using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Interface.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Core.Entity { public class Character : BaseEntity, ICopyable { /// /// 角色的姓 /// public override string Name { get; set; } = ""; /// /// 角色的名字 /// public string FirstName { get; set; } = ""; /// /// 角色的昵称 /// public string NickName { get; set; } = ""; /// /// 角色所属的玩家 /// public User User { get; set; } /// /// 角色统计数据 /// public CharacterStatistics Statistics { get; set; } /// /// 魔法属性 /// public MagicType MagicType { get; set; } = MagicType.None; /// /// 角色定位1 /// public RoleType FirstRoleType { get; set; } = RoleType.None; /// /// 角色定位2 /// public RoleType SecondRoleType { get; set; } = RoleType.None; /// /// 角色定位3 /// public RoleType ThirdRoleType { get; set; } = RoleType.None; /// /// 角色评级 /// public RoleRating RoleRating { get { if (Promotion > 998) { return RoleRating.X; } else if (Promotion > 850 && Promotion <= 998) { return RoleRating.S; } else if (Promotion > 700 && Promotion <= 850) { return RoleRating.APlus; } else if (Promotion > 550 && Promotion <= 700) { return RoleRating.A; } else if (Promotion > 400 && Promotion <= 550) { return RoleRating.B; } else if (Promotion > 300 && Promotion <= 400) { return RoleRating.C; } else if (Promotion > 200 && Promotion <= 300) { return RoleRating.D; } else { return RoleRating.E; } } } /// /// 晋升点数 /// public int Promotion { get; set; } = 100; /// /// 核心属性 /// public PrimaryAttribute PrimaryAttribute { get; set; } = PrimaryAttribute.None; /// /// 等级 /// public int Level { get { return _Level > 0 ? _Level : 1; } set { if (_Level > 0) _Level = value; } } /// /// 经验值 /// public double EXP { get; set; } = 0; /// /// 初始生命值 [ 初始设定 ] /// [InitRequired] public double InitialHP { get; set; } = 60; /// /// 基础生命值 [ 与初始设定和等级相关 ] [ 与基础力量相关 ] /// public double BaseHP => Calculation.Round2Digits(InitialHP + (Level - 1) * (17 + 0.68 * InitialHP) + BaseSTR * 17); /// /// 额外生命值 [ 与额外力量相关 ] /// public double ExHP => Calculation.Round2Digits(ExSTR * 17); /// /// 额外生命值2 [ 与技能和物品相关 ] /// public double ExHP2 { get; set; } = 0; /// /// 最大生命值 = 基础生命值 + 额外生命值 + 额外生命值2 /// public double MaxHP => BaseHP + ExHP + ExHP2; /// /// 当前生命值 [ 战斗相关 ] /// public double HP { get; set; } = 0; /// /// 初始魔法值 [ 初始设定 ] /// [InitRequired] public double InitialMP { get; set; } = 10; /// /// 基础魔法值 [ 与初始设定和等级相关 ] [ 与基础智力相关 ] /// public double BaseMP => Calculation.Round2Digits(InitialMP + (Level - 1) * (1.5 + 0.14 * InitialMP) + BaseINT * 8); /// /// 额外魔法值 [ 与额外智力相关 ] /// public double ExMP => Calculation.Round2Digits(ExINT * 8); /// /// 额外魔法值2 [ 与技能和物品相关 ] /// public double ExMP2 { get; set; } = 0; /// /// 最大魔法值 = 基础魔法值 + 额外魔法值 + 额外魔法值2 /// public double MaxMP => BaseMP + ExMP + ExMP2; /// /// 当前魔法值 [ 战斗相关 ] /// public double MP { get; set; } = 0; /// /// 当前爆发能量 [ 战斗相关 ] /// public double EP { get; set; } = 0; /// /// 初始攻击力 [ 初始设定 ] /// [InitRequired] public double InitialATK { get; set; } = 15; /// /// 基础攻击力 [ 与初始设定和等级相关 ] [ 与核心属性相关 ] /// public double BaseATK { get { double atk = Calculation.Round2Digits(InitialATK + (Level - 1) * (0.95 + 0.045 * InitialATK)); if (PrimaryAttribute == PrimaryAttribute.AGI) { return atk + BaseAGI; } else if (PrimaryAttribute == PrimaryAttribute.INT) { return atk + BaseINT; } else // 默认STR { return atk + BaseSTR; } } } /// /// 额外攻击力 [ 与额外核心属性相关 ] /// public double ExATK { get { if (PrimaryAttribute == PrimaryAttribute.AGI) { return ExAGI; } else if (PrimaryAttribute == PrimaryAttribute.INT) { return ExINT; } else // 默认STR { return ExSTR; } } } /// /// 额外攻击力2 [ 与技能和物品相关 ] /// public double ExATK2 { get; set; } = 0; /// /// 攻击力 = 基础攻击力 + 额外攻击力 + 额外攻击力2 /// public double ATK => BaseATK + ExATK + ExATK2; /// /// 初始物理护甲 [ 初始设定 ] /// [InitRequired] public double InitialDEF { get; set; } = 5; /// /// 基础物理护甲 [ 与初始设定相关 ] [ 与基础力量相关 ] /// public double BaseDEF => Calculation.Round2Digits(InitialDEF + BaseSTR * 0.75); /// /// 额外物理护甲 [ 与额外力量相关 ] /// public double ExDEF => Calculation.Round2Digits(ExSTR * 0.75); /// /// 额外物理护甲2 [ 与技能和物品相关 ] /// public double ExDEF2 { get; set; } = 0; /// /// 物理护甲 = 基础物理护甲 + 额外物理护甲 + 额外物理护甲2 /// public double DEF => BaseDEF + ExDEF + ExDEF2; /// /// 物理伤害减免(%) = [ 与物理护甲相关 ] + 额外物理伤害减免(%) /// public double PDR { get { double value = Calculation.Round4Digits((DEF / (DEF + 120)) + ExPDR); return Calculation.PercentageCheck(value); } } /// /// 额外物理伤害减免(%) [ 与技能和物品相关 ] /// public double ExPDR { get; set; } = 0; /// /// 魔法抗性(%) [ 与技能和物品相关 ] /// public double MDF { get; set; } = 0; /// /// 物理穿透(%) [ 与技能和物品相关 ] /// public double PhysicalPenetration { get { return Calculation.PercentageCheck(_PhysicalPenetration); } set { _PhysicalPenetration = Calculation.PercentageCheck(Calculation.Round4Digits(value)); } } /// /// 魔法穿透(%) [ 与技能和物品相关 ] /// public double MagicalPenetration { get { return Calculation.PercentageCheck(_MagicalPenetration); } set { _MagicalPenetration = Calculation.PercentageCheck(Calculation.Round4Digits(value)); } } /// /// 初始生命回复力 [ 初始设定 ] /// [InitRequired] public double InitialHR { get; set; } = 0; /// /// 生命回复力 = [ 与初始设定相关 ] [ 与力量相关 ] + 额外生命回复力 /// public double HR => Calculation.Round2Digits(InitialHR + STR * 0.25 + ExHR); /// /// 额外生命回复力 [ 与技能和物品相关 ] /// public double ExHR { get; set; } = 0; /// /// 初始魔法回复力 [ 初始设定 ] /// [InitRequired] public double InitialMR { get; set; } = 0; /// /// 魔法回复力 = [ 与初始设定相关 ] [ 与智力相关 ] + 额外魔法回复力 /// public double MR => Calculation.Round2Digits(InitialMR + INT * 0.1 + ExMR); /// /// 额外魔法回复力 [ 与技能和物品相关 ] /// public double ExMR { get; set; } = 0; /// /// 能量回复力 [ 与技能和物品相关 ] /// public double ER { get; set; } = 0; /// /// 初始力量 [ 初始设定 ] /// [InitRequired] public double InitialSTR { get; set; } = 0; /// /// 初始敏捷 [ 初始设定 ] /// [InitRequired] public double InitialAGI { get; set; } = 0; /// /// 初始智力 [ 初始设定 ] /// [InitRequired] public double InitialINT { get; set; } = 0; /// /// 基础力量 [ 与初始设定和等级相关 ] /// public double BaseSTR => Calculation.Round2Digits(InitialSTR + STRGrowth * (Level - 1)); /// /// 基础敏捷 [ 与初始设定和等级相关 ] /// public double BaseAGI => Calculation.Round2Digits(InitialAGI + AGIGrowth * (Level - 1)); /// /// 基础智力 [ 与初始设定和等级相关 ] /// public double BaseINT => Calculation.Round2Digits(InitialINT + INTGrowth * (Level - 1)); /// /// 额外力量 [ 与技能和物品相关 ] /// public double ExSTR { get; set; } = 0; /// /// 额外敏捷 [ 与技能和物品相关 ] /// public double ExAGI { get; set; } = 0; /// /// 额外智力 [ 与技能和物品相关 ] /// public double ExINT { get; set; } = 0; /// /// 力量 = 基础力量 + 额外力量 /// public double STR => BaseSTR + ExSTR; /// /// 敏捷 = 基础敏捷 + 额外敏捷 /// public double AGI => BaseAGI + ExAGI; /// /// 智力 = 基础智力 + 额外智力 /// public double INT => BaseINT + ExINT; /// /// 力量成长值(+BaseSTR/Lv) /// public double STRGrowth { get; set; } = 0; /// /// 敏捷成长值(+BaseAGI/Lv) /// public double AGIGrowth { get; set; } = 0; /// /// 智力成长值(+BaseINT/Lv) /// public double INTGrowth { get; set; } = 0; /// /// 行动速度 [ 初始设定 ] /// [InitRequired] public double InitialSPD { get; set; } = 0; /// /// 行动速度 = [ 与初始设定相关 ][ 与敏捷相关 ] + 额外行动速度 /// public double SPD => Calculation.Round2Digits(InitialSPD + AGI * 0.65 + ExSPD); /// /// 额外行动速度 [ 与技能和物品相关 ] /// public double ExSPD { get; set; } = 0; /// /// 行动系数(%) = [ 与速度相关 ] + 额外行动系数(%) /// public double ActionCoefficient { get { double value = Calculation.Round4Digits(SPD / 1500.00 + ExActionCoefficient); return Calculation.PercentageCheck(value); } } /// /// 额外行动系数(%) [ 与技能和物品相关 ] /// public double ExActionCoefficient { get; set; } = 0; /// /// 加速系数(%) [ 与技能和物品相关 ] /// public double AccelerationCoefficient { get; set; } = 0; /// /// 冷却缩减(%) = [ 与智力相关 ] + 额外冷却缩减(%) /// public double CDR { get { double value = Calculation.Round4Digits(INT * 0.0025 + ExCDR); return Calculation.PercentageCheck(value); } } /// /// 额外冷却缩减(%) [ 与技能和物品相关 ] /// public double ExCDR { get; set; } = 0; /// /// 攻击距离 [ 与技能和物品相关 ] [ 单位:格 ] /// [InitOptional] public double ATR { get; set; } = 1; /// /// 暴击率(%) = [ 与敏捷相关 ] + 额外暴击率(%) /// public double CritRate { get { double value = Calculation.Round4Digits(0.05 + INT * 0.0025 + ExCDR); return Calculation.PercentageCheck(value); } } /// /// 额外暴击率(%) [ 与技能和物品相关 ] /// public double ExCritRate { get; set; } = 0; /// /// 暴击伤害(%) = [ 与力量相关 ] + 额外暴击伤害(%) /// public double CritDMG { get { return Calculation.Round4Digits(1.25 + STR * 0.00575 + ExCritDMG); } } /// /// 额外暴击伤害(%) [ 与技能和物品相关 ] /// public double ExCritDMG { get; set; } = 0; /// /// 闪避率(%) = [ 与敏捷相关 ] + 额外闪避率(%) /// public double EvadeRate { get { double value = Calculation.Round4Digits(0.05 + AGI * 0.0025 + ExEvadeRate); return Calculation.PercentageCheck(value); } } /// /// 额外闪避率(%) [ 与技能和物品相关 ] /// public double ExEvadeRate { get; set; } = 0; /// /// 角色的技能组 /// public Dictionary Skills { get; set; } = []; /// /// 角色携带的物品 /// public Dictionary Items { get; set; } = []; /** * ===== 私有变量 ===== */ /// /// 等级 /// private int _Level = 1; /// /// 物理穿透 /// private double _PhysicalPenetration = 0; /// /// 魔法穿透 /// private double _MagicalPenetration = 0; protected Character() { User = General.UnknownUserInstance; Statistics = new(); } internal static Character GetInstance() { return new(); } /// /// 回复状态至满 /// /// public void Recovery(double EP = -1) { HP = MaxHP; MP = MaxMP; if (EP != -1) this.EP = EP; } /// /// 按时间回复状态 /// /// /// public void Recovery(int time, double EP = -1) { if (time > 0) { HP = Math.Min(MaxHP, Calculation.Round2Digits(HP + HR * time)); MP = Math.Min(MaxMP, Calculation.Round2Digits(MP + MR * time)); if (EP != -1) this.EP = EP; } } /// /// 比较一个角色(只比较 ) /// /// /// public override bool Equals(IBaseEntity? other) { return other is Character c && c.Name == Name; } /// /// 获取角色实例的名字、昵称以及所属玩家 /// /// public override string ToString() { bool isChineseName = NetworkUtility.IsChineseName(Name + FirstName); string str = isChineseName ? (Name + FirstName).Trim() : (Name + " " + FirstName).Trim(); if (NickName != "") { if (str != "") str += ", "; str += NickName; } if (User != null && User.Username != "") { str += "(" + User.Username + ")"; } return str; } /// /// 复制一个角色 /// [ 推荐从模组中复制后使用对象 ] /// /// public Character Copy() { Character c = new() { Name = Name, FirstName = FirstName, NickName = NickName, Statistics = Statistics, MagicType = MagicType, FirstRoleType = FirstRoleType, SecondRoleType = SecondRoleType, ThirdRoleType = ThirdRoleType, Promotion = Promotion, PrimaryAttribute = PrimaryAttribute, Level = Level, EXP = EXP, InitialHP = InitialHP, ExHP2 = ExHP2, InitialMP = InitialMP, ExMP2 = ExMP2, EP = EP, InitialATK = InitialATK, ExATK2 = ExATK2, InitialDEF = InitialDEF, ExDEF2 = ExDEF2, MDF = MDF, PhysicalPenetration = PhysicalPenetration, MagicalPenetration = MagicalPenetration, InitialHR = InitialHR, ExHR = ExHR, InitialMR = InitialMR, ExMR = ExMR, ER = ER, InitialSTR = InitialSTR, InitialAGI = InitialAGI, InitialINT = InitialINT, ExSTR = ExSTR, ExAGI = ExAGI, ExINT = ExINT, STRGrowth = STRGrowth, AGIGrowth = AGIGrowth, INTGrowth = INTGrowth, InitialSPD = InitialSPD, ExSPD = ExSPD, ExActionCoefficient = ExActionCoefficient, AccelerationCoefficient = AccelerationCoefficient, ExCDR = ExCDR, ATR = ATR, ExCritRate = ExCritRate, ExCritDMG = ExCritDMG, ExEvadeRate = ExEvadeRate, Skills = new(Skills), Items = new(Items), }; c.Recovery(); return c; } } }