using Milimoe.FunGame.Core.Interface.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Core.Entity { public class Quest : BaseEntity { public string Description { get; set; } = ""; public int EstimatedMinutes { get; set; } = 0; public QuestState Status { get; set; } = 0; public int CharacterIndex { get; set; } = 0; public Dictionary Awards { get; set; } = []; public DateTime? StartTime { get; set; } = null; public DateTime? SettleTime { get; set; } = null; public QuestType QuestType { get; set; } = QuestType.Continuous; public int Progress { get; set; } = 0; public int MaxProgress { get; set; } = 100; public override string ToString() { string progressString = ""; if (QuestType == QuestType.Progressive) { progressString = $"\r\n当前进度:{Progress}/{MaxProgress}"; } return $"{Id}. {Name}\r\n" + $"{Description}\r\n" + (QuestType == QuestType.Continuous ? $"需要时间:{EstimatedMinutes} 分钟\r\n" : "") + (StartTime.HasValue ? $"开始时间:{StartTime.Value.ToString(General.GeneralDateTimeFormatChinese)}" + (Status == QuestState.InProgress && QuestType == QuestType.Continuous ? $"\r\n预计在 {Math.Max(Math.Round((StartTime.Value.AddMinutes(EstimatedMinutes) - DateTime.Now).TotalMinutes, MidpointRounding.ToPositiveInfinity), 1)} 分钟后完成" : "") + "\r\n" : "") + $"完成奖励:{string.Join(",", Awards.Select(kv => kv.Key + " * " + kv.Value))}\r\n" + $"任务状态:{GetStatus()}" + progressString + (SettleTime.HasValue ? $"\r\n结算时间:{SettleTime.Value.ToString(General.GeneralDateTimeFormatChinese)}" : ""); } private string GetStatus() { return Status switch { QuestState.InProgress => "进行中", QuestState.Completed => "已完成", QuestState.Settled => "已结算", _ => "未开始" }; } public override bool Equals(IBaseEntity? other) { return other is Quest && other.Id == Id; } } }