普攻添加选取目标的方法

This commit is contained in:
milimoe 2025-09-03 01:13:15 +08:00
parent 13a6adb41b
commit 46620aefd7
Signed by: milimoe
GPG Key ID: 9554D37E4B8991D0
3 changed files with 63 additions and 10 deletions

View File

@ -188,6 +188,16 @@ namespace Milimoe.FunGame.Core.Entity
/// </summary>
public bool CanSelectTeammate { get; set; } = false;
/// <summary>
/// 选取所有敌对角色,优先级大于 <see cref="CanSelectTargetCount"/>
/// </summary>
public bool SelectAllEnemies { get; set; } = false;
/// <summary>
/// 选取所有友方角色,优先级大于 <see cref="CanSelectTargetCount"/>,默认包含自身
/// </summary>
public bool SelectAllTeammates { get; set; } = false;
/// <summary>
/// 可选取的作用目标数量
/// </summary>
@ -231,17 +241,17 @@ namespace Milimoe.FunGame.Core.Entity
/// <summary>
/// 获取可选择的目标列表
/// </summary>
/// <param name="caster"></param>
/// <param name="attacker"></param>
/// <param name="enemys"></param>
/// <param name="teammates"></param>
/// <returns></returns>
public List<Character> GetSelectableTargets(Character caster, List<Character> enemys, List<Character> teammates)
public List<Character> GetSelectableTargets(Character attacker, List<Character> enemys, List<Character> teammates)
{
List<Character> selectable = [];
if (CanSelectSelf)
{
selectable.Add(caster);
selectable.Add(attacker);
}
foreach (Character character in enemys)
@ -263,6 +273,43 @@ namespace Milimoe.FunGame.Core.Entity
return selectable;
}
/// <summary>
/// 选取普攻目标
/// </summary>
/// <param name="attacker"></param>
/// <param name="enemys"></param>
/// <param name="teammates"></param>
/// <returns></returns>
public List<Character> SelectTargets(Character attacker, List<Character> enemys, List<Character> teammates)
{
List<Character> tobeSelected = GetSelectableTargets(attacker, enemys, teammates);
List<Character> targets = [];
if (SelectAllTeammates || SelectAllEnemies)
{
if (SelectAllTeammates)
{
targets.AddRange(tobeSelected.Where(c => c == attacker || teammates.Contains(c)));
}
if (SelectAllEnemies)
{
targets.AddRange(tobeSelected.Where(enemys.Contains));
}
}
else if (tobeSelected.Count <= CanSelectTargetCount)
{
targets.AddRange(tobeSelected);
}
else
{
targets.AddRange(tobeSelected.OrderBy(x => Random.Shared.Next()).Take(CanSelectTargetCount));
}
return [.. targets.Distinct()];
}
/// <summary>
/// 对目标(或多个目标)发起普通攻击
/// </summary>

View File

@ -1,5 +1,4 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Entity;
namespace Milimoe.FunGame.Core.Interface.Entity
{
@ -52,6 +51,17 @@ namespace Milimoe.FunGame.Core.Interface.Entity
/// 可选取友方角色
/// </summary>
public bool CanSelectTeammate { get; }
/// <summary>
/// 选取所有敌对角色,优先级大于 <see cref="CanSelectTargetCount"/>
/// </summary>
public bool SelectAllEnemies { get; }
/// <summary>
/// 选取所有友方角色,优先级大于 <see cref="CanSelectTargetCount"/>,默认包含自身
/// </summary>
public bool SelectAllTeammates { get; }
/// <summary>
/// 可选取的作用目标数量
/// </summary>

View File

@ -2370,11 +2370,7 @@ namespace Milimoe.FunGame.Core.Model
List<Character> targets = await OnSelectNormalAttackTargetsAsync(character, attack, enemys, teammates);
if (targets.Count == 0 && CharactersInAI.Contains(character))
{
targets = character.NormalAttack.GetSelectableTargets(character, enemys, teammates);
if (targets.Count > 0)
{
targets = [targets[Random.Shared.Next(targets.Count)]];
}
targets = character.NormalAttack.SelectTargets(character, enemys, teammates);
}
return targets;
}