using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs
{
///
/// 光耀印记:使目标的物理攻击卡每段伤害额外造成 {Stack} 点伤害。
/// 本回合结束时移除。
///
public sealed class MarkOfRadiance : CharacterCombatBuffBase
{
public MarkOfRadiance(int stack)
{
Initialize(BuffType.Positive, BuffDispelLevel.Basic);
contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString())
.AddParameterGetter("Count", () => roundCountSubmodule.remainingCount.ToString());
iconSubmodule = new IconSubmodule(this);
unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
// 行动结束时移除(本回合 Buff)
roundCountSubmodule = new CountSubmodule(this, 1);
eventSubmodule = new EventSubmodule(this);
eventSubmodule.onDealAttack.Add("MarkOfRadiance", new PrioritizedAction(OnDealAttack));
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(unitedStackSubmodule.stackAmount);
existingBuff.roundCountSubmodule.PickHigherCount(roundCountSubmodule);
return false;
}
return true;
}
private void OnDealAttack(AttackResult atkRes)
{
// 响应式/生命移除/反弹伤害不触发
if (atkRes.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval, AttackTags.Reflected))
{
return;
}
// 仅对物理攻击卡生效
if (atkRes.attackCard == null) return;
if (atkRes.attackCard.contentSubmodule.cardType != CardType.Attack) return;
if (!atkRes.attackCard.HasKeyword("Physics")) return;
int bonusDamage = unitedStackSubmodule.stackAmount;
var ctx = AttackContext.Default(atkRes.attackCard).WithTag(AttackTags.Reactive);
EnqueueReaction(Cmd.Do(() => {
attachedCharacter.Attack(atkRes.target, bonusDamage, ctx);
}));
}
}
}