Files
bl/logic/service/fight/effect/1418_1422.go
2026-04-04 01:04:58 +08:00

168 lines
4.2 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 1418: 损失自身{0}点体力
type Effect1418 struct{ node.EffectNode }
func (e *Effect1418) Skill_Use() bool {
if len(e.Args()) == 0 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Fixed,
Damage: e.Args()[0],
})
return true
}
// Effect 1419: 消除双方能力提升状态,消除任意一方成功则自身免疫下{0}次异常状态且令对手随机{1}个技能PP值归零
type Effect1419 struct{ node.EffectNode }
func (e *Effect1419) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
cleared := clearPositiveProps(e.Ctx().Our, e.Ctx().Our)
if clearPositiveProps(e.Ctx().Opp, e.Ctx().Our) {
cleared = true
}
if !cleared {
return true
}
immune := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1419, int(e.Args()[0].IntPart()))
if immune != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, immune)
}
zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[1].IntPart()))
return true
}
type Effect1419Sub struct {
node.EffectNode
remaining int
}
func (e *Effect1419Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect1419Sub) 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 1420: 自身处于能力提升状态时50%打出致命一击
type Effect1420 struct{ node.EffectNode }
func (e *Effect1420) SkillHit() bool {
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
if !e.Ctx().Our.HasPropADD() {
return true
}
ok, _, _ := e.Input.Player.Roll(50, 100)
if ok {
e.Ctx().SkillEntity.XML.CritRate = 16
}
return true
}
// Effect 1421: 当回合打出的攻击伤害在{0}—{1}之间则{2}%令对手{3}
type Effect1421 struct{ node.EffectNode }
func (e *Effect1421) Skill_Use() bool {
if len(e.Args()) < 4 || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS || e.Ctx().SkillEntity.AttackTime == 0 {
return true
}
low := e.Args()[0]
high := e.Args()[1]
if low.Cmp(high) > 0 {
low, high = high, low
}
if e.Ctx().Our.SumDamage.Cmp(low) < 0 || e.Ctx().Our.SumDamage.Cmp(high) > 0 {
return true
}
ok, _, _ := e.Input.Player.Roll(int(e.Args()[2].IntPart()), 100)
if ok {
addStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[3].IntPart()))
}
return true
}
// Effect 1422: 获得{0}点护罩,护罩消失时恢复自身{1}点体力
type Effect1422 struct{ node.EffectNode }
func (e *Effect1422) Skill_Use() bool {
if len(e.Args()) < 2 || e.Args()[0].Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.AddShield(e.Args()[0])
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1422, int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect1422Sub struct{ node.EffectNode }
func (e *Effect1422Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
e.Duration(-1)
}
func (e *Effect1422Sub) ShieldChange(before, after alpacadecimal.Decimal) bool {
if before.Cmp(alpacadecimal.Zero) <= 0 || after.Cmp(alpacadecimal.Zero) > 0 || len(e.Args()) == 0 {
return true
}
heal := e.Args()[0]
if heal.Cmp(alpacadecimal.Zero) <= 0 {
e.Alive(false)
return true
}
e.Ctx().Our.Heal(e.Ctx().Our, &action.SelectSkillAction{}, heal)
e.Alive(false)
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1418, &Effect1418{})
input.InitEffect(input.EffectType.Skill, 1419, &Effect1419{})
input.InitEffect(input.EffectType.Sub, 1419, &Effect1419Sub{})
input.InitEffect(input.EffectType.Skill, 1420, &Effect1420{})
input.InitEffect(input.EffectType.Skill, 1421, &Effect1421{})
input.InitEffect(input.EffectType.Skill, 1422, &Effect1422{})
input.InitEffect(input.EffectType.Sub, 1422, &Effect1422Sub{})
}