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package citlali | ||
|
||
import ( | ||
"github.com/genshinsim/gcsim/pkg/core/attributes" | ||
"github.com/genshinsim/gcsim/pkg/core/combat" | ||
"github.com/genshinsim/gcsim/pkg/core/event" | ||
"github.com/genshinsim/gcsim/pkg/enemy" | ||
"github.com/genshinsim/gcsim/pkg/modifier" | ||
) | ||
|
||
const ( | ||
nightSoulGenerationIcd = "a1-ns-icd-key" | ||
) | ||
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||
func (c *char) a1() { | ||
if c.Base.Ascension < 1 { | ||
return | ||
} | ||
c.Core.Events.Subscribe(event.OnMelt, c.a1Hook, "citlali-a1-onmelt-res-shred") | ||
c.Core.Events.Subscribe(event.OnFrozen, c.a1Hook, "citlali-a1-onfrozen-res-shred") | ||
} | ||
func (c *char) a1Hook(args ...interface{}) bool { | ||
t, ok := args[0].(*enemy.Enemy) | ||
if !ok { | ||
return false | ||
} | ||
if !c.nightsoulState.HasBlessing() { | ||
return false | ||
} | ||
if !c.StatusIsActive(nightSoulGenerationIcd) { | ||
c.AddStatus(nightSoulGenerationIcd, 8*60, false) | ||
c.nightsoulState.GeneratePoints(16) | ||
c.ActivateItzpapa(c.itzpapaSrc) | ||
if c.Base.Cons >= 1 { | ||
c.numStellarBlades += 3 | ||
} | ||
} | ||
amt := -0.2 | ||
if c.Base.Cons >= 2 { | ||
amt = -0.4 | ||
} | ||
t.AddResistMod(combat.ResistMod{ | ||
Base: modifier.NewBaseWithHitlag("citlali-a1-hydro-res-shred", 12*60), | ||
Ele: attributes.Hydro, | ||
Value: amt, | ||
}) | ||
t.AddResistMod(combat.ResistMod{ | ||
Base: modifier.NewBaseWithHitlag("citlali-a1-pyro-res-shred", 12*60), | ||
Ele: attributes.Pyro, | ||
Value: amt, | ||
}) | ||
return false | ||
} | ||
func (c *char) a4() { | ||
if c.Base.Ascension < 4 { | ||
return | ||
} | ||
c.Core.Events.Subscribe(event.OnNightsoulBurst, func(args ...interface{}) bool { | ||
c.nightsoulState.GeneratePoints(4) | ||
c.ActivateItzpapa(c.itzpapaSrc) | ||
return false | ||
}, "citlali-a4-ns-gain") | ||
} | ||
func (c *char) a4Dmg(abil string) float64 { | ||
if c.Base.Ascension < 4 { | ||
return 0 | ||
} | ||
em := c.NonExtraStat(attributes.EM) | ||
if abil == iceStormAbil { | ||
return 24 * em | ||
} | ||
if abil == frostFallAbil { | ||
return 0.9 * em | ||
} | ||
return 0 | ||
} |
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package citlali | ||
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||
import ( | ||
"github.com/genshinsim/gcsim/internal/frames" | ||
"github.com/genshinsim/gcsim/pkg/core/action" | ||
"github.com/genshinsim/gcsim/pkg/core/attacks" | ||
"github.com/genshinsim/gcsim/pkg/core/attributes" | ||
"github.com/genshinsim/gcsim/pkg/core/combat" | ||
) | ||
|
||
const ( | ||
iceStormHitmark = 118 | ||
spiritVesselSkullHitmark = 223 | ||
iceStormAbil = "Ice Storm DMG" | ||
) | ||
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var ( | ||
burstFrames []int | ||
) | ||
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func init() { | ||
burstFrames = frames.InitAbilSlice(133) // Q -> Swap | ||
} | ||
func (c *char) Burst(p map[string]int) (action.Info, error) { | ||
aiIceStorm := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: iceStormAbil, | ||
AttackTag: attacks.AttackTagElementalBurst, | ||
AdditionalTags: []attacks.AdditionalTag{attacks.AdditionalTagNightsoul}, | ||
ICDTag: attacks.ICDTagNone, | ||
ICDGroup: attacks.ICDGroupDefault, | ||
StrikeType: attacks.StrikeTypeDefault, | ||
Element: attributes.Cryo, | ||
Durability: 50, | ||
Mult: 9.677, | ||
FlatDmg: c.a4Dmg(iceStormAbil), | ||
} | ||
aiSpiritVesselSkull := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: "Spiritvessel Skull DMG", | ||
AttackTag: attacks.AttackTagElementalBurst, | ||
AdditionalTags: []attacks.AdditionalTag{attacks.AdditionalTagNightsoul}, | ||
ICDTag: attacks.ICDTagElementalBurst, // TODO: check this | ||
ICDGroup: attacks.ICDGroupDefault, | ||
StrikeType: attacks.StrikeTypeDefault, | ||
Element: attributes.Cryo, | ||
Durability: 25, | ||
Mult: 2.419, | ||
} | ||
c.ConsumeEnergy(5) | ||
c.SetCD(action.ActionBurst, 15*60) | ||
c.nightsoulState.GeneratePoints(24) | ||
c.ActivateItzpapa(c.itzpapaSrc) | ||
c.Core.QueueAttack(aiIceStorm, combat.NewCircleHitOnTarget(c.Core.Combat.PrimaryTarget(), nil, 6.5), iceStormHitmark, iceStormHitmark) | ||
enemies := c.Core.Combat.EnemiesWithinArea(combat.NewCircleHitOnTarget(c.Core.Combat.Player(), nil, 7), nil) | ||
c.QueueCharTask(func() { | ||
c.nightsoulState.GeneratePoints(float64(3 * len(enemies))) | ||
c.ActivateItzpapa(c.itzpapaSrc) | ||
}, spiritVesselSkullHitmark) | ||
for _, enemy := range enemies { | ||
c.Core.QueueAttack(aiSpiritVesselSkull, combat.NewSingleTargetHit(enemy.Key()), spiritVesselSkullHitmark, spiritVesselSkullHitmark) | ||
} | ||
return action.Info{ | ||
Frames: frames.NewAbilFunc(burstFrames), | ||
AnimationLength: burstFrames[action.InvalidAction], | ||
CanQueueAfter: burstFrames[action.ActionBurst], | ||
State: action.BurstState, | ||
}, nil | ||
} |
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package citlali | ||
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||
// Citlali's Frostfall Storm applies once every 1.5s | ||
// Initial E hit has no ICD. | ||
// Initial burst has no ICD. | ||
// Spiritvessel Skull ICD is default. | ||
// C4 has no ICD. | ||
// NA is default. | ||
// CA has no ICD. | ||
// 5 particles on initial E hit | ||
import ( | ||
tmpl "github.com/genshinsim/gcsim/internal/template/character" | ||
"github.com/genshinsim/gcsim/internal/template/nightsoul" | ||
"github.com/genshinsim/gcsim/pkg/core" | ||
"github.com/genshinsim/gcsim/pkg/core/info" | ||
"github.com/genshinsim/gcsim/pkg/core/keys" | ||
"github.com/genshinsim/gcsim/pkg/core/player/character" | ||
) | ||
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func init() { | ||
core.RegisterCharFunc(keys.Citlali, NewChar) | ||
} | ||
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type char struct { | ||
*tmpl.Character | ||
nightsoulState *nightsoul.State | ||
itzpapaSrc int | ||
skillShield *shd | ||
numStellarBlades int | ||
} | ||
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func NewChar(s *core.Core, w *character.CharWrapper, _ info.CharacterProfile) error { | ||
c := char{} | ||
c.Character = tmpl.NewWithWrapper(s, w) | ||
c.EnergyMax = 60 | ||
c.NormalHitNum = 3 | ||
c.SkillCon = 3 | ||
c.BurstCon = 5 | ||
c.HasArkhe = false | ||
w.Character = &c | ||
c.nightsoulState = nightsoul.New(s, w) | ||
c.nightsoulState.MaxPoints = 80 // TODO: the REAL one | ||
c.itzpapaSrc = -1 | ||
return nil | ||
} | ||
func (c *char) Init() error { | ||
c.a1() | ||
c.a4() | ||
c.c1() | ||
return nil | ||
} | ||
func (c *char) Condition(fields []string) (any, error) { | ||
switch fields[0] { | ||
case "nightsoul": | ||
return c.nightsoulState.Condition(fields) | ||
default: | ||
return c.Character.Condition(fields) | ||
} | ||
} |
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package citlali | ||
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import ( | ||
"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/event" | ||
"github.com/genshinsim/gcsim/pkg/core/glog" | ||
"github.com/genshinsim/gcsim/pkg/core/player/character" | ||
"github.com/genshinsim/gcsim/pkg/modifier" | ||
) | ||
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const c4SkullIcd = "c4-skull-icd" | ||
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// Additionally, when Citlali is using her leap, or is Aiming or using her | ||
// Charged Attack in mid-air, her Phlogiston consumption is decreased by 45%. | ||
// NOT IMPLEMENTED | ||
func (c *char) c1() { | ||
c.Core.Events.Subscribe(event.OnEnemyDamage, func(args ...interface{}) bool { | ||
atk := args[1].(*combat.AttackEvent) | ||
if c.Index == atk.Info.ActorIndex { | ||
return false | ||
} | ||
if c.numStellarBlades > 0 { | ||
em := c.NonExtraStat(attributes.EM) | ||
amt := em * 2 | ||
if c.Core.Flags.LogDebug { | ||
c.Core.Log.NewEvent("Citlali C1 proc dmg add", glog.LogPreDamageMod, atk.Info.ActorIndex). | ||
Write("before", atk.Info.FlatDmg). | ||
Write("addition", amt). | ||
Write("Stellar Blades left", c.numStellarBlades) | ||
} | ||
atk.Info.FlatDmg += amt | ||
c.numStellarBlades-- | ||
} | ||
return false | ||
}, "citlali-c1-on-dmg") | ||
} | ||
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// For now, assuming her shield won't be destroyed ahead of time | ||
func (c *char) c2() { | ||
if c.Base.Cons < 2 { | ||
return | ||
} | ||
chars := c.Core.Player.Chars() | ||
for _, char := range chars { | ||
char.AddStatMod(character.StatMod{ | ||
Base: modifier.NewBaseWithHitlag("citlali-c2-em", 20*60), | ||
AffectedStat: attributes.EM, | ||
Amount: func() ([]float64, bool) { | ||
if c.Index == char.Index { | ||
buffSelf := make([]float64, attributes.EndStatType) | ||
buffSelf[attributes.EM] = 125 | ||
return buffSelf, true | ||
} | ||
buffOther := make([]float64, attributes.EndStatType) | ||
buffOther[attributes.EM] = 250 | ||
return buffOther, true | ||
}, | ||
}) | ||
} | ||
} | ||
func (c *char) c4Skull() { | ||
if c.Base.Cons < 4 { | ||
return | ||
} | ||
if c.StatusIsActive(c4SkullIcd) { | ||
return | ||
} | ||
c.AddStatus(c4SkullIcd, 8*60, false) | ||
c.nightsoulState.GeneratePoints(16) | ||
aiSpiritVesselSkull := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: "Spiritvessel Skull DMG (C4)", | ||
AttackTag: attacks.AttackTagNone, | ||
AdditionalTags: []attacks.AdditionalTag{attacks.AdditionalTagNightsoul}, | ||
ICDTag: attacks.ICDTagElementalBurst, // TODO: check this | ||
ICDGroup: attacks.ICDGroupDefault, | ||
StrikeType: attacks.StrikeTypeDefault, | ||
Element: attributes.Cryo, | ||
Durability: 25, | ||
FlatDmg: 12 * c.NonExtraStat(attributes.EM), | ||
} | ||
// TODO: the actual hitmark | ||
c.Core.QueueAttack(aiSpiritVesselSkull, combat.NewSingleTargetHit(c.Core.Combat.PrimaryTarget().Key()), | ||
spiritVesselSkullHitmark-iceStormHitmark, spiritVesselSkullHitmark-iceStormHitmark) | ||
} |
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