2026-06-06 03:04:23 +08:00

113 lines
3.5 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年04月23日 星期三 21:04:18
* @Modify:
*/
using RuntimeData;
using System;
using MemoryPack;
using TH1_Anim.Fragments;
using TH1_Core.Managers;
using TH1_Logic.Core;
using TH1Renderer;
namespace Logic.Skill
{
public partial class SurpriseSkill : SkillBase
{
public SurpriseSkill()
{
IsPermanent = true;
TurnsLimit = 0;
Score = 4;
}
public override SkillType GetSkillType()
{
return SkillType.SURPRISE;
}
public override bool IsLimitTargetCounterAttack(UnitData self, MapData mapData)
{
return true;
}
public override void AfterActiveAttackOther(MapData mapData, AttackInfo attackInfo)
{
if (mapData == null || attackInfo?.DamageOrigin == null || attackInfo.DamageOriginGrid == null) return;
if (!mapData.GetPlayerIdByUnitId(attackInfo.DamageOrigin.Id, out var selfPlayerId)) return;
if (!IsEnemyTerritoryOrAdjacent(mapData, attackInfo.DamageOriginGrid, selfPlayerId)) return;
attackInfo.DamageOrigin.AddSkill_Legacy(
SkillType.MOVERANGEUP,
mapData,
false,
0,
false,
-1,
false,
SpecialAddSkillType.AddTurnLimit,
attackInfo.DamageOrigin.Id);
RefreshOriginVisualAfterAttack(mapData, attackInfo.DamageOrigin);
}
private static void RefreshOriginVisualAfterAttack(MapData mapData, UnitData origin)
{
if (mapData != Main.MapData) return;
var scope = PresentationManager.CurrentScope;
if (scope != null)
{
if (MapRenderer.Instance != null &&
MapRenderer.Instance.ROUnitMap.TryGetValue(origin.Id, out var unitRenderer))
{
scope.Add(new FragmentStep
{
Phase = AnimPhase.AttackImpact + 50,
Duration = 0.1f,
Execute = () => { unitRenderer.InstantUpdateUnit(false); }
});
}
}
else
{
if (MapRenderer.Instance != null &&
MapRenderer.Instance.ROUnitMap.TryGetValue(origin.Id, out var unitRenderer))
{
unitRenderer.RenderUpdateUnitImage();
}
}
}
private static bool IsEnemyTerritoryOrAdjacent(MapData mapData, GridData originGrid, uint selfPlayerId)
{
if (IsEnemyTerritory(mapData, originGrid, selfPlayerId)) return true;
var aroundBuf = RentAroundBuf();
mapData.GridMap.GetAroundGridData(1, 1, originGrid, aroundBuf);
foreach (var grid in aroundBuf)
{
if (grid.Id == originGrid.Id) continue;
if (!IsEnemyTerritory(mapData, grid, selfPlayerId)) continue;
ReturnAroundBuf();
return true;
}
ReturnAroundBuf();
return false;
}
private static bool IsEnemyTerritory(MapData mapData, GridData grid, uint selfPlayerId)
{
return grid != null
&& mapData.GetPlayerDataByTerritoryGridId(grid.Id, out var territoryPlayer)
&& !mapData.SameUnion(selfPlayerId, territoryPlayer.Id);
}
}
}