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; } } }