using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Model.PrefabricatedEntity
{
///
/// 魔法卡包的基础实现
///
public class MagicCardPack : Item
{
public override ItemType ItemType => ItemType.MagicCardPack;
///
/// 魔法技能组
///
public HashSet Magics => Skills.Magics;
///
/// 属性增强:增加角色额外核心属性
///
public HashSet AttributeBoosts { get; } = [];
///
/// 同频共振:强制转换角色的核心属性为该属性 [ 优先级:仅在装备时改变,覆盖该时刻的核心属性,后续可被其他物品/技能覆盖 ]
///
public PrimaryAttribute Resonance { get; set; } = PrimaryAttribute.None;
///
/// 神经校准:角色在使用某种武器时获得额外特效
///
public NeuralCalibrationEffect? NeuralCalibration { get; set; } = null;
///
/// 勇气指令:行动回合内的附赠指令技能(使用后不会结束回合)
///
public CourageCommandSkill? CourageCommand { get; set; } = null;
///
/// 灵魂绑定:一个至少消耗 100 能量、每额外消耗 20 能量效果增强 10% 的爆发技
///
public SoulboundSkill? Soulbound { get; set; } = null;
///
/// 备份同频共振前的核心属性类型
///
private PrimaryAttribute _originalAttribute = PrimaryAttribute.None;
protected override void OnItemEquipped(Character character, EquipSlotType type)
{
foreach (AttributeBoost ab in AttributeBoosts)
{
switch (ab.PrimaryAttribute)
{
case PrimaryAttribute.AGI:
character.ExAGI += ab.Value;
break;
case PrimaryAttribute.INT:
character.ExINT += ab.Value;
break;
default:
character.ExSTR += ab.Value;
break;
}
}
if (Resonance != PrimaryAttribute.None)
{
_originalAttribute = character.PrimaryAttribute;
character.PrimaryAttribute = Resonance;
}
if (NeuralCalibration != null)
{
character.Effects.Add(NeuralCalibration);
NeuralCalibration.OnEffectGained(character);
}
if (CourageCommand != null)
{
character.Skills.Add(CourageCommand);
}
if (Soulbound != null)
{
character.Skills.Add(Soulbound);
}
}
protected override void OnItemUnEquipped(Character character, EquipSlotType type)
{
foreach (AttributeBoost ab in AttributeBoosts)
{
switch (ab.PrimaryAttribute)
{
case PrimaryAttribute.AGI:
character.ExAGI -= ab.Value;
break;
case PrimaryAttribute.INT:
character.ExINT -= ab.Value;
break;
default:
character.ExSTR -= ab.Value;
break;
}
}
if (_originalAttribute != PrimaryAttribute.None)
{
character.PrimaryAttribute = _originalAttribute;
}
if (NeuralCalibration != null)
{
character.Effects.Remove(NeuralCalibration);
NeuralCalibration.OnEffectLost(character);
}
if (CourageCommand != null)
{
character.Skills.Remove(CourageCommand);
}
if (Soulbound != null)
{
character.Skills.Remove(Soulbound);
}
}
}
}