using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs
{
///
/// 感电(Storm 元素):承载者每次被攻击时,
/// 对随机 1 个其他敌方目标造成等同于层数的雷电伤害,然后层数 -1。
/// 对单敌战斗退化(无其他目标时无效)。
/// 过滤 Reactive/HpRemoval/Reflected 防递归。
///
public sealed class Shocked : CharacterCombatBuffBase
{
public Shocked(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.onGetAttacked.Add("Shocked", new PrioritizedAction(OnGetAttacked));
}
private void OnGetAttacked(AttackResult result)
{
// 响应式 / 生命移除 / 反弹伤害不触发感电
if (result.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval, AttackTags.Reflected))
return;
// 收集除自身以外的其他同阵营敌方角色
List others = CombatMainManager.Instance.characterController
.GetAllEnemies(attachedCharacter);
others.Remove(attachedCharacter);
if (others.Count == 0) return;
CharacterBase spreadTarget = others[Random.Range(0, others.Count)];
int damage = unitedStackSubmodule.stackAmount;
var ctx = new AttackContext()
.WithTag(AttackTags.Reactive)
.WithTag(AttackTags.GuaranteedHit)
.WithDamageKeywords("Storm");
sourceCharacter.Attack(spreadTarget, damage, ctx);
unitedStackSubmodule.ReduceStack(1);
iconSubmodule.Update();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
return true;
}
}
}