239 lines
5.8 KiB
Go
239 lines
5.8 KiB
Go
package effect
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import (
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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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// Effect 1122: 使对手全属性-{0},未触发则对手{1}
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type Effect1122 struct {
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node.EffectNode
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}
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func (e *Effect1122) OnSkill() bool {
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if len(e.Args()) < 2 {
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return true
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}
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level := int8(e.Args()[0].IntPart())
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applied := false
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if level > 0 {
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for i := range e.Ctx().Opp.Prop[:] {
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if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), -level) {
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applied = true
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}
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}
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}
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if applied {
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return true
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}
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applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
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return true
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}
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// Effect 1123: 吸取对手能力提升状态,吸取成功则下{0}回合自身所有技能先制+{1}
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type Effect1123 struct {
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node.EffectNode
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}
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func (e *Effect1123) OnSkill() bool {
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if len(e.Args()) < 2 {
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return true
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}
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absorbed := 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), 0) {
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
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absorbed = true
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}
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}
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if !absorbed {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1123, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1123Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1123Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
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current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
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if current == nil || current.SkillEntity == nil || len(e.Args()) < 2 {
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return true
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}
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current.SkillEntity.XML.Priority += int(e.Args()[1].IntPart())
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return true
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}
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// Effect 1124: 消除对手回合类效果,消除成功则自身下{0}回合造成的攻击伤害额外提升{1}%
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type Effect1124 struct {
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node.EffectNode
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}
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func (e *Effect1124) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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before := activeTurnEffectCount(e.Ctx().Opp)
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e.Ctx().Opp.CancelTurn(e.Ctx().Our)
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if before <= 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1124, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1124Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1124Sub) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 {
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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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zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[1])).Div(hundred)
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return true
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}
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// Effect 1125: {0}回合内对手所有攻击必定Miss,若对手命中则下{1}回合对手使用属性技能无效
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type Effect1125 struct {
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node.EffectNode
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}
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func (e *Effect1125) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1125, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1125Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1125Sub) SkillHit_ex() bool {
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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.SetMiss()
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return true
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}
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func (e *Effect1125Sub) Action_end_ex() bool {
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if len(e.Args()) < 2 || e.Args()[1].Cmp(alpacadecimal.Zero) <= 0 {
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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 || e.Ctx().SkillEntity.AttackTime == 0 {
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return true
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}
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 11251, int(e.Args()[1].IntPart()))
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if sub != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1125StatusLockSub struct {
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RoundEffectArg0Base
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}
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func (e *Effect1125StatusLockSub) ActionStart(a, b *action.SelectSkillAction) bool {
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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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return true
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}
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// Effect 1126: 使对手随机{0}项技能PP值归零,若当回合受到攻击则额外使对手随机{1}项技能PP值归零
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type Effect1126 struct {
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node.EffectNode
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}
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func (e *Effect1126) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[0].IntPart()))
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sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1126, int(e.Args()[1].IntPart()))
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if sub != nil {
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e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
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}
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return true
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}
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type Effect1126Sub struct {
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node.EffectNode
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attacked bool
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}
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func (e *Effect1126Sub) 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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}
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func (e *Effect1126Sub) Action_end_ex() bool {
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if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
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return true
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}
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e.attacked = true
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return true
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}
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func (e *Effect1126Sub) TurnEnd() {
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if e.attacked && len(e.Args()) > 0 {
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zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[0].IntPart()))
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}
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e.EffectNode.TurnEnd()
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 1122, &Effect1122{})
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input.InitEffect(input.EffectType.Skill, 1123, &Effect1123{})
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input.InitEffect(input.EffectType.Sub, 1123, &Effect1123Sub{})
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input.InitEffect(input.EffectType.Skill, 1124, &Effect1124{})
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input.InitEffect(input.EffectType.Sub, 1124, &Effect1124Sub{})
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input.InitEffect(input.EffectType.Skill, 1125, &Effect1125{})
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input.InitEffect(input.EffectType.Sub, 1125, &Effect1125Sub{})
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input.InitEffect(input.EffectType.Sub, 11251, &Effect1125StatusLockSub{})
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input.InitEffect(input.EffectType.Skill, 1126, &Effect1126{})
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input.InitEffect(input.EffectType.Sub, 1126, &Effect1126Sub{})
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}
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