using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Entity
{
///
/// 特殊效果类,需要继承
///
public abstract class Effect(Skill skill) : BaseEntity
{
///
/// 所属的技能
///
public Skill Skill { get; } = skill;
///
/// 作用于自身
///
public virtual bool TargetSelf { get; } = false;
///
/// 作用目标数量
///
public virtual int TargetCount { get; } = 0;
///
/// 作用范围
///
public virtual double TargetRange { get; } = 0;
///
/// 持续性的
/// 配合 使用,而不是 。
///
public virtual bool Durative { get; } = false;
///
/// 持续时间
/// 配合 使用。
///
public virtual double Duration { get; } = 0;
///
/// 持续时间(回合)
/// 使用此属性需要将 设置为 false。
///
public virtual double DurationTurn { get; } = 0;
///
/// 剩余持续时间
///
public double RemainDuration { get; set; } = 0;
///
/// 剩余持续时间(回合)
///
public double RemainDurationTurn { get; set; } = 0;
///
/// 魔法类型
///
public virtual MagicType MagicType { get; } = MagicType.None;
///
/// 效果描述
///
public virtual string Description { get; } = "";
///
/// 等级,跟随技能的等级
///
public int Level => Skill.Level;
///
/// 此特效的施加者,用于溯源
///
public Character? Source { get; set; } = null;
///
/// 获得此特效时
///
///
public virtual void OnEffectGained(Character character)
{
}
///
/// 失去此特效时
///
///
public virtual void OnEffectLost(Character character)
{
}
///
/// 在伤害计算前修改预期伤害
///
///
///
///
///
///
///
///
/// 返回 true 表示修改了伤害
public virtual bool AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, out double newDamage)
{
newDamage = damage;
return false;
}
///
/// 在伤害计算完成后修改实际伤害
///
///
///
///
///
///
///
///
///
/// 返回 true 表示修改了伤害
public virtual bool AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, bool isCritical, out double newDamage)
{
newDamage = damage;
return false;
}
///
/// 在完成普通攻击动作之后修改硬直时间
///
///
///
///
/// 返回 true 表示修改了硬直时间
public virtual bool AlterHardnessTimeAfterNormalAttack(Character character, double baseHardnessTime, out double newHardnessTime)
{
newHardnessTime = baseHardnessTime;
return false;
}
///
/// 在完成释放技能动作之后修改硬直时间
///
///
///
///
/// 返回 true 表示修改了硬直时间
public virtual bool AlterHardnessTimeAfterCastSkill(Character character, double baseHardnessTime, out double newHardnessTime)
{
newHardnessTime = baseHardnessTime;
return false;
}
///
/// 在造成伤害时,修改获得的能量
///
///
///
///
/// 返回 true 表示修改了获得的能量
public virtual bool AlterEPAfterDamage(Character character, double baseEP, out double newEP)
{
newEP = baseEP;
return false;
}
///
/// 在受到伤害时,修改获得的能量
///
///
///
///
/// 返回 true 表示修改了获得的能量
public virtual bool AlterEPAfterGetDamage(Character character, double baseEP, out double newEP)
{
newEP = baseEP;
return false;
}
///
/// 技能开始吟唱时 [ 爆发技插队可触发此项 ]
///
///
public virtual void OnSkillCasting(Character caster)
{
}
///
/// 技能吟唱被打断时
///
///
///
public virtual void OnSkillCastInterrupted(Character caster, Character interrupter)
{
}
///
/// 吟唱结束后释放技能(魔法)/ 直接释放技能(战技/爆发技)
///
///
///
///
///
///
public virtual void OnSkillCasted(ActionQueue queue, Character caster, List enemys, List teammates, Dictionary others)
{
}
///
/// 时间流逝时
///
///
///
public virtual void OnTimeElapsed(Character character, double elapsed)
{
}
///
/// 在完成伤害结算后
///
///
///
///
///
///
public virtual void AfterDamageCalculation(Character character, Character enemy, double damage, bool isMagicDamage, MagicType magicType)
{
}
///
/// 在特效持有者的回合开始前
///
///
public virtual void OnTurnStart(Character character)
{
}
///
/// 在特效持有者的回合开始后
///
///
public virtual void OnTurnEnd(Character character)
{
}
///
/// 技能被升级时
///
///
///
public virtual void OnSkillLevelUp(Character character, double level)
{
}
///
/// 特效持有者升级时
///
///
///
public virtual void OnOwnerLevelUp(Character owner, double level)
{
}
///
/// 在完成死亡结算后 [ 全体广播 ]
///
///
///
///
///
public virtual void AfterDeathCalculation(Character death, Character? killer, Dictionary continuousKilling, Dictionary earnedMoney)
{
}
///
/// 在触发闪避时
///
///
///
///
/// 返回 true 表示无视闪避
public virtual bool OnEvadedTriggered(Character attacker, Character evader, double dice)
{
return false;
}
///
/// 在触发暴击时
///
///
///
public virtual void OnCriticalDamageTriggered(Character character, double dice)
{
}
public override string ToString()
{
StringBuilder builder = new();
string isDurative = "";
if (Durative)
{
isDurative = "(剩余:" + RemainDuration + " 时间)";
}
else if (DurationTurn > 0)
{
isDurative = "(剩余:" + RemainDurationTurn + " 回合)";
}
builder.AppendLine("【" + Name + " - 等级 " + Level + "】" + Description + isDurative);
return builder.ToString();
}
public override bool Equals(IBaseEntity? other)
{
return other is Effect c && c.Name == Name;
}
}
}