2025-07-03 22:37:59 +08:00

104 lines
4.5 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
{
public class : Effect
{
public override long Id => (long)PassiveEffectID.;
public override string Name => "愤怒";
public override string Description => $"此角色处于愤怒状态,行动受限且失控,行动回合中无法自主行动,仅能对 [ {_targetCharacter} ] 发起普通攻击。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.Taunt;
public override DispelledType DispelledType => DispelledType.Strong;
public override bool IsDebuff => true;
public override Character Source => _sourceCharacter;
public override bool Durative => _durative;
public override double Duration => _duration;
public override int DurationTurn => _durationTurn;
private readonly Character _sourceCharacter;
private readonly Character _targetCharacter;
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
public (Skill skill, Character sourceCharacter, Character targetCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
{
GamingQueue = skill.GamingQueue;
_sourceCharacter = sourceCharacter;
_targetCharacter = targetCharacter;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
}
public override void AlterSelectListBeforeAction(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
{
// 为了确保角色能够自动化行动,这里需要将角色设置为可行动
if (character.CharacterState == CharacterState.ActionRestricted)
{
GamingQueue?.SetCharactersToAIControl(true, false, character);
character.CharacterState = CharacterState.Actionable;
}
enemys.Clear();
teammates.Clear();
if (_targetCharacter.HP > 0)
{
enemys.Add(_targetCharacter);
}
}
public override CharacterActionType AlterActionTypeBeforeAction(Character character, CharacterState state, ref bool canUseItem, ref bool canCastSkill, ref double pUseItem, ref double pCastSkill, ref double pNormalAttack, ref bool forceAction)
{
forceAction = true;
if (_targetCharacter.HP > 0)
{
return CharacterActionType.NormalAttack;
}
// 如果目标已死亡,则放弃本回合行动,并在回合结束后自动移除愤怒状态
RemainDuration = 0;
RemainDurationTurn = 0;
return CharacterActionType.EndTurn;
}
public override void AfterDeathCalculation(Character death, Character? killer, Dictionary<Character, int> continuousKilling, Dictionary<Character, int> earnedMoney)
{
if (death == _targetCharacter)
{
// 如果目标死亡,则在下次时间流逝时自动移除愤怒状态
RemainDuration = 0;
RemainDurationTurn = 0;
}
}
public override void OnTurnEnd(Character character)
{
character.UpdateCharacterState();
}
public override void OnEffectGained(Character character)
{
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
GamingQueue?.SetCharactersToAIControl(true, false, character);
AddEffectStatesToCharacter(character, [CharacterState.ActionRestricted]);
AddEffectTypeToCharacter(character, [EffectType.Taunt]);
InterruptCasting(character, Source);
}
public override void OnEffectLost(Character character)
{
GamingQueue?.SetCharactersToAIControl(true, true, character);
RemoveEffectStatesFromCharacter(character);
RemoveEffectTypesFromCharacter(character);
}
}
}