type: info.DamageType.True,
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Damage: damage,
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})
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if source == nil || source.CurPet[0] == nil || source.CurPet[0].GetHP().IntPart() == 0 {
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return
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}
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// 给寄生种子的施放者回血(不受回血限制影响)
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source.Heal(carrier, nil, damage)
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}
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type Flammable struct {
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BaseStatus
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}
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func (e *Flammable) ActionStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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e.Ctx().SkillEntity.Accuracy.Sub(alpacadecimal.NewFromInt(30))
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return true
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}
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func (e *Flammable) Skill_Use_ex() bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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if e.Ctx().SkillEntity.XML.Type != int(element.ElementTypeFire) {
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return true
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}
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// 获取状态效果
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eff := e.Ctx().Our.InitEffect(input.EffectType.Status, int(info.PetStatus.Burned))
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if eff == nil {
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return true
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}
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e.Ctx().Our.AddEffect(e.Ctx().Our, eff)
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return true
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}
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type Confused struct {
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BaseStatus
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}
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func (e *Confused) ActionStart(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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e.Ctx().SkillEntity.Accuracy.Sub(alpacadecimal.NewFromInt(80))
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ok, _, _ := e.Input.Player.Roll(5, 100)
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if !ok {
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return true
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}
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e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Fixed,
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Damage: alpacadecimal.NewFromInt(50),
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})
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return true
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}
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type Blind struct {
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BaseStatus
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}
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func (e *Blind) ActionStart(fattack, sattack *action.SelectSkillAction) bool {
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if e.Ctx().SkillEntity == nil {
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return true
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}
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e.Ctx().SkillEntity.Accuracy = e.Ctx().SkillEntity.Accuracy.Mul(alpacadecimal.NewFromFloat(0.5))
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return true
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}
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type Weakened struct {
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BaseStatus
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}
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func (e *Weakened) DamageDivEx(t *info.DamageZone) bool {
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// 1. 定义衰弱等级对应的倍率表(索引对应等级,0级无倍率)
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// 索引0: 0%(未衰弱)、1:25%、2:50%、3:100%、4:250%、5:500%
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weakenedMultiples := []alpacadecimal.Decimal{
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alpacadecimal.Zero, // 0级
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alpacadecimal.NewFromFloat(0.25), // 1级(25%)
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alpacadecimal.NewFromFloat(0.5), // 2级(50%)
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alpacadecimal.NewFromFloat(1.0), // 3级(100%)
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alpacadecimal.NewFromFloat(2.5), // 4级(250%)
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alpacadecimal.NewFromFloat(5.0), // 5级(500%)
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}
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// 2. 校验并限制衰弱等级(≤0 直接返回,≥5 按5级算)
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level := e.Stack()
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if level <= 0 {
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return true
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}
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// 等级上限限制为5(避免越界)
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level = utils.Min(level, 5)
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// 3. 获取对应等级的倍率,计算最终伤害
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multiple := weakenedMultiples[level]
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// 伤害计算公式:原伤害 + 原伤害 × 倍率(等价于 原伤害 × (1+倍率))
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t.Damage = t.Damage.Add(t.Damage.Mul(multiple))
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return true
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}
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func init() {
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// 注册持续伤害类状态
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.DrainedHP), &ParasiticSeed{}) // 寄生种子
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Poisoned), &ContinuousDamage{}) // 中毒
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Frozen), &ContinuousDamage{}) // 冻伤
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Burned), &Burned{}) // 烧伤
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Bleeding), &ContinuousDamage{}) // 流血
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Weakened), &Weakened{}) // 衰弱
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Confused), &Confused{}) // 混乱
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Blind), &Blind{}) // 失明
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Flammable), &Flammable{}) // 易燃
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// 批量注册不能行动的状态
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nonActingStatuses := []info.EnumPetStatus{
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info.PetStatus.Paralysis, // 麻痹
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info.PetStatus.Fear, // 害怕
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info.PetStatus.Petrified, // 石化
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}
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for _, status := range nonActingStatuses {
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effect := &StatusCannotAct{}
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effect.Status = status
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input.InitEffect(input.EffectType.Status, int(status), effect)
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}
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tired := &StatusTired{}
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tired.Status = info.PetStatus.Tired
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Tired), tired)
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// 注册睡眠状态(使用枚举常量替代硬编码8)
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input.InitEffect(input.EffectType.Status, int(info.PetStatus.Sleep), &StatusSleep{})
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}
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