122 lines
2.8 KiB
Go
122 lines
2.8 KiB
Go
package effect
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import (
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"blazing/common/utils"
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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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)
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// 施加一个基类effect
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type Effect0 struct {
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node.EffectNode
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}
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func (e *Effect0) TurnEnd(opp *input.Input) {
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e.Input.AttackValue.RemainHp = int32(e.Input.CurrentPet.Info.Hp)
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}
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// 使用技能时
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func (e *Effect0) OnSkill(opp *input.Input, skill *info.SkillEntity) {
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e.Input.Skill(skill, func() { //变威力作用
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e.Stack(int(e.Input.CalculatePower(opp, skill).IntPart()))
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})
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e.Input.Exec(func(t input.Effect) bool { //计算暴击率加成
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e.Input.AttackValue.IsCritical = skill.Crit
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return e.Input.AttackValue.IsCritical == 0
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})
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if e.Input.AttackValue.IsCritical == 1 {
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e.Input.Exec(func(t input.Effect) bool { //加伤
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t.AddZone(e.Input, &input.EffectID{
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ID: 1,
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Effect: e,
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})
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return true
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})
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e.Input.Exec(func(t input.Effect) bool { //乘伤
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t.MulZone(e.Input, &input.EffectID{
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ID: 1,
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Effect: e,
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})
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return true
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})
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e.Stack(e.Stack() * 2)
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if e.MaxStack != 0 && e.Stack() > e.MaxStack { //限制最大伤害
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e.Stack(e.MaxStack)
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}
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}
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}
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func (this *Effect0) BeforHit(opp *input.Input, skill *info.SkillEntity) {
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skill.AttackTimeC(int(opp.GetProp(5, true))) //计算命中
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skill.Crit = 0
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CritRate := utils.Max(skill.CritRate, 1)
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//CritAtkFirst: 先出手时必定致命一击; 默认: 0
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if skill.CritAtkFirst != 0 && this.Input.First {
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CritRate = 16
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}
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//CritAtkSecond: 后出手时必定致命一击; 默认: 0
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if skill.CritAtkSecond != 0 && !this.Input.First {
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CritRate = 16
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}
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// CritSelfHalfHp: 自身体力低于一半时必定致命一击; 默认: 0
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if skill.CritSelfHalfHp != 0 && (this.Input.CurrentPet.HP < int(this.Input.CurrentPet.Info.MaxHp)/2) {
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CritRate = 16
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}
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// CritFoeHalfHp: 对方体力低于一半时必定致命一击; 默认: 0
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if skill.CritSelfHalfHp != 0 && (opp.CurrentPet.HP < int(opp.CurrentPet.Info.MaxHp)/2) {
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CritRate = 16
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}
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//todo 暴击伤害
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if t, _, _ := this.Input.Player.Roll(625*CritRate, 10000); t {
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skill.Crit = 1
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}
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}
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// 受击触发
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func (e *Effect0) AfterAttacked(opp *input.Input, skill *info.SkillEntity) {
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e.Input.Exec(func(t input.Effect) bool { //加伤
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t.AddZone(opp, &input.EffectID{
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ID: 1,
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Effect: e,
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})
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return true
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})
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e.Input.Exec(func(t input.Effect) bool { //乘伤
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t.MulZone(opp, &input.EffectID{
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ID: 1,
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Effect: e,
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})
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return true
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})
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//在这里修改伤害
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if uint32(opp.AttackValue.LostHp) > e.Input.CurrentPet.Info.Hp {
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//这里其实是受到致死伤害
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//然后先触发死亡效果,消除所有buff
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//然后触发回神效果
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e.Input.CurrentPet.Info.Hp = 0
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} else {
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e.Input.CurrentPet.Info.Hp = e.Input.CurrentPet.Info.Hp - opp.AttackValue.LostHp
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}
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}
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func init() {
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input.InitEffect(input.EffectType.Damage, 0, &Effect0{})
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}
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