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bolide.go
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bolide.go
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package bolide
import (
"github.com/genshinsim/gcsim/pkg/core"
"github.com/genshinsim/gcsim/pkg/core/attacks"
"github.com/genshinsim/gcsim/pkg/core/attributes"
"github.com/genshinsim/gcsim/pkg/core/combat"
"github.com/genshinsim/gcsim/pkg/core/keys"
"github.com/genshinsim/gcsim/pkg/core/player/artifact"
"github.com/genshinsim/gcsim/pkg/core/player/character"
"github.com/genshinsim/gcsim/pkg/modifier"
)
func init() {
core.RegisterSetFunc(keys.RetracingBolide, NewSet)
}
type Set struct {
Index int
}
func (s *Set) SetIndex(idx int) { s.Index = idx }
func (s *Set) Init() error { return nil }
func NewSet(c *core.Core, char *character.CharWrapper, count int, param map[string]int) (artifact.Set, error) {
s := Set{}
if count >= 2 {
// shield bonus always active
c.Player.Shields.AddShieldBonusMod("bolide-2pc", -1, func() (float64, bool) {
return 0.35, false
})
}
if count >= 4 {
m := make([]float64, attributes.EndStatType)
m[attributes.DmgP] = 0.4
char.AddAttackMod(character.AttackMod{
Base: modifier.NewBase("bolide-4pc", -1),
Amount: func(atk *combat.AttackEvent, t combat.Target) ([]float64, bool) {
// TODO: works off field?
if c.Player.Active() != char.Index {
return nil, false
}
if atk.Info.AttackTag != attacks.AttackTagNormal && atk.Info.AttackTag != attacks.AttackTagExtra {
return nil, false
}
if !c.Player.Shields.PlayerIsShielded() {
return nil, false
}
return m, true
},
})
}
return &s, nil
}