Files
bl/logic/service/fight/boss/NewSeIdx_59.go
xinian 9c6f3988de
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
refactor: 重构 CurrentPet 为 CurPet
2026-04-04 04:34:43 +08:00

66 lines
1.6 KiB
Go
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"github.com/alpacahq/alpacadecimal"
)
// 59. 按一定条件触发魔王的附身触发时受到伤害时n回合内反弹m%伤害给玩家
type NewSel59 struct {
NewSel0
// 记录反弹效果的剩余回合数
reflectTurns int
}
// TODO: 需要了解魔王的附身触发条件
func (e *NewSel59) Action_end_ex() bool {
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if e.ID().GetCatchTime() != e.Ctx().Our.CurPet[0].Info.CatchTime {
return true
}
// TODO: 这里需要根据某个条件触发魔王的附身
// 触发后,设置反弹效果的回合数和百分比
// e.reflectTurns = int(e.Args()[0].IntPart())
return true
}
func (e *NewSel59) DamageSubEx(t *info.DamageZone) bool {
//魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if e.ID().GetCatchTime() != e.Ctx().Our.CurPet[0].Info.CatchTime {
return true
}
// 检查是否处于反弹效果中
if e.reflectTurns > 0 {
// 反弹m%伤害给对手
reflectDamage := t.Damage.Mul(e.Args()[1]).Div(alpacadecimal.NewFromInt(100))
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: reflectDamage,
})
}
return true
}
func (e *NewSel59) TurnEnd() {
// 魂印特性有不在场的情况,绑定时候将精灵和特性绑定
if e.ID().GetCatchTime() != e.Ctx().Our.CurPet[0].Info.CatchTime {
return
}
// 减少反弹效果剩余回合数
if e.reflectTurns > 0 {
e.reflectTurns--
}
}
func init() {
input.InitEffect(input.EffectType.NewSel, 59, &NewSel59{})
}