using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
///
/// 筑城(Fortification)Buff:
/// 每回合首次行动开始时,获得等同于 Firm Buff Stack层数 * Fortification Buff Stack层数的格挡。
/// 前后施加层数会合并叠加。
///
public class Fortification : CharacterCombatBuffBase
{
public Fortification(int stack)
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this);
// 无限持续时间 (-1),支持层数叠加
this.unitedStackSubmodule = new UnitedStackSubmodule(this, true, -1, stack, false);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onActionStart.InsertByPriority("Fortification_Block", new PrioritizedAction(() =>
{
if (attachedCharacter.actionCountThisRound == 0) // 每个回合首次行动开始时
{
if (attachedCharacter.combatBuffSubmodule.TryGetBuff(out var firmBuff))
{
int firmStack = firmBuff.unitedStackSubmodule.stackAmount;
if (firmStack > 0)
{
int blockGain = firmStack * this.unitedStackSubmodule.stackAmount;
attachedCharacter.AddBlock(blockGain);
}
}
}
}));
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText("Fortification", attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
// 新的层数直接叠加到原有的Buff上
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
return true;
}
}
}