Files
bl/logic/service/fight/effect/931_935.go
昔念 5675fff48c ```
docs(effect): 移除已完成的效果任务文档

移除effects 876-1061范围内的任务文档,这些effect已经实现或不再需要跟踪。
包括task-053至task-089的多个任务列表,涵盖各种战斗效果的实现说明。
```
2026-03-31 20:02:25 +08:00

196 lines
4.5 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 931: 吸取对手能力提升状态,吸取成功则对手{0}个技能PP值归零
type Effect931 struct {
node.EffectNode
}
func (e *Effect931) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
absorbed := false
for i, v := range e.Ctx().Opp.Prop[:] {
if v <= 0 {
continue
}
if e.Ctx().Opp.SetProp(e.Ctx().Our, int8(i), 0) {
absorbed = true
e.Ctx().Our.SetProp(e.Ctx().Our, int8(i), v)
}
}
if !absorbed {
return true
}
zeroRandomSkillPP(e.Ctx().Opp, int(e.Args()[0].IntPart()))
return true
}
// Effect 932: 先出手时附加自身攻击{0}%的百分比伤害
type Effect932 struct {
node.EffectNode
}
func (e *Effect932) OnSkill() bool {
if len(e.Args()) == 0 || !e.IsFirst() {
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
damage := e.Ctx().Our.GetProp(0).Mul(e.Args()[0]).Div(hundred)
if damage.Cmp(alpacadecimal.Zero) <= 0 {
return true
}
e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
Type: info.DamageType.Percent,
Damage: damage,
})
return true
}
// Effect 933: 未击败对手则己方下{0}次攻击技能必定打出致命一击
type Effect933 struct {
node.EffectNode
}
func (e *Effect933) Skill_Use() bool {
if len(e.Args()) == 0 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp == 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 933, int(e.Args()[0].IntPart()))
if sub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect933Sub struct {
node.EffectNode
remaining int
}
func (e *Effect933Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
e.Duration(-1)
if len(a) > 0 {
e.remaining = a[0]
}
}
func (e *Effect933Sub) ActionStart(a, b *action.SelectSkillAction) bool {
if e.remaining <= 0 {
e.Alive(false)
return true
}
if e.Ctx().SkillEntity == nil || e.Ctx().SkillEntity.Category() == info.Category.STATUS {
return true
}
e.Ctx().SkillEntity.XML.CritRate = 16
e.remaining--
if e.remaining <= 0 {
e.Alive(false)
}
return true
}
// Effect 934: 击败对手则对手下只出场精灵{0}回合内先制-{1}
type Effect934 struct {
node.EffectNode
}
func (e *Effect934) Skill_Use() bool {
if len(e.Args()) < 2 || e.Ctx().Opp.CurrentPet == nil || e.Ctx().Opp.CurrentPet.Info.Hp > 0 {
return true
}
sub := e.Ctx().Our.InitEffect(input.EffectType.Sub, 934, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if sub != nil {
e.Ctx().Opp.AddEffect(e.Ctx().Our, sub)
}
return true
}
type Effect934Sub struct {
node.EffectNode
}
func (e *Effect934Sub) SetArgs(t *input.Input, a ...int) {
e.EffectNode.SetArgs(t, a...)
e.CanStack(false)
e.Duration(1)
}
func (e *Effect934Sub) SwitchIn(in *input.Input) bool {
if in != e.Ctx().Our || len(e.Args()) < 2 {
return true
}
prioritySub := e.Ctx().Opp.InitEffect(input.EffectType.Sub, 9341, int(e.Args()[0].IntPart()), int(e.Args()[1].IntPart()))
if prioritySub != nil {
e.Ctx().Our.AddEffect(e.Ctx().Opp, prioritySub)
}
e.Alive(false)
return true
}
type Effect934PrioritySub struct {
RoundEffectArg0Base
}
func (e *Effect934PrioritySub) ComparePre(fattack, sattack *action.SelectSkillAction) bool {
if len(e.Args()) < 2 {
return true
}
current := actionByPlayer(fattack, sattack, e.Ctx().Our.UserID)
if current == nil || current.SkillEntity == nil {
return true
}
current.SkillEntity.XML.Priority -= int(e.Args()[1].IntPart())
return true
}
// Effect 935: 若自身体力高于对手则使对手{0}
type Effect935 struct {
node.EffectNode
}
func (e *Effect935) OnSkill() bool {
if len(e.Args()) == 0 {
return true
}
if e.Ctx().Our.CurrentPet.GetHP().Cmp(e.Ctx().Opp.CurrentPet.GetHP()) <= 0 {
return true
}
applyStatusByID(e.Ctx().Our, e.Ctx().Opp, int(e.Args()[0].IntPart()))
return true
}
func init() {
input.InitEffect(input.EffectType.Skill, 931, &Effect931{})
input.InitEffect(input.EffectType.Skill, 932, &Effect932{})
input.InitEffect(input.EffectType.Skill, 933, &Effect933{})
input.InitEffect(input.EffectType.Sub, 933, &Effect933Sub{})
input.InitEffect(input.EffectType.Skill, 934, &Effect934{})
input.InitEffect(input.EffectType.Sub, 934, &Effect934Sub{})
input.InitEffect(input.EffectType.Sub, 9341, &Effect934PrioritySub{})
input.InitEffect(input.EffectType.Skill, 935, &Effect935{})
}