66 lines
1.3 KiB
Go
66 lines
1.3 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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"sync"
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"github.com/shopspring/decimal"
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)
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/**
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* m~n回合每回合反弹对手1/k的伤害
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*/
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func init() {
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input.InitEffect(input.EffectType.Skill, 21, &Effect21{})
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}
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type Effect21 struct {
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node.EffectNode
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l sync.Once
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}
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// 使用技能时,不可被继承,继承Miss和Hit就行
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func (e *Effect21) OnSkill(input.Ctx) bool {
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if !e.Hit() {
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return true
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}
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e.l.Do(func() { //保证技能使用后初始化一次就行
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statIndex := e.SideEffectArgs[0]
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endindex := e.SideEffectArgs[1]
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//回合产生
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n := int(e.Input.FightC.GetRand().Int31n(int32(endindex-statIndex+1))) + statIndex
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e.Duration(n) //产生回合收益
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//e.Input.AddEffect(input.Geteffect(input.EffectType.Status, int(info.PetStatus.Tired)))
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})
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return true
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}
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// 被攻击时候反弹
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func (e *Effect21) Skill_Use(ctx input.Ctx) bool {
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//未命中
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if !e.Hit() {
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return true
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}
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//不是技能
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if ctx.SkillEntity == nil {
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return true
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}
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//0血不触发
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if e.Input.CurrentPet.Info.Hp <= 0 {
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return true
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}
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ctx.DamageZone.Type = info.DamageType.Fixed
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ctx.DamageZone.Damage = decimal.NewFromInt(int64(ctx.DamageZone.Damage.IntPart())).Div(decimal.NewFromInt(int64(e.SideEffectArgs[0])))
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ctx.Input.Damage(ctx)
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return true
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}
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