抽象 ActionQueue,分离模式 (#134)

* 抽象 ActionQueue,方便继承扩展;RoundRecord 添加了记录发动技能的字典;特效添加 IsSubsidiary 属性

* 修改包名

* modify

---------

Co-authored-by: yeziuku <yezi@wrss.org>
This commit is contained in:
milimoe 2025-05-03 00:03:21 +08:00 committed by GitHub
parent 144cdd4ddd
commit 290b9fe26b
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8 changed files with 3512 additions and 3259 deletions

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@ -55,10 +55,15 @@ namespace Milimoe.FunGame.Core.Entity
/// </summary> /// </summary>
public virtual bool DurativeWithoutDuration { get; set; } = false; public virtual bool DurativeWithoutDuration { get; set; } = false;
/// <summary>
/// 是否是某个特效的附属
/// </summary>
public virtual bool IsSubsidiary { get; set; } = false;
/// <summary> /// <summary>
/// 是否显示在状态栏 /// 是否显示在状态栏
/// </summary> /// </summary>
public bool ShowInStatusBar => Skill.Item is null || (Durative && Duration > 0) || DurationTurn > 0 || DurativeWithoutDuration; public bool ShowInStatusBar => Skill.Item is null || (Durative && Duration > 0) || DurationTurn > 0 || DurativeWithoutDuration || IsSubsidiary;
/// <summary> /// <summary>
/// 特效是否生效 /// 特效是否生效

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@ -19,7 +19,8 @@ namespace Milimoe.FunGame.Core.Entity
public Dictionary<Character, bool> IsEvaded { get; set; } = []; public Dictionary<Character, bool> IsEvaded { get; set; } = [];
public Dictionary<Character, bool> IsImmune { get; set; } = []; public Dictionary<Character, bool> IsImmune { get; set; } = [];
public Dictionary<Character, double> Heals { get; set; } = []; public Dictionary<Character, double> Heals { get; set; } = [];
public Dictionary<Character, List<EffectType>> Effects { get; set; } = []; public Dictionary<Character, Effect> Effects { get; set; } = [];
public Dictionary<Character, List<EffectType>> ApplyEffects { get; set; } = [];
public List<string> ActorContinuousKilling { get; set; } = []; public List<string> ActorContinuousKilling { get; set; } = [];
public List<string> DeathContinuousKilling { get; set; } = []; public List<string> DeathContinuousKilling { get; set; } = [];
public double CastTime { get; set; } = 0; public double CastTime { get; set; } = 0;
@ -27,6 +28,7 @@ namespace Milimoe.FunGame.Core.Entity
public Dictionary<Character, double> RespawnCountdowns { get; set; } = []; public Dictionary<Character, double> RespawnCountdowns { get; set; } = [];
public List<Character> Respawns { get; set; } = []; public List<Character> Respawns { get; set; } = [];
public List<Skill> RoundRewards { get; set; } = []; public List<Skill> RoundRewards { get; set; } = [];
public List<string> OtherMessages { get; set; } = [];
public override string ToString() public override string ToString()
{ {
@ -37,6 +39,12 @@ namespace Milimoe.FunGame.Core.Entity
{ {
builder.AppendLine($"[ {Actor} ] 回合奖励 -> {string.Join(" / ", RoundRewards.Select(s => s.Description)).Trim()}"); builder.AppendLine($"[ {Actor} ] 回合奖励 -> {string.Join(" / ", RoundRewards.Select(s => s.Description)).Trim()}");
} }
if (Effects.Count > 0)
{
builder.AppendLine($"[ {Actor} ] 发动了技能:{string.Join("", Effects.Where(kv => kv.Key == Actor).Select(e => e.Value.Name))}");
}
if (ActionType == CharacterActionType.NormalAttack || ActionType == CharacterActionType.CastSkill || ActionType == CharacterActionType.CastSuperSkill) if (ActionType == CharacterActionType.NormalAttack || ActionType == CharacterActionType.CastSkill || ActionType == CharacterActionType.CastSuperSkill)
{ {
if (ActionType == CharacterActionType.NormalAttack) if (ActionType == CharacterActionType.NormalAttack)
@ -110,7 +118,7 @@ namespace Milimoe.FunGame.Core.Entity
{ {
hasHeal = $"治疗:{heals:0.##}"; hasHeal = $"治疗:{heals:0.##}";
} }
if (Effects.TryGetValue(target, out List<EffectType>? effectTypes) && effectTypes != null) if (ApplyEffects.TryGetValue(target, out List<EffectType>? effectTypes) && effectTypes != null)
{ {
hasEffect = $"施加:{string.Join(" + ", effectTypes.Select(SkillSet.GetEffectTypeName))}"; hasEffect = $"施加:{string.Join(" + ", effectTypes.Select(SkillSet.GetEffectTypeName))}";
} }

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@ -19,7 +19,7 @@
<DocumentationFile></DocumentationFile> <DocumentationFile></DocumentationFile>
<GeneratePackageOnBuild>True</GeneratePackageOnBuild> <GeneratePackageOnBuild>True</GeneratePackageOnBuild>
<Copyright>Project Redbud and Contributors</Copyright> <Copyright>Project Redbud and Contributors</Copyright>
<PackageId>ProjectRedbud.$(AssemblyName)</PackageId> <PackageId>$(AssemblyName)</PackageId>
<Description>FunGame.Core: A C#.NET library for turn-based games.</Description> <Description>FunGame.Core: A C#.NET library for turn-based games.</Description>
<PackageTags>game;turn-based;server;framework;dotnet;csharp;gamedev</PackageTags> <PackageTags>game;turn-based;server;framework;dotnet;csharp;gamedev</PackageTags>
<PackageReleaseNotes> <PackageReleaseNotes>

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Model/GamingQueue.cs Normal file

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120
Model/MixGamingQueue.cs Normal file
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@ -0,0 +1,120 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Model
{
public class MixGamingQueue : GamingQueue
{
/// <summary>
/// 死亡结算后
/// </summary>
/// <param name="death"></param>
/// <param name="killer"></param>
/// <returns></returns>
protected override async Task AfterDeathCalculation(Character death, Character killer)
{
if (MaxRespawnTimes != 0 && MaxScoreToWin > 0)
{
WriteLine($"\r\n=== 当前死亡竞赛比分 ===\r\n{string.Join("\r\n", _stats.OrderByDescending(kv => kv.Value.Kills)
.Select(kv => $"[ {kv.Key} ] {kv.Value.Kills} 分"))}\r\n剩余存活人数{_queue.Count}");
}
if (!_queue.Where(c => c != killer).Any())
{
// 没有其他的角色了,游戏结束
await EndGameInfo(killer);
}
if (MaxScoreToWin > 0 && _stats[killer].Kills >= MaxScoreToWin)
{
await EndGameInfo(killer);
return;
}
}
/// <summary>
/// 游戏结束信息
/// </summary>
public async Task EndGameInfo(Character winner)
{
WriteLine("[ " + winner + " ] 是胜利者。");
foreach (Character character in _stats.OrderBy(kv => kv.Value.Kills)
.ThenByDescending(kv => kv.Value.Deaths)
.ThenBy(kv => kv.Value.Assists).Select(kv => kv.Key))
{
if (character != winner && !_eliminated.Contains(character))
{
_eliminated.Add(character);
}
}
_eliminated.Add(winner);
_queue.Clear();
_isGameEnd = true;
if (!await OnGameEndAsync(winner))
{
return;
}
int top = 1;
WriteLine("");
WriteLine("=== 排名 ===");
for (int i = _eliminated.Count - 1; i >= 0; i--)
{
Character ec = _eliminated[i];
CharacterStatistics statistics = CharacterStatistics[ec];
string topCharacter = ec.ToString() +
(statistics.FirstKills > 0 ? " [ 第一滴血 ]" : "") +
(_maxContinuousKilling.TryGetValue(ec, out int kills) && kills > 1 ? $" [ {CharacterSet.GetContinuousKilling(kills)} ]" : "") +
(_earnedMoney.TryGetValue(ec, out int earned) ? $" [ 已赚取 {earned} {GameplayEquilibriumConstant.InGameCurrency} ]" : "");
if (top == 1)
{
WriteLine("冠军:" + topCharacter);
_stats[ec].Wins += 1;
_stats[ec].Top3s += 1;
}
else if (top == 2)
{
WriteLine("亚军:" + topCharacter);
_stats[ec].Loses += 1;
_stats[ec].Top3s += 1;
}
else if (top == 3)
{
WriteLine("季军:" + topCharacter);
_stats[ec].Loses += 1;
_stats[ec].Top3s += 1;
}
else
{
WriteLine($"第 {top} 名:" + topCharacter);
_stats[ec].Loses += 1;
}
_stats[ec].Plays += 1;
_stats[ec].TotalEarnedMoney += earned;
_stats[ec].LastRank = top;
top++;
}
WriteLine("");
}
/// <summary>
/// 创建一个混战游戏队列
/// </summary>
/// <param name="writer"></param>
public MixGamingQueue(Action<string>? writer = null) : base(writer)
{
}
/// <summary>
/// 创建一个混战游戏队列并初始化行动顺序表
/// </summary>
/// <param name="characters"></param>
/// <param name="writer"></param>
public MixGamingQueue(List<Character> characters, Action<string>? writer = null) : base(characters, writer)
{
}
}
}

312
Model/TeamGamingQueue.cs Normal file
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@ -0,0 +1,312 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Model
{
public class TeamGamingQueue : GamingQueue
{
/// <summary>
/// 当前团灭的团队顺序(第一个是最早死的)
/// </summary>
public List<Team> EliminatedTeams => _eliminatedTeams;
/// <summary>
/// 团队及其成员
/// </summary>
public Dictionary<string, Team> Teams => _teams;
/// <summary>
/// 当前团灭的团队顺序(第一个是最早死的)
/// </summary>
protected readonly List<Team> _eliminatedTeams = [];
/// <summary>
/// 团队及其成员
/// </summary>
protected readonly Dictionary<string, Team> _teams = [];
/// <summary>
/// 添加一个团队
/// </summary>
/// <param name="teamName"></param>
/// <param name="characters"></param>
public void AddTeam(string teamName, IEnumerable<Character> characters)
{
if (teamName != "" && characters.Any())
{
_teams.Add(teamName, new(teamName, characters));
}
}
/// <summary>
/// 获取角色的团队
/// </summary>
/// <param name="character"></param>
public Team? GetTeam(Character character)
{
foreach (Team team in _teams.Values)
{
if (team.IsOnThisTeam(character))
{
return team;
}
}
return null;
}
/// <summary>
/// 从已淘汰的团队中获取角色的团队
/// </summary>
/// <param name="character"></param>
public Team? GetTeamFromEliminated(Character character)
{
foreach (Team team in _eliminatedTeams)
{
if (team.IsOnThisTeam(character))
{
return team;
}
}
return null;
}
/// <summary>
/// 获取某角色的团队成员
/// </summary>
/// <param name="character"></param>
protected override List<Character> GetTeammates(Character character)
{
foreach (string team in _teams.Keys)
{
if (_teams[team].IsOnThisTeam(character))
{
return _teams[team].GetTeammates(character);
}
}
return [];
}
/// <summary>
/// 角色行动后
/// </summary>
/// <param name="character"></param>
/// <param name="type"></param>
/// <returns></returns>
protected override async Task AfterCharacterAction(Character character, CharacterActionType type)
{
// 如果目标都是队友,会考虑非伤害型助攻
Team? team = GetTeam(character);
if (team != null)
{
SetNotDamageAssistTime(character, LastRound.Targets.Where(team.IsOnThisTeam));
}
else await Task.CompletedTask;
}
/// <summary>
/// 死亡结算时
/// </summary>
/// <param name="death"></param>
/// <param name="killer"></param>
/// <returns></returns>
protected override async Task OnDeathCalculation(Character death, Character killer)
{
Team? team = GetTeam(killer);
if (team != null)
{
team.Score++;
}
else await Task.CompletedTask;
}
/// <summary>
/// 死亡结算后
/// </summary>
/// <param name="death"></param>
/// <param name="killer"></param>
/// <returns></returns>
protected override async Task AfterDeathCalculation(Character death, Character killer)
{
Team? killTeam = GetTeam(killer);
Team? deathTeam = GetTeam(death);
if (MaxRespawnTimes != 0)
{
string[] teamActive = [.. Teams.OrderByDescending(kv => kv.Value.Score).Select(kv =>
{
int activeCount = kv.Value.GetActiveCharacters(this).Count;
if (kv.Value == killTeam)
{
activeCount += 1;
}
return kv.Key + "" + kv.Value.Score + "(剩余存活人数:" + activeCount + "";
})];
WriteLine($"\r\n=== 当前死亡竞赛比分 ===\r\n{string.Join("\r\n", teamActive)}");
}
if (deathTeam != null)
{
List<Character> remain = deathTeam.GetActiveCharacters(this);
int remainCount = remain.Count;
if (remainCount == 0)
{
// 团灭了
_eliminatedTeams.Add(deathTeam);
_teams.Remove(deathTeam.Name);
}
else if (MaxRespawnTimes == 0)
{
WriteLine($"[ {deathTeam} ] 剩余成员:[ {string.Join(" ] / [ ", remain)} ]{remainCount} 人)");
}
}
if (killTeam != null)
{
List<Character> actives = killTeam.GetActiveCharacters(this);
actives.Add(killer);
int remainCount = actives.Count;
if (remainCount > 0 && MaxRespawnTimes == 0)
{
WriteLine($"[ {killTeam} ] 剩余成员:[ {string.Join(" ] / [ ", actives)} ]{remainCount} 人)");
}
if (!_teams.Keys.Where(str => str != killTeam.Name).Any())
{
// 没有其他的团队了,游戏结束
await EndGameInfo(killTeam);
return;
}
if (MaxScoreToWin > 0 && killTeam.Score >= MaxScoreToWin)
{
List<Team> combinedTeams = [.. _eliminatedTeams, .. _teams.Values];
combinedTeams.Remove(killTeam);
_eliminatedTeams.Clear();
_eliminatedTeams.AddRange(combinedTeams.OrderByDescending(t => t.Score));
await EndGameInfo(killTeam);
return;
}
}
}
/// <summary>
/// 游戏结束信息 [ 团队版 ]
/// </summary>
public async Task EndGameInfo(Team winner)
{
winner.IsWinner = true;
WriteLine("[ " + winner + " ] 是胜利者。");
if (!await OnGameEndTeamAsync(winner))
{
return;
}
int top = 1;
WriteLine("");
WriteLine("=== 排名 ===");
WriteLine("");
_eliminatedTeams.Add(winner);
_teams.Remove(winner.Name);
for (int i = _eliminatedTeams.Count - 1; i >= 0; i--)
{
Team team = _eliminatedTeams[i];
string topTeam = "";
if (top == 1)
{
topTeam = "冠军";
}
if (top == 2)
{
topTeam = "亚军";
}
if (top == 3)
{
topTeam = "季军";
}
if (top > 3)
{
topTeam = $"第 {top} 名";
}
topTeam = $"☆--- {topTeam}团队:" + team.Name + " ---☆" + $"(得分:{team.Score}\r\n";
foreach (Character ec in team.Members)
{
CharacterStatistics statistics = CharacterStatistics[ec];
string respawning = "";
if (ec.HP <= 0)
{
respawning = "[ " + (_respawnCountdown.TryGetValue(ec, out double time) && time > 0 ? $"{time:0.##} {GameplayEquilibriumConstant.InGameTime}后复活" : "阵亡") + " ] ";
}
string topCharacter = respawning + ec.ToString() +
(statistics.FirstKills > 0 ? " [ 第一滴血 ]" : "") +
(_maxContinuousKilling.TryGetValue(ec, out int kills) && kills > 1 ? $" [ {CharacterSet.GetContinuousKilling(kills)} ]" : "") +
(_earnedMoney.TryGetValue(ec, out int earned) ? $" [ 已赚取 {earned} {GameplayEquilibriumConstant.InGameCurrency} ]" : "") +
$"{statistics.Kills} / {statistics.Assists}{(MaxRespawnTimes != 0 ? " / " + statistics.Deaths : "")}";
topTeam += topCharacter + "\r\n";
if (top == 1)
{
_stats[ec].Wins += 1;
_stats[ec].Top3s += 1;
}
else if (top == 2)
{
_stats[ec].Loses += 1;
_stats[ec].Top3s += 1;
}
else if (top == 3)
{
_stats[ec].Loses += 1;
_stats[ec].Top3s += 1;
}
else
{
_stats[ec].Loses += 1;
}
_stats[ec].Plays += 1;
_stats[ec].TotalEarnedMoney += earned;
_stats[ec].LastRank = top;
}
WriteLine(topTeam);
top++;
}
WriteLine("");
_isGameEnd = true;
}
/// <summary>
/// 创建一个团队游戏队列
/// </summary>
/// <param name="writer"></param>
public TeamGamingQueue(Action<string>? writer = null) : base(writer)
{
}
/// <summary>
/// 创建一个团队游戏队列并初始化行动顺序表
/// </summary>
/// <param name="characters"></param>
/// <param name="writer"></param>
public TeamGamingQueue(List<Character> characters, Action<string>? writer = null) : base(characters, writer)
{
}
public delegate Task<bool> GameEndTeamEventHandler(TeamGamingQueue queue, Team winner);
/// <summary>
/// 游戏结束事件(团队版)
/// </summary>
public event GameEndTeamEventHandler? GameEndTeam;
/// <summary>
/// 游戏结束事件(团队版)
/// </summary>
/// <param name="winner"></param>
/// <returns></returns>
protected async Task<bool> OnGameEndTeamAsync(Team winner)
{
return await (GameEndTeam?.Invoke(this, winner) ?? Task.FromResult(true));
}
}
}

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@ -9,10 +9,10 @@
## 安装 ## 安装
- [NuGet](https://www.nuget.org/packages/ProjectRedbud.FunGame.Core/) - [NuGet](https://www.nuget.org/packages/FunGame.Core/)
``` ```
dotnet add package ProjectRedbud.FunGame.Core --version 1.0.0-rc.1-0428 dotnet add package FunGame.Core
``` ```
- 在 [Release](https://github.com/project-redbud/FunGame-Core/releases) 页面中下载最新发布版本。 - 在 [Release](https://github.com/project-redbud/FunGame-Core/releases) 页面中下载最新发布版本。