using System.Text; using Milimoe.FunGame.Core.Interface.Entity; using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Model; namespace Milimoe.FunGame.Core.Entity { /// /// 和 一样,需要继承构造 /// public class Item : BaseEntity, IItem { /// /// 物品的描述 /// public virtual string Description { get; set; } = ""; /// /// 物品的通用描述 /// public virtual string GeneralDescription { get; set; } = ""; /// /// 物品的背景故事 /// public virtual string BackgroundStory { get; set; } = ""; /// /// 物品类型 /// public virtual ItemType ItemType { get; set; } = ItemType.Others; /// /// 是否允许装备 /// public bool Equipable { get; set; } = true; /// /// 是否允许取消装备 /// public bool Unequipable { get; set; } = true; /// /// 装备槽位 /// public virtual EquipSlotType EquipSlotType { get; set; } = EquipSlotType.None; /// /// 武器类型(如果是武器) /// public virtual WeaponType WeaponType { get; set; } = WeaponType.None; /// /// 快捷键 /// public char Key { get; set; } = '/'; /// /// 是否是主动物品 /// public bool IsActive => Skills.Active != null; /// /// 是否可用(涉及冷却和禁用等) /// public bool Enable { get; set; } = true; /// /// 是否是局内使用的物品(局内是指对角色生效的物品) /// public bool IsInGameItem { get; set; } = true; /// /// 是否允许购买 /// public bool IsPurchasable { get; set; } = true; /// /// 物品的价格 /// public double Price { get; set; } = 0; /// /// 是否允许出售 /// public bool IsSellable { get; set; } = true; /// /// 下次可出售的时间 /// public DateTime NextSellableTime { get; set; } = DateTime.MinValue; /// /// 是否允许交易 /// public bool IsTradable { get; set; } = true; /// /// 下次可交易的时间 /// public DateTime NextTradableTime { get; set; } = DateTime.MinValue; /// /// 剩余使用次数(消耗品才会用到) /// public int RemainUseTimes { get; set; } = 0; /// /// 物品所属的角色(只有装备物品,才需要设置) /// public Character? Character { get => _character; set { _character = value; if (Skills.Active != null) Skills.Active.Character = _character; foreach (Skill skill in Skills.Passives) { skill.Character = _character; foreach (Effect e in skill.Effects) { e.Source = _character; } } } } /// /// 所属的玩家 /// public User? User { get; set; } = null; /// /// 物品拥有的技能 /// public SkillGroup Skills { get; set; } = new(); /// /// 当装备物品时 /// public void OnItemEquip(Character character, EquipItemToSlot type) { Character = character; foreach (Skill skill in Skills.Passives) { if (!skill.IsActive && skill.Level > 0) { foreach (Effect e in skill.AddInactiveEffectToCharacter()) { e.ActionQueue = skill.ActionQueue; if (Character != null && !Character.Effects.Contains(e)) { Character.Effects.Add(e); e.OnEffectGained(Character); } } } } if (Character != null) OnItemEquipped(Character, this, type); } /// /// 当取消装备物品时 /// public void OnItemUnEquip(EquipItemToSlot type) { if (Character != null) { if (Skills.Active != null) { foreach (Effect e in Character.Effects.Where(e => e.Skill == Skills.Active && e.Level > 0).ToList()) { Character.Effects.Remove(e); e.OnEffectLost(Character); } } foreach (Skill skill in Skills.Passives) { foreach (Effect e in Character.Effects.Where(e => e.Skill == skill && e.Level > 0).ToList()) { Character.Effects.Remove(e); e.OnEffectLost(Character); } } switch (type) { case EquipItemToSlot.MagicCardPack: Character.EquipSlot.MagicCardPack = null; break; case EquipItemToSlot.Weapon: Character.EquipSlot.Weapon = null; break; case EquipItemToSlot.Armor: Character.EquipSlot.Armor = null; break; case EquipItemToSlot.Shoes: Character.EquipSlot.Shoes = null; break; case EquipItemToSlot.Accessory1: Character.EquipSlot.Accessory1 = null; break; case EquipItemToSlot.Accessory2: Character.EquipSlot.Accessory2 = null; break; } OnItemUnEquipped(Character, this, type); } Character = null; } /// /// 局内使用物品触发 对某个角色使用 /// public void UseItem(ActionQueue queue, Character character, List enemys, List teammates) { OnItemUsed(character, this); Skills.Active?.OnSkillCasted(queue, character, enemys, teammates); } /// /// 局外(库存)使用物品触发 /// public void UseItem(/*Inventory inventory*/) { if (User != null) OnItemUsed(User, this); } /// /// 当物品被角色使用时 /// /// /// public virtual void OnItemUsed(Character character, Item item) { } /// /// 当物品被玩家使用时 /// /// /// public virtual void OnItemUsed(User user, Item item) { } /// /// 当物品被装备时 /// /// /// /// public virtual void OnItemEquipped(Character character, Item item, EquipItemToSlot type) { } /// /// 当物品被取消装备时 /// /// /// /// public virtual void OnItemUnEquipped(Character character, Item item, EquipItemToSlot type) { } protected Item(ItemType type, bool isInGame = true, EquipSlotType slot = EquipSlotType.None) { ItemType = type; IsInGameItem = isInGame; EquipSlotType = slot; } internal Item() { } /// /// Id.Name /// /// public string GetIdName() { return Id + "." + Name; } /// /// 显示物品的详细信息 /// /// public override string ToString() { return ToString(false); } /// /// 显示物品的详细信息 /// /// 是否显示通用描述,而不是描述 /// public string ToString(bool isShowGeneralDescription) { StringBuilder builder = new(); builder.AppendLine($"【{Name}】"); builder.AppendLine($"{ItemSet.GetItemTypeName(ItemType)}" + (IsPurchasable && Price > 0 ? $" 售价:{Price:0.##}" : "")); if (RemainUseTimes > 0) { builder.AppendLine($"剩余可用次数:{RemainUseTimes}"); } List sellandtrade = [""]; if (IsSellable) { sellandtrade.Add("可出售"); } if (IsTradable) { sellandtrade.Add("可交易"); } builder.AppendLine(string.Join(" ", sellandtrade).Trim()); if (!IsSellable && NextSellableTime != DateTime.MinValue) { builder.AppendLine($"此物品将在 {NextSellableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可出售"); } if (!IsTradable && NextTradableTime != DateTime.MinValue) { builder.AppendLine($"此物品将在 {NextTradableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可交易"); } if (isShowGeneralDescription && GeneralDescription != "") { builder.AppendLine("物品描述:" + GeneralDescription); } else if (Description != "") { builder.AppendLine("物品描述:" + Description); } if (Skills.Active != null) builder.AppendLine($"{Skills.Active.ToString()}"); foreach (Skill skill in Skills.Passives) { builder.AppendLine($"{skill.ToString()}"); } if (BackgroundStory != "") { builder.AppendLine("\r\n" + BackgroundStory); } return builder.ToString(); } /// /// 判断两个物品是否相同 检查Id.Name /// /// /// public override bool Equals(IBaseEntity? other) { return other is Item c && c.Id + "." + c.Name == Id + "." + Name; } /// /// 设置一些属性给从 新建来的 /// 通常,在使用 JSON 反序列化 Item,且从 中获取了实例后,需要使用此方法复制给新实例 /// /// public void SetPropertyToItemModuleNew(Item item) { item.WeaponType = WeaponType; item.EquipSlotType = EquipSlotType; item.Equipable = Equipable; item.IsPurchasable = IsPurchasable; item.Price = Price; item.IsSellable = IsSellable; item.NextSellableTime = NextSellableTime; item.IsTradable = IsTradable; item.NextTradableTime = NextTradableTime; } /// /// 复制一个物品 /// /// public Item Copy() { Item item = new() { Id = Id, Name = Name, Description = Description, GeneralDescription = GeneralDescription, ItemType = ItemType, Equipable = Equipable, Unequipable = Unequipable, EquipSlotType = EquipSlotType, WeaponType = WeaponType, Key = Key, Enable = Enable, IsInGameItem = IsInGameItem, IsPurchasable = IsPurchasable, Price = Price, IsSellable = IsSellable, NextSellableTime = NextSellableTime, IsTradable = IsTradable, NextTradableTime = NextTradableTime, RemainUseTimes = RemainUseTimes, }; item.Skills.Active = Skills.Active?.Copy(); foreach (Skill skill in Skills.Passives) { Skill newskill = skill.Copy(); newskill.Item = item; item.Skills.Passives.Add(newskill); } return item; } /// /// 所属的角色 /// private Character? _character = null; } }