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新增大量战斗效果逻辑实现,包括效果ID 678-708、734-743、744-748,并更新对应的效果描述映射。
162 lines
3.8 KiB
Go
162 lines
3.8 KiB
Go
package effect
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import (
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"blazing/logic/service/fight/action"
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"blazing/logic/service/fight/info"
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"blazing/logic/service/fight/input"
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"blazing/logic/service/fight/node"
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"github.com/alpacahq/alpacadecimal"
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)
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// Effect 759: 消除对手能力上升状态,消除成功则{0}回合内对手每回合{1}{2}
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type Effect759 struct {
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node.EffectNode
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}
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func (e *Effect759) Skill_Use() bool {
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if len(e.Args()) < 3 {
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return true
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}
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cleared := false
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for i, v := range e.Ctx().Opp.Prop[:] {
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if v <= 0 {
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continue
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}
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if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
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cleared = true
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}
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}
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if !cleared {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 759, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()), int(e.Args()[2].IntPart()))
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if effect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect759Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect759Sub) TurnEnd() {
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if len(e.Args()) < 3 {
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e.EffectNode.TurnEnd()
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return
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}
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propID := int8(e.Args()[1].IntPart())
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if propID >= 0 && int(propID) < len(e.Ctx().Our.Prop) {
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e.Ctx().Our.SetProp(e.Ctx().Opp, propID, int8(e.Args()[2].IntPart()))
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}
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e.EffectNode.TurnEnd()
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}
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// Effect 760: 攻击时造成的伤害不会出现微弱(克制关系为微弱时都变成普通)
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type Effect760 struct {
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node.EffectNode
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}
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func (e *Effect760) Damage_Mul(zone *info.DamageZone) bool {
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if zone == nil || zone.Type != info.DamageType.Red || e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
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return true
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}
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typeRate := float64(e.Ctx().Our.AttackValue.Offensive)
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if typeRate <= 0 || typeRate >= 1 {
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return true
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}
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zone.Damage = zone.Damage.Div(alpacadecimal.NewFromFloat(typeRate))
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return true
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}
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// Effect 761: {0}回合内对手恢复体力时恢复效果减少{1}%
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type Effect761 struct {
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node.EffectNode
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}
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func (e *Effect761) Skill_Use() bool {
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if len(e.Args()) < 2 {
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return true
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}
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effect := e.Ctx().Our.InitEffect(input.EffectType.Sub, 761, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
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if effect != nil {
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e.Ctx().Opp.AddEffect(e.Ctx().Our, effect)
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}
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return true
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}
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type Effect761Sub struct {
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RoundEffectArg0Base
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}
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func (e *Effect761Sub) Heal_Pre(ac action.BattleActionI, value *int) bool {
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if len(e.Args()) < 2 || value == nil || *value <= 0 {
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return true
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}
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reduced := alpacadecimal.NewFromInt(int64(*value)).Mul(hundred.Sub(e.Args()[1])).Div(hundred)
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*value = int(reduced.IntPart())
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return true
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}
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// Effect 762: {0}回合内每回合恢复自身已损失体力的{1}%
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type Effect762 struct {
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RoundEffectArg0Base
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}
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func (e *Effect762) TurnEnd() {
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if len(e.Args()) < 2 {
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e.EffectNode.TurnEnd()
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return
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}
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missing := e.Ctx().Our.CurrentPet.GetMaxHP().Sub(e.Ctx().Our.CurrentPet.GetHP())
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if missing.Cmp(alpacadecimal.Zero) > 0 {
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heal := missing.Mul(e.Args()[1]).Div(hundred)
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if heal.Cmp(alpacadecimal.Zero) > 0 {
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e.Ctx().Our.Heal(e.Ctx().Our, nil, heal)
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}
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}
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e.EffectNode.TurnEnd()
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}
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// Effect 763: 自身不处于能力提升状态时则{0}
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type Effect763 struct {
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node.EffectNode
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}
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func (e *Effect763) Skill_Use() bool {
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if e.Ctx().Our.HasPropADD() {
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return true
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}
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for i, arg := range e.Args() {
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if i >= len(e.Ctx().Our.Prop) {
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break
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}
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level := int8(arg.IntPart())
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if level == 0 {
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continue
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}
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e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), level)
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}
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return true
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}
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func init() {
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input.InitEffect(input.EffectType.Skill, 759, &Effect759{})
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input.InitEffect(input.EffectType.Sub, 759, &Effect759Sub{})
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input.InitEffect(input.EffectType.Skill, 760, &Effect760{})
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input.InitEffect(input.EffectType.Skill, 761, &Effect761{})
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input.InitEffect(input.EffectType.Sub, 761, &Effect761Sub{})
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input.InitEffect(input.EffectType.Skill, 762, &Effect762{})
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input.InitEffect(input.EffectType.Skill, 763, &Effect763{})
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}
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