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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.PassiveEffects;
using Oshima.FunGame.OshimaModules.Skills;
namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
{
public class : Effect
{
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对{Skill.TargetDescription()}造成虚弱 {虚弱时间},伤害降低 {ActualDamageReductionPercent * 100:0.##}%" +
$"物理护甲降低 {ActualDEFReductionPercent * 100:0.##}%,魔法抗性降低 {ActualMDFReductionPercent * 100:0.##}%,治疗效果降低 {ActualHealingReductionPercent * 100:0.##}%。";
public override DispelledType DispelledType => DispelledType.Weak;
private string => _durative && _duration > 0 ? + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
private double => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
private readonly double _levelGrowth;
private readonly double _damageReductionPercent;
private readonly double _DEFReductionPercent;
private readonly double _MDFReductionPercent;
private readonly double _healingReductionPercent;
private readonly double _damageReductionPercentLevelGrowth;
private readonly double _DEFReductionPercentLevelGrowth;
private readonly double _MDFReductionPercentLevelGrowth;
private readonly double _healingReductionPercentLevelGrowth;
private double ActualDamageReductionPercent => Level > 0 ? _damageReductionPercent + _damageReductionPercentLevelGrowth * (Level - 1) : _damageReductionPercent;
private double ActualDEFReductionPercent => Level > 0 ? _DEFReductionPercent + _DEFReductionPercentLevelGrowth * (Level - 1) : _DEFReductionPercent;
private double ActualMDFReductionPercent => Level > 0 ? _MDFReductionPercent + _MDFReductionPercentLevelGrowth * (Level - 1) : _MDFReductionPercent;
private double ActualHealingReductionPercent => Level > 0 ? _healingReductionPercent + _healingReductionPercentLevelGrowth * (Level - 1) : _healingReductionPercent;
public (Skill skill, bool durative = false, double duration = 0, int durationTurn = 1, double levelGrowth = 0,
double damageReductionPercent = 0, double DEFReductionPercent = 0, double MDFReductionPercent = 0, double healingReductionPercent = 0,
double damageReductionPercentLevelGrowth = 0, double DEFReductionPercentLevelGrowth = 0, double MDFReductionPercentLevelGrowth = 0, double healingReductionPercentLevelGrowth = 0) : base(skill)
{
GamingQueue = skill.GamingQueue;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_levelGrowth = levelGrowth;
_damageReductionPercent = damageReductionPercent;
_DEFReductionPercent = DEFReductionPercent;
_MDFReductionPercent = MDFReductionPercent;
_healingReductionPercent = healingReductionPercent;
_damageReductionPercentLevelGrowth = damageReductionPercentLevelGrowth;
_DEFReductionPercentLevelGrowth = DEFReductionPercentLevelGrowth;
_MDFReductionPercentLevelGrowth = MDFReductionPercentLevelGrowth;
_healingReductionPercentLevelGrowth = healingReductionPercentLevelGrowth;
}
public override void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
foreach (Character enemy in targets)
{
WriteLine($"[ {caster} ] 对 [ {enemy} ] 造成了虚弱!伤害降低 {ActualDamageReductionPercent * 100:0.##}%" +
$"物理护甲降低 {ActualDEFReductionPercent * 100:0.##}%,魔法抗性降低 {ActualMDFReductionPercent * 100:0.##}%" +
$"治疗效果降低 {ActualHealingReductionPercent * 100:0.##}%!持续时间:{虚弱时间}");
e = new(Skill, enemy, caster, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1)), ActualDamageReductionPercent, ActualDEFReductionPercent, ActualMDFReductionPercent, ActualHealingReductionPercent);
enemy.Effects.Add(e);
e.OnEffectGained(enemy);
GamingQueue?.LastRound.ApplyEffects.TryAdd(enemy, [e.EffectType]);
}
}
}
}