Files
bl/logic/service/fight/effect/1558_1562.go
xinian 87fdccaddf
All checks were successful
ci/woodpecker/push/my-first-workflow Pipeline was successful
feat: 实现大量技能效果及战斗逻辑修复
2026-03-30 00:51:18 +08:00

352 lines
8.3 KiB
Go

package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
"github.com/alpacahq/alpacadecimal"
)
// Effect 1558: 下{0}回合若打出致命一击则造成的攻击伤害提升{1}%
type Effect1558 struct {
node.EffectNode
}
func (e *Effect1558) Skill_Use() bool {
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1558, e.SideEffectArgs...)
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1558Sub struct {
RoundEffectArg0Base
}
func (e *Effect1558Sub) Damage_Mul(zone *info.DamageZone) bool {
if zone == nil || zone.Type != info.DamageType.Red || len(e.Args()) < 2 {
return true
}
skill := e.Ctx().SkillEntity
if skill == nil || skill.Category() == info.Category.STATUS || skill.Crit == 0 {
return true
}
zone.Damage = zone.Damage.Mul(hundred.Add(e.Args()[1])).Div(hundred)
return true
}
// Effect 1559: {0}回合内自身释放技能{1}%不消耗PP值
type Effect1559 struct {
node.EffectNode
}
func (e *Effect1559) Skill_Use() bool {
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1559, e.SideEffectArgs...)
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1559Sub struct {
RoundEffectArg0Base
}
func (e *Effect1559Sub) HookPP(count *int) bool {
if len(e.Args()) < 2 {
return true
}
success, _, _ := e.Input.Player.Roll(int(e.Args()[1].IntPart()), 100)
if success {
*count = 0
}
return true
}
// Effect 1560: 将当回合护盾所承受的伤害值以百分比伤害的形式{0}%反弹给对手,若护盾未承受伤害值则使对手随机的{1}个技能PP值归零
type Effect1560 struct {
node.EffectNode
}
func (e *Effect1560) Skill_Use() bool {
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1560, e.SideEffectArgs...)
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1560Sub struct {
FixedDuration1Base
absorbed alpacadecimal.Decimal
}
func (e *Effect1560Sub) Damage_Shield(zone *info.DamageZone) bool {
if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
absorbed := alpacadecimal.Min(e.Ctx().Our.CurrentShield(), zone.Damage)
if absorbed.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.absorbed = e.absorbed.Add(absorbed)
return true
}
func (e *Effect1560Sub) TurnEnd() {
if len(e.Args()) >= 2 {
if e.absorbed.Cmp(alpacadecimal.Zero) > 0 {
damage := e.absorbed.Mul(e.Args()[0]).Div(hundred)
if damage.Cmp(alpacadecimal.Zero) > 0 {
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
}
} else {
zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[1].IntPart()))
}
}
e.EffectNode.TurnEnd()
}
// Effect 1561: 获得点数等同于双方最大体力差值的护盾,最高{0}点,护盾被击破时自身下{1}次使用的攻击技能附加与双方最大体力差护盾值相同的威力
type Effect1561 struct {
node.EffectNode
}
func (e *Effect1561) Skill_Use() bool {
if len(e.Args()) < 2 {
return true
}
ourMaxHP := e.Ctx().Our.CurrentPet.GetMaxHP()
oppMaxHP := e.Ctx().Opp.CurrentPet.GetMaxHP()
shieldValue := ourMaxHP.Sub(oppMaxHP)
if shieldValue.Cmp(alpacadecimal.Zero) < 0 {
shieldValue = shieldValue.Mul(alpacadecimal.NewFromInt(-1))
}
if shieldValue.Cmp(e.Args()[0]) > 0 {
shieldValue = e.Args()[0]
}
if shieldValue.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Our.AddShield(shieldValue)
effect := e.Ctx().Our.InitEffect(
input.EffectType.Sub,
1561,
int(shieldValue.IntPart()),
int(e.Args()[1].IntPart()),
)
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1561Sub struct {
node.EffectNode
trackedPet *info.BattlePetEntity
shieldValue alpacadecimal.Decimal
absorbed alpacadecimal.Decimal
uses int
}
func (e *Effect1561Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
e.trackedPet = t.CurrentPet
if len(a) > 0 {
e.shieldValue = alpacadecimal.NewFromInt(int64(a[0]))
}
if len(a) > 1 {
e.uses = a[1]
}
}
func (e *Effect1561Sub) Damage_Shield(zone *info.DamageZone) bool {
if e.trackedPet == nil || e.Ctx().Our.CurrentPet != e.trackedPet {
return true
}
if zone == nil || zone.Damage.Cmp(alpacadecimal.Zero) <= 0 || e.shieldValue.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
absorbed := alpacadecimal.Min(e.Ctx().Our.CurrentShield(), zone.Damage)
if absorbed.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.absorbed = e.absorbed.Add(absorbed)
if e.absorbed.Cmp(e.shieldValue) < 0 {
return true
}
if e.uses <= 0 {
e.Alive(false)
return true
}
effect := e.Ctx().Our.InitEffect(
input.EffectType.Sub,
15611,
int(e.shieldValue.IntPart()),
e.uses,
)
if effect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, effect)
}
e.Alive(false)
return true
}
func (e *Effect1561Sub) SwitchOut(in *input.Input) bool {
if in != e.Ctx().Our {
return true
}
if e.trackedPet != nil && e.trackedPet.Alive() {
return true
}
e.Alive(false)
return true
}
type Effect1561PowerSub struct {
node.EffectNode
trackedPet *info.BattlePetEntity
bonusPower int
remaining int
}
func (e *Effect1561PowerSub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.Duration(-1)
e.CanStack(false)
e.trackedPet = t.CurrentPet
if len(a) > 0 {
e.bonusPower = a[0]
}
if len(a) > 1 {
e.remaining = a[1]
}
}
func (e *Effect1561PowerSub) SkillHit() bool {
if e.trackedPet == nil || e.Ctx().Our.CurrentPet != e.trackedPet || e.remaining <= 0 {
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.Power += e.bonusPower
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
func (e *Effect1561PowerSub) SwitchOut(in *input.Input) bool {
if in != e.Ctx().Our {
return true
}
if e.trackedPet != nil && e.trackedPet.Alive() {
return true
}
e.Alive(false)
return true
}
// Effect 1562: 命中后{0}%令对手{1},触发后{2}回合内对手主动切换精灵则登场精灵{3}%进入{4}状态
type Effect1562 struct {
node.EffectNode
}
func (e *Effect1562) OnSkill() bool {
skill := e.Ctx().SkillEntity
if skill == nil || skill.AttackTime == 0 || len(e.Args()) < 5 {
return true
}
success, _, _ := e.Input.Player.Roll(int(e.Args()[0].IntPart()), 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)
}
effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 1562, e.SideEffectArgs...)
if effect != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
}
return true
}
type Effect1562Sub struct {
node.EffectNode
pending bool
}
func (e *Effect1562Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
if len(a) > 2 {
e.Duration(a[2])
}
}
func (e *Effect1562Sub) SwitchOut(in *input.Input) bool {
if in != e.Ctx().Our || e.Ctx().Our.CurrentPet == nil {
return true
}
if e.Ctx().Our.CurrentPet.Info.Hp > 0 {
e.pending = true
}
return true
}
func (e *Effect1562Sub) SwitchIn(in *input.Input) bool {
if !e.pending || in != e.Ctx().Our || len(e.Args()) < 5 {
return true
}
e.pending = false
success, _, _ := e.Input.Player.Roll(int(e.Args()[3].IntPart()), 100)
if !success {
return true
}
statusEffect := e.Ctx().Opp.InitEffect(input.EffectType.Status, int(e.Args()[4].IntPart()))
if statusEffect != nil {
e.Ctx().Our.AddEffect(e.Ctx().Opp, statusEffect)
}
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 1558, &Effect1558{})
input.InitEffect(input.EffectType.Sub, 1558, &Effect1558Sub{})
input.InitEffect(input.EffectType.Skill, 1559, &Effect1559{})
input.InitEffect(input.EffectType.Sub, 1559, &Effect1559Sub{})
input.InitEffect(input.EffectType.Skill, 1560, &Effect1560{})
input.InitEffect(input.EffectType.Sub, 1560, &Effect1560Sub{})
input.InitEffect(input.EffectType.Skill, 1561, &Effect1561{})
input.InitEffect(input.EffectType.Sub, 1561, &Effect1561Sub{})
input.InitEffect(input.EffectType.Sub, 15611, &Effect1561PowerSub{})
input.InitEffect(input.EffectType.Skill, 1562, &Effect1562{})
input.InitEffect(input.EffectType.Sub, 1562, &Effect1562Sub{})
}