using System.Collections.Generic; using Continentis.MainGame; using Continentis.MainGame.Card; using Continentis.MainGame.Character; using Continentis.MainGame.Commands; using Continentis.Mods.Basic.Buffs; using SLSUtilities.General; namespace Continentis.Mods.Basic.Cards { /// /// 余烬打击:消耗一张手牌,对单体目标造成火焰伤害并施加灼烧 Buff。 /// 若手牌中没有其他牌可消耗,跳过所有后续效果。 /// public class CinderStrike : CardLogicBase { private const string BUFF_BURN_STACK = "Buff_Burn_Stack"; private AttackContext FireCtx => AttackContext.Default(card) .WithDamageKeywords(CardKeywords.Fire); public override void SetUpLogicComponents() { AddLogicComponent(); AddLogicComponent() .SetCondition(c => c != card) .SetEffect(c => CommandQueueManager.Instance.AddCommand( user.deckSubmodule.DiscardCard(c, true, 0f))); } /// 选中目标时更新伤害预览。 public override void TargetingEffect(CharacterBase target) { card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, FireCtx)); } /// 取消选中时以无目标模式刷新预览。 public override void UntargetingEffect() { card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(FireCtx)); } public override CommandGroup PlayEffect(List targetList) { // 手牌中(排除自身)没有可弃的牌,跳过所有后续效果 if (user.deckSubmodule.HandPile.Exclude(card).Count == 0) { return Cmd.Sequential(new Cmd_PlayAnimation(user.characterView, "Attack")); } CommandGroup mainGroup = Cmd.Sequential( new Cmd_PlayAnimation(user.characterView, "Attack") ); // 弹出手牌选择 UI,强制选择 1 张弃掉 LogicComponent() .AddSelectionCommands(ref mainGroup, "Card_Basic_CinderStrike_SelectHandCards_Title".Localize(), 1, forceMax: true); // 弃牌完成后再造成伤害和灼烧 mainGroup.AddCommand(Cmd.Do(() => { foreach (CharacterBase target in targetList) { AttackContext ctx = FireCtx; AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx); CreateCharacterBuff(GetAttribute(BUFF_BURN_STACK)).Apply(target, user, this); } })); return mainGroup; } public override void ApplyAttributeChangesByCard() { LogicComponent().SetDamage_Magic(); } } }