一个全随机的刷装备小游戏
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

173 lines
5.4 KiB

import { BattleRole, callReducPercent, replace } from '@/tool';
import { type_boss } from '@/config';
import i18n from '../i18n';
const { t } = i18n;
export interface Skill {
order: number;
lv?: number;
type: string;
name: string;
cd: number;
rmdCd: number;
desc(): string;
beforeBattle(owner: BattleRole, target: BattleRole): void;
beforeAtk(owner: BattleRole, target: BattleRole): void;
afterAtk(owner: BattleRole, target: BattleRole): void;
afterBattle(owner: BattleRole, target: BattleRole): void;
onAtked(owner: BattleRole, target: BattleRole): void;
}
export const skill_type_action = 'action';
export const skill_type_passive = 'passive';
//主动技能
export abstract class ActionSkill implements Skill {
type: string = skill_type_action;
order: number = 10;
abstract name: string;
abstract cd: number;
rmdCd: number = 0;
abstract desc(): string;
beforeBattle(owner: BattleRole, target: BattleRole): void {}
beforeAtk(owner: BattleRole, target: BattleRole): void {
if (this.rmdCd > 0) {
this.rmdCd--;
} else if (owner.action) {
return;
} else {
this.rmdCd = this.cd - 1;
owner.action = this;
// this.use(owner, target);
}
}
abstract use(owner: BattleRole, target: BattleRole): void;
afterAtk(owner: BattleRole, target: BattleRole): void {}
afterBattle(owner: BattleRole, target: BattleRole): void {}
onAtked(owner: BattleRole, target: BattleRole): void {}
}
//被动技能
export abstract class PassiveSkill implements Skill {
type: string = skill_type_passive;
abstract name: string;
order: number = 1;
cd: number = 0;
last: number = 1;
rmdCd: number = 0;
rmdLast: number = -1;
abstract desc(): string;
beforeBattle(owner: BattleRole, target: BattleRole): void {}
beforeAtk(owner: BattleRole, target: BattleRole): void {}
check(owner: BattleRole, target: BattleRole): void {
if (this.rmdCd > 0) {
this.rmdCd--;
} else if (this.trigger(owner, target)) {
this.rmdCd = this.cd - 1;
this.rmdLast = this.last;
}
if (this.rmdLast > 0) {
this.rmdLast--;
this.takeEffect(owner, target);
}
}
abstract trigger(owner: BattleRole, target: BattleRole): boolean;
abstract takeEffect(owner: BattleRole, target: BattleRole): void;
afterAtk(owner: BattleRole, target: BattleRole): void {}
afterBattle(owner: BattleRole, target: BattleRole): void {}
onAtked(owner: BattleRole, target: BattleRole): void {}
}
//攻击前触发的被动
export abstract class PrePassiveSkill extends PassiveSkill {
beforeAtk(owner: BattleRole, target: BattleRole): void {
this.check(owner, target);
}
}
//攻击后触发的被动
export abstract class SufPassiveSkill extends PassiveSkill {
afterAtk(owner: BattleRole, target: BattleRole): void {
this.check(owner, target);
}
}
//被攻击后触发的被动
export abstract class CounterSkill extends PassiveSkill {
onAtked(owner: BattleRole, target: BattleRole): void {
this.check(owner, target);
}
}
//收益技能
export abstract class GainsSkill implements Skill {
order: number = 1;
type: string = skill_type_passive;
abstract name: string;
cd: number = 0;
rmdCd: number = 0;
abstract desc(): string;
beforeBattle(owner: BattleRole, target: BattleRole): void {}
beforeAtk(owner: BattleRole, target: BattleRole): void {}
afterAtk(owner: BattleRole, target: BattleRole): void {}
abstract afterBattle(owner: BattleRole, target: BattleRole): void;
onAtked(owner: BattleRole, target: BattleRole): void {}
}
//吸血技能
export abstract class Vampire extends SufPassiveSkill {
abstract percent: number;
name: string = 'vampire';
rate: number = 100;
desc(): string {
return replace(t('skill.vampire.1'), [this.percent]);
}
trigger(owner: BattleRole, target: BattleRole): boolean {
return true;
}
takeEffect(owner: BattleRole, target: BattleRole): void {
if (owner.dmg <= 0) {
return;
}
let sneak = Math.ceil((owner.dmg * this.percent) / 100);
const tmp = owner.attr.hp - owner.attr.curHp;
sneak = sneak > tmp ? tmp : sneak;
owner.addHp(sneak);
if (sneak > 0) {
const log = replace(t('skill.vampire.2'), [sneak]);
owner.battleLog(log);
}
}
}
//控制技能
export abstract class Control extends ActionSkill {
abstract last: number;
abstract rate: number;
abstract bossRate: number;
use(owner: BattleRole, target: BattleRole) {
owner.dmg = 0;
const rate = target.type == type_boss ? this.bossRate : this.rate;
let log = t('skill.control.2');
if (Math.random() < rate / 100) {
target.control = target.control > this.last ? target.control : this.last;
log = replace(t('skill.control.1'), [t(target.type), this.last]);
}
log = log = replace(t('skill.control.0'), [t(owner.type), t('skill.' + this.name + '.0')]) + log;
owner.battleLog(log);
}
}
//普通攻击
export class Attack extends ActionSkill {
order: number = 999;
name: string = 'attack';
cd: number = 1;
precent: number = 100;
desc(): string {
return t('skill.attack.1');
}
use(owner: BattleRole, target: BattleRole) {
owner.extraAttr.baseAtk += (owner.attr.baseAtk * (this.precent - 100)) / 100;
owner.callDmg(target);
let critLog = owner.crit ? t('skill.crit.0') : '';
if (owner.dmg) {
target.addHp(-1 * owner.dmg);
const log = replace(t('skill.attack.2'), [t(owner.type), t('skill.' + this.name + '.0'), t(target.type), owner.dmg, critLog]);
owner.battleLog(log);
}
}
}