using System.Collections.Generic; using Continentis.MainGame; using Continentis.MainGame.Card; using Continentis.MainGame.Character; using Continentis.MainGame.Commands; using SLSUtilities.General; namespace Continentis.Mods.Basic.Cards { /// /// 挑衅打击:对单体敌人造成物理伤害并挑衅目标。 /// 挑衅使自身获得嘲讽状态,迫使非全体攻击的敌方只能选择自己作为目标。 /// public class ProvokeStrike : CardLogicBase { private const string BUFF_PROVOKING_COUNT = "Buff_Provoking_Count"; private AttackContext PhysicsCtx => AttackContext.Default(card).WithDamageKeywords(CardKeywords.Physics); public override void SetUpLogicComponents() { AddLogicComponent(); AddLogicComponent(); } /// 选中目标时更新伤害预览。 public override void TargetingEffect(CharacterBase target) { card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, PhysicsCtx)); } /// 取消选中时以无目标模式刷新预览。 public override void UntargetingEffect() { card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(PhysicsCtx)); } public override CommandGroup PlayEffect(List targetList) { return ForEachTarget(targetList, target => Cmd.Sequential( new Cmd_PlayAnimation(user.characterView, "Attack"), Cmd.Do(() => { AttackContext ctx = PhysicsCtx; AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx); LogicComponent().GenerateProvocation(user, target, GetAttribute(BUFF_PROVOKING_COUNT)); }) )); } public override void ApplyAttributeChangesByCard() { LogicComponent().SetDamage_Physics(); } } }