mirror of
https://github.com/Hibiya615/TetoraKAScript.git
synced 2025-12-17 07:18:15 +08:00
798 lines
34 KiB
C#
798 lines
34 KiB
C#
using System;
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using System.ComponentModel;
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using System.Linq;
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using System.Numerics;
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using System.Collections.Generic;
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using Newtonsoft.Json;
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using Dalamud.Utility.Numerics;
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using KodakkuAssist.Script;
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using KodakkuAssist.Module.GameEvent;
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using KodakkuAssist.Module.Draw;
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using KodakkuAssist.Data;
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using System.Threading.Tasks;
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using KodakkuAssist.Extensions;
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namespace Thornmarch_Extreme;
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[ScriptType(guid: "fc6a6125-4a1d-4669-be4c-9b375dc70ae0", name: "莫古力贤王歼殛战", territorys: [364],
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version: "0.0.0.4", author: "Tetora", note: noteStr)]
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public class ThornmarchExtreme
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{
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const string noteStr =
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"""
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v0.0.0.3:
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LV50 莫古力贤王歼殛战 初版绘制
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不看攻略基本能打,没有做职能限制,不需要的提示自行关闭
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""";
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// 缺少机制:莫古助威歌
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[UserSetting("TTS开关(TTS请二选一开启)")]
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public bool isTTS { get; set; } = false;
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[UserSetting("EdgeTTS开关(TTS请二选一开启)")]
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public bool isEdgeTTS { get; set; } = true;
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[UserSetting("弹窗文本提示开关")]
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public bool isText { get; set; } = true;
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[UserSetting("【开发用】Debug模式")]
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public bool isDebug { get; set; } = false;
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public static bool isTank;
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public static bool isDps;
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public static bool isHealer;
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public void Init(ScriptAccessory accessory)
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{
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var player = accessory.Data.MyObject;
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isTank = player?.IsTank() ?? false;
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isDps = player?.IsDps() ?? false;
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isHealer = player?.IsHealer() ?? false;
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}
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// BOSS复活技能 位高任重 计数
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private volatile int timeMooglesseOblige=0;
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public void 位高任重(ScriptAccessory accessory) {
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timeMooglesseOblige=0;
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}
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#region 副本提示
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[ScriptMethod(name: "开场提示", eventType: EventTypeEnum.Director, eventCondition: ["Command:40000001"])]
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public async void 开场提示(Event @event, ScriptAccessory accessory)
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{
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var isTank = accessory.Data.MyObject?.IsTank() ?? false;
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var isDps = accessory.Data.MyObject?.IsDps() ?? false;
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var isHealer = accessory.Data.MyObject?.IsHealer() ?? false;
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if (isTank && isText)accessory.Method.TextInfo("难度:☆,重点:修小怪血,并一起击杀\nT:贤王吸蓝,不推荐DK拉,注意面向 ", duration: 5000, true);
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if (isDps && isText)accessory.Method.TextInfo("难度:☆,重点:修小怪血,并一起击杀\nD:注意修血,前两次需要同时击杀 ", duration: 5000, true);
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if (isHealer && isText)accessory.Method.TextInfo("难度:☆,重点:修小怪血,并一起击杀\nH:组合技时注意驱散[莫古乱乱乱]与[怒发冲冠]、注意AOE ", duration: 5000, true);
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// if (isText)accessory.Method.TextInfo("难度:☆\n重点机制:修小怪血,并一起击杀 ", duration: 5000, true);
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if (isTTS)accessory.Method.TTS("出啥躲啥,注意修血");
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if (isEdgeTTS)accessory.Method.EdgeTTS("出啥躲啥,注意修血");
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accessory.Method.SendChat("/e ————小抄————\nT:MT拉斧 & 贤王,ST拉壁,注意顺劈面向(贤王会吸蓝,不推荐DK拉)\nD:注意修血,前两次需要同时击杀\nH:组合技时注意驱散[莫古乱乱乱]与[怒发冲冠]、注意AOE");
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}
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[ScriptMethod(name: "小怪出现提示", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2070"])]
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public void 小怪出现提示(Event @event, ScriptAccessory accessory)
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{
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var isTank = accessory.Data.MyObject?.IsTank() ?? false;
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if (!isTank) return;
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if (isText)accessory.Method.TextInfo("MT拉 < 斧 > & < 贤王 > 、ST拉 < 壁 >,都有顺劈\n全部小怪需要同时击杀两次", duration: 5000, true);
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if (isTTS)accessory.Method.TTS("注意面向,注意修血");
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if (isEdgeTTS)accessory.Method.EdgeTTS("注意面向,注意修血");
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accessory.Method.SendChat("/e 拉怪提示:MT拉斧&贤王,ST拉壁,都有顺劈\n全部小怪需要同时击杀两次,随后AOE并狂暴");
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}
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[ScriptMethod(name:"位高任重计数重置",userControl:false,eventType:EventTypeEnum.Chat,
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eventCondition:["Type:NPCDialogueAnnouncements","Message:regex:^家臣们,\n到你们出马的时候了库啵!","Sender:贤王莫古尔·莫古十二世"])]
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public void Reset_MooglesseOblige(Event @event, ScriptAccessory accessory) {
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timeMooglesseOblige=0;
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}
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[ScriptMethod(name: "位高任重 复活提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2069"])]
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public void 位高任重(Event @event, ScriptAccessory accessory)
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{
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++timeMooglesseOblige;
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switch (timeMooglesseOblige)
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{
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case 1:
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{
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if (isText)accessory.Method.TextInfo($"第{timeMooglesseOblige}次复活", duration: 2700, false);
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if (isTTS)accessory.Method.TTS($"第{timeMooglesseOblige}次复活");
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if (isEdgeTTS)accessory.Method.EdgeTTS($"第{timeMooglesseOblige}次复活");
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accessory.Method.SendChat($"/e 已复活次数:{timeMooglesseOblige}");
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}
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break;
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case 2:
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{
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if (isText)accessory.Method.TextInfo($"第{timeMooglesseOblige}次复活,即将超大AOE\n然后打死一只小怪后读条狂暴", duration: 2700, false);
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if (isTTS)accessory.Method.TTS($"第{timeMooglesseOblige}次复活,即将超大AOE");
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if (isEdgeTTS)accessory.Method.EdgeTTS($"第{timeMooglesseOblige}次复活,即将超大AOE");
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accessory.Method.SendChat($"/e 已复活次数:{timeMooglesseOblige}");
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}
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break;
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default:
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{
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accessory.Method.SendChat($"/e 计数错误!当前计数:{timeMooglesseOblige}");
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}
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break;
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}
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}
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#endregion
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#region 小怪基础机制
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[ScriptMethod(name: "毛毛之斧_莫古之暗(顺劈)", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2052"])]
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public void 莫古之暗(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "莫古之暗";
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dp.Color = new Vector4(1f, 0f, 1f, 0.8f);
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(6.9f);
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dp.Radian = 120f.DegToRad();
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dp.Delay = 8000;
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dp.DestoryAt = 2000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp);
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}
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[ScriptMethod(name: "绒绒之壁_莫古之光(顺劈)", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:2054"])]
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public void 莫古之光(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "莫古之光";
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dp.Color = new Vector4(1f, 1f, 1f, 0.5f);
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(6.9f);
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dp.Radian = 120f.DegToRad();
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dp.Delay = 8000;
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dp.DestoryAt = 2000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Fan, dp);
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}
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[ScriptMethod(name: "绵绵之音_莫古力进行曲(增益圈)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:1623"])]
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public void 莫古力进行曲(Event @event, ScriptAccessory accessory)
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{
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if (isText)accessory.Method.TextInfo("将其它莫古拉出增益圈", duration: 5200, false);
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if (isTTS)accessory.Method.TTS("将其它莫古拉出增益圈");
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if (isEdgeTTS)accessory.Method.EdgeTTS("将其它莫古拉出增益圈");
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "莫古力进行曲";
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dp.Color = new Vector4(0f, 1f, 1f, 0.6f);
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dp.Owner = @event.SourceId();
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dp.Scale = new Vector2(10f);
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dp.DestoryAt = 5200;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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}
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[ScriptMethod(name: "绒绒核爆(大钢铁)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2055"])]
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public void 绒绒核爆(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "绒绒核爆";
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dp.Color = accessory.Data.DefaultDangerColor;
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dp.Position = @event.EffectPosition();
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dp.Scale = new Vector2(20.9f);
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dp.DestoryAt = 7700;
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dp.ScaleMode = ScaleMode.ByTime;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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}
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[ScriptMethod(name: "绒绒核爆销毁", eventType: EventTypeEnum.CancelAction, eventCondition: ["ActionId:2055"],userControl: false)]
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public void 绒绒核爆销毁(Event @event, ScriptAccessory accessory)
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{
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accessory.Method.RemoveDraw("绒绒核爆");
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}
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[ScriptMethod(name: "莫古神准箭 点名提示", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:1635"])]
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public void 莫古神准箭(Event @event, ScriptAccessory accessory)
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{
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string tname = @event["TargetName"]?.ToString() ?? "未知目标";
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if (@event.TargetId() == accessory.Data.Me)
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{
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// if (isText)accessory.Method.TextInfo("四连突刺点名", duration: 3700, true);
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if (isTTS)accessory.Method.TTS("四连突刺点名");
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if (isEdgeTTS)accessory.Method.EdgeTTS("四连突刺点名");
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accessory.Method.SendChat("/e 四连突刺点名");
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} else
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{
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// if (isText)accessory.Method.TextInfo($"四连攻击点 <{tname}>", duration: 3700, false);
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if (isTTS)accessory.Method.TTS($"四连攻击点{tname}");
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if (isEdgeTTS)accessory.Method.EdgeTTS($"四连攻击点{tname}");
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accessory.Method.SendChat($"/e 四连攻击点 <{@event.TargetName()}>");
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}
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}
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#endregion
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#region 组合技阶段
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//【组合技:柔柔之力 + 茸茸之愈】
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//【台词】茸茸之愈 库普洛·奇普 2111 把你们都打下来库啵! ; 柔柔之力 普库啦·普奇 2117 打下来,打下来库啵!
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[ScriptMethod(name: "绒绒陨石(圆形AOE)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2056"])]
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public void 绒绒陨石(Event @event, ScriptAccessory accessory)
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{
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "绒绒陨石";
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dp.Color = accessory.Data.DefaultDangerColor;
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dp.Position = @event.EffectPosition();
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dp.Scale = new Vector2(8f);
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dp.DestoryAt = 2700;
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dp.ScaleMode = ScaleMode.ByTime;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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}
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//【组合技:软软之弓 + 绵绵之音 + 蓬蓬之障】
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//【台词】软软之弓 库普括·叩吉 2114 三角攻击库啵! ; 绵绵之音 普库嘻·皮叩 2119 三角关系库啵! ; 蓬蓬之障 普库呐·帕叩 2121 好、好的库啵!
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[ScriptMethod(name: "莫古三角攻击", eventType: EventTypeEnum.NpcYell, eventCondition: ["Id:2114"])]
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public void 莫古三角攻击(Event @event, ScriptAccessory accessory)
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{
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if (isText) accessory.Method.TextInfo("远离中间,靠场边躲避大三角", duration: 5000, true);
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if (isTTS) accessory.Method.TTS("远离中间");
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if (isEdgeTTS) accessory.Method.EdgeTTS("远离中间");
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}
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//【组合技:柔柔之力 + 茸茸之愈 + 毛毛之斧】
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//莫古的诅咒:柔柔之力 对自身周围角色附加60s莫古乱乱乱,使受到 全屏AOE [莫古飞天乱] 的攻击伤害大幅提高。
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//绒绒神圣:茸茸之愈 开始咏唱,咏唱完毕时对全场范围造成高伤害无属性魔法伤害。茸茸之愈 受到一定量伤害后停止咏唱。
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//【台词】毛毛之斧 库普塔·咔帕 2110 转啊转啊库啵! ; 茸茸之愈 库普洛·奇普 2112 莫古也一起攻击库啵! ; 柔柔之力 普库啦·普奇 2118 削弱敌人库啵!
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[ScriptMethod(name: "莫古乱乱乱 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:473"])]
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public void 莫古乱乱乱(Event @event, ScriptAccessory accessory)
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{
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var isHealer = accessory.Data.MyObject?.IsHealer() ?? false;
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if (!isHealer) return;
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if (isText) accessory.Method.TextInfo("驱散 <莫古乱乱乱> ", duration: 5000, true);
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if (isTTS) accessory.Method.TTS("驱散《莫古乱乱乱》");
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if (isEdgeTTS) accessory.Method.EdgeTTS("驱散《莫古乱乱乱》");
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = $"莫古乱乱乱{@event.TargetId()}";
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dp.Color = accessory.Data.DefaultDangerColor;
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dp.TargetObject = @event.TargetId();
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dp.Scale = new(1f);
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dp.DestoryAt = 3000;
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accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
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}
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[ScriptMethod(name: "莫古乱乱乱 驱散销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:473"],userControl: false)]
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public void 莫古乱乱乱驱散销毁(Event @event, ScriptAccessory accessory)
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{
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accessory.Method.RemoveDraw($"莫古乱乱乱{@event.TargetId()}");
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}
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[ScriptMethod(name: "茸茸之愈_绒绒神圣 打断提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2059"])]
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public void 绒绒神圣(Event @event, ScriptAccessory accessory)
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{
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if (isText) accessory.Method.TextInfo("攻击 < 茸茸之愈 > 以打断 < 绒绒神圣 > ", duration: 3000, true);
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if (isTTS) accessory.Method.TTS("攻击《茸茸之愈》打断读条");
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if (isEdgeTTS) accessory.Method.EdgeTTS("攻击《茸茸之愈》打断读条");
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "绒绒神圣";
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dp.Owner = accessory.Data.Me;
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dp.Color = accessory.Data.DefaultSafeColor;
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dp.ScaleMode |= ScaleMode.YByDistance;
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dp.TargetObject = @event.SourceId();
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dp.Scale = new(1);
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dp.DestoryAt = 7700;
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accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp);
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}
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[ScriptMethod(name: "绒绒神圣 打断销毁", eventType: EventTypeEnum.CancelAction, eventCondition: ["ActionId:2059"],userControl: false)]
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public void 绒绒神圣销毁(Event @event, ScriptAccessory accessory)
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{
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accessory.Method.RemoveDraw("绒绒神圣");
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accessory.Method.SendChat("/e 绒绒神圣 已打断");
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}
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//【组合技:蓬蓬之障 + 绒绒之壁 + 软软之弓】
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//绒绒沼泽:蓬蓬之障 在场上召唤绿色毒圈,角色进入会赋予 猛毒。
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//放马过来库啵!:绒绒之壁 对自身周围最近的3名角色连线,同时接近蓬蓬之障。稍后为角色附加18s怒发冲冠,[怒发冲冠]debuff中的玩家会被挑衅,在毒池里持续受到伤害。
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//莫古死亡雨:软软之弓 随机指定任意3名角色为目标,为其附加3把小弓箭组成的褐色圆形 “莫古力剑雨目标” 标记,随后对角色所在位置造成圆形范围无属性突刺伤害。
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//【台词】绒绒之壁 库普迪·库普 2108 好机会库啵! ; 软软之弓 库普括·叩吉 2115 莫古来支援库啵! ; 蓬蓬之障 普库呐·帕叩 2122 和、和练习时一样库啵!
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[ScriptMethod(name: "放马过来库啵 远离提示", eventType: EventTypeEnum.NpcYell, eventCondition: ["Id:2108"])]
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public void 放马过来库啵(Event @event, ScriptAccessory accessory)
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{
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if (isText) accessory.Method.TextInfo("远离 <蓬蓬之障> 与 <绒绒之壁>", duration: 5000, true);
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if (isTTS) accessory.Method.TTS("远离连线目标");
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if (isEdgeTTS) accessory.Method.EdgeTTS("远离连线目标");
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var dp = accessory.Data.GetDefaultDrawProperties();
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dp.Name = "绒绒之壁连线";
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||
dp.Color = new Vector4(1f, 0f, 0f, 1f);
|
||
dp.Owner = @event.SourceId();
|
||
dp.TargetObject = accessory.Data.Me;
|
||
dp.ScaleMode |= ScaleMode.YByDistance;
|
||
dp.Scale = new(1);
|
||
dp.DestoryAt = 6700;
|
||
accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp);
|
||
}
|
||
|
||
/*
|
||
[ScriptMethod(name: "放马过来库啵 连线提示", eventType: EventTypeEnum.Tether, eventCondition: ["Id:000D"])]
|
||
public void 放马过来库啵Thther(Event @event, ScriptAccessory accessory)
|
||
{
|
||
if (isText) accessory.Method.TextInfo("远离 <蓬蓬之障> 与 <绒绒之壁>", duration: 5000, true);
|
||
if (isTTS) accessory.Method.TTS("远离连线目标");
|
||
if (isEdgeTTS) accessory.Method.EdgeTTS("远离连线目标");
|
||
|
||
var dp = accessory.Data.GetDefaultDrawProperties();
|
||
dp.Name = "绒绒之壁连线";
|
||
dp.Color = new Vector4(1f, 0f, 0f, 1f);
|
||
dp.Owner = accessory.Data.Me;
|
||
dp.TargetObject = @event.TargetId();
|
||
dp.ScaleMode |= ScaleMode.YByDistance;
|
||
dp.Scale = new(1);
|
||
dp.DestoryAt = 4200;
|
||
accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp);
|
||
}
|
||
*/
|
||
|
||
[ScriptMethod(name: "怒发冲冠 驱散提示", eventType: EventTypeEnum.StatusAdd, eventCondition: ["StatusID:402"])]
|
||
public void 怒发冲冠(Event @event, ScriptAccessory accessory)
|
||
{
|
||
var isHealer = accessory.Data.MyObject?.IsHealer() ?? false;
|
||
if (!isHealer) return;
|
||
if (isText) accessory.Method.TextInfo("驱散 <怒发冲冠> ", duration: 5000, true);
|
||
if (isTTS) accessory.Method.TTS("驱散《怒发冲灌》");
|
||
if (isEdgeTTS) accessory.Method.EdgeTTS("驱散《怒发冲灌》");
|
||
|
||
var dp = accessory.Data.GetDefaultDrawProperties();
|
||
dp.Name = $"怒发冲冠{@event.TargetId()}";
|
||
dp.Color = accessory.Data.DefaultDangerColor;
|
||
dp.TargetObject = @event.TargetId();
|
||
dp.Scale = new(1f);
|
||
dp.DestoryAt = 3000;
|
||
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
|
||
accessory.Method.RemoveDraw("(绒绒之壁|蓬蓬之障)连线");
|
||
}
|
||
|
||
[ScriptMethod(name: "怒发冲冠 驱散销毁", eventType: EventTypeEnum.StatusRemove, eventCondition: ["StatusID:402"],userControl: false)]
|
||
public void 怒发冲冠驱散销毁(Event @event, ScriptAccessory accessory)
|
||
{
|
||
accessory.Method.RemoveDraw($"怒发冲冠{@event.TargetId()}");
|
||
}
|
||
|
||
[ScriptMethod(name: "莫古死亡雨(点名圆形)", eventType: EventTypeEnum.ActionEffect, eventCondition: ["ActionId:1636"])]
|
||
public void 莫古死亡雨(Event @event, ScriptAccessory accessory)
|
||
{
|
||
var dp = accessory.Data.GetDefaultDrawProperties();
|
||
dp.Name = "莫古死亡雨";
|
||
dp.Color = accessory.Data.DefaultDangerColor;
|
||
dp.Owner = @event.TargetId();
|
||
dp.Scale = new Vector2(6f);
|
||
dp.DestoryAt = 5000;
|
||
accessory.Method.SendDraw(DrawModeEnum.Default, DrawTypeEnum.Circle, dp);
|
||
}
|
||
#endregion
|
||
|
||
#region 狂暴阶段
|
||
[ScriptMethod(name: "莫古陨石(AOE)", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2072","SourceDataId:236"])]
|
||
public void 莫古陨石(Event @event, ScriptAccessory accessory)
|
||
{
|
||
if(isText) accessory.Method.TextInfo("大AOE伤害 ", duration: 4700, true);
|
||
if(isTTS) accessory.Method.TTS("大AOE伤害");
|
||
if(isEdgeTTS) accessory.Method.EdgeTTS("大AOE伤害");
|
||
}
|
||
|
||
[ScriptMethod(name: "死亡莫古警告 狂暴提示", eventType: EventTypeEnum.StartCasting, eventCondition: ["ActionId:2121"])]
|
||
public void 死亡莫古警告(Event @event, ScriptAccessory accessory)
|
||
{
|
||
if(isText) accessory.Method.TextInfo("攻击贤王,狂暴", duration: 5000, true);
|
||
if(isTTS) accessory.Method.TTS("集中攻击贤王");
|
||
if(isEdgeTTS) accessory.Method.EdgeTTS("集中攻击贤王");
|
||
|
||
var dp = accessory.Data.GetDefaultDrawProperties();
|
||
dp.Name = "死亡莫古警告";
|
||
dp.Owner = accessory.Data.Me;
|
||
dp.Color = accessory.Data.DefaultSafeColor;
|
||
dp.ScaleMode |= ScaleMode.YByDistance;
|
||
dp.TargetObject = @event.SourceId();
|
||
dp.Scale = new(1);
|
||
dp.DestoryAt = 1500;
|
||
accessory.Method.SendDraw(DrawModeEnum.Imgui, DrawTypeEnum.Displacement, dp);
|
||
}
|
||
#endregion
|
||
|
||
}
|
||
|
||
|
||
|
||
public static class EventExtensions
|
||
{
|
||
private static bool ParseHexId(string? idStr, out uint id)
|
||
{
|
||
id = 0;
|
||
if (string.IsNullOrEmpty(idStr)) return false;
|
||
try
|
||
{
|
||
var idStr2 = idStr.Replace("0x", "");
|
||
id = uint.Parse(idStr2, System.Globalization.NumberStyles.HexNumber);
|
||
return true;
|
||
}
|
||
catch (Exception)
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
|
||
public static uint ActionId(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<uint>(@event["ActionId"]);
|
||
}
|
||
|
||
public static uint SourceId(this Event @event)
|
||
{
|
||
return ParseHexId(@event["SourceId"], out var id) ? id : 0;
|
||
}
|
||
|
||
public static uint SourceDataId(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<uint>(@event["SourceDataId"]);
|
||
}
|
||
|
||
public static uint Command(this Event @event)
|
||
{
|
||
return ParseHexId(@event["Command"], out var cid) ? cid : 0;
|
||
}
|
||
|
||
public static uint DurationMilliseconds(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<uint>(@event["DurationMilliseconds"]);
|
||
}
|
||
|
||
public static float SourceRotation(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<float>(@event["SourceRotation"]);
|
||
}
|
||
|
||
public static float TargetRotation(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<float>(@event["TargetRotation"]);
|
||
}
|
||
|
||
public static byte Index(this Event @event)
|
||
{
|
||
return (byte)(ParseHexId(@event["Index"], out var index) ? index : 0);
|
||
}
|
||
|
||
public static uint State(this Event @event)
|
||
{
|
||
return ParseHexId(@event["State"], out var state) ? state : 0;
|
||
}
|
||
|
||
public static string SourceName(this Event @event)
|
||
{
|
||
return @event["SourceName"];
|
||
}
|
||
|
||
public static string TargetName(this Event @event)
|
||
{
|
||
return @event["TargetName"];
|
||
}
|
||
|
||
public static uint TargetId(this Event @event)
|
||
{
|
||
return ParseHexId(@event["TargetId"], out var id) ? id : 0;
|
||
}
|
||
|
||
public static Vector3 SourcePosition(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<Vector3>(@event["SourcePosition"]);
|
||
}
|
||
|
||
public static Vector3 TargetPosition(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<Vector3>(@event["TargetPosition"]);
|
||
}
|
||
|
||
public static Vector3 EffectPosition(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<Vector3>(@event["EffectPosition"]);
|
||
}
|
||
|
||
public static uint DirectorId(this Event @event)
|
||
{
|
||
return ParseHexId(@event["DirectorId"], out var id) ? id : 0;
|
||
}
|
||
|
||
public static uint StatusId(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<uint>(@event["StatusId"]);
|
||
}
|
||
|
||
public static uint StackCount(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<uint>(@event["StackCount"]);
|
||
}
|
||
|
||
public static uint Param(this Event @event)
|
||
{
|
||
return JsonConvert.DeserializeObject<uint>(@event["Param"]);
|
||
}
|
||
}
|
||
|
||
public static class DirectionCalc
|
||
{
|
||
// 以北为0建立list
|
||
// Game List Logic
|
||
// 0 - 4 pi
|
||
// 0.25 pi - 3 0.75pi
|
||
// 0.5 pi - 2 0.5pi
|
||
// 0.75 pi - 1 0.25pi
|
||
// pi - 0 0
|
||
// 1.25 pi - 7 1.75pi
|
||
// 1.5 pi - 6 1.5pi
|
||
// 1.75 pi - 5 1.25pi
|
||
// Logic = Pi - Game (+ 2pi)
|
||
|
||
/// <summary>
|
||
/// 将游戏基角度(以南为0,逆时针增加)转为逻辑基角度(以北为0,顺时针增加)
|
||
/// 算法与Logic2Game完全相同,但为了代码可读性,便于区分。
|
||
/// </summary>
|
||
/// <param name="radian">游戏基角度</param>
|
||
/// <returns>逻辑基角度</returns>
|
||
public static float Game2Logic(this float radian)
|
||
{
|
||
// if (r < 0) r = (float)(r + 2 * Math.PI);
|
||
// if (r > 2 * Math.PI) r = (float)(r - 2 * Math.PI);
|
||
|
||
var r = float.Pi - radian;
|
||
r = (r + float.Pi * 2) % (float.Pi * 2);
|
||
return r;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将逻辑基角度(以北为0,顺时针增加)转为游戏基角度(以南为0,逆时针增加)
|
||
/// 算法与Game2Logic完全相同,但为了代码可读性,便于区分。
|
||
/// </summary>
|
||
/// <param name="radian">逻辑基角度</param>
|
||
/// <returns>游戏基角度</returns>
|
||
public static float Logic2Game(this float radian)
|
||
{
|
||
// var r = (float)Math.PI - radian;
|
||
// if (r < Math.PI) r = (float)(r + 2 * Math.PI);
|
||
// if (r > Math.PI) r = (float)(r - 2 * Math.PI);
|
||
|
||
return radian.Game2Logic();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 输入逻辑基角度,获取逻辑方位(斜分割以正上为0,正分割以右上为0,顺时针增加)
|
||
/// </summary>
|
||
/// <param name="radian">逻辑基角度</param>
|
||
/// <param name="dirs">方位总数</param>
|
||
/// <param name="diagDivision">斜分割,默认true</param>
|
||
/// <returns>逻辑基角度对应的逻辑方位</returns>
|
||
public static int Rad2Dirs(this float radian, int dirs, bool diagDivision = true)
|
||
{
|
||
var r = diagDivision
|
||
? Math.Round(radian / (2f * float.Pi / dirs))
|
||
: Math.Floor(radian / (2f * float.Pi / dirs));
|
||
r = (r + dirs) % dirs;
|
||
return (int)r;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 输入坐标,获取逻辑方位(斜分割以正上为0,正分割以右上为0,顺时针增加)
|
||
/// </summary>
|
||
/// <param name="point">坐标点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <param name="dirs">方位总数</param>
|
||
/// <param name="diagDivision">斜分割,默认true</param>
|
||
/// <returns>该坐标点对应的逻辑方位</returns>
|
||
public static int Position2Dirs(this Vector3 point, Vector3 center, int dirs, bool diagDivision = true)
|
||
{
|
||
double dirsDouble = dirs;
|
||
var r = diagDivision
|
||
? Math.Round(dirsDouble / 2 - dirsDouble / 2 * Math.Atan2(point.X - center.X, point.Z - center.Z) / Math.PI) % dirsDouble
|
||
: Math.Floor(dirsDouble / 2 - dirsDouble / 2 * Math.Atan2(point.X - center.X, point.Z - center.Z) / Math.PI) % dirsDouble;
|
||
return (int)r;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 以逻辑基弧度旋转某点
|
||
/// </summary>
|
||
/// <param name="point">待旋转点坐标</param>
|
||
/// <param name="center">中心</param>
|
||
/// <param name="radian">旋转弧度</param>
|
||
/// <returns>旋转后坐标点</returns>
|
||
public static Vector3 RotatePoint(this Vector3 point, Vector3 center, float radian)
|
||
{
|
||
// 围绕某点顺时针旋转某弧度
|
||
Vector2 v2 = new(point.X - center.X, point.Z - center.Z);
|
||
var rot = MathF.PI - MathF.Atan2(v2.X, v2.Y) + radian;
|
||
var length = v2.Length();
|
||
return new Vector3(center.X + MathF.Sin(rot) * length, center.Y, center.Z - MathF.Cos(rot) * length);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 以逻辑基角度从某中心点向外延伸
|
||
/// </summary>
|
||
/// <param name="center">待延伸中心点</param>
|
||
/// <param name="radian">旋转弧度</param>
|
||
/// <param name="length">延伸长度</param>
|
||
/// <returns>延伸后坐标点</returns>
|
||
public static Vector3 ExtendPoint(this Vector3 center, float radian, float length)
|
||
{
|
||
// 令某点以某弧度延伸一定长度
|
||
return new Vector3(center.X + MathF.Sin(radian) * length, center.Y, center.Z - MathF.Cos(radian) * length);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 寻找外侧某点到中心的逻辑基弧度
|
||
/// </summary>
|
||
/// <param name="center">中心</param>
|
||
/// <param name="newPoint">外侧点</param>
|
||
/// <returns>外侧点到中心的逻辑基弧度</returns>
|
||
public static float FindRadian(this Vector3 newPoint, Vector3 center)
|
||
{
|
||
var radian = MathF.PI - MathF.Atan2(newPoint.X - center.X, newPoint.Z - center.Z);
|
||
if (radian < 0)
|
||
radian += 2 * MathF.PI;
|
||
return radian;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将输入点左右折叠
|
||
/// </summary>
|
||
/// <param name="point">待折叠点</param>
|
||
/// <param name="centerX">中心折线坐标点</param>
|
||
/// <returns></returns>
|
||
public static Vector3 FoldPointHorizon(this Vector3 point, float centerX)
|
||
{
|
||
return point with { X = 2 * centerX - point.X };
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将输入点上下折叠
|
||
/// </summary>
|
||
/// <param name="point">待折叠点</param>
|
||
/// <param name="centerZ">中心折线坐标点</param>
|
||
/// <returns></returns>
|
||
public static Vector3 FoldPointVertical(this Vector3 point, float centerZ)
|
||
{
|
||
return point with { Z = 2 * centerZ - point.Z };
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将输入点朝某中心点往内/外同角度延伸,默认向内
|
||
/// </summary>
|
||
/// <param name="point">待延伸点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <param name="length">延伸长度</param>
|
||
/// <param name="isOutside">是否向外延伸</param>>
|
||
/// <returns></returns>
|
||
public static Vector3 PointInOutside(this Vector3 point, Vector3 center, float length, bool isOutside = false)
|
||
{
|
||
Vector2 v2 = new(point.X - center.X, point.Z - center.Z);
|
||
var targetPos = (point - center) / v2.Length() * length * (isOutside ? 1 : -1) + point;
|
||
return targetPos;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获得两点之间距离
|
||
/// </summary>
|
||
/// <param name="point"></param>
|
||
/// <param name="target"></param>
|
||
/// <returns></returns>
|
||
public static float DistanceTo(this Vector3 point, Vector3 target)
|
||
{
|
||
Vector2 v2 = new(point.X - target.X, point.Z - target.Z);
|
||
return v2.Length();
|
||
}
|
||
}
|
||
|
||
|
||
#region 计算函数
|
||
|
||
public static class MathTools
|
||
{
|
||
public static float DegToRad(this float deg) => (deg + 360f) % 360f / 180f * float.Pi;
|
||
public static float RadToDeg(this float rad) => (rad + 2 * float.Pi) % (2 * float.Pi) / float.Pi * 180f;
|
||
|
||
/// <summary>
|
||
/// 获得任意点与中心点的弧度值,以(0, 0, 1)方向为0,以(1, 0, 0)方向为pi/2。
|
||
/// 即,逆时针方向增加。
|
||
/// </summary>
|
||
/// <param name="point">任意点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <returns></returns>
|
||
public static float GetRadian(this Vector3 point, Vector3 center)
|
||
=> MathF.Atan2(point.X - center.X, point.Z - center.Z);
|
||
|
||
/// <summary>
|
||
/// 获得任意点与中心点的长度。
|
||
/// </summary>
|
||
/// <param name="point">任意点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <returns></returns>
|
||
public static float GetLength(this Vector3 point, Vector3 center)
|
||
=> new Vector2(point.X - center.X, point.Z - center.Z).Length();
|
||
|
||
/// <summary>
|
||
/// 将任意点以中心点为圆心,逆时针旋转并延长。
|
||
/// </summary>
|
||
/// <param name="point">任意点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <param name="radian">旋转弧度</param>
|
||
/// <param name="length">基于该点延伸长度</param>
|
||
/// <returns></returns>
|
||
public static Vector3 RotateAndExtend(this Vector3 point, Vector3 center, float radian, float length)
|
||
{
|
||
var baseRad = point.GetRadian(center);
|
||
var baseLength = point.GetLength(center);
|
||
var rotRad = baseRad + radian;
|
||
return new Vector3(
|
||
center.X + MathF.Sin(rotRad) * (length + baseLength),
|
||
center.Y,
|
||
center.Z + MathF.Cos(rotRad) * (length + baseLength)
|
||
);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获得某角度所在划分区域
|
||
/// </summary>
|
||
/// <param name="radian">输入弧度</param>
|
||
/// <param name="regionNum">区域划分数量</param>
|
||
/// <param name="baseRegionIdx">0度所在区域的初始Idx</param>>
|
||
/// <param name="isDiagDiv">是否为斜分割,默认为false</param>
|
||
/// <param name="isCw">是否顺时针增加,默认为false</param>
|
||
/// <returns></returns>
|
||
public static int RadianToRegion(this float radian, int regionNum, int baseRegionIdx = 0, bool isDiagDiv = false, bool isCw = false)
|
||
{
|
||
var sepRad = float.Pi * 2 / regionNum;
|
||
var inputAngle = radian * (isCw ? -1 : 1) + (isDiagDiv ? sepRad / 2 : 0);
|
||
var rad = (inputAngle + 4 * float.Pi) % (2 * float.Pi);
|
||
return ((int)Math.Floor(rad / sepRad) + baseRegionIdx + regionNum) % regionNum;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 将输入点左右折叠
|
||
/// </summary>
|
||
/// <param name="point">待折叠点</param>
|
||
/// <param name="centerX">中心折线坐标点</param>
|
||
/// <returns></returns>
|
||
public static Vector3 FoldPointHorizon(this Vector3 point, float centerX)
|
||
=> point with { X = 2 * centerX - point.X };
|
||
|
||
/// <summary>
|
||
/// 将输入点上下折叠
|
||
/// </summary>
|
||
/// <param name="point">待折叠点</param>
|
||
/// <param name="centerZ">中心折线坐标点</param>
|
||
/// <returns></returns>
|
||
public static Vector3 FoldPointVertical(this Vector3 point, float centerZ)
|
||
=> point with { Z = 2 * centerZ - point.Z };
|
||
|
||
/// <summary>
|
||
/// 将输入点中心对称
|
||
/// </summary>
|
||
/// <param name="point">输入点</param>
|
||
/// <param name="center">中心点</param>
|
||
/// <returns></returns>
|
||
public static Vector3 PointCenterSymmetry(this Vector3 point, Vector3 center)
|
||
=> point.RotateAndExtend(center, float.Pi, 0);
|
||
|
||
/// <summary>
|
||
/// 获取给定数的指定位数
|
||
/// </summary>
|
||
/// <param name="val">给定数值</param>
|
||
/// <param name="x">对应位数,个位为1</param>
|
||
/// <returns></returns>
|
||
public static int GetDecimalDigit(this int val, int x)
|
||
{
|
||
var valStr = val.ToString();
|
||
var length = valStr.Length;
|
||
if (x < 1 || x > length) return -1;
|
||
var digitChar = valStr[length - x]; // 从右往左取第x位
|
||
return int.Parse(digitChar.ToString());
|
||
}
|
||
}
|
||
|
||
#endregion 计算函数 |