2025-04-12 00:21:16 +08:00

518 lines
18 KiB
C#

using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Base;
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 class Effect : BaseEntity
{
/// <summary>
/// 所属的技能
/// </summary>
public Skill Skill { get; }
/// <summary>
/// 特殊效果类型<para/>
/// 注意:如果技能特效没有原生施加控制效果,请始终保持此属性为 <see cref="EffectType.None"/>。
/// </summary>
public virtual EffectType EffectType { get; set; } = EffectType.None;
/// <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; set; } = false;
/// <summary>
/// 持续时间<para/>
/// 配合 <see cref="Durative"/> 使用。
/// </summary>
public virtual double Duration { get; set; } = 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 int DurationTurn { get; set; } = 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 int RemainDurationTurn { get; set; } = 0;
/// <summary>
/// 魔法类型
/// </summary>
public virtual MagicType MagicType { get; set; } = MagicType.None;
/// <summary>
/// 效果描述
/// </summary>
public virtual string Description { get; set; } = "";
/// <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 virtual Character? Source { get; set; } = null;
/// <summary>
/// 游戏中的行动顺序表实例,在技能效果被触发时,此实例会获得赋值,使用时需要判断其是否存在
/// </summary>
public IGamingQueue? GamingQueue { get; set; } = null;
/// <summary>
/// 用于动态扩展特效的参数
/// </summary>
public Dictionary<string, object> Values { get; } = [];
/// <summary>
/// 输出文本或日志
/// </summary>
public Action<string> WriteLine
{
get
{
if (GamingQueue is null) return Console.WriteLine;
else return GamingQueue.WriteLine;
}
}
protected Effect(Skill skill, Dictionary<string, object>? args = null)
{
Skill = skill;
if (args != null)
{
foreach (string key in args.Keys)
{
Values[key] = args[key];
}
}
}
internal Effect()
{
Skill = Factory.GetSkill();
}
/// <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>
/// 在伤害计算前修改伤害类型
/// </summary>
/// <param name="character"></param>
/// <param name="enemy"></param>
/// <param name="isNormalAttack"></param>
/// <param name="isMagicDamage"></param>
/// <param name="magicType"></param>
public virtual void AlterDamageTypeBeforeCalculation(Character character, Character enemy, ref bool isNormalAttack, ref bool isMagicDamage, ref MagicType magicType)
{
}
/// <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="totalDamageBonus"></param>
/// <returns>返回伤害增减值</returns>
public virtual double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, Dictionary<Effect, double> totalDamageBonus)
{
return 0;
}
/// <summary>
/// 在伤害计算完成后修改实际伤害 [ 允许取消伤害 ]
/// </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="damageResult"></param>
/// <param name="isEvaded"></param>
/// <param name="totalDamageBonus"></param>
/// <returns>返回伤害增减值</returns>
public virtual double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
{
return 0;
}
/// <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="isCheckProtected"></param>
public virtual void AlterHardnessTimeAfterNormalAttack(Character character, ref double baseHardnessTime, ref bool isCheckProtected)
{
}
/// <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="skill"></param>
/// <param name="baseHardnessTime"></param>
/// <param name="isCheckProtected"></param>
public virtual void AlterHardnessTimeAfterCastSkill(Character character, Skill skill, ref double baseHardnessTime, ref bool isCheckProtected)
{
}
/// <summary>
/// 在造成伤害时,修改获得的能量
/// </summary>
/// <param name="character"></param>
/// <param name="baseEP"></param>
public virtual void AlterEPAfterDamage(Character character, ref double baseEP)
{
}
/// <summary>
/// 在受到伤害时,修改获得的能量
/// </summary>
/// <param name="character"></param>
/// <param name="baseEP"></param>
public virtual void AlterEPAfterGetDamage(Character character, ref double baseEP)
{
}
/// <summary>
/// 技能开始吟唱时 [ 爆发技插队可触发此项 ]
/// </summary>
/// <param name="caster"></param>
/// <param name="targets"></param>
public virtual void OnSkillCasting(Character caster, List<Character> targets)
{
}
/// <summary>
/// 技能吟唱被打断时
/// </summary>
/// <param name="caster"></param>
/// <param name="skill"></param>
/// <param name="interrupter"></param>
public virtual void OnSkillCastInterrupted(Character caster, Skill skill, 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="caster"></param>
/// <param name="targets"></param>
/// <param name="others"></param>
public virtual void OnSkillCasted(Character caster, List<Character> targets, Dictionary<string, object> others)
{
}
/// <summary>
/// 对目标触发技能效果
/// </summary>
/// <param name="targets"></param>
/// <param name="others"></param>
public virtual void OnSkillCasted(List<Character> targets, 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="isNormalAttack"></param>
/// <param name="isMagicDamage"></param>
/// <param name="magicType"></param>
/// <param name="damageResult"></param>
public virtual void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
}
/// <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结束后
/// </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>
/// 闪避检定前触发
/// </summary>
/// <param name="character"></param>
/// <param name="throwingBonus"></param>
/// <returns>返回 false 表示不进行闪避检定</returns>
public virtual bool BeforeEvadeCheck(Character character, ref double throwingBonus)
{
return true;
}
/// <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>
/// 暴击检定前触发
/// </summary>
/// <param name="character"></param>
/// <param name="throwingBonus"></param>
/// <returns>返回 false 表示不进行暴击检定</returns>
public virtual bool BeforeCriticalCheck(Character character, ref double throwingBonus)
{
return true;
}
/// <summary>
/// 在触发暴击时
/// </summary>
/// <param name="character"></param>
/// <param name="dice"></param>
public virtual void OnCriticalDamageTriggered(Character character, double dice)
{
}
/// <summary>
/// 角色属性发生变化
/// </summary>
/// <param name="character"></param>
public virtual void OnAttributeChanged(Character character)
{
}
/// <summary>
/// 行动开始前,修改可选择的 <paramref name="enemys"/>, <paramref name="teammates"/>, <paramref name="skills"/> 列表<para/>
/// 注意 <paramref name="continuousKilling"/> 和 <paramref name="earnedMoney"/> 是副本,修改无效
/// </summary>
/// <param name="character"></param>
/// <param name="enemys"></param>
/// <param name="teammates"></param>
/// <param name="skills"></param>
/// <param name="continuousKilling"></param>
/// <param name="earnedMoney"></param>
/// <returns>返回 true 表示更改生效</returns>
public virtual bool AlterEnemyListBeforeAction(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
{
return false;
}
/// <summary>
/// 行动开始前,指定角色的行动,而不是使用顺序表自带的逻辑;或者修改对应的操作触发概率
/// </summary>
/// <param name="character"></param>
/// <param name="state"></param>
/// <param name="canUseItem"></param>
/// <param name="canCastSkill"></param>
/// <param name="pUseItem"></param>
/// <param name="pCastSkill"></param>
/// <param name="pNormalAttack"></param>
/// <returns></returns>
public virtual CharacterActionType AlterActionTypeBeforeAction(Character character, CharacterState state, ref bool canUseItem, ref bool canCastSkill, ref double pUseItem, ref double pCastSkill, ref double pNormalAttack)
{
return CharacterActionType.None;
}
/// <summary>
/// 对敌人造成技能伤害 [ 强烈建议使用此方法造成伤害而不是自行调用 <see cref="IGamingQueue.DamageToEnemyAsync"/> ]
/// </summary>
/// <param name="actor"></param>
/// <param name="enemy"></param>
/// <param name="isMagic"></param>
/// <param name="magicType"></param>
/// <param name="expectedDamage"></param>
/// <returns></returns>
public DamageResult DamageToEnemy(Character actor, Character enemy, bool isMagic, MagicType magicType, double expectedDamage)
{
if (GamingQueue is null) return DamageResult.Evaded;
DamageResult result = !isMagic ? GamingQueue.CalculatePhysicalDamage(actor, enemy, false, expectedDamage, out double damage) : GamingQueue.CalculateMagicalDamage(actor, enemy, false, MagicType, expectedDamage, out damage);
GamingQueue.DamageToEnemyAsync(actor, enemy, damage, false, isMagic, magicType, result);
return result;
}
/// <summary>
/// 治疗一个目标 [ 强烈建议使用此方法而不是自行调用 <see cref="IGamingQueue.HealToTargetAsync"/> ]
/// </summary>
/// <param name="actor"></param>
/// <param name="target"></param>
/// <param name="heal"></param>
/// <param name="canRespawn"></param>
public void HealToTarget(Character actor, Character target, double heal, bool canRespawn = false)
{
GamingQueue?.HealToTargetAsync(actor, target, heal, canRespawn);
}
/// <summary>
/// 打断施法 [ 尽可能的调用此方法而不是直接调用 <see cref="IGamingQueue.InterruptCastingAsync"/>,以防止中断性变更 ]
/// </summary>
/// <param name="caster"></param>
/// <param name="interrupter"></param>
public void InterruptCasting(Character caster, Character interrupter)
{
GamingQueue?.InterruptCastingAsync(caster, interrupter);
}
/// <summary>
/// 返回特效详情
/// </summary>
/// <returns></returns>
public override string ToString()
{
StringBuilder builder = new();
string isDurative = "";
if (Durative)
{
isDurative = $"(剩余:{RemainDuration:0.##} 时间)";
}
else if (DurationTurn > 0)
{
isDurative = "(剩余:" + RemainDurationTurn + " 回合)";
}
builder.AppendLine("【" + Name + " - 等级 " + Level + "】" + Description + isDurative);
return builder.ToString();
}
/// <summary>
/// 复制一个特效
/// </summary>
/// <returns></returns>
public Effect Copy(Skill skill)
{
Dictionary<string, object> args = new()
{
{ "skill", skill },
{ "values", Values }
};
Effect copy = Factory.OpenFactory.GetInstance<Effect>(Id, Name, args);
copy.Id = Id;
copy.Name = Name;
copy.Description = Description;
copy.EffectType = EffectType;
copy.Durative = Durative;
copy.Duration = Duration;
copy.DurationTurn = DurationTurn;
copy.MagicType = MagicType;
copy.GamingQueue = GamingQueue;
return copy;
}
/// <summary>
/// 比较两个特效
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
public override bool Equals(IBaseEntity? other)
{
return other is Effect c && c.Id + "." + Name == Id + "." + Name;
}
}
}