Files
bl/logic/service/fight/effect/1382.go
xinian d86b75408b
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feat: 新增技能效果1378-1382
2026-04-02 23:32:21 +08:00

130 lines
2.8 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 1382: 命中后获得{0}层自然祝福,若造成的伤害高于{1}则额外获得{2}层自然祝福
type Effect1382 struct{ node.EffectNode }
func (e *Effect1382) Skill_Use() bool {
if len(e.Args()) < 3 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
layers := int(e.Args()[0].IntPart())
if e.Ctx().Our.SumDamage.Cmp(e.Args()[1]) > 0 {
layers += int(e.Args()[2].IntPart())
}
if layers <= 0 {
return true
}
grantNaturalBlessing(e.Ctx().Our, e.Ctx().Our, layers)
return true
}
type Effect1382Sub struct {
node.EffectNode
layers int
}
func (e *Effect1382Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
if len(a) > 0 {
e.layers = a[0]
}
}
func (e *Effect1382Sub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if e.layers <= 0 {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil || current.SkillEntity.Category() == info.Category.STATUS {
return true
}
current.SkillEntity.XML.Priority += e.layers
return true
}
func (e *Effect1382Sub) DamageLockEx(zone *info.DamageZone) bool {
if zone == nil || e.layers <= 0 || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
rate := hundred.Sub(alpacadecimal.NewFromInt(int64(e.layers * 8)))
if rate.Cmp(alpacadecimal.Zero) < 0 {
rate = alpacadecimal.Zero
}
zone.Damage = zone.Damage.Mul(rate).Div(hundred)
return true
}
func (e *Effect1382Sub) EFFect_Befer(in *input.Input, effEffect input.Effect) bool {
if e.layers <= 0 || in != e.Ctx().Opp || !input.IS_Stat(effEffect) {
return true
}
ok, _, _ := e.Input.Player.Roll(25, 100)
if ok {
return false
}
return true
}
func naturalBlessingEffect(target *input.Input) *Effect1382Sub {
if target == nil {
return nil
}
for _, effect := range target.Effects {
if sub, ok := effect.(*Effect1382Sub); ok && sub.Alive() {
return sub
}
}
return nil
}
func grantNaturalBlessing(owner, target *input.Input, layers int) {
if owner == nil || target == nil || layers <= 0 {
return
}
if sub := naturalBlessingEffect(target); sub != nil {
sub.layers += layers
return
}
effect := owner.InitEffect(input.EffectType.Sub, 1382, layers)
if effect != nil {
target.AddEffect(owner, effect)
}
}
func consumeNaturalBlessing(target *input.Input) int {
sub := naturalBlessingEffect(target)
if sub == nil {
return 0
}
layers := sub.layers
sub.Alive(false)
sub.layers = 0
return layers
}
func init() {
input.InitEffect(input.EffectType.Skill, 1382, &Effect1382{})
input.InitEffect(input.EffectType.Sub, 1382, &Effect1382Sub{})
}