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 -
84 lines
1.6 KiB
Go
84 lines
1.6 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"
|
|
)
|
|
|
|
/**
|
|
* 自己牺牲(体力降到0), 使下一只出战精灵在前两回合内必定致命一击
|
|
*/
|
|
type Effect71 struct {
|
|
node.EffectNode
|
|
can bool
|
|
}
|
|
|
|
func init() {
|
|
|
|
input.InitEffect(input.EffectType.Skill, 71, &Effect71{})
|
|
|
|
}
|
|
func (e *Effect71) SetArgs(t *input.Input, a ...int) {
|
|
|
|
//e.CanStack(-1)//后续的不会顶掉这个效果
|
|
e.EffectNode.SetArgs(t, a...)
|
|
e.Duration(-1) //次数类,无限回合
|
|
|
|
}
|
|
|
|
// 命中之后
|
|
func (e *Effect71) OnSkill() bool {
|
|
if !e.Hit() {
|
|
return true
|
|
}
|
|
e.can = true
|
|
e.Ctx().Our.Damage(e.Ctx().Our, &info.DamageZone{
|
|
Type: info.DamageType.Fixed,
|
|
Damage: alpacadecimal.NewFromInt(int64(e.Ctx().Our.CurrentPet.Info.MaxHp)),
|
|
})
|
|
e.Ctx().Our.CurrentPet.NotAlive = true
|
|
return true
|
|
}
|
|
func (e *Effect71) SwitchIn(in *input.Input) bool {
|
|
// 1. 检查效果是否生效(当次攻击有效)
|
|
if !e.can {
|
|
return true
|
|
}
|
|
|
|
if in != e.Ctx().Our {
|
|
return true
|
|
}
|
|
t := &Effect71_sub{}
|
|
t.Duration(1)
|
|
tt := e.ID()
|
|
tt.SetEffectType(input.EffectType.Sub)
|
|
|
|
t.ID(tt)
|
|
e.Ctx().Our.AddEffect(e.Ctx().Our, t)
|
|
|
|
e.Alive(false)
|
|
return true
|
|
}
|
|
|
|
type Effect71_sub struct {
|
|
node.EffectNode
|
|
}
|
|
|
|
func (e *Effect71_sub) Action_start(a, b *action.SelectSkillAction) bool {
|
|
|
|
//fmt.Println(e.Ctx().SkillEntity)
|
|
if e.Ctx().SkillEntity == nil {
|
|
return true
|
|
}
|
|
if e.Ctx().SkillEntity.Category() == info.Category.STATUS {
|
|
return true
|
|
}
|
|
e.Ctx().SkillEntity.CritRate = 16
|
|
|
|
return true
|
|
}
|