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 { /// /// 裂伤:对单体目标造成物理伤害,施加易伤 Buff, /// 并额外对目标施加等同于其身上易伤剩余回合数的流血层数。 /// public class Laceration : CardLogicBase { private const string BUFF_VULNERABLE_COUNT = "Buff_Vulnerable_Count"; private AttackContext PhysicsCtx => AttackContext.Default(card) .WithDamageKeywords(CardKeywords.Physics); public override void SetUpLogicComponents() { 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); // 施加易伤 CreateCharacterBuff(GetAttribute(BUFF_VULNERABLE_COUNT)).Apply(target, user, this); // 读取目标身上易伤的剩余回合数,以此作为流血层数 if (target.combatBuffSubmodule.TryGetBuff(out Vulnerable vulnerable)) { int bleedStack = vulnerable.actionCountSubmodule.remainingCount; if (bleedStack > 0) { CreateCharacterBuff(bleedStack).Apply(target, user, this); } } }) )); } public override void ApplyAttributeChangesByCard() { LogicComponent().SetDamage_Physics(); } } }