using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
///
/// 复仇(骑士):必须先持有此 Buff,之后每次被攻击叠加 1 层。
/// 使用攻击类卡牌时,消耗所有层数对所有目标各造成等量的额外物理伤害。
///
public class Vengeance : CharacterCombatBuffBase
{
public Vengeance()
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this).SetTextFunctions("Stack");
// 初始 0 层;层数完全由事件驱动累积
this.unitedStackSubmodule = new UnitedStackSubmodule(this, 0);
this.eventSubmodule = new EventSubmodule(this);
// 被攻击时叠层(过滤响应式和生命移除,防止递归)
this.eventSubmodule.onGetAttacked.Add("Vengeance_Stack", new PrioritizedAction(result =>
{
if (result.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval)) return;
unitedStackSubmodule.AddStack(1);
iconSubmodule.Update();
}));
// 打出攻击类卡牌时消耗所有层数造成额外伤害
this.eventSubmodule.onAfterPlayCard.Add("Vengeance_Consume",
new PrioritizedAction>(OnAfterPlayCard));
}
private void OnAfterPlayCard(CardInstance playedCard, List targets)
{
if (!playedCard.HasKeyword("Attack")) return;
if (unitedStackSubmodule.stackAmount <= 0) return;
int bonus = unitedStackSubmodule.stackAmount;
unitedStackSubmodule.ModifyStack(-bonus);
iconSubmodule.Update();
var ctx = new AttackContext()
.WithTag(AttackTags.Reactive)
.WithTag(AttackTags.GuaranteedHit)
.WithDamageKeywords("Physics");
foreach (CharacterBase target in targets)
{
EnqueueReaction(Cmd.Do(() => attachedCharacter.Attack(target, bonus, ctx)));
}
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
// 若已存在则保留现有实例(不重置层数,不二次叠加)
if (FindExistingSameBuff(out existingBuff))
{
return false;
}
existingBuff = null;
return true;
}
}
}