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using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using Continentis.MainGame.Commands;
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using SLSUtilities.General;
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using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
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/// 命令术:根据使用者与目标的等级差产生不同效果:
/// <para>对敌人:等级差达到 High 门槛时随机移除一个意图;达到 Low 门槛时随机改变一个意图。</para>
/// <para>对玩家英雄:等级差达到 High 门槛时将"扼制"卡牌放入目标抽牌堆;达到 Low 门槛时将"干扰"卡牌放入目标抽牌堆。</para>
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/// </summary>
public class Command : CardLogicBase
{
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private const string LEVEL_GAP_LOW = "LevelGap_Low";
private const string LEVEL_GAP_HIGH = "LevelGap_High";
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private static readonly Color HintGreen = new Color(0.2f, 0.85f, 0.3f);
private static readonly Color HintRed = new Color(0.9f, 0.2f, 0.2f);
public override void Initialize(CardInstance cardInstance)
{
base.Initialize(cardInstance);
// 战场角色变化时刷新 hintShadow托管机制自动取消订阅
CombatEventCollection events = CombatMainManager.Instance.eventCollection;
SubscribeCombatEvent(events.onCharacterDeath, new PrioritizedAction<CharacterBase>(_ => InvalidateHint()));
SubscribeCombatEvent(events.onCharacterJoin, new PrioritizedAction<CharacterBase>(_ => InvalidateHint()));
}
/// <summary>抽到此牌时刷新 hintShadow。</summary>
protected override void OnDraw() => InvalidateHint();
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Action"),
Cmd.Do(() =>
{
if (target is PlayerHero)
PlayEffectOnPlayer(target);
else
PlayEffectOnEnemy(target);
})
));
}
/// <summary>
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/// 检查场上是否存在等级差达到 Low 门槛的可用目标。
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/// 有可用目标时返回绿色,无可用目标时返回红色。
/// </summary>
public override Color? GetHintColor()
{
if (user == null || card.handCardView == null) return null;
card.DetectTargetsValidity(out List<CharacterBase> valid, out _, out _);
if (valid.Count == 0) return HintRed;
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int userLevel = user.GetAttribute(CharacterAttributes.Level);
int gapLow = GetAttribute(LEVEL_GAP_LOW);
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bool hasEffectiveTarget = valid.Any(t =>
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userLevel - t.GetAttribute(CharacterAttributes.Level) >= gapLow);
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return hasEffectiveTarget ? HintGreen : HintRed;
}
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/// <summary>计算使用者与目标的等级差。</summary>
private int GetLevelGap(CharacterBase target)
{
return user.GetAttribute(CharacterAttributes.Level) - target.GetAttribute(CharacterAttributes.Level);
}
/// <summary>对敌方目标:等级差达到 High 时移除意图,达到 Low 时改变意图。</summary>
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private void PlayEffectOnEnemy(CharacterBase target)
{
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int levelGap = GetLevelGap(target);
int gapHigh = GetAttribute(LEVEL_GAP_HIGH);
int gapLow = GetAttribute(LEVEL_GAP_LOW);
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if (levelGap >= gapHigh)
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target.intentionSubmodule.RemoveRandomIntendedCard();
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else if (levelGap >= gapLow)
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target.intentionSubmodule.ChangeRandomIntendedCard();
}
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/// <summary>对玩家英雄:等级差达到 High 时塞入扼制,达到 Low 时塞入干扰。</summary>
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private void PlayEffectOnPlayer(CharacterBase target)
{
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int levelGap = GetLevelGap(target);
int gapHigh = GetAttribute(LEVEL_GAP_HIGH);
int gapLow = GetAttribute(LEVEL_GAP_LOW);
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if (levelGap >= gapHigh)
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CardInstance.GenerateCardInstance(GetDerivativeCardData(0), target, Piles.Draw);
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else if (levelGap >= gapLow)
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CardInstance.GenerateCardInstance(GetDerivativeCardData(1), target, Piles.Draw);
}
}
}