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Copy pathfunction.cpp
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1377 lines (1322 loc) · 59.5 KB
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#include <iostream>
#include <fstream>
#include <sstream>
#include <algorithm>
#include <random>
#include "function.h"
#include "state.h"
#include "character.h"
#include "logic.h"
#include "situation.h"
using namespace std;
//Show the help list in different setting.
void printHelp(const string& name) {
ifstream helpFile("help/" + name + ".txt");
if (helpFile.is_open()) {
cout << helpFile.rdbuf();
} else {
cout << "Help file not found." << endl;
}
helpFile.close();
}
void printDescription(const string &name){
ifstream description("Description/" + name + "des.txt");
if (description.is_open()){
cout << "Please be aware that the description is from the original Honkai: Star Rail, which may not be totally accurate in this game." << endl;
cout << description.rdbuf();
} else{
cout << "Character not found." << endl;
}
description.close();
}
//void printAllCharactersPortrait(vector<Character> allies, vector<Character> enemies){
// vector<char> currentCharacter;
// currentCharacter.insert(currentCharacter.end(),allies.begin().name,allies.end().name);
//
//
//}
void printCharacterPortrait(const string &name) {
ifstream portraitFile("art/" + name + ".txt");
if (portraitFile.is_open()) {
string l;
while (getline(portraitFile, l)) {
for (int i = 0; i < l.size(); i++) {
if (l[i] == '\\' && l[i + 1] == 'e') {
l[i] = '\033';
l.erase(i + 1, 1);
}
}
cout << l << endl;
}
} else {
cout << "Portrait file not found." << endl;
}
portraitFile.close();
}
void printCharacterByLine(const string &name,int charaColor, int line) {
ifstream portraitFile("art/" + name + ".txt");
if (portraitFile.is_open()) {
string l;
int i=0;
while (getline(portraitFile, l)) {
if (i==line) slowPrint(l,{charaColor},0);
i++;
}
cout << " ";
} else {
cout << "Portrait file not found." << endl;
}
portraitFile.close();
}
void printCommandSelected(vector<string> list, int num) {
for (int i=0;i<9;i++){
if (num == i) slowPrint("["+list[i]+"]", {31}, 0);
else cout << " " << list[i] << " ";
if (i !=8) cout << " | ";
else cout << endl;
}
}
void printMainCommandSelected(int num) {
vector<string> list = {"help", "start", "team", "list", "battle", "level", "settings", "restart", "quickstart"};
printCommandSelected(list, num);
}
//To find whether character is available.
int searchCharacter(const vector<Character>& characters, const string& target) {
for (int i = 0; i < characters.size(); ++i) {
if (characters[i].name == target) {
return i;
}
}
return -1;
}
void monkeyLock(State &state, Character &self, bool F){
if (self.faction!="ally") return;
Effect monkey = Effect("Monitor","other",self,-1,0);
bool flag= true;
for (const auto &enemy : state.enemies){
if (enemy.name=="Malefic Ape")
flag=false;
} if (flag && F) return;
if (state.movement=='e' || not F){
for (auto &ally : state.allies){
ally.removeEffect(monkey);
}
self.effects.push_back(monkey);
slowPrint("Malefic Ape marks on "+self.name+"!\n",{31});
}
}
/* Print text slowly, with a delay between each character
* text: the text to print
* delayMS: the delay between each character in milliseconds
* sgr: a vector of SGR codes to apply to the text. See https://en.wikipedia.org/wiki/ANSI_escape_code#SGR_(Select_Graphic_Rendition)_parameters */
void slowPrint(const string& text, const vector<int>& sgr, int delayMS) {
// color code
string code = "\033[";
for (int i = 0; i < sgr.size(); ++i) {
code += to_string(sgr[i]);
if (i < sgr.size() - 1) {
code += ";";
}
}
code += "m";
cout << code;
// text
for (char c : text) {
cout << c << flush;
this_thread::sleep_for(chrono::milliseconds(delayMS));
}
cout << "\033[0m";
}
void addEnergy(Character &target, double increase){
if (target.energy+increase<target.maxEnergy)
target.energy+=increase;
else target.energy=target.maxEnergy;
}
int selectTargetPrompt(vector<Character>& characters) {
do {
cout << "Available targets are: ";
for (int i = 0; i < characters.size(); ++i) {
cout << i + 1 << ". " << characters[i].name << " ";
}
cout << endl << "Select a target (1-" << characters.size() << " or {help|exit}, anything else defaults to 1): ";
string line, move;
getline(cin, line);
stringstream ss(line);
ss >> move;
// process commands
if (move == "help") {
printHelp("battle");
continue;
} else if (move == "exit") {
cout << "Goodbye!" << endl;
exit(0);
}
// type cast to int, check if failed or out of range
try {
int target = stoi(move) - 1;
if (target < 0 || target >= characters.size()) {
slowPrint("Invalid target. Defaulting to 1\n");
return 0;
} else {
return target;
}
} catch (invalid_argument& e) {
slowPrint("Invalid target. Defaulting to 1\n");
return 0;
} catch (out_of_range& e) {
slowPrint("Invalid target. Defaulting to 1\n");
return 0;
}
} while (true);
}
int aiTarget(vector<Character>& character){
int total=0,temp=0;
for (const auto& characters : character)
total+=characters.taunt;
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> distribution(0, total- 1);
int randomNumber = distribution(gen);
for (int i=0;i<character.size();i++){
temp+=character[i].taunt;
if (temp>randomNumber)
return i;
}
return -1;
}
void insertEnemyAbility(Character &enemy){
if (enemy.name== "Antibaryon") {
enemy.nameColor={37};
enemy.basicAtk = [](Character &self, State &state) {
int target= aiTarget(state.allies);
slowPrint("Antibaryon: 消滅\n",{31});
singleAttack(state, self, target, 2.5);
state.timelineProceed = true;
};
} else if (enemy.name== "Trampler"){
enemy.nameColor={37};
enemy.basicAtk = [](Character &self, State &state){
Effect lockOn("lockOn", "other", self, -1, 1); // idk what happen
int target= aiTarget(state.allies);
bool locked= false;
for (int i=0;i<state.allies.size();i++){
for (const auto &effect : state.allies[i].effects){
if (effect.name=="lockOn"){
target=i;
locked= true;
}
}
}
if (locked) {
slowPrint("Trampler: 強弓の終末\n");
singleAttack(state, self, target, 6.0);
state.allies[target].removeEffect(lockOn);
} else {
if (hit(20)) {
slowPrint("Trampler: 螺旋の弓矢\nTrampler locks on to "+state.allies[target].name+"!\n"+"Cast End of Bow to this target in the next action.\n",{31});
state.allies[target].effects.push_back(lockOn);
} else if (hit(37.5)){
slowPrint("Trampler: 侵略の鉄蹄\n",{31});
singleAttack(state,self,target,4.0);
} else if (hit(60)){
slowPrint("Trampler: 戦争の蹂躙\n",{31});
blastAttack(state,self,target,2.5,2.5);
} else {
slowPrint("Trampler: 虚実の投影\n",{31});
singleAttack(state,self,target,3.0);
}
}
state.timelineProceed = true;
};
} else if (enemy.name== "Reaver"){
enemy.nameColor={37};
enemy.basicAtk = [](Character &self, State &state) {
int target= aiTarget(state.allies);
if (hit(50)) {
slowPrint("Reaver: 略奪の斬撃\n", {31});
singleAttack(state, self, target, 2.5);
} else {
slowPrint("Reaver: 狩猟の刃\n",{31});
blastAttack(state,self,target,1.5,1.5);
}
state.timelineProceed = true;
};
// https://honkai-star-rail.fandom.com/wiki/Automaton_Spider
// AutomationSpider, 1, 100, 10000, 552, 900, 500
} else if (enemy.name == "AutomatonSpider") {
enemy.nameColor = {34};
enemy.basicAtk = [](Character &self, State &state) {
int target= aiTarget(state.allies);
if (hit(50)) {
slowPrint("AutomatonSpider: 突進!\n",self.nameColor);
singleAttack(state, self, target, 2.0);
} else {
slowPrint("AutomatonSpider: 時限モジュール!!!\nThe next action uses \"自爆モジュール\"\n");
//idk is there any lyris so i put in megumin lyris from konosuba
Effect explosion = Effect("Self-destruct", "other", self, 1, 0);
self.effects.push_back(explosion);
explosion.endRound = [](Effect &self, Character &master, State &state) {
self.duration--;
if (self.duration == 0) {
int target = aiTarget(state.allies);
blastAttack(state,master,target,5.0,5.0);
master.hp = 0;
}
};
}
};
} else if (enemy.name== "Golden Hound"){
enemy.nameColor={37};
enemy.basicAtk = [](Character &self, State &state) {
int target= aiTarget(state.allies);
slowPrint("Golden Hound: 角抵\n", {31});
singleAttack(state, self, target, 2.5);
state.timelineProceed = true;
};
enemy.onHit = [](Character&self, State &state, Character &attacker){
if (self.hp<=0){
slowPrint("遠吠え",{31});
//TODO: change next-move character to the character next to golden hound
}
};
} else if (enemy.name== "Malefic Ape"){
Effect monkeTarget = Effect("Gusto", "other", enemy, -1, 0);
Effect monkeRage = Effect("Enhance","buff", enemy, -1,0);
enemy.effects.push_back(monkeTarget);
enemy.effects.push_back(monkeRage);
enemy.nameColor={35};
enemy.basicAtk = [](Character &self, State &state) {
int target = aiTarget(state.allies);
for (int i=0;i<state.allies.size();i++){
int index = state.allies[i].getEffectLoc("Monitor");
if (index!=-1){
target=i;
}
}
Effect &genki = self.getEffectOrCrash("Gusto");
Effect &wakuwaku = self.getEffectOrCrash("Enhance");
if (genki.stack==0){
slowPrint("Malefic Ape: 怒哮\n",self.nameColor);
slowPrint("Malefic Ape gains 3 stacks of Gusto.\n",self.nameColor);
monkeyLock(state,state.allies[target],false);
slowPrint("Any target that uses their Skill will become the new Monitored target.\n",self.nameColor);
genki.stack+=3;
} else {
double increased_atk = self.baseAtk*0.2;
self.atk += increased_atk*wakuwaku.stack;
wakuwaku.values.push_back(increased_atk);
wakuwaku.endRound = [](Effect &self, Character &master, State &state) {
self.duration--;
if (self.duration == 0) {
master.atk -= self.values[0];
master.removeEffect((self));
}
};
if (wakuwaku.stack<3){
slowPrint("Malefic Ape: Enhance\n",self.nameColor);
slowPrint("Malefic Ape boosted its damage\n",self.nameColor);
wakuwaku.stack+=1;
}
genki.stack-=1;
slowPrint("Malefic Ape: 獣撃\n",self.nameColor);
singleAttack(state,self, target,4.75);
if (genki.stack==0)
slowPrint("Malefic Ape is exhausted\n",self.nameColor);
}
state.timelineProceed = true;
};
} else if (enemy.name== "Wooden Lupus"){
Effect howl = Effect("howling","other",enemy,-1,1);
enemy.effects.push_back(howl);
enemy.nameColor={36};
enemy.basicAtk = [](Character &self, State &state) {
Effect &summon=self.getEffectOrCrash("howling");
Effect bilibili = Effect("Shocked","debuff",self,3,1);
bilibili.values.push_back(self.atk * 1.2); // atk to calculate damage
bilibili.startRound = [](Effect &self, Character &master, State &state) {
dot(self, master);
self.duration--;
if (self.duration == 0) {
master.removeEffect(self);
}
};
int target= aiTarget(state.allies);
if (summon.stack==0) {
slowPrint("Wooden Lupus: 狼餐\n", self.nameColor);
singleAttack(state, self, target, 2);
if (hit(80) && state.allies[target].hp>0) {
int con=state.allies[target].getEffectLoc("Shocked");
slowPrint(state.allies[target].name+" is Shocked for 3 turns.\n",{31});
if (con==-1)
state.allies[target].effects.push_back(bilibili);
else
state.allies[target].effects[con].duration=3;
}
} else {
slowPrint("Wooden Lupus: 嘯合\n",self.nameColor);
slowPrint("Wooden Lupus summoned Shadow Jackhyena!\n",self.nameColor);
summon.stack-=1;
Character wolf= Character("Shadow Jackhyena",self.level,120,self.hp,155,700,0,0,0,0, self.maxHp);
wolf.maxHp=self.maxHp; wolf.faction="enemy";
insertEnemyAbility(wolf);
state.enemies.push_back(wolf);
}
state.timelineProceed = true;
};
} else if (enemy.name== "Shadow Jackhyena"){
enemy.nameColor={36};
enemy.basicAtk = [](Character &self, State &state) {
int target= aiTarget(state.allies);
slowPrint("Shadow Jackhyena: 狼餐\n", self.nameColor);
singleAttack(state, self, target, 2);
//TODO:dot atk
state.timelineProceed = true;
};
} else if (enemy.name== "Mara-Struck Soldier") {
enemy.nameColor={36};
Effect regen = Effect("Mara-Struck","other",enemy,0,1);
regen.endRound = [](Effect &self, Character &master, State &state) {
if(master.hp >= 0 ) {
master.hp += master.baseHp*0.5;
cout<<self.name<<" regen "<<endl;
self.stack--;
}
if(self.stack==0) {
master.removeEffect(self);
}
};
enemy.basicAtk = [](Character &self, State &state) {
int target = aiTarget((state.allies));
singleAttack(state, self, target,2);
Effect DoT = Effect("Wind Shear","debuff",self,3,2);
DoT.values.push_back(self.atk);
DoT.startRound = [](Effect &self, Character &master, State &state) {
dot(self, master);
self.duration--;
if (self.duration==0) {
master.removeEffect(self);
}
};
if(hit(85)) {
state.allies[target].effects.push_back(DoT);
}
state.timelineProceed = true;
};
} else if(enemy.name == "Sweet Gorilla"){
enemy.nameColor={93};
enemy.basicAtk = [](Character &self, State &state) {
Effect lowerDef= Effect("DEF reduction","debuff",self,2,0);
lowerDef.endRound = [](Effect &self, Character &master, State &state) {
self.stack-=1;
if(self.stack==0) {
master.def+=self.values[0];
master.removeEffect(self);
}
};
Effect freeDrinkCharge = Effect("Charge","other",self,-1,0);
int target= aiTarget(state.allies);
bool drinkCharge=false;
if (self.getEffectLoc("Charge")!=-1) drinkCharge=true;
if (drinkCharge){
Effect &charge = self.getEffectOrCrash("Charge");
self.dmgReduction-=charge.values[0];
self.removeEffect(charge);
slowPrint("スウィート.ゴリラ: フリードリンク(飲み放題)\n",self.nameColor);
for (int i=0;i<4;i++){
target= aiTarget(state.allies);
Character &defender=state.allies[target];
singleAttack(state,self,target,2.0);
if (hit(90)){
slowPrint(defender.name+"'s defense is decreased.\n",{31});
if (defender.getEffectLoc("DEF reduction")==-1) {
double decreased_def = defender.baseDef*0.2;
lowerDef.values.push_back(decreased_def);
defender.effects.push_back(lowerDef);
defender.def-=decreased_def;
} else {
Effect freeDrink = defender.getEffectOrCrash("DEF reduction");
freeDrink.duration=2;
}
}
}
}else if (hit(50)) { //normal atk
Character &defender=state.allies[target];
slowPrint("スウィート.ゴリラ: フリードリンク(数量限定)\n",self.nameColor);
singleAttack(state, self, target, 3.8);
if (hit(90)){
slowPrint(defender.name+"'s defense is decreased.\n",{31});
if (defender.getEffectLoc("DEF reduction")==-1) {
int decreased_def = static_cast<int>(defender.baseDef*0.2);
lowerDef.values.push_back(decreased_def);
defender.effects.push_back(lowerDef);
defender.def-=decreased_def;
} else {
Effect freeDrink = defender.getEffectOrCrash("DEF reduction");
freeDrink.duration=2;
}
}
} else { //charge
slowPrint("スウィート.ゴリラ: スラーダ噴水\n",self.nameColor);
slowPrint("Sweet Gorilla enters the Charge state and gains Toughness Protection.\nWhen taking action the next time, uses フリードリンク(飲み放題).\n",self.nameColor);
double increased_dmg_reduction = 0.2;
freeDrinkCharge.values.push_back(increased_dmg_reduction);
self.effects.push_back(freeDrinkCharge);
self.dmgReduction+=increased_dmg_reduction;
}
state.timelineProceed = true;
};
} else if (enemy.name == "Bubble Hound"){
enemy.nameColor={93};
Effect dogTalent = Effect("Hearty Revelry","other",enemy,-1,0);
dogTalent.startRound = [](Effect &self, Character &master, State &state){
for (auto &effect:master.effects){if (effect.type=="debuff") self.stack+=1;}
if (self.stack>4) self.stack=4;
double increased_atk=master.baseAtk*self.stack*0.4;
master.atk+=increased_atk;
self.values.push_back(increased_atk);
};
dogTalent.endRound = [](Effect &self, Character &master, State &state){
master.atk-=self.values[0];
self.values={};
self.stack=0;
};
enemy.effects.push_back(dogTalent);
enemy.basicAtk = [](Character &self, State &state) {
int target= aiTarget(state.allies);
slowPrint("ソーダドッグ: 飲みの誘い\n",self.nameColor);
singleAttack(state, self, target, 2.5);
state.timelineProceed = true;
};
} else if (enemy.name=="Birdskull"){
enemy.nameColor={33};
enemy.basicAtk = [](Character &self, State &state) {
Effect bleeding = Effect("Bleeding","debuff",self,2,1);
bleeding.startRound = [](Effect &self, Character &master, State &state) {
dot(self, master,2);
self.duration--;
if (self.duration == 0) {
master.removeEffect(self);
}
};
int target= aiTarget(state.allies);
Character &defender = state.allies[target];
slowPrint("踊る仮面の鳥: 舞踏への誘い\n");
singleAttack(state, self, target, 2.5);
if (hit(50)){
if (defender.getEffectLoc("Bleeding")!=-1) defender.effects.push_back(bleeding);
else defender.getEffectOrCrash("Bleeding").duration=2;
slowPrint(defender.name+" is bleeding.\n");
}
state.timelineProceed = true;
};
}
}
// For character voice lines see https://wiki.biligame.com/sr/%E8%A7%92%E8%89%B2%E8%AF%AD%E9%9F%B3
// For character abilities see https://www.prydwen.gg/star-rail/characters
// If u can't 100% copy the ability, just make a similar one and write a comment to explain what changes u made
void insertCharacterAbility(Character &character) {
if (character.name == "Clara") {
// character.name= "\033[91mClara\033[0m";
character.nameColor = {36};
Effect enhancedCounter = Effect("Enhanced Counter", "other", character, -1, 0);
character.effects.push_back(enhancedCounter);
character.dmgReduction = 0.1;
character.basicAtk = [](Character &self, State &state) { // I Want to Help
int target = selectTargetPrompt(state.enemies);
if (hit(50)) slowPrint("クラーラ:気を付けて、スヴァローグ!\n", self.nameColor);
else slowPrint("スヴァローグ:排除する。\n", self.nameColor);
singleAttack(state, self, target, 1.0);
addEnergy(self,20);
state.incSkillPoint();
state.timelineProceed = true;
};
character.skill = [](Character &self, State &state) { // Svarog Watches Over You
if (!state.decSkillPoint()) {
slowPrint("No skill points left.\n", {91});
return;
}
if (hit(50)) slowPrint("スヴァローグ:隠れろ。\n", self.nameColor);
else slowPrint("スヴァローグ:殲滅開始。\n", self.nameColor);
for (auto &enemy : state.enemies) {
if (enemy.getEffectLoc("Mark of Counter") != -1) {
enemy.effects.erase(enemy.effects.begin() + enemy.getEffectLoc("Mark of Counter"));
singleAttack(state, self, searchCharacter(state.enemies, enemy.name), 2.4);
} else {
singleAttack(state, self, searchCharacter(state.enemies, enemy.name), 1.2);
}
}
addEnergy(self,30);
state.timelineProceed = true;
};
character.ult = [](Character &self, State &state) { // Promise, Not Command
Effect enhancedCounter = self.getEffectOrCrash("Enhanced Counter");
self.taunt*=5;
slowPrint("クラーラ:クラーラも…みんなを守りたい! \nクラーラ:助けて、スヴァローグ!\n", {37});
addEnergy(self,5);
Effect ultEfx("Promise, Not Command", "buff", self, 2, 0);
ultEfx.endRound = [](Effect &self, Character &master, State &state) {
self.duration--;
if (self.duration == 0) {
master.taunt/=5;
master.dmgReduction -= 0.25;
master.removeEffect(self);
}
};
self.dmgReduction += 0.25;
enhancedCounter.stack += 2;
};
character.onHit = [](Character &self, State &state, Character &attacker) { // Because We're Family
Effect enhancedCounter = self.getEffectOrCrash("Enhanced Counter");
if (hit(30)) { // should have determined by damage taken but I'm lazy
slowPrint("クラーラ:…痛い。\n", {37});
} else {
slowPrint("スヴァローグ:平気か?\n", {36});
slowPrint("クラーラ:大丈夫。\n", {37});
}
addEnergy(self,10);
Effect counter("Mark of Counter", "other",self, -1, 1);
attacker.effects.push_back(counter);
if (hit(50)) {
slowPrint("スヴァローグ:クラーラから離れろ。\n", {36});
} else {
slowPrint("スヴァローグ:命令執行。\n", {36});
}
int target = searchCharacter(state.enemies, attacker.name);
if (enhancedCounter.stack > 0) {
blastAttack(state, self, target, 3.2, 1.6);
enhancedCounter.stack--;
} else {
singleAttack(state, self, target, 1.6);
}
};
}
else if (character.name== "Jingliu") {
// character.name="\033[34mJingliu\033[0m";
character.nameColor = {34};
Effect syzygy("Syzygy", "other", character, -1, 0);
Effect transmigration("Spectral Transmigration", "other", character, -1, 0);
character.effects.push_back(syzygy);
character.effects.push_back(transmigration);
character.basicAtk = [](Character &self, State &state) { // Lucent Moonglow
Effect &transmigration = self.getEffectOrCrash("Spectral Transmigration");
if (transmigration.stack == 1) {
slowPrint("Basic Attack is disabled during Spectral Transmigration mode.\n",{91});
return;
}
int target = selectTargetPrompt(state.enemies);
slowPrint("鏡流:切先は戻らぬ!\n", self.nameColor);
singleAttack(state, self, target, 1.0);
addEnergy(self,20);
state.incSkillPoint();
state.timelineProceed = true;
};
character.skill = [](Character &self, State &state) {
Effect &syzygy = self.getEffectOrCrash("Syzygy");
Effect &transmigration = self.getEffectOrCrash("Spectral Transmigration");
if (transmigration.stack == 0) { // Transcendent Flash
if (!state.decSkillPoint()) {
slowPrint("No skill points left.\n", {91});
return;
}
int target = selectTargetPrompt(state.enemies);
slowPrint("鏡流:飛光よ、差せ!\n", self.nameColor);
syzygy.stack += 1;
slowPrint("Syzygy stack: " + to_string(syzygy.stack) + "\n",self.nameColor);
singleAttack(state, self, target, 2.0);
addEnergy(self,20);
state.timelineProceed = true;
if (syzygy.stack >= 2 && transmigration.stack == 0) {
transmigration.stack = 1;
self.critRate += 50;
self.remTime = 0;
state.timelineProceed = false; // 100% speed up
slowPrint("鏡流:乗月返真。 (Spectral Transmigration mode activated)\n", self.nameColor);
}
} else { // Moon On Glacial River
// does not consume skill point
int target = selectTargetPrompt(state.enemies);
slowPrint("鏡流:月光を剣とせん。\n",self.nameColor);
// talent: drain allies' hp and increase atk
double totalRemoved = 0;
for (auto &ally : state.allies) {
if (&ally != &self) {
double removed = max(ally.baseHp * 0.04, 1.0);
totalRemoved += removed;
ally.hp -= removed;
}
}
double increasedAtk = max(totalRemoved * 5.4, self.baseAtk * 1.8);
self.atk += increasedAtk;
blastAttack(state, self, target, 2.5, 1.25);
self.atk -= increasedAtk;
addEnergy(self,30);
syzygy.stack -= 1;
if (syzygy.stack == 0) {
transmigration.stack = 0;
self.critRate -= 50;
slowPrint("Syzygy stack is 0. Special Transmigration mode deactivated.\n", self.nameColor);
} else {
slowPrint("Syzygy stack: " + to_string(syzygy.stack) + " (Spectral Transmigration mode active)\n", self.nameColor);
}
state.timelineProceed = true;
}
};
character.ult = [](Character &self, State &state) { // Florephemeral Dreamflux
Effect &syzygy = self.getEffectOrCrash("Syzygy");
Effect &transmigration = self.getEffectOrCrash("Spectral Transmigration");
int target = selectTargetPrompt(state.enemies);
slowPrint("鏡流:この月華で… \n鏡流:すべてを照らさん!\n", self.nameColor);
// talent: drain allies' hp and increase atk
double totalRemoved = 0;
for (auto &ally : state.allies) {
if (&ally != &self) {
double removed = max(ally.baseHp * 0.04, 1.0);
totalRemoved += removed;
ally.hp -= removed;
}
}
double increasedAtk = max(totalRemoved * 5.4, self.baseAtk * 1.8);
self.atk += increasedAtk;
blastAttack(state, self, target, 3.0, 1.5);
self.atk -= increasedAtk;
addEnergy(self,5);
syzygy.stack += 1;
slowPrint("Syzygy stack: " + to_string(syzygy.stack) + "\n", self.nameColor);
if (syzygy.stack >= 2 && transmigration.stack == 0) {
transmigration.stack = 1;
self.critRate += 50;
self.remTime = 0;
slowPrint("鏡流:乗月返真。 (Spectral Transmigration mode activated)\n", self.nameColor);
}
};
}
else if (character.name == "Tingyun") {
// character.name= "\033[91mClara\033[0m";
//Effect enhancedCounter = Effect("Enhanced Counter", -1, 0);
character.nameColor ={95};
character.basicAtk = [](Character &self, State &state) { // Dislodged
Effect &transmigration = self.getEffectOrCrash("Spectral Transmigration");
if (transmigration.stack == 1) {
slowPrint("Basic Attack is disabled during Spectral Transmigration mode.\n",self.nameColor);
return;
}
int target = selectTargetPrompt(state.enemies);
slowPrint("落ち着いて。\n", self.nameColor);
singleAttack(state, self, target, 1.0);
addEnergy(self,20);
state.incSkillPoint();
state.timelineProceed = true;
};
character.skill = [](Character &self, State &state) { // Soothing Melody
Effect benediction("Benediction", "buff", self, 3, 0); // benediction for allies
Effect speed_up ("Speed up", "buff", self, 1, 0); // self speed up
if (!state.decSkillPoint()) {
slowPrint("No skill points left.\n", self.nameColor);
return;
}
// benediction part
slowPrint("停云:万事順調~\n停云:諸悪退散~\n", self.nameColor);
int target = selectTargetPrompt(state.allies);// selecting target
Character &allies = state.allies[target];
double increased_atk = allies.baseAtk * 0.5;
if (increased_atk > self.atk*0.25) {
increased_atk = self.atk*0.25;
}
benediction.values.push_back(increased_atk);
allies.effects.push_back(benediction);
allies.atk += increased_atk;
benediction.endRound = [](Effect &self, Character &master, State &state) {
self.duration--;
if (self.duration == 0) {
master.atk-=self.values[0];
master.removeEffect(self);
}
};
// benediction part end
// speed up
self.effects.push_back(speed_up);
double increased_speed = self.baseSpeed*0.2;
self.changeSpeed(increased_speed);
speed_up.values.push_back((increased_speed));
speed_up.endRound = [](Effect &self, Character &master, State &state) {
self.duration--;
if (self.duration == 0) {
master.changeSpeed(-self.values[0]);
master.removeEffect((self));
}
};
state.timelineProceed=true;
};
character.ult = [](Character &self, State &state) { // Amidst the Rejoicing Clouds
int target = selectTargetPrompt(state.allies);
Character &allies = state.allies[target];
slowPrint("停云:万事吉とならん、一心同帰\n", self.nameColor);
addEnergy(allies,50);
Effect ultEfx("Amidst the Rejoicing Clouds", "buff", self, 2, 0);
allies.effects.push_back(ultEfx);
double dmg_b = 0.5;
allies.dmgBonus += dmg_b;
ultEfx.values.push_back(dmg_b);
ultEfx.endRound = [](Effect &self, Character &master, State &state) {
self.duration--;
if (self.duration == 0) {
master.dmgBonus -= self.values[0];
master.removeEffect((self));
}
};
};
} else if (character.name=="Huohuo") {
character.nameColor = {32};
character.basicAtk = [](Character &self, State &state) { // Banner: Stormcaller
int target = selectTargetPrompt(state.enemies);
if (hit(50)) slowPrint("シッポ:ほーらよっと。\nフォフォ:やあああ――\n", self.nameColor);
else slowPrint("フォフォ:いやあ助けてええっ――\n", self.nameColor);
singleAttack(state, self, target, 1.0);
addEnergy(self, 20);
state.incSkillPoint();
state.timelineProceed = true;
};
character.skill = [](Character &self, State &state) { // Talisman: Protection
if (!state.decSkillPoint()) {
slowPrint("No skill points left.\n", self.nameColor);
return;
}
int targetPos = selectTargetPrompt(state.allies);
Character &target = state.allies[targetPos];
if (hit(50)) slowPrint("フォフォ:邪を払い...魅を縛らん...\n", self.nameColor);
else slowPrint("フォフォ:霊符よ...守りたまえ...\n", self.nameColor);
addEnergy(self,30);
target.cleanseDebuff();
blastHealing(state, self, targetPos, 0.21, 0.168, 560, 448);
// divine provision - added to allies instead for simplicity
for (auto &ally: state.allies) {
Effect skillEfx("Divine Provision", "buff", self, 2, 1);
skillEfx.startRound = [](Effect &self, Character &master, State &state) {
if (master.name == "Huohuo") {
self.duration--;
if (self.duration == 0) {
for (auto &ally: state.allies) {
ally.removeEffect(ally.getEffectOrCrash("Divine Provision"));
}
}
}
// heal
int huohuoPos = searchCharacter(state.allies, "Huohuo");
if (huohuoPos != -1) {
for (auto &ally: state.allies) {
ally.removeEffect(ally.getEffectOrCrash("Divine Provision"));
}
}
Character &huohuo = state.allies[huohuoPos];
master.cleanseDebuff();
int masterPos = searchCharacter(state.allies, master.name);
singleHeal(state, huohuo, masterPos, 0.045, 120);
};
ally.effects.push_back(skillEfx);
}
state.timelineProceed = true;
};
character.ult = [](Character &self, State &state) { // Tail: Spiritual Domination
slowPrint("フォフォ:こ、来ないで...\n",self.nameColor);
slowPrint("",{},500);
slowPrint("シッポ:うろちょろと目障りなんだよ...悪鬼は、俺様だけで充分だ!\n",self.nameColor);
for (auto & ally : state.allies) {
Effect tail("Spiritual Domination", "buff", self, 2,0);
ally.effects.push_back(tail);
if (ally.name != self.name) {
double charge = ally.maxEnergy * 0.2;
addEnergy(ally, charge);
} else addEnergy(self,5);
double increased_atk = ally.baseAtk * 0.2;
ally.atk += increased_atk;
tail.values.push_back(increased_atk);
tail.endRound = [](Effect &self, Character &master, State &state) {
self.duration--;
if (self.duration == 0) {
master.atk -= self.values[0];
master.removeEffect((self));
}
};
}
};
}
//Huohuo
//Kafka
else if (character.name == "Kafka") {
character.nameColor ={35};
character.basicAtk = [](Character &self, State &state) { // Midnight Tumult
int target = selectTargetPrompt(state.enemies);
slowPrint("カフカ: 一瞬よ。\n", self.nameColor);
singleAttack(state, self, target, 1.0);
addEnergy(self, 20);
state.incSkillPoint();
state.timelineProceed = true;
};
character.skill = [](Character &self, State &state) { // Caressing Moonlight
if (!state.decSkillPoint()) {
slowPrint("No skill points left.\n", {91});
return;
}
//skill point check
int target = selectTargetPrompt(state.enemies);
blastAttack(state, self, target, 1.6, 0.6);
//slowPrint((" ")); seem there are no lyris when kafka use skill
addEnergy(self, 30);
state.timelineProceed = true;
};
character.ult = [](Character &self, State &state) { // Twilight Trill
//int character_pos = searchCharacter(state.allies, self.name);
slowPrint("カフカ: 素晴らしい時は…やがて過ぎ去る。\n", self.nameColor);
slowPrint("カフカ: お別れの時間よ…ポン!\n",self.nameColor);
aoeAttack(state, self, 0.8);
//ult attack end
//effect
Effect elecshock = Effect("Electric Shock", "debuff" , self, 2);
elecshock.values.push_back(self.atk);//elecshock round damage
elecshock.startRound = [](Effect &self, Character &master, State &state) {
dot(self, master);
self.duration--;
if(self.duration==0) {
master.removeEffect(self);
}
};
for(auto &enemy: state.enemies) {
if(hit(75)) {
if (enemy.getEffectLoc("Electric Shock")==-1)
enemy.effects.push_back(elecshock);
else enemy.getEffectOrCrash("Electric Shock").duration=2;
slowPrint(enemy.name+ " is Shocked",self.nameColor,0);
//singleAttack(state, self, );
//enemy.hp-= elecshock.values[1];
}
}
};
}
//kafka
//FuXuan
else if (character.name == "Fuxuan") {
character.nameColor ={35};
//talent Fuxuan self healing
Effect hpRestoration = Effect("HP Restoration", "other", character, 0, 1);
character.effects.push_back(hpRestoration);
character.startRound = [](Character &self, State &state) {
for (auto &efx: self.effects) efx.startRound(efx, self, state);
Effect dmgReduction = Effect("Misfortune Avoidance", "buff", self, -1, 1);
dmgReduction.startRound = [](Effect &self, Character &master, State &state) {
if (self.applier->hp <= 0) {
master.removeEffect(self);
master.dmgReduction -= .18;
}
};
for (auto &ally: state.allies) {
if (ally.name == "Fuxuan") continue;
if (ally.getEffectLoc("Misfortune Avoidance") == -1) {
ally.effects.push_back(dmgReduction);
ally.dmgReduction += .18;
}
}
};
character.basicAtk = [](Character &self, State &state) { // Novaburst
int target = selectTargetPrompt(state.enemies);
slowPrint("符玄:極数,知来!\n符玄:成象,効法!\n", self.nameColor);
singleAttack(state, self, target, 1.0);
addEnergy(self, 20);
state.incSkillPoint();
state.timelineProceed = true;
};
character.skill =[](Character &self, State &state) { // Known by Stars, Shown by Hearts
if (!state.decSkillPoint()) {
slowPrint("No skill points left.\n", self.nameColor);
return;
}
slowPrint("符玄:相与一体\n符玄:上下象易\n",self.nameColor);
// Fu Xuan gets the Matrix of Prescience, other allies get Knowledge
Effect matrix("Matrix of Prescience", "buff", self, 3, 1);
matrix.endRound = [](Effect &self, Character &master, State &state) {
self.duration--;
if (self.duration == 0) {
for (auto &ally: state.allies) {
if (&ally == &master) continue;
if (ally.getEffectLoc("Knowledge") == -1) continue; // should not happen; just to be safe
Effect &efx = ally.getEffectOrCrash("Knowledge");
ally.baseHp -= efx.values[0];
ally.critRate -= 12;
ally.removeEffect(efx);
}
master.removeEffect(self);
}
};
self.effects.push_back(matrix);
for (auto &ally: state.allies) {
if (&ally == &self) continue;
if (ally.getEffectLoc("Knowledge") == -1) {
Effect knowledge = Effect("Knowledge", "buff", self, 1, 1);
knowledge.values.push_back(self.baseHp * 0.06); // [0] base HP increase
ally.baseHp += self.baseHp * 0.06;
ally.critRate += 12;
ally.effects.push_back(knowledge);
}
}
addEnergy(self, 30);
state.timelineProceed = true;
};
character.ult = [](Character &self, State &state) { // Woes of Many Morphed to One
aoeAttack(state, self,1);
slowPrint("符玄:換斗移星、人事を、成す!\n",self.nameColor);