mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-04-21 19:59:34 +08:00
93 lines
4.0 KiB
C#
93 lines
4.0 KiB
C#
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<Effect> 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 [ 20~40% ] 伤害,但是获得 [ 上次所受伤害的 110~140% ] 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 [ 上次所受伤害的 35% ] 伤害加成。" +
|
||
$"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:f2}% 伤害加成。(当前伤害加成:{伤害加成 * 100:f2}%)";
|
||
public override bool TargetSelf => true;
|
||
|
||
private double 上次受到的伤害 = 0;
|
||
private double 这次的伤害加成 = 0;
|
||
private double 这次受到的额外伤害 = 0;
|
||
private readonly double 常规伤害加成 = 0.2;
|
||
private readonly int 高于30的加成上限 = 40;
|
||
private readonly int 高于30的加成下限 = 10;
|
||
private readonly double 低于30的加成 = 0.35;
|
||
|
||
private double 伤害加成
|
||
{
|
||
get
|
||
{
|
||
double 系数 = 常规伤害加成;
|
||
Character? character = Skill.Character;
|
||
if (character is null) return 系数;
|
||
if (上次受到的伤害 != 0)
|
||
{
|
||
if (character.HP > character.MaxHP * 0.3)
|
||
{
|
||
系数 = Calculation.Round2Digits(1.0 + ((new Random().Next(高于30的加成下限, 高于30的加成上限) + 0.0) / 100));
|
||
}
|
||
else
|
||
{
|
||
系数 = 低于30的加成;
|
||
}
|
||
}
|
||
return 系数;
|
||
}
|
||
}
|
||
|
||
public override void AlterExpectedDamageBeforeCalculation(Character character, Character enemy, ref double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType)
|
||
{
|
||
if (character == Skill.Character)
|
||
{
|
||
这次的伤害加成 = Calculation.Round2Digits(damage * 伤害加成);
|
||
damage = Calculation.Round2Digits(damage + 这次的伤害加成);
|
||
WriteLine($"[ {character} ] 发动了玻璃大炮,获得了 {这次的伤害加成} 点伤害加成!");
|
||
}
|
||
|
||
if (enemy == Skill.Character)
|
||
{
|
||
if (character.HP > character.MaxHP * 0.3)
|
||
{
|
||
// 额外受到伤害
|
||
double 系数 = Calculation.Round4Digits((new Random().Next(20, 40) + 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($"[ {character} ] 的玻璃大炮触发,将额外受到 {这次受到的额外伤害} 点伤害!");
|
||
}
|
||
}
|
||
}
|
||
|
||
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)
|
||
{
|
||
上次受到的伤害 = damage;
|
||
}
|
||
}
|
||
}
|
||
}
|