Files
bl/logic/service/fight/effect/1218_1222.go
xinian 87fdccaddf
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feat: 实现大量技能效果及战斗逻辑修复
2026-03-30 00:51:18 +08:00

203 lines
4.5 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 1218: 未击败对手则下{0}回合自身先制+{1}
type Effect1218 struct {
node.EffectNode
}
func (e *Effect1218) Skill_Use() bool {
if len(e.Args()) < 2 || e.Ctx().Opp.CurrentPet.Info.Hp == 0 {
return true
}
addSubEffect(e.Ctx().Our, e.Ctx().Our, &e.EffectNode, &Effect1218Sub{}, -1)
return true
}
type Effect1218Sub struct {
RoundEffectArg0Base
}
func (e *Effect1218Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil {
return true
}
current.SkillEntity.XML.Priority += int(e.Args()[1].IntPart())
return true
}
// Effect 1219: 消除对手回合类效果,消除成功则下回合受到的伤害转化为自身体力
type Effect1219 struct {
node.EffectNode
}
func (e *Effect1219) Skill_Use() bool {
before := activeTurnEffectCount(e.Ctx().Opp)
e.Ctx().Opp.CancelTurn(e.Ctx().Our)
if before <= 0 {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1219)
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1219Sub struct {
FixedDuration1Base
}
func (e *Effect1219Sub) DamageLockEx(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red {
return true
}
if zone.Damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, zone.Damage)
zone.Damage = alpacadecimal.Zero
return true
}
// Effect 1220: 消除对手能力提升状态,消除成功则下{0}回合自身攻击必定致命一击
type Effect1220 struct {
node.EffectNode
}
func (e *Effect1220) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
cleared := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
cleared = true
}
}
if !cleared {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1220, int(e.Args()[0].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1220Sub struct {
RoundEffectArg0Base
}
func (e *Effect1220Sub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.CritRate = 16
return true
}
// Effect 1221: 反转自身能力下降状态,反转成功则自身免疫下{0}次受到的异常状态
type Effect1221 struct {
node.EffectNode
}
func (e *Effect1221) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
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 {
return true
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1221, int(e.Args()[0].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1221Sub struct {
node.EffectNode
remaining int
}
func (e *Effect1221Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1221Sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
if in != e.Ctx().Opp || !input.IS_Stat(effEffect) {
return true
}
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return false
}
// Effect 1222: 先出手时使对手随机{0}个技能PP值归零
type Effect1222 struct {
node.EffectNode
}
func (e *Effect1222) OnSkill() bool {
if len(e.Args()) == 0 || !e.IsFirst() {
return true
}
zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[0].IntPart()))
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1218, &Effect1218{})
input.InitEffect(input.EffectType.Sub, 1218, &Effect1218Sub{})
input.InitEffect(input.EffectType.Skill, 1219, &Effect1219{})
input.InitEffect(input.EffectType.Sub, 1219, &Effect1219Sub{})
input.InitEffect(input.EffectType.Skill, 1220, &Effect1220{})
input.InitEffect(input.EffectType.Sub, 1220, &Effect1220Sub{})
input.InitEffect(input.EffectType.Skill, 1221, &Effect1221{})
input.InitEffect(input.EffectType.Sub, 1221, &Effect1221Sub{})
input.InitEffect(input.EffectType.Skill, 1222, &Effect1222{})
}