FunGame-Core/Entity/Skill/OpenSkill.cs
milimoe 75d1337ce1
动态工厂可以构造主动技能了;完善技能底层选取逻辑;团队模式完善;优化回合日志 (#99)
* 修复诸多复活角色的问题;添加了更多回合记录

* 完善了底层技能选取目标方法;添加筛选条件列表,使技能能够灵活的选取角色

* 优化死亡结算的逻辑;优化回合记录日志

* 现在动态工厂可以构造主动技能了
2024-11-10 00:30:43 +08:00

119 lines
4.5 KiB
C#

using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Entity
{
/// <summary>
/// 用于动态扩展技能,<see cref="Description"/> 返回所有特效的描述
/// </summary>
public class OpenSkill : Skill
{
public override long Id { get; set; }
public override string Name { get; set; }
public override string Description => string.Join("\r\n", Effects);
public OpenSkill(long id, string name, Dictionary<string, object> args, Character? character = null) : base(SkillType.Passive, character)
{
Id = id;
Name = name;
foreach (string str in args.Keys)
{
Values[str] = args[str];
switch (str.ToLower())
{
case "active":
if (bool.TryParse(args[str].ToString(), out bool isActive) && isActive)
{
SkillType = SkillType.Item;
}
break;
case "debuff":
if (bool.TryParse(args[str].ToString(), out bool isDebuff) && isDebuff)
{
IsDebuff = isDebuff;
}
break;
case "self":
if (bool.TryParse(args[str].ToString(), out bool self))
{
CanSelectSelf = self;
}
break;
case "enemy":
if (bool.TryParse(args[str].ToString(), out bool enemy))
{
CanSelectEnemy = enemy;
}
break;
case "teammate":
if (bool.TryParse(args[str].ToString(), out bool teammate))
{
CanSelectTeammate = teammate;
}
break;
case "count":
if (int.TryParse(args[str].ToString(), out int count) && count > 0)
{
CanSelectTargetCount = count;
}
break;
case "range":
if (int.TryParse(args[str].ToString(), out int range) && range > 0)
{
CanSelectTargetRange = range;
}
break;
case "mpcost":
if (double.TryParse(args[str].ToString(), out double mpcost) && mpcost > 0)
{
MPCost = mpcost;
}
break;
case "epcost":
if (double.TryParse(args[str].ToString(), out double epcost) && epcost > 0)
{
EPCost = epcost;
}
break;
case "costall":
if (bool.TryParse(args[str].ToString(), out bool costall) && costall)
{
CostAllEP = costall;
}
break;
case "mincost":
if (double.TryParse(args[str].ToString(), out double mincost) && mincost > 0)
{
MinCostEP = mincost;
}
break;
case "cd":
if (double.TryParse(args[str].ToString(), out double cd) && cd > 0)
{
CD = cd;
}
break;
case "cast":
if (double.TryParse(args[str].ToString(), out double cast) && cast > 0)
{
CastTime = cast;
}
break;
case "ht":
if (double.TryParse(args[str].ToString(), out double ht) && ht > 0)
{
HardnessTime = ht;
}
break;
default:
break;
}
}
}
public override IEnumerable<Effect> AddInactiveEffectToCharacter()
{
return Effects;
}
}
}