91 lines
3.7 KiB
C#

using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
{
public class : Effect
{
public override long Id => 4109;
public override string Name => "气绝";
public override string Description => $"此角色处于气绝状态,行动受限并且每{GameplayEquilibriumConstant.InGameTime}持续流失 {(_isPercentage ? $"{_durationDamagePercent * 100:0.##}% [ {Damage:0.##} ]" : Damage.ToString("0.##"))} 点当前生命值。来自:[ {Source} ] 的 [ {Skill.Name} ]";
public override EffectType EffectType => EffectType.Bleed;
public override DispelledType DispelledType => DispelledType.Strong;
public override bool IsDebuff => true;
public override Character Source => _sourceCharacter;
public override bool Durative => _durative;
public override double Duration => _duration;
public override int DurationTurn => _durationTurn;
private readonly Character _targetCharacter;
private readonly Character _sourceCharacter;
private readonly bool _durative;
private readonly double _duration;
private readonly int _durationTurn;
private readonly bool _isPercentage;
private readonly double _durationDamage;
private readonly double _durationDamagePercent;
private double Damage => _isPercentage ? _targetCharacter.HP * _durationDamagePercent : _durationDamage;
public (Skill skill, Character targetCharacter, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1,
bool isPercentage = true, double durationDamage = 100, double durationDamagePercent = 0.02) : base(skill)
{
GamingQueue = skill.GamingQueue;
_targetCharacter = targetCharacter;
_sourceCharacter = sourceCharacter;
_durative = durative;
_duration = duration;
_durationTurn = durationTurn;
_isPercentage = isPercentage;
_durationDamage = durationDamage;
_durationDamagePercent = durationDamagePercent;
}
public override void OnTimeElapsed(Character character, double elapsed)
{
if (character.HP > 0)
{
if (elapsed > 1)
{
int loop = 0;
for (; loop < elapsed; loop++)
{
OnTimeElapsed(character, 1);
}
elapsed -= loop;
if (elapsed > 0)
{
OnTimeElapsed(character, elapsed);
}
}
else
{
double damage = Damage * elapsed;
WriteLine($"[ {character} ] 因气绝而流失生命值!");
DamageToEnemy(Source, character, DamageType.True, MagicType, damage);
}
}
}
public override void OnEffectGained(Character character)
{
if (_durative && RemainDuration == 0)
{
RemainDuration = Duration;
}
else if (RemainDurationTurn == 0)
{
RemainDurationTurn = DurationTurn;
}
AddEffectTypeToCharacter(character, [EffectType.Bleed]);
AddEffectStatesToCharacter(character, [CharacterState.ActionRestricted]);
InterruptCasting(character, Source);
}
public override void OnEffectLost(Character character)
{
RemoveEffectTypesFromCharacter(character);
RemoveEffectStatesFromCharacter(character);
}
}
}