2026-04-08 04:48:35 -04:00
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using System.Collections.Generic;
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using Continentis.MainGame;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using Continentis.Mods.Basic.Buffs;
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2026-04-17 12:01:50 -04:00
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using SLSUtilities.General;
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2026-04-08 04:48:35 -04:00
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namespace Continentis.Mods.Basic.Cards
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{
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/// <summary>
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/// 裂伤:对单体目标造成物理伤害,施加易伤 Buff,
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/// 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。
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/// </summary>
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public class Laceration : CardLogicBase
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{
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private const string BUFF_VULNERABLE_COUNT = "Buff_Vulnerable_Count";
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private AttackContext PhysicsCtx => AttackContext.Default(card)
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.WithDamageKeywords(CardKeywords.Physics);
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public override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_Attack>();
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}
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/// <summary>选中目标时更新伤害预览。</summary>
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public override void TargetingEffect(CharacterBase target)
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{
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card.SetAttribute("Display_Damage", GetTargetedFinalDamage(target, PhysicsCtx));
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}
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/// <summary>取消选中时以无目标模式刷新预览。</summary>
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public override void UntargetingEffect()
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{
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card.SetAttribute("Display_Damage", GetNoTargetFinalDamage(PhysicsCtx));
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}
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public override CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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return ForEachTarget(targetList, target => Cmd.Sequential(
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new Cmd_PlayAnimation(user.characterView, "Attack"),
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Cmd.Do(() =>
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{
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AttackContext ctx = PhysicsCtx;
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AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx);
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// 施加易伤
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CreateCharacterBuff<Vulnerable>(GetAttribute(BUFF_VULNERABLE_COUNT)).Apply(target, user, this);
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// 读取目标身上易伤的剩余回合数,以此作为流血层数
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if (target.combatBuffSubmodule.TryGetBuff<Vulnerable>(out Vulnerable vulnerable))
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{
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int bleedStack = vulnerable.actionCountSubmodule.remainingCount;
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if (bleedStack > 0)
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{
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CreateCharacterBuff<Bleed>(bleedStack).Apply(target, user, this);
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}
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}
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})
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));
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}
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public override void ApplyAttributeChangesByCard()
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{
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LogicComponent<CardLogicComponent_Attack>().SetDamage_Physics();
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}
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}
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}
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