Files
DanhengServer-OpenSource/GameServer/Game/ChessRogue/Modifier/ModifierEffect/Effects/ModifierEffectReplicateCurCellToRandom.cs
2024-10-13 13:47:31 +08:00

70 lines
3.2 KiB
C#

using EggLink.DanhengServer.Enums.Rogue;
using EggLink.DanhengServer.GameServer.Game.Battle;
using EggLink.DanhengServer.GameServer.Game.ChessRogue.Cell;
using EggLink.DanhengServer.GameServer.Server.Packet.Send.ChessRogue;
using EggLink.DanhengServer.GameServer.Server.Packet.Send.RogueModifier;
using EggLink.DanhengServer.Proto;
using EggLink.DanhengServer.Util;
using System.Collections.Generic;
namespace EggLink.DanhengServer.GameServer.Game.ChessRogue.Modifier.ModifierEffect.Effects;
[ModifierEffect(ModifierEffectTypeEnum.ReplicateCurCellToRandom)]
public class ModifierEffectReplicateCurCellToRandom : ModifierEffectHandler
{
public override async ValueTask OnConfirmed(ChessRogueDiceModifierInstance modifierInstance, ChessRogueInstance chessRogueInstance)
{
await chessRogueInstance.Player.SendPacket(new PacketRogueModifierStageStartNotify(modifierInstance.SourceType));
List<ChessRogueCellInstance> targetCells = []; // list of cells can be changed
var types = modifierInstance.EffectConfig.Params.GetValueOrDefault("SourceType", "3").Split(";"); // get the target types
var count = int.Parse(modifierInstance.EffectConfig.Params.GetValueOrDefault("Count", "1")); // get the count of cells to change
var curCell = chessRogueInstance.CurCell;
foreach (var type in types)
{
var cells = chessRogueInstance.RogueCells.Where(x => // get all cells with the target type
x.Value.BlockType == (RogueDLCBlockTypeEnum)int.Parse(type) && !x.Value.IsCollapsed());
targetCells.AddRange(cells.Select(x => x.Value)); // add the cells to the list
}
List<ChessRogueCellInstance> updated = [];
for (var i = 0; i < count; i++)
{
if (targetCells.Count == 0) // if there are no more cells to change, quit the loop
break;
var targetCell = targetCells.RandomElement(); // get a random cell from the list
targetCell.BlockType = curCell?.BlockType ?? RogueDLCBlockTypeEnum.Empty; // set the cell type to the current cell type
targetCells.Remove(targetCell);
updated.Add(targetCell);
}
await chessRogueInstance.Player.SendPacket(new PacketChessRogueCellUpdateNotify(updated,
chessRogueInstance.CurBoardExcel?.ChessBoardID ?? 0, modifierInstance.SourceType,
ChessRogueCellUpdateReason.Modifier));
modifierInstance.IsConfirmed = true;
}
public override async ValueTask SelectModifierCell(ChessRogueDiceModifierInstance modifierInstance, ChessRogueInstance chessRogueInstance,
int selectCellId)
{
await ValueTask.CompletedTask;
}
public override async ValueTask SelectCell(ChessRogueDiceModifierInstance modifierInstance, ChessRogueInstance chessRogueInstance,
int selectCellId)
{
await ValueTask.CompletedTask;
}
public override void BeforeBattle(ChessRogueDiceModifierInstance modifierInstance, BattleInstance battle,
ChessRogueInstance instance)
{
}
public override async ValueTask AfterBattle(ChessRogueDiceModifierInstance modifierInstance, BattleInstance battle)
{
await ValueTask.CompletedTask;
}
}