Files
bl/logic/service/fight/effect/1223_1227.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

183 lines
4.4 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 1223: 造成的攻击伤害若高于{0}则令自身下{1}回合所有技能先制+{2}
type Effect1223 struct {
node.EffectNode
}
func (e *Effect1223) Skill_Use() bool {
if len(e.Args()) < 3 || e.Ctx().Our.SumDamage.Cmp(e.Args()[0]) <= 0 {
return true
}
addSubEffect(e.Ctx().Our, e.Ctx().Our, &e.EffectNode, &Effect1223Sub{}, -1)
return true
}
type Effect1223Sub struct {
RoundEffectArg1Base
}
func (e *Effect1223Sub) 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()[2].IntPart())
return true
}
// Effect 1224: 消除对手回合类效果,消除成功则使自身下{0}回合必定致命一击
type Effect1224 struct {
node.EffectNode
}
func (e *Effect1224) Skill_Use() bool {
if len(e.Args()) == 0 {
return true
}
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, 1224, int(e.Args()[0].IntPart()))
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1224Sub struct {
RoundEffectArg0Base
}
func (e *Effect1224Sub) 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 1225: 对手处于能力下降时吸取对手最大体力的1/{0}
type Effect1225 struct {
node.EffectNode
}
func (e *Effect1225) OnSkill() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
if !e.Ctx().Opp.HasPropSub() {
return true
}
damage := e.Ctx().Opp.CurrentPet.GetMaxHP().Div(e.Args()[0])
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, damage)
return true
}
// Effect 1226: {0}回合内受到攻击伤害降低{1}点,回合结束时若当回合未受到攻击伤害则吸取对手{2}点体力
type Effect1226 struct {
RoundEffectArg0Base
hitThisRound bool
}
func (e *Effect1226) DamageSubEx(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 3 {
return true
}
if zone.Damage.Cmp(alpacadecimal.Zero) > 0 {
e.hitThisRound = true
}
reduction := e.Args()[1]
if reduction.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
if zone.Damage.Cmp(reduction) > 0 {
zone.Damage = zone.Damage.Sub(reduction)
} else {
zone.Damage = alpacadecimal.Zero
}
return true
}
func (e *Effect1226) TurnEnd() {
if !e.hitThisRound && len(e.Args()) >= 3 && e.Args()[2].Cmp(alpacadecimal.Zero) > 0 {
drain := e.Args()[2]
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: drain,
})
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, drain)
}
e.hitThisRound = false
e.EffectNode.TurnEnd()
}
// Effect 1227: 自身处于能力提升状态则有{0}%概率使对手{1},先出手时概率翻倍
type Effect1227 struct {
node.EffectNode
}
func (e *Effect1227) Skill_Use() bool {
if len(e.Args()) < 2 || !e.Ctx().Our.HasPropADD() {
return true
}
chance := int(e.Args()[0].IntPart())
if e.IsFirst() {
chance *= 2
if chance > 100 {
chance = 100
}
}
success, _, _ := e.Input.Player.Roll(chance, 100)
if !success {
return true
}
statusEffect := e.Ctx().Our.InitEffect(input.EffectType.Status, int(e.Args()[1].IntPart()))
if statusEffect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEffect)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1223, &Effect1223{})
input.InitEffect(input.EffectType.Sub, 1223, &Effect1223Sub{})
input.InitEffect(input.EffectType.Skill, 1224, &Effect1224{})
input.InitEffect(input.EffectType.Sub, 1224, &Effect1224Sub{})
input.InitEffect(input.EffectType.Skill, 1225, &Effect1225{})
input.InitEffect(input.EffectType.Skill, 1226, &Effect1226{})
input.InitEffect(input.EffectType.Skill, 1227, &Effect1227{})
}