添加了地图的移动规则

This commit is contained in:
milimoe 2025-08-29 19:37:57 +08:00
parent 9693accdd1
commit e1cc31110b
Signed by: milimoe
GPG Key ID: 9554D37E4B8991D0
10 changed files with 446 additions and 41 deletions

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@ -749,10 +749,16 @@ namespace Milimoe.FunGame.Core.Entity
public double ExCDR { get; set; } = 0; public double ExCDR { get; set; } = 0;
/// <summary> /// <summary>
/// 攻击距离 [ 与技能和物品相关 ] [ 单位:格 ] /// 攻击距离 [ 与技能和物品相关 ] [ 单位:格(半径) ]
/// </summary> /// </summary>
[InitOptional] [InitOptional]
public double ATR { get; set; } = 1; public int ATR { get; set; } = 1;
/// <summary>
/// 行动力/可移动距离 [ 与技能和物品相关 ] [ 单位:格(半径) ]
/// </summary>
[InitOptional]
public int MOV { get; set; } = 5;
/// <summary> /// <summary>
/// 暴击率(%) = [ 与敏捷相关 ] + 额外暴击率(%) /// 暴击率(%) = [ 与敏捷相关 ] + 额外暴击率(%)
@ -2017,6 +2023,7 @@ namespace Milimoe.FunGame.Core.Entity
c.Lifesteal = Lifesteal; c.Lifesteal = Lifesteal;
c.Shield = Shield.Copy(); c.Shield = Shield.Copy();
c.ATR = ATR; c.ATR = ATR;
c.MOV = MOV;
c.MagicType = MagicType; c.MagicType = MagicType;
c.ImmuneType = ImmuneType; c.ImmuneType = ImmuneType;
} }
@ -2126,6 +2133,7 @@ namespace Milimoe.FunGame.Core.Entity
ExAccelerationCoefficient = c.ExAccelerationCoefficient; ExAccelerationCoefficient = c.ExAccelerationCoefficient;
ExCDR = c.ExCDR; ExCDR = c.ExCDR;
ATR = c.ATR; ATR = c.ATR;
MOV = c.MOV;
ExCritRate = c.ExCritRate; ExCritRate = c.ExCritRate;
ExCritDMG = c.ExCritDMG; ExCritDMG = c.ExCritDMG;
ExEvadeRate = c.ExEvadeRate; ExEvadeRate = c.ExEvadeRate;

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@ -2,6 +2,7 @@
using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Base; using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Entity; using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Entity namespace Milimoe.FunGame.Core.Entity
@ -387,6 +388,16 @@ namespace Milimoe.FunGame.Core.Entity
} }
/// <summary>
/// 时间流逝时 [ 地图用 ]
/// </summary>
/// <param name="grid"></param>
/// <param name="elapsed"></param>
public virtual void OnTimeElapsed(Grid grid, double elapsed)
{
}
/// <summary> /// <summary>
/// 在完成伤害结算后 /// 在完成伤害结算后
/// </summary> /// </summary>
@ -542,6 +553,18 @@ namespace Milimoe.FunGame.Core.Entity
} }
/// <summary>
/// 开始选择移动目标前
/// </summary>
/// <param name="character"></param>
/// <param name="enemys"></param>
/// <param name="teammates"></param>
/// <param name="map"></param>
public virtual void BeforeSelectTargetGrid(Character character, List<Character> enemys, List<Character> teammates, GameMap map)
{
}
/// <summary> /// <summary>
/// 开始选择目标前,修改可选择的 <paramref name="enemys"/>, <paramref name="teammates"/> 列表<para/> /// 开始选择目标前,修改可选择的 <paramref name="enemys"/>, <paramref name="teammates"/> 列表<para/>
/// <see cref="ISkill"/> 有两种,使用时注意判断是 <see cref="Entity.Skill"/> 还是 <see cref="NormalAttack"/> /// <see cref="ISkill"/> 有两种,使用时注意判断是 <see cref="Entity.Skill"/> 还是 <see cref="NormalAttack"/>

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@ -90,6 +90,11 @@ namespace Milimoe.FunGame.Core.Entity
/// </summary> /// </summary>
public bool IsMagic => SkillType == SkillType.Magic; public bool IsMagic => SkillType == SkillType.Magic;
/// <summary>
/// 是否无视施法距离(全图施法),魔法默认为 true战技默认为 false
/// </summary>
public bool CastAnyWhere { get; set; } = false;
/// <summary> /// <summary>
/// 施法距离 [ 单位:格 ] /// 施法距离 [ 单位:格 ]
/// </summary> /// </summary>
@ -254,6 +259,7 @@ namespace Milimoe.FunGame.Core.Entity
protected Skill(SkillType type, Character? character = null) protected Skill(SkillType type, Character? character = null)
{ {
SkillType = type; SkillType = type;
CastAnyWhere = SkillType == SkillType.Magic;
Character = character; Character = character;
} }

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@ -154,6 +154,16 @@ namespace Milimoe.FunGame.Core.Interface.Base
/// <returns></returns> /// <returns></returns>
public Task<bool> UseItemAsync(Item item, Character caster, List<Character> enemys, List<Character> teammates); public Task<bool> UseItemAsync(Item item, Character caster, List<Character> enemys, List<Character> teammates);
/// <summary>
/// 选取移动目标
/// </summary>
/// <param name="character"></param>
/// <param name="enemys"></param>
/// <param name="teammates"></param>
/// <param name="map"></param>
/// <returns></returns>
public Task<Grid> SelectTargetGridAsync(Character character, List<Character> enemys, List<Character> teammates, GameMap map);
/// <summary> /// <summary>
/// 选取技能目标 /// 选取技能目标
/// </summary> /// </summary>

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@ -319,13 +319,36 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
public override string Author => "FunGamer"; public override string Author => "FunGamer";
public override float Length => 12.0f; public override int Length => 12;
public override float Width => 12.0f; public override int Width => 12;
public override float Height => 6.0f; public override int Height => 6;
public override float Size => 4.0f; public override float Size => 4.0f;
public override GameMap InitGamingQueue(IGamingQueue queue)
{
// 因为模组在模组管理器中都是单例的,所以每次游戏都需要返回一个新的地图对象给队列
GameMap map = new ExampleGameMap();
// 做一些绑定,以便介入游戏队列
/// 但是,传入的 queue 可能不是 <see cref="GamingQueue"/>,要做类型检查
// 不使用框架的实现时,需要地图作者与游戏队列的作者做好适配
if (queue is GamingQueue gq)
{
gq.SelectTargetGrid += Gq_SelectTargetGrid;
}
return map;
}
private async Task<Grid> Gq_SelectTargetGrid(GamingQueue queue, Character character, List<Character> enemys, List<Character> teammates, GameMap map)
{
// 介入选择,假设这里更新界面,让玩家选择目的地
await Task.CompletedTask;
return Grid.Empty;
}
} }
/// <summary> /// <summary>

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@ -1,5 +1,7 @@
using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface.Addons; using Milimoe.FunGame.Core.Interface.Addons;
using Milimoe.FunGame.Core.Interface.Base;
namespace Milimoe.FunGame.Core.Library.Common.Addon namespace Milimoe.FunGame.Core.Library.Common.Addon
{ {
@ -28,17 +30,17 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
/// <summary> /// <summary>
/// 长度 /// 长度
/// </summary> /// </summary>
public abstract float Length { get; } public abstract int Length { get; }
/// <summary> /// <summary>
/// 宽度 /// 宽度
/// </summary> /// </summary>
public abstract float Width { get; } public abstract int Width { get; }
/// <summary> /// <summary>
/// 高度 /// 高度
/// </summary> /// </summary>
public abstract float Height { get; } public abstract int Height { get; }
/// <summary> /// <summary>
/// 格子大小 /// 格子大小
@ -50,6 +52,16 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
/// </summary> /// </summary>
public Dictionary<long, Grid> Grids { get; } = []; public Dictionary<long, Grid> Grids { get; } = [];
/// <summary>
/// 格子集(基于坐标)
/// </summary>
public Dictionary<(int x, int y, int z), Grid> GridsByCoordinate { get; } = [];
/// <summary>
/// 角色集
/// </summary>
public Dictionary<Character, Grid> Characters { get; } = [];
/// <summary> /// <summary>
/// 使用坐标获取格子0号格子的坐标是(0, 0),如果你还有高度的话,则是(0, 0, 0) /// 使用坐标获取格子0号格子的坐标是(0, 0),如果你还有高度的话,则是(0, 0, 0)
/// </summary> /// </summary>
@ -57,14 +69,34 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
/// <param name="y"></param> /// <param name="y"></param>
/// <param name="z"></param> /// <param name="z"></param>
/// <returns></returns> /// <returns></returns>
public Grid this[float x, float y, float z = 0] => Grids.Values.Where(g => g.X == x && g.Y == y && g.Z == z).FirstOrDefault(); public Grid? this[int x, int y, int z = 0]
{
get
{
if (GridsByCoordinate.TryGetValue((x, y, z), out Grid? grid))
{
return grid;
}
return null;
}
}
/// <summary> /// <summary>
/// 使用坐标获取格子从0号开始 /// 使用编号获取格子从0号开始
/// </summary> /// </summary>
/// <param name="id"></param> /// <param name="id"></param>
/// <returns></returns> /// <returns></returns>
public Grid this[int id] => Grids[id]; public Grid? this[long id]
{
get
{
if (Grids.TryGetValue(id, out Grid? grid))
{
return grid;
}
return null;
}
}
/// <summary> /// <summary>
/// 加载标记 /// 加载标记
@ -88,13 +120,15 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
// 地图加载后,不允许再次加载此地图 // 地图加载后,不允许再次加载此地图
IsLoaded = true; IsLoaded = true;
// 生成格子 // 生成格子
for (float x = 0; x < Length; x++) for (int x = 0; x < Length; x++)
{ {
for (float y = 0; y < Width; y++) for (int y = 0; y < Width; y++)
{ {
for (float z = 0; z < Height; z++) for (int z = 0; z < Height; z++)
{ {
Grids.Add(Grids.Count, new(Grids.Count, x, y, z)); Grid grid = new(Grids.Count, x, y, z);
Grids.Add(Grids.Count, grid);
GridsByCoordinate.Add((x, y, z), grid);
} }
} }
} }
@ -118,5 +152,221 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
{ {
return true; return true;
} }
/// <summary>
/// 获取角色当前所在的格子
/// </summary>
/// <param name="character"></param>
/// <returns></returns>
public Grid? GetCharacterCurrentGrid(Character character)
{
if (Characters.TryGetValue(character, out Grid? current))
{
return current;
}
return null;
}
/// <summary>
/// 强制设置角色当前所在的格子
/// </summary>
/// <param name="character"></param>
/// <param name="target"></param>
/// <returns></returns>
public bool SetCharacterCurrentGrid(Character character, Grid target)
{
Grid? current = GetCharacterCurrentGrid(character);
current?.Characters.Remove(character);
if (Grids.ContainsValue(target))
{
target.Characters.Add(character);
Characters[character] = target;
return true;
}
return false;
}
/// <summary>
/// 将角色从地图中移除
/// </summary>
/// <param name="character"></param>
/// <returns></returns>
public void RemoveCharacter(Character character)
{
Grid? current = GetCharacterCurrentGrid(character);
current?.Characters.Remove(character);
Characters[character] = Grid.Empty;
}
/// <summary>
/// 获取以某个格子为中心,一定范围内的格子(曼哈顿距离),只考虑同一平面的格子,不包含中心格子。
/// </summary>
/// <param name="grid"></param>
/// <param name="range"></param>
/// <returns></returns>
public virtual List<Grid> GetGridsByRange(Grid grid, int range)
{
List<Grid> grids = [];
for (int dx = -range; dx <= range; ++dx)
{
for (int dy = -range; dy <= range; ++dy)
{
//限制在中心点周围范围内
if (Math.Abs(dx) + Math.Abs(dy) <= range)
{
//检查是否在棋盘范围内
int x = grid.X;
int y = grid.Y;
int z = grid.Z;
if (GridsByCoordinate.TryGetValue((x, y, z), out Grid? select) && select != null)
{
grids.Add(select);
}
}
}
}
grids.RemoveAll(g => g.Id == grid.Id);
return grids;
}
/// <summary>
/// 设置角色移动
/// </summary>
/// <param name="character"></param>
/// <param name="current"></param>
/// <param name="target"></param>
/// <returns>移动的步数,只算平面移动步数</returns>
public virtual int CharacterMove(Character character, Grid? current, Grid target)
{
if (current is null || current.Id < 0 || target.Id < 0 || !Grids.ContainsValue(target))
{
return -1;
}
Grid? realGrid = GetCharacterCurrentGrid(character);
if (current.Id == target.Id)
{
return 0;
}
// 记录走到某个格子时的步数
Queue<(Grid grid, int steps)> queue = new();
// 记录已访问的格子
HashSet<long> visited = [];
// 将起始格子加入队列步数为0并标记为已访问
queue.Enqueue((current, 0));
visited.Add(current.Id);
while (queue.Count > 0)
{
var (currentGrid, currentSteps) = queue.Dequeue();
// 如果当前格子就是目标格子,则找到了最短路径
if (currentGrid.Id == target.Id)
{
realGrid?.Characters.Remove(character);
current.Characters.Remove(character);
target.Characters.Add(character);
Characters[character] = target;
return currentSteps;
}
// 定义平面移动的四个方向
(int dx, int dy)[] directions = [
(0, 1), // 上
(0, -1), // 下
(1, 0), // 右
(-1, 0) // 左
];
foreach (var (dx, dy) in directions)
{
int nextX = currentGrid.X + dx;
int nextY = currentGrid.Y + dy;
int nextZ = currentGrid.Z;
// 尝试获取相邻格子
Grid? neighborGrid = this[nextX, nextY, nextZ];
// 如果相邻格子存在且未被访问过
if (neighborGrid != null && !visited.Contains(neighborGrid.Id))
{
visited.Add(neighborGrid.Id);
queue.Enqueue((neighborGrid, currentSteps + 1));
}
}
}
return -1;
}
/// <summary>
/// 初始化游戏队列
/// </summary>
/// <param name="queue"></param>
public virtual GameMap InitGamingQueue(IGamingQueue queue)
{
return this;
}
/// <summary>
/// 在事件流逝前处理
/// </summary>
/// <param name="timeToReduce"></param>
protected virtual void BeforeTimeElapsed(ref double timeToReduce)
{
}
/// <summary>
/// 在事件流逝后处理
/// </summary>
/// <param name="timeToReduce"></param>
protected virtual void AfterTimeElapsed(ref double timeToReduce)
{
}
/// <summary>
/// 时间流逝时,处理格子上的特效
/// </summary>
/// <param name="timeToReduce"></param>
public void OnTimeElapsed(double timeToReduce)
{
BeforeTimeElapsed(ref timeToReduce);
foreach (Grid grid in Grids.Values)
{
List<Effect> effects = [.. grid.Effects];
foreach (Effect effect in effects)
{
if (effect.Durative)
{
if (effect.RemainDuration < timeToReduce)
{
// 移除特效前也完成剩余时间内的效果
effect.OnTimeElapsed(grid, effect.RemainDuration);
effect.RemainDuration = 0;
grid.Effects.Remove(effect);
}
else
{
effect.RemainDuration -= timeToReduce;
effect.OnTimeElapsed(grid, timeToReduce);
}
}
else
{
effect.OnTimeElapsed(grid, timeToReduce);
}
}
}
AfterTimeElapsed(ref timeToReduce);
}
} }
} }

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@ -3,8 +3,13 @@ using Milimoe.FunGame.Core.Entity;
namespace Milimoe.FunGame.Core.Library.Common.Addon namespace Milimoe.FunGame.Core.Library.Common.Addon
{ {
public struct Grid(int id, float x, float y, float z) public class Grid(int id, int x, int y, int z)
{ {
/// <summary>
/// 空格子
/// </summary>
public static Grid Empty { get; } = new Grid(-1, 0, 0, 0);
/// <summary> /// <summary>
/// 格子编号 /// 格子编号
/// </summary> /// </summary>
@ -13,17 +18,17 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
/// <summary> /// <summary>
/// 格子在地图中的x坐标 /// 格子在地图中的x坐标
/// </summary> /// </summary>
public float X { get; } = x; public int X { get; } = x;
/// <summary> /// <summary>
/// 格子在地图中的y坐标 /// 格子在地图中的y坐标
/// </summary> /// </summary>
public float Y { get; } = y; public int Y { get; } = y;
/// <summary> /// <summary>
/// 格子在地图中的z坐标 /// 格子在地图中的z坐标
/// </summary> /// </summary>
public float Z { get; } = z; public int Z { get; } = z;
/// <summary> /// <summary>
/// 是谁站在这格子上? /// 是谁站在这格子上?

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@ -198,7 +198,10 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
result.ExCDR = reader.GetDouble(); result.ExCDR = reader.GetDouble();
break; break;
case nameof(Character.ATR): case nameof(Character.ATR):
result.ATR = reader.GetDouble(); result.ATR = reader.GetInt32();
break;
case nameof(Character.MOV):
result.MOV = reader.GetInt32();
break; break;
case nameof(Character.ExCritRate): case nameof(Character.ExCritRate):
result.ExCritRate = reader.GetDouble(); result.ExCritRate = reader.GetDouble();
@ -309,6 +312,7 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
writer.WriteNumber(nameof(Character.ExAccelerationCoefficient), value.ExAccelerationCoefficient); writer.WriteNumber(nameof(Character.ExAccelerationCoefficient), value.ExAccelerationCoefficient);
writer.WriteNumber(nameof(Character.ExCDR), value.ExCDR); writer.WriteNumber(nameof(Character.ExCDR), value.ExCDR);
writer.WriteNumber(nameof(Character.ATR), value.ATR); writer.WriteNumber(nameof(Character.ATR), value.ATR);
writer.WriteNumber(nameof(Character.MOV), value.MOV);
writer.WriteNumber(nameof(Character.ExCritRate), value.ExCritRate); writer.WriteNumber(nameof(Character.ExCritRate), value.ExCritRate);
writer.WriteNumber(nameof(Character.ExCritDMG), value.ExCritDMG); writer.WriteNumber(nameof(Character.ExCritDMG), value.ExCritDMG);
writer.WriteNumber(nameof(Character.ExEvadeRate), value.ExEvadeRate); writer.WriteNumber(nameof(Character.ExEvadeRate), value.ExEvadeRate);

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@ -41,6 +41,9 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
case nameof(Skill.Level): case nameof(Skill.Level):
result.Level = reader.GetInt32(); result.Level = reader.GetInt32();
break; break;
case nameof(Skill.CastAnyWhere):
result.CastAnyWhere = reader.GetBoolean();
break;
case nameof(Skill.CastRange): case nameof(Skill.CastRange):
result.CastRange = reader.GetInt32(); result.CastRange = reader.GetInt32();
break; break;
@ -128,6 +131,7 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
if (value.GeneralDescription.Length > 0) writer.WriteString(nameof(Skill.GeneralDescription), value.GeneralDescription); if (value.GeneralDescription.Length > 0) writer.WriteString(nameof(Skill.GeneralDescription), value.GeneralDescription);
if (value.Slogan.Length > 0) writer.WriteString(nameof(Skill.Slogan), value.Slogan); if (value.Slogan.Length > 0) writer.WriteString(nameof(Skill.Slogan), value.Slogan);
if (value.Level > 0) writer.WriteNumber(nameof(Skill.Level), value.Level); if (value.Level > 0) writer.WriteNumber(nameof(Skill.Level), value.Level);
writer.WriteBoolean(nameof(Skill.CastAnyWhere), value.CastAnyWhere);
writer.WriteNumber(nameof(Skill.CastRange), value.CastRange); writer.WriteNumber(nameof(Skill.CastRange), value.CastRange);
if (value.CanSelectSelf) writer.WriteBoolean(nameof(Skill.CanSelectSelf), value.CanSelectSelf); if (value.CanSelectSelf) writer.WriteBoolean(nameof(Skill.CanSelectSelf), value.CanSelectSelf);
if (!value.CanSelectEnemy) writer.WriteBoolean(nameof(Skill.CanSelectEnemy), value.CanSelectEnemy); if (!value.CanSelectEnemy) writer.WriteBoolean(nameof(Skill.CanSelectEnemy), value.CanSelectEnemy);

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@ -296,7 +296,7 @@ namespace Milimoe.FunGame.Core.Model
#endregion #endregion
#region #TODO #region
/// <summary> /// <summary>
/// 加载地图 /// 加载地图
@ -304,7 +304,7 @@ namespace Milimoe.FunGame.Core.Model
/// <param name="map"></param> /// <param name="map"></param>
public void LoadGameMap(GameMap map) public void LoadGameMap(GameMap map)
{ {
_map = map; _map = map.InitGamingQueue(this);
} }
#endregion #endregion
@ -665,6 +665,9 @@ namespace Milimoe.FunGame.Core.Model
} }
} }
// 处理地图上的特效
_map?.OnTimeElapsed(timeToReduce);
// 移除到时间的特效 // 移除到时间的特效
List<Effect> effects = [.. character.Effects]; List<Effect> effects = [.. character.Effects];
foreach (Effect effect in effects) foreach (Effect effect in effects)
@ -782,7 +785,7 @@ namespace Milimoe.FunGame.Core.Model
List<Skill> rewards = GetRoundRewards(TotalRound, character); List<Skill> rewards = GetRoundRewards(TotalRound, character);
// 基础硬直时间 // 基础硬直时间
double baseTime = 10; double baseTime = 0;
bool isCheckProtected = true; bool isCheckProtected = true;
// 队友列表 // 队友列表
@ -824,6 +827,14 @@ namespace Milimoe.FunGame.Core.Model
bool decided = false; bool decided = false;
// 最大取消次数 // 最大取消次数
int cancelTimes = 3; int cancelTimes = 3;
// 此变量控制角色移动后可以继续选择其他的行动
bool moved = false;
Grid? currentGrid = null;
if (_map != null)
{
currentGrid = _map.GetCharacterCurrentGrid(character);
}
// 行动开始前,可以修改可选取的角色列表 // 行动开始前,可以修改可选取的角色列表
Dictionary<Character, int> continuousKillingTemp = new(_continuousKilling); Dictionary<Character, int> continuousKillingTemp = new(_continuousKilling);
@ -847,7 +858,8 @@ namespace Milimoe.FunGame.Core.Model
bool isAI = CharactersInAI.Contains(character); bool isAI = CharactersInAI.Contains(character);
while (!decided && (!isAI || cancelTimes > 0)) while (!decided && (!isAI || cancelTimes > 0))
{ {
cancelTimes--; if (moved) moved = false;
else cancelTimes--;
type = CharacterActionType.None; type = CharacterActionType.None;
// 是否能使用物品和释放技能 // 是否能使用物品和释放技能
@ -1008,7 +1020,7 @@ namespace Milimoe.FunGame.Core.Model
await OnCharacterNormalAttackAsync(character, targets); await OnCharacterNormalAttackAsync(character, targets);
character.NormalAttack.Attack(this, character, targets); character.NormalAttack.Attack(this, character, targets);
baseTime = character.NormalAttack.RealHardnessTime; baseTime += character.NormalAttack.RealHardnessTime;
effects = [.. character.Effects.Where(e => e.IsInEffect)]; effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects) foreach (Effect effect in effects)
{ {
@ -1055,7 +1067,7 @@ namespace Milimoe.FunGame.Core.Model
await OnCharacterPreCastSkillAsync(character, skillTarget); await OnCharacterPreCastSkillAsync(character, skillTarget);
_castingSkills[character] = skillTarget; _castingSkills[character] = skillTarget;
baseTime = skill.RealCastTime; baseTime += skill.RealCastTime;
skill.OnSkillCasting(this, character, targets); skill.OnSkillCasting(this, character, targets);
} }
} }
@ -1083,7 +1095,7 @@ namespace Milimoe.FunGame.Core.Model
skill.BeforeSkillCasted(); skill.BeforeSkillCasted();
character.EP -= cost; character.EP -= cost;
baseTime = skill.RealHardnessTime; baseTime += skill.RealHardnessTime;
skill.CurrentCD = skill.RealCD; skill.CurrentCD = skill.RealCD;
skill.Enable = false; skill.Enable = false;
LastRound.SkillCost = $"{-cost:0.##} EP"; LastRound.SkillCost = $"{-cost:0.##} EP";
@ -1131,7 +1143,7 @@ namespace Milimoe.FunGame.Core.Model
skill.BeforeSkillCasted(); skill.BeforeSkillCasted();
character.MP -= cost; character.MP -= cost;
baseTime = skill.RealHardnessTime; baseTime += skill.RealHardnessTime;
skill.CurrentCD = skill.RealCD; skill.CurrentCD = skill.RealCD;
skill.Enable = false; skill.Enable = false;
LastRound.SkillCost = $"{-cost:0.##} MP"; LastRound.SkillCost = $"{-cost:0.##} MP";
@ -1146,7 +1158,7 @@ namespace Milimoe.FunGame.Core.Model
{ {
WriteLine($"[ {character} ] 放弃释放技能!"); WriteLine($"[ {character} ] 放弃释放技能!");
// 放弃释放技能会获得3的硬直时间 // 放弃释放技能会获得3的硬直时间
baseTime = 3; if (baseTime == 0) baseTime = 3;
} }
effects = [.. character.Effects.Where(e => e.IsInEffect)]; effects = [.. character.Effects.Where(e => e.IsInEffect)];
@ -1184,7 +1196,7 @@ namespace Milimoe.FunGame.Core.Model
skill.BeforeSkillCasted(); skill.BeforeSkillCasted();
character.EP -= cost; character.EP -= cost;
baseTime = skill.RealHardnessTime; baseTime += skill.RealHardnessTime;
skill.CurrentCD = skill.RealCD; skill.CurrentCD = skill.RealCD;
skill.Enable = false; skill.Enable = false;
LastRound.SkillCost = $"{-cost:0.##} EP"; LastRound.SkillCost = $"{-cost:0.##} EP";
@ -1199,7 +1211,7 @@ namespace Milimoe.FunGame.Core.Model
{ {
WriteLine($"[ {character} ] 因能量不足放弃释放爆发技!"); WriteLine($"[ {character} ] 因能量不足放弃释放爆发技!");
// 放弃释放技能会获得3的硬直时间 // 放弃释放技能会获得3的硬直时间
baseTime = 3; if (baseTime == 0) baseTime = 3;
} }
effects = [.. character.Effects.Where(e => e.IsInEffect)]; effects = [.. character.Effects.Where(e => e.IsInEffect)];
@ -1224,7 +1236,7 @@ namespace Milimoe.FunGame.Core.Model
{ {
decided = true; decided = true;
LastRound.Item = item; LastRound.Item = item;
baseTime = skill.RealHardnessTime > 0 ? skill.RealHardnessTime : 5; baseTime += skill.RealHardnessTime > 0 ? skill.RealHardnessTime : 5;
effects = [.. character.Effects.Where(e => e.IsInEffect)]; effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects) foreach (Effect effect in effects)
{ {
@ -1235,7 +1247,7 @@ namespace Milimoe.FunGame.Core.Model
} }
else if (type == CharacterActionType.EndTurn) else if (type == CharacterActionType.EndTurn)
{ {
baseTime = 3; baseTime += 3;
if (character.CharacterState == CharacterState.NotActionable || if (character.CharacterState == CharacterState.NotActionable ||
character.CharacterState == CharacterState.ActionRestricted || character.CharacterState == CharacterState.ActionRestricted ||
character.CharacterState == CharacterState.BattleRestricted) character.CharacterState == CharacterState.BattleRestricted)
@ -1249,13 +1261,23 @@ namespace Milimoe.FunGame.Core.Model
} }
else if (type == CharacterActionType.Move) else if (type == CharacterActionType.Move)
{ {
baseTime = 3; if (_map != null)
decided = true; {
WriteLine($"[ {character} ] 进行了移动,并结束了回合!"); baseTime += 4;
await OnCharacterMoveAsync(character); Grid target = await SelectTargetGridAsync(character, enemys, teammates, _map);
if (target.Id != -1)
{
int steps = _map.CharacterMove(character, currentGrid, target);
if (steps > 4) baseTime += 0.7 * steps;
moved = true;
WriteLine($"[ {character} ] 移动了 {steps} 步!");
await OnCharacterMoveAsync(character, target);
}
}
} }
else else
{ {
if (baseTime == 0) baseTime += 10;
decided = true; decided = true;
WriteLine($"[ {character} ] 完全行动不能!"); WriteLine($"[ {character} ] 完全行动不能!");
} }
@ -2278,6 +2300,37 @@ namespace Milimoe.FunGame.Core.Model
return CharacterActionType.EndTurn; return CharacterActionType.EndTurn;
} }
/// <summary>
/// 选取移动目标
/// </summary>
/// <param name="character"></param>
/// <param name="enemys"></param>
/// <param name="teammates"></param>
/// <param name="map"></param>
/// <returns></returns>
public async Task<Grid> SelectTargetGridAsync(Character character, List<Character> enemys, List<Character> teammates, GameMap map)
{
List<Effect> effects = [.. character.Effects.Where(e => e.IsInEffect)];
foreach (Effect effect in effects)
{
effect.BeforeSelectTargetGrid(character, enemys, teammates, map);
}
Grid target = await OnSelectTargetGridAsync(character, enemys, teammates, map);
if (target.Id != -1)
{
return target;
}
if (map.Characters.TryGetValue(character, out Grid? current) && current != null)
{
List<Grid> grids = map.GetGridsByRange(current, character.MOV);
if (grids.Count > 0)
{
return grids[Random.Shared.Next(grids.Count)];
}
}
return Grid.Empty;
}
/// <summary> /// <summary>
/// 选取技能目标 /// 选取技能目标
/// </summary> /// </summary>
@ -3269,6 +3322,24 @@ namespace Milimoe.FunGame.Core.Model
return await (SelectItem?.Invoke(this, character, items) ?? Task.FromResult<Item?>(null)); return await (SelectItem?.Invoke(this, character, items) ?? Task.FromResult<Item?>(null));
} }
public delegate Task<Grid> SelectTargetGridEventHandler(GamingQueue queue, Character character, List<Character> enemys, List<Character> teammates, GameMap map);
/// <summary>
/// 选取移动目标事件
/// </summary>
public event SelectTargetGridEventHandler? SelectTargetGrid;
/// <summary>
/// 选取移动目标事件
/// </summary>
/// <param name="character"></param>
/// <param name="enemys"></param>
/// <param name="teammates"></param>
/// <param name="map"></param>
/// <returns></returns>
protected async Task<Grid> OnSelectTargetGridAsync(Character character, List<Character> enemys, List<Character> teammates, GameMap map)
{
return await (SelectTargetGrid?.Invoke(this, character, enemys, teammates, map) ?? Task.FromResult(Grid.Empty));
}
public delegate Task<List<Character>> SelectSkillTargetsEventHandler(GamingQueue queue, Character caster, Skill skill, List<Character> enemys, List<Character> teammates); public delegate Task<List<Character>> SelectSkillTargetsEventHandler(GamingQueue queue, Character caster, Skill skill, List<Character> enemys, List<Character> teammates);
/// <summary> /// <summary>
/// 选取技能目标事件 /// 选取技能目标事件
@ -3543,7 +3614,7 @@ namespace Milimoe.FunGame.Core.Model
await (CharacterGiveUp?.Invoke(this, actor) ?? Task.CompletedTask); await (CharacterGiveUp?.Invoke(this, actor) ?? Task.CompletedTask);
} }
public delegate Task CharacterMoveEventHandler(GamingQueue queue, Character actor); public delegate Task CharacterMoveEventHandler(GamingQueue queue, Character actor, Grid grid);
/// <summary> /// <summary>
/// 角色移动事件 /// 角色移动事件
/// </summary> /// </summary>
@ -3552,10 +3623,11 @@ namespace Milimoe.FunGame.Core.Model
/// 角色移动事件 /// 角色移动事件
/// </summary> /// </summary>
/// <param name="actor"></param> /// <param name="actor"></param>
/// <param name="grid"></param>
/// <returns></returns> /// <returns></returns>
protected async Task OnCharacterMoveAsync(Character actor) protected async Task OnCharacterMoveAsync(Character actor, Grid grid)
{ {
await (CharacterMove?.Invoke(this, actor) ?? Task.CompletedTask); await (CharacterMove?.Invoke(this, actor, grid) ?? Task.CompletedTask);
} }
public delegate Task<bool> GameEndEventHandler(GamingQueue queue, Character winner); public delegate Task<bool> GameEndEventHandler(GamingQueue queue, Character winner);