using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Entity;
namespace Milimoe.FunGame.Core.Entity
{
///
/// 与 不同,构造技能时,建议继承此类再构造
///
public class Skill : BaseEntity, IActiveEnable
{
///
/// 此技能所属的角色
///
public Character? Character { get; set; } = null;
///
/// 技能描述
///
public virtual string Description { get; set; } = "";
///
/// 快捷键
///
public char Key { get; set; } = '/';
///
/// 技能等级,等于 0 时可以称之为尚未学习
///
public int Level
{
get
{
return Math.Max(0, _Level);
}
set
{
int max = IsSuperSkill ? 6 : (IsMagic ? 8 : 6);
_Level = Math.Min(Math.Max(0, value), max);
OnLevelUp();
}
}
///
/// 是否是主动技能
///
[InitRequired]
public bool IsActive { get; set; } = true;
///
/// 是否可用
///
public bool Enable { get; set; } = true;
///
/// 是否是爆发技 [ 此项为最高优先级 ]
///
[InitRequired]
public bool IsSuperSkill { get; set; } = false;
///
/// 是否属于魔法 [ 会失效 ],反之为战技
///
[InitRequired]
public bool IsMagic { get; set; } = true;
///
/// 魔法消耗 [ 魔法 ]
///
[InitOptional]
public virtual double MPCost { get; } = 0;
///
/// 基础魔法消耗 [ 魔法 ]
///
[InitOptional]
protected virtual double BaseMPCost { get; } = 0;
///
/// 吟唱时间 [ 魔法 ]
///
[InitOptional]
public virtual double CastTime { get; } = 0;
///
/// 能量消耗 [ 战技 ]
///
[InitOptional]
public virtual double EPCost { get; } = 0;
///
/// 基础能量消耗 [ 战技 ]
///
[InitOptional]
protected virtual double BaseEPCost { get; } = 0;
///
/// 冷却时间
///
[InitRequired]
public virtual double CD { get; } = 0;
///
/// 剩余冷却时间 [ 建议配合 属性使用 ]
///
public double CurrentCD { get; set; } = 0;
///
/// 硬直时间
///
[InitRequired]
public virtual double HardnessTime { get; } = 0;
///
/// 效果列表
///
public HashSet Effects { get; } = [];
///
/// 其他参数
///
public Dictionary OtherArgs { get; } = [];
protected Skill(bool active = true, bool magic = true, Character? character = null)
{
IsActive = active;
IsMagic = magic;
Character = character;
}
protected Skill(bool super = false, Character? character = null)
{
IsSuperSkill = super;
Character = character;
}
internal Skill() { }
///
/// 触发技能升级
///
public void OnLevelUp()
{
if (!IsActive)
{
foreach (Effect e in AddInactiveEffectToCharacter())
{
if (Character != null && !Character.Effects.Contains(e))
{
Character.Effects.Add(e);
}
}
}
}
///
/// 触发技能效果
///
public void Trigger(ActionQueue queue, Character actor, List enemys, List teammates)
{
foreach (Effect e in Effects)
{
e.OnSkillCasted(queue, actor, enemys, teammates, OtherArgs);
}
}
///
/// 被动技能,需要重写此方法,返回被动特效给角色 [ 此方法会在游戏开始时和技能升级时调用 ]
///
///
public virtual IEnumerable AddInactiveEffectToCharacter()
{
return [];
}
public override string ToString()
{
StringBuilder builder = new();
string type = IsSuperSkill ? "【爆发技】" : (IsMagic ? "【魔法】" : (IsActive ? "【主动】" : "【被动】"));
builder.AppendLine(type + Name + " - " + "等级 " + Level);
builder.AppendLine("技能描述:" + Description);
if (IsActive)
{
if (IsSuperSkill)
{
builder.AppendLine("能量消耗:" + EPCost);
}
else
{
if (IsMagic)
{
builder.AppendLine("魔法消耗:" + MPCost);
builder.AppendLine("吟唱时间:" + CastTime);
}
else
{
builder.AppendLine("能量消耗:" + EPCost);
}
}
builder.AppendLine("冷却时间:" + CD);
builder.AppendLine("硬直时间:" + HardnessTime);
}
return builder.ToString();
}
public override bool Equals(IBaseEntity? other)
{
return other is Skill c && c.Name == Name;
}
///
/// 等级
///
private int _Level = 0;
}
}