58 lines
2.6 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Model;
namespace Oshima.FunGame.OshimaModules.Skills
{
public class : Skill
{
public override long Id => (long)SkillID.;
public override string Name => "双连击";
public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
public override double EPCost => 60;
public override double CD => 30;
public override double HardnessTime { get; set; } = 10;
public override bool CanSelectSelf => Character?.NormalAttack.CanSelectSelf ?? false;
public override bool CanSelectTeammate => Character?.NormalAttack.CanSelectTeammate ?? false;
public override bool CanSelectEnemy => Character?.NormalAttack.CanSelectEnemy ?? true;
public override int CanSelectTargetCount => Character?.NormalAttack.CanSelectTargetCount ?? 1;
public (Character? character = null) : base(SkillType.Skill, character)
{
Effects.Add(new (this));
}
}
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"基于普通攻击的目标选择器对目标发起 2 次普通攻击。双连击会占用 1 次普通攻击的决策点配额,当配额不足时,仅能发起 1 次普通攻击。伤害特效可叠加;不受 [ 攻击受限 ] 状态的限制。";
public (Skill skill) : base(skill)
{
GamingQueue = skill.GamingQueue;
}
public override void OnSkillCasted(Character caster, List<Character> targets, List<Grid> grids, Dictionary<string, object> others)
{
if (GamingQueue != null)
{
bool checkQuota = true;
if (GamingQueue.CharacterDecisionPoints.TryGetValue(caster, out DecisionPoints? dp) && dp != null)
{
checkQuota = dp.CheckActionTypeQuota(CharacterActionType.NormalAttack);
dp.AddActionType(CharacterActionType.NormalAttack, false);
}
caster.NormalAttack.Attack(GamingQueue, caster, true, targets);
if (checkQuota)
{
caster.NormalAttack.Attack(GamingQueue, caster, true, targets);
}
}
}
}
}