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bl/logic/service/fight/effect/effect_21.go

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