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28 changes: 28 additions & 0 deletions internal/character/hanya/attack.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,28 @@
package hanya

import (
"github.com/simimpact/srsim/pkg/engine/info"
"github.com/simimpact/srsim/pkg/key"
"github.com/simimpact/srsim/pkg/model"
)

const (
Normal key.Attack = "hanya-normal"
)

func (c *char) Attack(target key.TargetID, state info.ActionState) {
c.engine.Attack(info.Attack{
Key: Normal,
Source: c.id,
Targets: []key.TargetID{target},
BaseDamage: info.DamageMap{
model.DamageFormula_BY_ATK: basic[c.info.AttackLevelIndex()],
},
StanceDamage: 30,
EnergyGain: 20,
AttackType: model.AttackType_MAZE_NORMAL,
DamageType: model.DamageType_PHYSICAL,
})

state.EndAttack()
}
164 changes: 164 additions & 0 deletions internal/character/hanya/data.go

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63 changes: 63 additions & 0 deletions internal/character/hanya/eidolon.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,63 @@
package hanya

import (
"github.com/simimpact/srsim/pkg/engine/info"
"github.com/simimpact/srsim/pkg/engine/modifier"
"github.com/simimpact/srsim/pkg/engine/prop"
"github.com/simimpact/srsim/pkg/key"
"github.com/simimpact/srsim/pkg/model"
)

const (
E1 = "hanya-e1"
E1Cooldown = "hanya-e1-cooldown"
E2 = "hanya-e2"
)

func init() {
modifier.Register(E1, modifier.Config{
Stacking: modifier.ReplaceBySource,
Listeners: modifier.Listeners{
OnTriggerDeath: E1HanyaAdv,
},
})

modifier.Register(E1Cooldown, modifier.Config{
Listeners: modifier.Listeners{
OnPhase2: E1HanyaCD,
},
})

modifier.Register(E2, modifier.Config{
StatusType: model.StatusType_STATUS_BUFF,
Stacking: modifier.ReplaceBySource,
Duration: 1,
})
}

func (c *char) initEidolons() {
if c.info.Eidolon >= 2 {
c.engine.AddModifier(c.id, info.Modifier{
Name: E2,
Source: c.id,
Stats: info.PropMap{
prop.SPDConvert: 0.2,
},
})
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needs a listener first to check for Skill use and then apply Spd buff

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idea: Change skill logic to check for e2 and add speed modifier with duration of 1 (and other necessary logic etc) instead. Most likely need to add after state.endAttack() is called, but should otherwise have the same semantics. Can check tomorrow to be sure.

}
}

func E1HanyaAdv(mod *modifier.Instance, target key.TargetID) {
if !mod.Engine().HasModifier(mod.Source(), E1Cooldown) {
mod.Engine().ModifyGaugeNormalized(info.ModifyAttribute{
Key: E1,
Source: mod.Owner(),
Target: mod.Source(),
Amount: -1500,
})
}
}

func E1HanyaCD(mod *modifier.Instance) {
mod.RemoveSelf()
}
56 changes: 56 additions & 0 deletions internal/character/hanya/hanya.go
Original file line number Diff line number Diff line change
@@ -0,0 +1,56 @@
package hanya

import (
"github.com/simimpact/srsim/pkg/engine"
"github.com/simimpact/srsim/pkg/engine/info"
"github.com/simimpact/srsim/pkg/engine/target/character"
"github.com/simimpact/srsim/pkg/key"
"github.com/simimpact/srsim/pkg/model"
)

func init() {
character.Register(key.Hanya, character.Config{
Create: NewInstance,
Rarity: 4,
Element: model.DamageType_PHYSICAL,
Path: model.Path_HARMONY,
MaxEnergy: 140,
Promotions: promotions,
Traces: traces,
SkillInfo: character.SkillInfo{
Attack: character.Attack{
SPAdd: 1,
TargetType: model.TargetType_ENEMIES,
},
Skill: character.Skill{
SPNeed: 1,
TargetType: model.TargetType_ENEMIES,
},
Ult: character.Ult{
TargetType: model.TargetType_ALLIES,
},
Technique: character.Technique{
TargetType: model.TargetType_ENEMIES,
IsAttack: true,
},
},
})
}

type char struct {
engine engine.Engine
id key.TargetID
info info.Character
}

func NewInstance(engine engine.Engine, id key.TargetID, charInfo info.Character) info.CharInstance {
c := &char{
engine: engine,
id: id,
info: charInfo,
}

c.initEidolons()

return c
}
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