using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Testing.Skills { public class 玻璃大炮 : Skill { public override long Id => 4009; public override string Name => "玻璃大炮"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public 玻璃大炮(Character character) : base(SkillType.Passive, character) { Effects.Add(new 玻璃大炮特效(this)); } public override IEnumerable AddInactiveEffectToCharacter() { return Effects; } } public class 玻璃大炮特效(Skill skill) : Effect(skill) { public override long Id => Skill.Id; public override string Name => Skill.Name; public override string Description => $"生命值高于 30% 时,受到额外的 [ {高于30额外伤害下限}~{高于30额外伤害上限}% ] 伤害,但是获得 [ 累计所受伤害的 {高于30的加成下限}~{高于30的加成上限}% ] 伤害加成;生命值低于等于 30% 时,不会受到额外的伤害,仅能获得 [ 累计受到的伤害 {低于30的加成下限}~{低于30的加成上限}% ] 伤害加成。" + $"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:0.##}% 伤害加成。" + (累计受到的伤害 > 0 ? $"(当前累计受到伤害:{累计受到的伤害})" : ""); public override bool TargetSelf => true; private double 累计受到的伤害 = 0; private double 这次的伤害加成 = 0; private double 受到伤害之前的HP = 0; private double 这次受到的额外伤害 = 0; private readonly double 常规伤害加成 = 0.35; private readonly int 高于30额外伤害上限 = 40; private readonly int 高于30额外伤害下限 = 20; private readonly int 高于30的加成上限 = 100; private readonly int 高于30的加成下限 = 80; private readonly int 低于30的加成上限 = 60; private readonly int 低于30的加成下限 = 40; private double 伤害加成(double damage) { double 系数 = 常规伤害加成; Character? character = Skill.Character; if (character != null && 累计受到的伤害 != 0) { if (character.HP > character.MaxHP * 0.3) { 系数 = Calculation.Round4Digits(1.0 + ((new Random().Next(高于30的加成下限, 高于30的加成上限) + 0.0) / 100)); } else { 系数 = Calculation.Round4Digits(1.0 + ((new Random().Next(低于30的加成下限, 低于30的加成上限) + 0.0) / 100)); } return Calculation.Round2Digits(系数 * 累计受到的伤害); } return Calculation.Round2Digits(系数 * damage); } public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType) { if (character == Skill.Character) { 这次的伤害加成 = 伤害加成(damage); damage = Calculation.Round2Digits(damage + 这次的伤害加成); WriteLine($"[ {character} ] 发动了玻璃大炮,获得了 {这次的伤害加成} 点伤害加成!"); 累计受到的伤害 = 0; } if (enemy == Skill.Character) { 受到伤害之前的HP = enemy.HP; if (enemy.HP > enemy.MaxHP * 0.3) { // 额外受到伤害 double 系数 = Calculation.Round4Digits((new Random().Next(高于30额外伤害下限, 高于30额外伤害上限) + 0.0) / 100); 这次受到的额外伤害 = Calculation.Round2Digits(damage * 系数); damage = Calculation.Round2Digits(damage + 这次受到的额外伤害); WriteLine($"[ {enemy} ] 的玻璃大炮触发,将额外受到 {这次受到的额外伤害} 点伤害!"); } else 这次受到的额外伤害 = 0; } } public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult) { if (enemy == Skill.Character && damageResult != DamageResult.Evaded) { 累计受到的伤害 = Calculation.Round2Digits(累计受到的伤害 + damage); if (enemy.HP < 0 && 受到伤害之前的HP - damage + 这次受到的额外伤害 > 0) { enemy.HP = 10; WriteLine($"[ {enemy} ] 的玻璃大炮触发,保护了自己不进入死亡!!"); } } } } }