mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-20 10:59:33 +08:00
102 lines
5.0 KiB
C#
102 lines
5.0 KiB
C#
using Milimoe.FunGame.Core.Api.Utility;
|
||
using Milimoe.FunGame.Core.Entity;
|
||
using Milimoe.FunGame.Core.Library.Constant;
|
||
|
||
namespace Oshima.FunGame.OshimaModules.Skills
|
||
{
|
||
public class 玻璃大炮 : Skill
|
||
{
|
||
public override long Id => (long)PassiveID.玻璃大炮;
|
||
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 = null) : 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 [ {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!!");
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|