新增了多个宠物战斗中的技能效果实现,包括伤害反弹、必杀技增强、先手权调整、 回复机制以及特殊条件触发逻辑。同时修复了部分技能判断条件与执行顺序问题, 优化了 AI 在 NPC 战斗中的行为表现,并完善了相关配置文件内容。
61 lines
1.4 KiB
Go
61 lines
1.4 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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"math"
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"github.com/shopspring/decimal"
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)
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// 23. 自身体力降到N以下时, 每次(针对多宠)攻击必定秒杀对方, 且必定先手;(a1: high 16, a2: low 16)
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// TODO: 实现自身体力降到N以下时, 每次(针对多宠)攻击必定秒杀对方, 且必定先手;(a1: high 16, a2: low 16)的核心逻辑
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type NewSel23 struct {
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NewSel0
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}
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func (e *NewSel23) Compare_Pre(fattack *action.SelectSkillAction, sattack *action.SelectSkillAction) bool {
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if e.ID().GetCatchTime() != e.Ctx().Our.CurrentPet.Info.CatchTime {
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return true
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}
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if fattack == nil {
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return true
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}
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//先手是自己
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if fattack.PlayerID == e.Ctx().Our.UserID {
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return true
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}
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if sattack == nil {
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return true
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}
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if sattack.SkillEntity == nil {
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return true
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}
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full32 := int(e.Args()[0])<<16 | int(e.Args()[1])
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if int(e.Ctx().Our.CurrentPet.Info.Hp) <= full32 {
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sattack.SkillEntity.Priority = math.MaxInt
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}
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return true
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}
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func (e *NewSel23) OnSkill() bool {
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full32 := int(e.Args()[0])<<16 | int(e.Args()[1])
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if int(e.Ctx().Our.CurrentPet.Info.Hp) <= full32 {
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e.Ctx().Opp.Damage(e.Ctx().Our, &info.DamageZone{
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Type: info.DamageType.Red,
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Damage: decimal.NewFromInt(int64(e.Ctx().Opp.GetPetInfo().Info.MaxHp)),
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})
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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.NewSel, 23, &NewSel23{})
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}
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