using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs
{
///
/// 流血:受到攻击时,额外受到等同于层数的伤害(响应式,不会递归触发)。
/// 每次行动开始时层数减半(至少减 1)。
///
public sealed class Bleed : CharacterCombatBuffBase
{
public Bleed(int stack)
{
Initialize(BuffType.Negative, BuffDispelLevel.Basic);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this);
this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onActionStart.Add("Bleed", new PrioritizedAction(OnActionStart));
this.eventSubmodule.onGetAttacked.Add("Bleed", new PrioritizedAction(OnGetAttacked));
}
private void OnGetAttacked(AttackResult result)
{
// 响应式 / 生命移除 / 反弹伤害不触发流血
if (result.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval, AttackTags.Reflected))
return;
int stackAmount = unitedStackSubmodule.stackAmount;
var ctx = new AttackContext().WithTag(AttackTags.Reactive).WithTag(AttackTags.GuaranteedHit);
attachedCharacter.Attack(attachedCharacter, stackAmount, ctx);
}
private void OnActionStart()
{
int reducedStack = Mathf.Max(1, Mathf.FloorToInt(unitedStackSubmodule.stackAmount * 0.5f));
unitedStackSubmodule.ReduceStack(reducedStack);
iconSubmodule.Update();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText("Bleed", attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
return true;
}
}
}