using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
///
/// 魔力外溢/奥术充能(法师):必须先持有此 Buff,之后每次打出带 Magic 关键词的卡牌自动叠 1 层。
/// 层数可被特定卡牌消耗以触发爆发效果;本 Buff 不自动消耗。
///
public class ArcaneCharge : CharacterCombatBuffBase
{
public ArcaneCharge()
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this).SetTextFunctions("Stack");
// 初始 0 层;层数完全由事件驱动累积
this.unitedStackSubmodule = new UnitedStackSubmodule(this, 0);
this.eventSubmodule = new EventSubmodule(this);
// 打出 Magic 关键词卡牌后叠 1 层
this.eventSubmodule.onAfterPlayCard.Add("ArcaneCharge_Stack",
new PrioritizedAction>(OnAfterPlayCard));
}
private void OnAfterPlayCard(CardInstance playedCard, List targets)
{
if (!playedCard.HasKeyword("Magic")) return;
unitedStackSubmodule.AddStack(1);
iconSubmodule.Update();
}
///
/// 消耗指定数量的层数。供卡牌逻辑调用。
/// 返回实际消耗的层数(受当前层数上限约束)。
///
public int ConsumeStacks(int amount)
{
int actual = System.Math.Min(amount, unitedStackSubmodule.stackAmount);
unitedStackSubmodule.ReduceStack(actual);
iconSubmodule.Update();
return actual;
}
/// 消耗全部层数并返回消耗量。
public int ConsumeAllStacks()
{
int amount = unitedStackSubmodule.stackAmount;
unitedStackSubmodule.ModifyStack(-amount);
iconSubmodule.Update();
return amount;
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
// 若已存在则保留现有实例(不重置层数,不二次叠加)
if (FindExistingSameBuff(out existingBuff))
{
return false;
}
existingBuff = null;
return true;
}
}
}