using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Oshima.FunGame.OshimaModules.Effects.ItemEffects; using Oshima.FunGame.OshimaModules.Skills; namespace Oshima.FunGame.OshimaModules.Items { public class 回复药 { public interface HPBook { public double HP { get; set; } } public static void Init(Item item, double exp, int remainUseTimes = 1) { item.Skills.Active = new 回复药技能(item, exp); item.RemainUseTimes = remainUseTimes; item.IsInGameItem = false; item.IsReduceTimesAfterUse = true; item.IsRemoveAfterUse = true; } public static string UseItem(Item item, Character character) { if (item.Skills.Active != null) { item.Skills.Active.OnSkillCasted([character]); string msg = $"对角色 [ {character} ] 使用 [ {item.Name} ] 成功!"; if (item is HPBook hpBook) { msg += $"回复了 {hpBook.HP} 点生命值!"; } return msg; } return "此物品没有主动技能,无法被使用!"; } public static bool OnItemUsed(Item item, Dictionary args) { string msg = ""; bool result = false; Character[] targets = []; string key = args.Keys.FirstOrDefault(s => s.Equals("targets", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key != "" && args.TryGetValue(key, out object? value) && value is Character[] temp) { if (temp.Length > 0) { targets = [temp[0]]; msg = UseItem(item, temp[0]); result = true; } else { msg = $"使用物品失败,没有作用目标!"; } } args["msg"] = msg; key = args.Keys.FirstOrDefault(s => s.Equals("useCount", StringComparison.CurrentCultureIgnoreCase)) ?? ""; if (key != "" && args.TryGetValue(key, out value) && value is int count && targets.Length > 0) { string truemsg = $"对角色 [ {targets[0]} ] 使用 {count} 个 [ {item.Name} ] 成功!"; if (item is HPBook expBook) { truemsg += $"回复了 {expBook.HP * count} 点生命值!"; } args["truemsg"] = truemsg; } return result; } } public class 小回复药 : Item, 回复药.HPBook { public override long Id => (long)ConsumableID.小回复药; public override string Name => "小回复药"; public override string Description => Skills.Active?.Description ?? ""; public override QualityType QualityType => QualityType.White; public double HP { get; set; } = 300; public 小回复药(User? user = null, int remainUseTimes = 1) : base(ItemType.Consumable) { User = user; 回复药.Init(this, HP, remainUseTimes); } protected override bool OnItemUsed(Dictionary args) { return 回复药.OnItemUsed(this, args); } } public class 中回复药 : Item, 回复药.HPBook { public override long Id => (long)ConsumableID.中回复药; public override string Name => "中回复药"; public override string Description => Skills.Active?.Description ?? ""; public override QualityType QualityType => QualityType.Green; public double HP { get; set; } = 700; public 中回复药(User? user = null, int remainUseTimes = 1) : base(ItemType.Consumable) { User = user; 回复药.Init(this, HP, remainUseTimes); } protected override bool OnItemUsed(Dictionary args) { return 回复药.OnItemUsed(this, args); } } public class 大回复药 : Item, 回复药.HPBook { public override long Id => (long)ConsumableID.大回复药; public override string Name => "大回复药"; public override string Description => Skills.Active?.Description ?? ""; public override QualityType QualityType => QualityType.Blue; public double HP { get; set; } = 1500; public 大回复药(User? user = null, int remainUseTimes = 1) : base(ItemType.Consumable) { User = user; 回复药.Init(this, HP, remainUseTimes); } protected override bool OnItemUsed(Dictionary args) { return 回复药.OnItemUsed(this, args); } } public class 回复药技能 : Skill { public override long Id => (long)ItemActiveID.回复药; public override string Name => "回复药"; public override string Description => Effects.Count > 0 ? Effects.First().Description : ""; public 回复药技能(Item? item = null, double hp = 0) : base(SkillType.Item) { Level = 1; Item = item; Effects.Add(new RecoverHP(this, new() { { "hp", hp } })); } } }