Files
bl/logic/service/fight/effect/1208_1212.go
2026-04-01 00:48:42 +08:00

242 lines
6.1 KiB
Go

package effect
import (
"blazing/logic/service/fight/action"
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 1208: 反转自身能力下降状态,反转成功则令对手下{0}次使用的攻击技能无效
type Effect1208 struct{ node.EffectNode }
func (e *Effect1208) Skill_Use() bool {
reversed := false
for i, v := range e.Ctx().Our.Prop[:] {
if v >= 0 {
continue
}
if e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), -2*v) {
reversed = true
}
}
if !reversed || len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1208, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1208Sub struct {
node.EffectNode
remaining int
}
func (e *Effect1208Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1208Sub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.SetMiss()
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 1209: 消除双方能力上升、下降状态,消除成功则附加消除总段数乘以{0}的固定伤害
type Effect1209 struct{ node.EffectNode }
func (e *Effect1209) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
clearedStages := clearAllPropsAndCount(e.Ctx().Our, e.Ctx().Opp)
if clearedStages <= 0 {
return true
}
damage := e.Args()[0].Mul(alpacadecimal.NewFromInt(int64(clearedStages)))
if damage.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: damage,
})
}
return true
}
// Effect 1210: {0}%使对手{1},自身体力低于对手时概率翻倍
type Effect1210 struct{ node.EffectNode }
func (e *Effect1210) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
chance := int(e.Args()[0].IntPart())
if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) < 0 {
chance *= 2
}
if chance > 100 {
chance = 100
}
if ok, _, _ := e.Input.Player.Roll(chance, 100); ok {
applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[1].IntPart()))
}
return true
}
// Effect 1211: 消除双方能力提升状态及能力下降状态,消除任意一方成功则为自身附加{0}点护盾
type Effect1211 struct{ node.EffectNode }
func (e *Effect1211) Skill_Use() bool {
if clearAllPropsAndCount(e.Ctx().Our, e.Ctx().Opp) <= 0 || len(e.Args()) == 0 {
return true
}
if e.Args()[0].Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Our.AddShield(e.Args()[0])
}
return true
}
// Effect 1212: 消耗自身全部体力,使己方下只出战精灵令对手下{0}次使用的攻击技能无效且{1}回合内造成的攻击伤害额外提升{2}%
type Effect1212 struct{ node.EffectNode }
func (e *Effect1212) Skill_Use() bool {
if len(e.Args()) < 3 {
return true
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Ctx().Our.CurrentPet.GetHP(),
})
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1212, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1212Sub struct{ node.EffectNode }
func (e *Effect1212Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
e.Duration(1)
}
func (e *Effect1212Sub) SwitchIn(in *input.Input) bool {
if in != e.Ctx().Our || len(e.Args()) < 3 {
return true
}
lockSub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 12121, int(e.Args()[0].IntPart()))
if lockSub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, lockSub)
}
damageSub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 12122, int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
if damageSub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, damageSub)
}
e.Alive(false)
return true
}
type Effect1212LockSub struct {
node.EffectNode
remaining int
}
func (e *Effect1212LockSub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1212LockSub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.SetMiss()
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
type Effect1212DamageSub struct{ RoundEffectArg0Base }
func (e *Effect1212DamageSub) Damage_Mul(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 {
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[1])).Div(hundred)
return true
}
func clearAllPropsAndCount(owner, target *input.Input) int {
total := 0
for _, current := range []*input.Input{owner, target} {
for i, v := range current.Prop[:] {
if v == 0 {
continue
}
if !current.SetProp(owner, int8(i), 0) {
continue
}
if v > 0 {
total += int(v)
} else {
total += int(-v)
}
}
}
return total
}
func init() {
input.InitEffect(input.EffectType.Skill, 1208, &Effect1208{})
input.InitEffect(input.EffectType.Sub, 1208, &Effect1208Sub{})
input.InitEffect(input.EffectType.Skill, 1209, &Effect1209{})
input.InitEffect(input.EffectType.Skill, 1210, &Effect1210{})
input.InitEffect(input.EffectType.Skill, 1211, &Effect1211{})
input.InitEffect(input.EffectType.Skill, 1212, &Effect1212{})
input.InitEffect(input.EffectType.Sub, 1212, &Effect1212Sub{})
input.InitEffect(input.EffectType.Sub, 12121, &Effect1212LockSub{})
input.InitEffect(input.EffectType.Sub, 12122, &Effect1212DamageSub{})
}