100 lines
3.5 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
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 => "禁止治疗";
public override string Description => $"此角色已被禁止治疗{禁止类型}。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.GrievousWound;
public override Character Source => _sourceCharacter;
public override bool Durative => _durative;
public override double Duration => _duration;
public override int DurationTurn => _durationTurn;
public string
{
get
{
if (_allowRecovery && _allowLifeSteal && _allowHealing)
{
return "";
}
List<string> strings = [];
if (!_allowRecovery)
{
strings.Add("自然回复");
}
if (!_allowLifeSteal)
{
strings.Add("生命偷取");
}
if (!_allowHealing)
{
strings.Add("应用治疗");
}
return $"{string.Join("", strings)}";
}
}
private readonly Character _sourceCharacter;
private readonly bool _allowRecovery;
private readonly bool _allowLifeSteal;
private readonly bool _allowHealing;
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
public (Skill skill, Character sourceCharacter, bool allowRecovery = false, bool allowLifeSteal = false, bool allowHealing = false, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
{
GamingQueue = skill.GamingQueue;
_sourceCharacter = sourceCharacter;
_allowRecovery = allowRecovery;
_allowLifeSteal = allowLifeSteal;
_allowHealing = allowHealing;
if (!_allowHealing)
{
_allowLifeSteal = false;
_allowRecovery = false;
}
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
}
public override bool BeforeApplyRecoveryAtTimeLapsing(Character character, ref double hr, ref double mr)
{
return _allowRecovery;
}
public override bool BeforeLifesteal(Character character, Character enemy, double damage, double steal)
{
return _allowLifeSteal;
}
public override bool BeforeHealToTarget(Character actor, Character target, double heal, bool canRespawn)
{
return _allowHealing;
}
public override void OnEffectGained(Character character)
{
if (_allowRecovery && _allowLifeSteal && _allowHealing)
{
character.Effects.Remove(this);
return;
}
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
}
}
}