99 lines
3.9 KiB
C#

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 => "持续回复";
public override string Description => $"此角色处于持续回复状态,每{GameplayEquilibriumConstant.InGameTime}回复 {(_isPercentage ? $"{_durationHealPercent * 100:0.##}% [ {Heal:0.##} ]" : Heal.ToString("0.##"))} 点当前生命值。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.HealOverTime;
public override bool IsDebuff => false;
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 _durationHeal;
private readonly double _durationHealPercent;
private double Heal => _isPercentage ? _targetCharacter.HP * _durationHealPercent : _durationHeal;
public (Skill skill, Character targetCharacter, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1,
bool isPercentage = true, double durationHeal = 100, double durationHealPercent = 0.02) : base(skill)
{
GamingQueue = skill.GamingQueue;
_targetCharacter = targetCharacter;
_sourceCharacter = sourceCharacter;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_isPercentage = isPercentage;
_durationHeal = durationHeal;
_durationHealPercent = durationHealPercent;
}
private double GetHeal(double hp, double elapsed)
{
if (hp <= 0)
{
return 0;
}
double heal = _isPercentage ? hp * _durationHealPercent : _durationHeal;
return heal * elapsed;
}
public override void OnTimeElapsed(Character character, double elapsed)
{
if (character == _targetCharacter && character.HP > 0)
{
double hp = character.HP;
double heal = GetHeal(hp, elapsed);
if (elapsed > 1)
{
heal = 0;
int loop = 0;
int elapsedSecond = (int)elapsed;
for (; loop < elapsedSecond; loop++)
{
double current = GetHeal(hp, 1);
heal += current;
hp -= current;
elapsed--;
}
if (elapsed > 0)
{
heal += GetHeal(hp, elapsed);
}
}
HealToTarget(Source, character, heal, triggerEffects: false);
}
}
public override void OnEffectGained(Character character)
{
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
AddEffectTypeToCharacter(character, [EffectType.HealOverTime]);
}
public override void OnEffectLost(Character character)
{
RemoveEffectTypesFromCharacter(character);
}
}
}