103 lines
4.3 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Model;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
{
public class : Effect
{
public override long Id => (long)PassiveEffectID.;
public override string Name { get; set; } = "持续伤害";
public override string Description => $"此角色正受到持续伤害,每{GameplayEquilibriumConstant.InGameTime}受到 {(_isPercentage ? $"{_durationDamagePercent * 100:0.##}% [ {Damage:0.##} ]" : Damage.ToString("0.##"))} 点{CharacterSet.GetDamageTypeName(_damageType)}。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override bool IsDebuff { get; set; } = true;
public override Character Source => _sourceCharacter;
public override bool Durative => _durative;
public override double Duration => _duration;
public override int DurationTurn => _durationTurn;
private readonly Character _targetCharacter;
private readonly Character _sourceCharacter;
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
private readonly bool _isPercentage;
private readonly double _durationDamage;
private readonly double _durationDamagePercent;
private readonly DamageType _damageType = DamageType.Physical;
private readonly DamageCalculationOptions? _options = null;
private double Damage => _isPercentage ? _targetCharacter.HP * _durationDamagePercent : _durationDamage;
public (Skill skill, Character targetCharacter, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1,
bool isPercentage = true, double durationDamage = 100, double durationDamagePercent = 0.02, DamageType damageType = DamageType.Physical, DamageCalculationOptions? options = null) : base(skill)
{
GamingQueue = skill.GamingQueue;
_targetCharacter = targetCharacter;
_sourceCharacter = sourceCharacter;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_isPercentage = isPercentage;
_durationDamage = durationDamage;
_durationDamagePercent = durationDamagePercent;
_damageType = damageType;
_options = options;
}
private double GetDamage(double hp, double elapsed)
{
if (hp <= 0)
{
return 0;
}
double damage = _isPercentage ? hp * _durationDamagePercent : _durationDamage;
return damage * elapsed;
}
public override void OnTimeElapsed(Character character, double elapsed)
{
if (character == _targetCharacter && character.HP > 0)
{
double hp = character.HP;
double damage = GetDamage(hp, elapsed);
if (elapsed > 1)
{
damage = 0;
int loop = 0;
int elapsedSecond = (int)elapsed;
for (; loop < elapsedSecond; loop++)
{
double current = GetDamage(hp, 1);
damage += current;
hp -= current;
elapsed--;
}
if (elapsed > 0)
{
damage += GetDamage(hp, elapsed);
}
}
DamageToEnemy(Source, character, _damageType, MagicType, damage, _options);
}
}
public override void OnEffectGained(Character character)
{
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
AddEffectTypeToCharacter(character, [EffectType]);
}
public override void OnEffectLost(Character character)
{
RemoveEffectTypesFromCharacter(character);
}
}
}