337 lines
11 KiB
C#

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