using System.Text; using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Core.Entity { /// /// 是一个用于描述生物的单元对象(单位),而 是一种高级单位(单位单位/英雄单位) /// 和单位一样,使用 标记的需要初始赋值的属性 /// public class Unit : Character { /// /// 单位名称 /// public override string Name { get; set; } = ""; /// /// 获取单位名称以及所属玩家 /// /// public override string ToString() { string str = Name; if (User != null && User.Username != "") { str += "(" + User.Username + ")"; } return str; } /// /// 获取单位名称以及所属玩家,包含等级 /// /// public new string ToStringWithLevel() { string str = Name + " - 等级 " + Level; if (User != null && User.Username != "") { str += "(" + User.Username + ")"; } return str; } /// /// 获取单位的详细信息 /// /// public new string GetInfo(bool showUser = true, bool showGrowth = true, bool showEXP = false) { StringBuilder builder = new(); builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser()); builder.AppendLine($"等级:{Level} / {General.GameplayEquilibriumConstant.MaxLevel}"); double exHP = ExHP + ExHP2 + ExHP3; builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : "")); double exMP = ExMP + ExMP2 + ExMP3; builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : "")); double exATK = ExATK + ExATK2 + ExATK3; builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : "")); double exDEF = ExDEF + ExDEF2 + ExDEF3; builder.AppendLine($"物理护甲:{DEF:0.##}" + (exDEF != 0 ? $" [{BaseDEF:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exDEF):0.##}]" : "") + $" ({PDR * 100:0.##}%)"); double mdf = Calculation.Round4Digits((MDF.None + MDF.Starmark + MDF.PurityNatural + MDF.PurityContemporary + MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9) * 100; if (Calculation.IsApproximatelyZero(mdf)) mdf = 0; builder.AppendLine($"魔法抗性:{mdf:0.##}%(平均)"); double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD; builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)"); builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR != 0 ? $" [{InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor:0.##} {(ExHR >= 0 ? "+" : "-")} {Math.Abs(ExHR):0.##}]" : "")); builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR != 0 ? $" [{InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor:0.##} {(ExMR >= 0 ? "+" : "-")} {Math.Abs(ExMR):0.##}]" : "")); builder.AppendLine($"暴击率:{CritRate * 100:0.##}%"); builder.AppendLine($"暴击伤害:{CritDMG * 100:0.##}%"); builder.AppendLine($"闪避率:{EvadeRate * 100:0.##}%"); builder.AppendLine($"冷却缩减:{CDR * 100:0.##}%"); builder.AppendLine($"加速系数:{AccelerationCoefficient * 100:0.##}%"); builder.AppendLine($"物理穿透:{PhysicalPenetration * 100:0.##}%"); builder.AppendLine($"魔法穿透:{MagicalPenetration * 100:0.##}%"); if (CharacterState != CharacterState.Actionable) { builder.AppendLine(CharacterSet.GetCharacterState(CharacterState)); } if (IsNeutral) { builder.AppendLine("单位是无敌的"); } if (IsUnselectable) { builder.AppendLine("单位是不可选中的"); } builder.AppendLine("== 普通攻击 =="); builder.Append(NormalAttack.ToString()); if (Skills.Count > 0) { builder.AppendLine("== 单位技能 =="); foreach (Skill skill in Skills) { builder.Append(skill.ToString()); } } if (EquipSlot.Any()) { builder.AppendLine("== 装备栏 =="); if (EquipSlot.MagicCardPack != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.MagicCardPack.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.MagicCardPack) + ":" + EquipSlot.MagicCardPack.Name); builder.AppendLine(EquipSlot.MagicCardPack.Description); } if (EquipSlot.Weapon != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Weapon.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Weapon) + ":" + EquipSlot.Weapon.Name); builder.AppendLine(EquipSlot.Weapon.Description); } if (EquipSlot.Armor != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Armor.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Armor) + ":" + EquipSlot.Armor.Name); builder.AppendLine(EquipSlot.Armor.Description); } if (EquipSlot.Shoes != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Shoes.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Shoes) + ":" + EquipSlot.Shoes.Name); builder.AppendLine(EquipSlot.Shoes.Description); } if (EquipSlot.Accessory1 != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory1.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory1) + ":" + EquipSlot.Accessory1.Name); builder.AppendLine(EquipSlot.Accessory1.Description); } if (EquipSlot.Accessory2 != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory2.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory2) + ":" + EquipSlot.Accessory2.Name); builder.AppendLine(EquipSlot.Accessory2.Description); } } if (Items.Count > 0) { builder.AppendLine("== 单位背包 =="); foreach (Item item in Items) { builder.Append(item.ToString()); } } if (Effects.Where(e => e.EffectType != EffectType.Item).Any()) { builder.AppendLine("== 状态栏 =="); foreach (Effect effect in Effects.Where(e => e.EffectType != EffectType.Item)) { builder.Append(effect.ToString()); } } /** * 意义不明(✖)的代码 */ if (showGrowth == showEXP) { showGrowth.ToString(); } return builder.ToString(); } /// /// 获取单位的简略信息 /// /// public new string GetSimpleInfo(bool showUser = true, bool showGrowth = true, bool showEXP = false, bool showBasicOnly = false) { StringBuilder builder = new(); builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser()); builder.AppendLine($"等级:{Level} / {General.GameplayEquilibriumConstant.MaxLevel}"); double exHP = ExHP + ExHP2 + ExHP3; builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : "")); double exMP = ExMP + ExMP2 + ExMP3; builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : "")); double exATK = ExATK + ExATK2 + ExATK3; builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : "")); double exDEF = ExDEF + ExDEF2 + ExDEF3; builder.AppendLine($"物理护甲:{DEF:0.##}" + (exDEF != 0 ? $" [{BaseDEF:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exDEF):0.##}]" : "") + $" ({PDR * 100:0.##}%)"); double mdf = Calculation.Round4Digits((MDF.None + MDF.Starmark + MDF.PurityNatural + MDF.PurityContemporary + MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9) * 100; if (Calculation.IsApproximatelyZero(mdf)) mdf = 0; builder.AppendLine($"魔法抗性:{mdf:0.##}%(平均)"); double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD; builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)"); builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR != 0 ? $" [{InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor:0.##} {(ExHR >= 0 ? "+" : "-")} {Math.Abs(ExHR):0.##}]" : "")); builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR != 0 ? $" [{InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor:0.##} {(ExMR >= 0 ? "+" : "-")} {Math.Abs(ExMR):0.##}]" : "")); if (!showBasicOnly) { if (CharacterState != CharacterState.Actionable) { builder.AppendLine(CharacterSet.GetCharacterState(CharacterState)); } if (IsNeutral) { builder.AppendLine("单位是无敌的"); } if (IsUnselectable) { builder.AppendLine("单位是不可选中的"); } if (Skills.Count > 0) { builder.AppendLine("== 单位技能 =="); builder.AppendLine(string.Join(",", Skills.Select(s => s.Name))); } if (EquipSlot.Any()) { builder.AppendLine("== 已装备槽位 =="); List types = []; if (EquipSlot.MagicCardPack != null) { types.Add(EquipSlotType.MagicCardPack); } if (EquipSlot.Weapon != null) { types.Add(EquipSlotType.Weapon); } if (EquipSlot.Armor != null) { types.Add(EquipSlotType.Armor); } if (EquipSlot.Shoes != null) { types.Add(EquipSlotType.Shoes); } if (EquipSlot.Accessory1 != null) { types.Add(EquipSlotType.Accessory1); } if (EquipSlot.Accessory2 != null) { types.Add(EquipSlotType.Accessory2); } builder.AppendLine(string.Join(",", types.Select(ItemSet.GetEquipSlotTypeName))); } if (Effects.Where(e => e.EffectType != EffectType.Item).Any()) { builder.AppendLine("== 状态栏 =="); builder.Append(string.Join(",", Effects.Where(e => e.EffectType != EffectType.Item).Select(e => e.Name))); } } /** * 意义不明(✖)的代码 */ if (showGrowth == showEXP) { showGrowth.ToString(); } return builder.ToString(); } /// /// 获取战斗状态的信息 /// /// /// public new string GetInBattleInfo(double hardnessTimes) { StringBuilder builder = new(); builder.AppendLine(ToStringWithLevel()); double exHP = ExHP + ExHP2 + ExHP3; builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : "")); double exMP = ExMP + ExMP2 + ExMP3; builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : "")); double exATK = ExATK + ExATK2 + ExATK3; builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : "")); if (CharacterState != CharacterState.Actionable) { builder.AppendLine(CharacterSet.GetCharacterState(CharacterState)); } if (IsNeutral) { builder.AppendLine("单位是中立单位,处于无敌状态"); } if (IsUnselectable) { builder.AppendLine("单位是不可选中的"); } builder.AppendLine($"硬直时间:{hardnessTimes:0.##}"); if (Effects.Where(e => e.EffectType != EffectType.Item).Any()) { builder.AppendLine("== 状态栏 =="); foreach (Effect effect in Effects.Where(e => e.EffectType != EffectType.Item)) { builder.Append(effect.ToString()); } } return builder.ToString(); } /// /// 获取战斗状态的信息(简略版) /// /// /// public new string GetSimpleInBattleInfo(double hardnessTimes) { StringBuilder builder = new(); builder.AppendLine(ToStringWithLevel()); double exHP = ExHP + ExHP2 + ExHP3; builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : "")); double exMP = ExMP + ExMP2 + ExMP3; builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : "")); double exATK = ExATK + ExATK2 + ExATK3; builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : "")); builder.AppendLine($"硬直时间:{hardnessTimes:0.##}"); if (Effects.Where(e => e.EffectType != EffectType.Item).Any()) { builder.AppendLine("== 状态栏 =="); builder.Append(string.Join(",", Effects.Where(e => e.EffectType != EffectType.Item).Select(e => e.Name))); } return builder.ToString(); } /// /// 获取单位的技能信息 /// /// public new string GetSkillInfo(bool showUser = true) { StringBuilder builder = new(); builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser()); if (CharacterState != CharacterState.Actionable) { builder.AppendLine(CharacterSet.GetCharacterState(CharacterState)); } if (IsNeutral) { builder.AppendLine("单位是无敌的"); } if (IsUnselectable) { builder.AppendLine("单位是不可选中的"); } builder.AppendLine("== 普通攻击 =="); builder.Append(NormalAttack.ToString()); if (Skills.Count > 0) { builder.AppendLine("== 单位技能 =="); foreach (Skill skill in Skills) { builder.Append(skill.ToString()); } } if (Effects.Where(e => e.EffectType != EffectType.Item).Any()) { builder.AppendLine("== 状态栏 =="); foreach (Effect effect in Effects.Where(e => e.EffectType != EffectType.Item)) { builder.Append(effect.ToString()); } } return builder.ToString(); } /// /// 获取单位的物品信息 /// /// public new string GetItemInfo(bool showUser = true, bool showGrowth = true, bool showEXP = false) { StringBuilder builder = new(); builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser()); builder.AppendLine($"等级:{Level} / {General.GameplayEquilibriumConstant.MaxLevel}"); double exHP = ExHP + ExHP2 + ExHP3; builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : "")); double exMP = ExMP + ExMP2 + ExMP3; builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : "")); double exATK = ExATK + ExATK2 + ExATK3; builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : "")); double exDEF = ExDEF + ExDEF2 + ExDEF3; builder.AppendLine($"物理护甲:{DEF:0.##}" + (exDEF != 0 ? $" [{BaseDEF:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exDEF):0.##}]" : "") + $" ({PDR * 100:0.##}%)"); double mdf = Calculation.Round4Digits((MDF.None + MDF.Starmark + MDF.PurityNatural + MDF.PurityContemporary + MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9) * 100; if (Calculation.IsApproximatelyZero(mdf)) mdf = 0; builder.AppendLine($"魔法抗性:{mdf:0.##}%(平均)"); double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD; builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)"); builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR != 0 ? $" [{InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor:0.##} {(ExHR >= 0 ? "+" : "-")} {Math.Abs(ExHR):0.##}]" : "")); builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR != 0 ? $" [{InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor:0.##} {(ExMR >= 0 ? "+" : "-")} {Math.Abs(ExMR):0.##}]" : "")); builder.AppendLine($"暴击率:{CritRate * 100:0.##}%"); builder.AppendLine($"暴击伤害:{CritDMG * 100:0.##}%"); builder.AppendLine($"闪避率:{EvadeRate * 100:0.##}%"); builder.AppendLine($"冷却缩减:{CDR * 100:0.##}%"); builder.AppendLine($"加速系数:{AccelerationCoefficient * 100:0.##}%"); builder.AppendLine($"物理穿透:{PhysicalPenetration * 100:0.##}%"); builder.AppendLine($"魔法穿透:{MagicalPenetration * 100:0.##}%"); if (EquipSlot.Any()) { builder.AppendLine("== 装备栏 =="); if (EquipSlot.MagicCardPack != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.MagicCardPack.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.MagicCardPack) + ":" + EquipSlot.MagicCardPack.Name); builder.AppendLine(EquipSlot.MagicCardPack.Description); } if (EquipSlot.Weapon != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Weapon.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Weapon) + ":" + EquipSlot.Weapon.Name); builder.AppendLine(EquipSlot.Weapon.Description); } if (EquipSlot.Armor != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Armor.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Armor) + ":" + EquipSlot.Armor.Name); builder.AppendLine(EquipSlot.Armor.Description); } if (EquipSlot.Shoes != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Shoes.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Shoes) + ":" + EquipSlot.Shoes.Name); builder.AppendLine(EquipSlot.Shoes.Description); } if (EquipSlot.Accessory1 != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory1.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory1) + ":" + EquipSlot.Accessory1.Name); builder.AppendLine(EquipSlot.Accessory1.Description); } if (EquipSlot.Accessory2 != null) { builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory2.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory2) + ":" + EquipSlot.Accessory2.Name); builder.AppendLine(EquipSlot.Accessory2.Description); } } if (Items.Count > 0) { builder.AppendLine("== 单位背包 =="); foreach (Item item in Items) { builder.Append(item.ToString()); } } /** * 意义不明(✖)的代码 */ if (showGrowth == showEXP) { showGrowth.ToString(); } return builder.ToString(); } } }