Files
bl/logic/service/fight/effect/effect_147_159.go
昔念 143e02de77 ```
feat(fight): 实现精灵切换时的出战和下场触发机制

- 新增SwitchOut接口方法用于精灵下场时触发
- 重命名Switch为SwitchIn用于精灵出战时触发
- 在战斗流程中添加精灵下场时的广播调用
- 修改EffectDefeatTrigger等效果的切换逻辑

refactor(effects): 优化战斗效果的切换处理逻辑

- 修改Effect147和Effect148的触发条件判断逻辑
-
2025-12-25 20:49:54 +08:00

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package effect
import (
"blazing/logic/service/fight/info"
"blazing/logic/service/fight/input"
"blazing/logic/service/fight/node"
)
// -----------------------------------------------------------
// 效果147后出手时{0}%概率使对方{1}
// -----------------------------------------------------------
type Effect147 struct {
node.EffectNode
can bool
}
func (e *Effect147) OnSkill() bool {
if !e.Hit() {
return true
}
if e.Ctx().Our.FightC.IsFirst(e.Ctx().Our.Player) {
return true
}
chance := int(e.Args()[0].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
// 使对方进入指定状态Args[1]为状态类型)
statusType := int(e.Args()[1].IntPart())
statusEff := e.Ctx().Our.InitEffect(input.EffectType.Status, statusType)
if statusEff != nil {
statusEff.SetArgs(e.Ctx().Our, 2)
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEff)
}
}
return true
}
// -----------------------------------------------------------
// 效果148后出手时{1}%改变对方{0}等级{2}
// -----------------------------------------------------------
type Effect148 struct {
node.EffectNode
can bool
}
func (e *Effect148) OnSkill() bool {
if !e.Hit() {
return true
}
if e.Ctx().Our.FightC.IsFirst(e.Ctx().Our.Player) {
return true
}
propIndex := int(e.Args()[0].IntPart())
chance := int(e.Args()[1].IntPart())
changeAmount := int(e.Args()[2].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
opType := info.AbilityOpType.ADD
if changeAmount < 0 {
opType = info.AbilityOpType.SUB
}
e.Ctx().Opp.SetProp(e.Ctx().Our, int8(propIndex), int8(changeAmount), opType)
}
return true
}
// -----------------------------------------------------------
// 效果159自身体力小于最大值的1/{0}时,{1}%概率令对方{2}
// -----------------------------------------------------------
type Effect159 struct {
node.EffectNode
}
func (e *Effect159) OnSkill() bool {
if !e.Hit() {
return true
}
// 检查自身体力是否小于最大值的1/{0}
maxHP := int64(e.Ctx().Our.CurrentPet.Info.MaxHp)
currentHP := int64(e.Ctx().Our.CurrentPet.Info.Hp)
// 比较 currentHP * {0} < maxHP
if currentHP*int64(e.Args()[0].IntPart()) < maxHP {
// 满足条件:{1}%概率令对方{2}
chance := int(e.Args()[1].IntPart())
ok, _, _ := e.Input.Player.Roll(chance, 100)
if ok {
statusType := int(e.Args()[2].IntPart())
statusEff := e.Ctx().Our.InitEffect(input.EffectType.Status, statusType)
if statusEff != nil {
statusEff.SetArgs(e.Ctx().Our, 2)
e.Ctx().Opp.AddEffect(e.Ctx().Our, statusEff)
}
}
}
return true
}
// -----------------------------------------------------------
// 初始化
// -----------------------------------------------------------
func init() {
input.InitEffect(input.EffectType.Skill, 147, &Effect147{})
input.InitEffect(input.EffectType.Skill, 148, &Effect148{})
//input.InitEffect(input.EffectType.Skill, 154, &Effect154{})
input.InitEffect(input.EffectType.Skill, 159, &Effect159{})
}