using System.Text; using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Interface.Entity; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.FunGame.Core.Entity { /// /// 角色需要使用 Factory.Get 的方式来构造,并赋值 标记的属性 /// 在使用时仅需要调用 方法即可获得相同对象 /// 不建议继承 /// 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; } /// /// 角色的详细资料 /// public CharacterProfile Profile { get; set; } /// /// 角色的装备 /// public EquipSlot EquipSlot { 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 > General.GameplayEquilibriumConstant.PromotionThresholdSUpperLimit) { return RoleRating.X; } else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdAPlusUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdSUpperLimit) { return RoleRating.S; } else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdAUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdAPlusUpperLimit) { return RoleRating.APlus; } else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdBUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdAUpperLimit) { return RoleRating.A; } else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdCUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdBUpperLimit) { return RoleRating.B; } else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdDUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdCUpperLimit) { return RoleRating.C; } else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdEUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdDUpperLimit) { 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 >= 1 ? _Level : 1; } set { _Level = Math.Min(Math.Max(1, value), General.GameplayEquilibriumConstant.MaxLevel); OnAttributeChanged(); Recovery(); } } /// /// 经验值 /// public double EXP { get; set; } = 0; /// /// 角色目前所处的状态 [ 战斗相关 ] /// public CharacterState CharacterState { get; set; } = CharacterState.Actionable; /// /// 角色目前被特效施加的状态 [ 用于设置角色是否被控制的状态 ] /// public Dictionary> CharacterEffectStates { get; } = []; /// /// 角色目前被特效施加的控制效果 [ 用于特效判断是否需要在移除特效时更改角色状态 ] /// public Dictionary> CharacterEffectTypes { get; } = []; /// /// 角色是否是中立的 [ 战斗相关 ] /// public bool IsNeutral { get; set; } = false; /// /// 角色是否是不可选中的 [ 战斗相关 ] /// public bool IsUnselectable { get; set; } = false; /// /// 初始生命值 [ 初始设定 ] /// [InitRequired] public double InitialHP { get; set; } = General.GameplayEquilibriumConstant.InitialHP; /// /// 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 => InitialHP + (Level - 1) * (General.GameplayEquilibriumConstant.LevelToHPFactor + General.GameplayEquilibriumConstant.HPGrowthFactor * InitialHP) + BaseSTR * General.GameplayEquilibriumConstant.STRtoHPFactor; /// /// 额外生命值 [ 与额外力量相关 ] /// public double ExHP => ExSTR * General.GameplayEquilibriumConstant.STRtoHPFactor; /// /// 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 { return _HP < 0 ? 0 : (_HP > MaxHP ? MaxHP : _HP); } set { _HP = value; if (_HP > MaxHP) _HP = MaxHP; else if (_HP < 0) _HP = 0; } } /// /// 初始魔法值 [ 初始设定 ] /// [InitRequired] public double InitialMP { get; set; } = General.GameplayEquilibriumConstant.InitialMP; /// /// 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 => InitialMP + (Level - 1) * (General.GameplayEquilibriumConstant.LevelToMPFactor + General.GameplayEquilibriumConstant.MPGrowthFactor * InitialMP) + BaseINT * General.GameplayEquilibriumConstant.INTtoMPFactor; /// /// 额外魔法值 [ 与额外智力相关 ] /// public double ExMP => ExINT * General.GameplayEquilibriumConstant.INTtoMPFactor; /// /// 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 { return _MP < 0 ? 0 : (_MP > MaxMP ? MaxMP : _MP); } set { _MP = value; if (_MP > MaxMP) _MP = MaxMP; else if (_MP < 0) _MP = 0; } } /// /// 当前爆发能量 [ 战斗相关 ] /// public double EP { get { return _EP < 0 ? 0 : (_EP > General.GameplayEquilibriumConstant.MaxEP ? General.GameplayEquilibriumConstant.MaxEP : _EP); } set { _EP = value; if (_EP > General.GameplayEquilibriumConstant.MaxEP) _EP = General.GameplayEquilibriumConstant.MaxEP; else if (_EP < 0) _EP = 0; } } /// /// 初始攻击力 [ 初始设定 ] /// [InitRequired] public double InitialATK { get; set; } = General.GameplayEquilibriumConstant.InitialATK; /// /// 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 = InitialATK + (Level - 1) * (General.GameplayEquilibriumConstant.LevelToATKFactor + General.GameplayEquilibriumConstant.ATKGrowthFactor * 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; } = General.GameplayEquilibriumConstant.InitialDEF; /// /// 基础物理护甲 [ 与初始设定相关 ] [ 与基础力量相关 ] /// public double BaseDEF => InitialDEF + BaseSTR * General.GameplayEquilibriumConstant.STRtoDEFFactor; /// /// 额外物理护甲 [ 与额外力量相关 ] /// public double ExDEF => ExSTR * General.GameplayEquilibriumConstant.STRtoDEFFactor; /// /// 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 = (DEF / (DEF + General.GameplayEquilibriumConstant.DEFReductionFactor)) + 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 MagicResistance MDF { get; set; } /// /// 物理穿透(%) [ 与技能和物品相关 ] /// public double PhysicalPenetration { get { return Calculation.PercentageCheck(_PhysicalPenetration); } set { _PhysicalPenetration = Calculation.PercentageCheck(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(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 => InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor + 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 => InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor + 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; /// /// 核心属性的值 [ 核心属性相关 ] /// public double PrimaryAttributeValue { get { if (PrimaryAttribute == PrimaryAttribute.AGI) { return AGI; } else if (PrimaryAttribute == PrimaryAttribute.INT) { return INT; } else { return STR; } } } /// /// 基础核心属性的值 [ 核心属性相关 ] /// public double BasePrimaryAttributeValue { get { if (PrimaryAttribute == PrimaryAttribute.AGI) { return BaseAGI; } else if (PrimaryAttribute == PrimaryAttribute.INT) { return BaseINT; } else { return BaseSTR; } } } /// /// 额外核心属性的值 [ 核心属性相关 ] /// public double ExPrimaryAttributeValue { get { if (PrimaryAttribute == PrimaryAttribute.AGI) { return ExAGI; } else if (PrimaryAttribute == PrimaryAttribute.INT) { return ExINT; } else { return ExSTR; } } } /// /// 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 => InitialSTR + STRGrowth * (Level - 1); /// /// 基础敏捷 [ 与初始设定和等级相关 ] /// public double BaseAGI => InitialAGI + AGIGrowth * (Level - 1); /// /// 基础智力 [ 与初始设定和等级相关 ] /// public double BaseINT => 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 => InitialSPD + AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + 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 = SPD / General.GameplayEquilibriumConstant.SPDUpperLimit + 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 = INT * General.GameplayEquilibriumConstant.INTtoCDRMultiplier + 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 = General.GameplayEquilibriumConstant.CritRate + AGI * General.GameplayEquilibriumConstant.AGItoCritRateMultiplier + ExCritRate; 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 General.GameplayEquilibriumConstant.CritDMG + STR * General.GameplayEquilibriumConstant.STRtoCritDMGMultiplier + 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 = General.GameplayEquilibriumConstant.EvadeRate + AGI * General.GameplayEquilibriumConstant.AGItoEvadeRateMultiplier + ExEvadeRate; return Calculation.PercentageCheck(value); } } /// /// 额外闪避率(%) [ 与技能和物品相关 ] /// public double ExEvadeRate { get; set; } = 0; /// /// 普通攻击对象 /// public NormalAttack NormalAttack { get; } /// /// 角色的技能列表 /// public HashSet Skills { get; } = []; /// /// 角色的持续性特效列表 /// public HashSet Effects { get; } = []; /// /// 角色携带的物品 /// public HashSet Items { get; } = []; /** * ===== 私有变量 ===== */ /// /// 等级 /// private int _Level = 1; /// /// 生命值 /// private double _HP = 0; /// /// 魔法值 /// private double _MP = 0; /// /// 能量值 /// private double _EP = 0; /// /// 物理穿透 /// private double _PhysicalPenetration = 0; /// /// 魔法穿透 /// private double _MagicalPenetration = 0; protected Character() { User = General.UnknownUserInstance; Profile = new(Name, FirstName, NickName); EquipSlot = new(); MDF = new(); NormalAttack = new(this); } 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, HP + HR * time); MP = Math.Min(MaxMP, MP + MR * time); if (EP != -1) this.EP = EP; } } /// /// 按当前百分比回复状态(一般在属性变化时调用) /// /// /// /// /// public void Recovery(double pastHP, double pastMP, double pastMaxHP, double pastMaxMP) { double pHP = pastHP / pastMaxHP; double pMP = pastMP / pastMaxMP; HP = MaxHP * pHP; MP = MaxMP * pMP; } /// /// 为角色装备物品(必须使用此方法而不是自己去给EquipSlot里的物品赋值) /// /// /// public bool Equip(Item item, EquipItemToSlot slot) { bool result = false; double pastHP = HP; double pastMaxHP = MaxHP; double pastMP = MP; double pastMaxMP = MaxMP; switch (slot) { case EquipItemToSlot.MagicCardPack: if (item.ItemType == ItemType.MagicCardPack) { UnEquip(EquipItemToSlot.MagicCardPack); EquipSlot.MagicCardPack = item; item.OnItemEquip(this, EquipItemToSlot.MagicCardPack); result = true; } break; case EquipItemToSlot.Weapon: if (item.ItemType == ItemType.Weapon) { UnEquip(EquipItemToSlot.Weapon); EquipSlot.Weapon = item; item.OnItemEquip(this, EquipItemToSlot.Weapon); result = true; } break; case EquipItemToSlot.Armor: if (item.ItemType == ItemType.Armor) { UnEquip(EquipItemToSlot.Armor); EquipSlot.Armor = item; item.OnItemEquip(this, EquipItemToSlot.Armor); result = true; } break; case EquipItemToSlot.Shoes: if (item.ItemType == ItemType.Shoes) { UnEquip(EquipItemToSlot.Shoes); EquipSlot.Shoes = item; item.OnItemEquip(this, EquipItemToSlot.Shoes); result = true; } break; case EquipItemToSlot.Accessory1: if (item.ItemType == ItemType.Accessory) { UnEquip(EquipItemToSlot.Accessory1); EquipSlot.Accessory1 = item; item.OnItemEquip(this, EquipItemToSlot.Accessory1); result = true; } break; case EquipItemToSlot.Accessory2: if (item.ItemType == ItemType.Accessory) { UnEquip(EquipItemToSlot.Accessory2); EquipSlot.Accessory2 = item; item.OnItemEquip(this, EquipItemToSlot.Accessory2); result = true; } break; } if (result) { OnAttributeChanged(); Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP); } return result; } /// /// 为角色装备物品(必须使用此方法而不是自己去给EquipSlot里的物品赋值) /// 此方法为根据物品类型,优先空位自动装备 /// /// public bool Equip(Item item) { switch (item.ItemType) { case ItemType.MagicCardPack: return Equip(item, EquipItemToSlot.MagicCardPack); case ItemType.Weapon: return Equip(item, EquipItemToSlot.Weapon); case ItemType.Armor: return Equip(item, EquipItemToSlot.Armor); case ItemType.Shoes: return Equip(item, EquipItemToSlot.Shoes); case ItemType.Accessory: if (EquipSlot.Accessory1 != null && EquipSlot.Accessory2 is null) { return Equip(item, EquipItemToSlot.Accessory2); } else { return Equip(item, EquipItemToSlot.Accessory1); } } return false; } /// /// 取消装备,返回被取消的物品对象 /// /// /// public Item? UnEquip(EquipItemToSlot type) { Item? result = null; switch (type) { case EquipItemToSlot.MagicCardPack: if (EquipSlot.MagicCardPack != null) { result = EquipSlot.MagicCardPack; EquipSlot.MagicCardPack.OnItemUnEquip(EquipItemToSlot.MagicCardPack); } break; case EquipItemToSlot.Weapon: if (EquipSlot.Weapon != null) { result = EquipSlot.Weapon; EquipSlot.Weapon.OnItemUnEquip(EquipItemToSlot.Weapon); } break; case EquipItemToSlot.Armor: if (EquipSlot.Armor != null) { result = EquipSlot.Armor; EquipSlot.Armor.OnItemUnEquip(EquipItemToSlot.Armor); } break; case EquipItemToSlot.Shoes: if (EquipSlot.Shoes != null) { result = EquipSlot.Shoes; EquipSlot.Shoes.OnItemUnEquip(EquipItemToSlot.Shoes); } break; case EquipItemToSlot.Accessory1: if (EquipSlot.Accessory1 != null) { result = EquipSlot.Accessory1; EquipSlot.Accessory1.OnItemUnEquip(EquipItemToSlot.Accessory1); } break; case EquipItemToSlot.Accessory2: if (EquipSlot.Accessory2 != null) { result = EquipSlot.Accessory2; EquipSlot.Accessory2.OnItemUnEquip(EquipItemToSlot.Accessory2); } break; } return result; } /// /// 角色的属性发生变化,会影响特殊效果的计算 /// public void OnAttributeChanged() { foreach (Effect effect in Effects.Where(e => e.Level > 0).ToList()) { effect.OnAttributeChanged(this); } } /// /// 比较一个角色(只比较 ) /// /// /// public override bool Equals(IBaseEntity? other) { return other is Character c && c.ToString() == ToString(); } /// /// 获取角色实例的名字、昵称以及所属玩家 /// /// public override string ToString() { string str = GetName(); if (NickName != "") { if (str != "") str += ", "; str += NickName; } if (User != null && User.Username != "") { str += "(" + User.Username + ")"; } return str; } /// /// 获取角色实例的名字、昵称 /// /// public string ToStringWithOutUser() { string str = GetName(); if (NickName != "") { if (str != "") str += ", "; str += NickName; } return str; } /// /// 获取角色实例的名字、昵称以及所属玩家,包含等级 /// /// public string ToStringWithLevel() { string str = GetName(); if (NickName != "") { if (str != "") str += ", "; str += NickName; } if (User != null && User.Username != "") { str += "(" + User.Username + ")"; } str += " - 等级 " + Level; return str; } /// /// 获取角色的名字 /// /// /// 如果 = false,返回 ;反之,返回 + public string GetName(bool full = true) { if (full) { bool isChineseName = NetworkUtility.IsChineseName(Name + FirstName); string str = isChineseName ? (Name + FirstName).Trim() : (Name + " " + FirstName).Trim(); return str; } else { return FirstName; } } /// /// 获取角色的详细信息 /// /// public string GetInfo() { StringBuilder builder = new(); builder.AppendLine(ToStringWithLevel()); builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (ExHP + ExHP2 > 0 ? $" [{BaseHP:0.##} + {(ExHP + ExHP2):0.##}]" : "")); builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (ExMP + ExMP2 > 0 ? $" [{BaseMP:0.##} + {(ExMP + ExMP2):0.##}]" : "")); builder.AppendLine($"能量值:{EP:0.##} / {General.GameplayEquilibriumConstant.MaxEP:0.##}"); builder.AppendLine($"攻击力:{ATK:0.##}" + (ExATK + ExATK2 > 0 ? $" [{BaseATK:0.##} + {ExATK + ExATK2:0.##}]" : "")); builder.AppendLine($"物理护甲:{DEF:0.##}" + (ExDEF + ExDEF2 > 0 ? $" [{BaseDEF:0.##} + {ExDEF + ExDEF2:0.##}]" : "") + $" ({PDR * 100:0.##}%)"); double mdf = (MDF.None + MDF.Starmark + MDF.PurityNatural + MDF.PurityContemporary + MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9; builder.AppendLine($"魔法抗性:{mdf * 100:0.##}%(平均)"); double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD; builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD > 0 ? $" [{InitialSPD:0.##} + {exSPD:0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)"); builder.AppendLine($"核心属性:{CharacterSet.GetPrimaryAttributeName(PrimaryAttribute)}"); builder.AppendLine($"力量:{STR:0.##}" + (ExSTR > 0 ? $" [{BaseSTR:0.##} + {ExSTR:0.##}]" : "")); builder.AppendLine($"敏捷:{AGI:0.##}" + (ExAGI > 0 ? $" [{BaseAGI:0.##} + {ExAGI:0.##}]" : "")); builder.AppendLine($"智力:{INT:0.##}" + (ExINT > 0 ? $" [{BaseINT:0.##} + {ExINT:0.##}]" : "")); builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR > 0 ? $" [{InitialHR + STR * 0.25:0.##} + {ExHR:0.##}]" : "")); builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR > 0 ? $" [{InitialMR + INT * 0.1:0.##} + {ExMR:0.##}]" : "")); builder.AppendLine($"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.##}%"); builder.AppendLine($"魔法消耗减少:{INT * 0.00125 * 100:0.##}%"); builder.AppendLine($"能量消耗减少:{INT * 0.00075 * 100:0.##}%"); if (CharacterState != CharacterState.Actionable) { builder.AppendLine(CharacterSet.GetCharacterState(CharacterState)); } if (IsNeutral) { builder.AppendLine("角色是无敌的"); } if (IsUnselectable) { builder.AppendLine("角色是不可选中的"); } builder.AppendLine("== 普通攻击 =="); builder.Append(NormalAttack.ToString()); if (Skills.Count > 0) { builder.AppendLine("== 角色技能 =="); foreach (Skill skill in Skills) { builder.Append(skill.ToString()); } } if (EquipSlot.Any()) { builder.AppendLine("== 装备栏 =="); if (EquipSlot.MagicCardPack != null) { builder.AppendLine(ItemSet.GetEquipItemToSlotTypeName(EquipItemToSlot.MagicCardPack) + ":" + EquipSlot.MagicCardPack.Name); builder.AppendLine(EquipSlot.MagicCardPack.Description); } if (EquipSlot.Weapon != null) { builder.AppendLine(ItemSet.GetEquipItemToSlotTypeName(EquipItemToSlot.Weapon) + ":" + EquipSlot.Weapon.Name); builder.AppendLine(EquipSlot.Weapon.Description); } if (EquipSlot.Armor != null) { builder.AppendLine(ItemSet.GetEquipItemToSlotTypeName(EquipItemToSlot.Armor) + ":" + EquipSlot.Armor.Name); builder.AppendLine(EquipSlot.Armor.Description); } if (EquipSlot.Shoes != null) { builder.AppendLine(ItemSet.GetEquipItemToSlotTypeName(EquipItemToSlot.Shoes) + ":" + EquipSlot.Shoes.Name); builder.AppendLine(EquipSlot.Shoes.Description); } if (EquipSlot.Accessory1 != null) { builder.AppendLine(ItemSet.GetEquipItemToSlotTypeName(EquipItemToSlot.Accessory1) + ":" + EquipSlot.Accessory1.Name); builder.AppendLine(EquipSlot.Accessory1.Description); } if (EquipSlot.Accessory2 != null) { builder.AppendLine(ItemSet.GetEquipItemToSlotTypeName(EquipItemToSlot.Accessory2) + ":" + EquipSlot.Accessory2.Name); builder.AppendLine(EquipSlot.Accessory2.Description); } } if (Items.Count > 0) { builder.AppendLine("== 角色背包 =="); 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()); } } return builder.ToString(); } /// /// 获取战斗状态的信息 /// /// /// public string GetInBattleInfo(double hardnessTimes) { StringBuilder builder = new(); builder.AppendLine(ToStringWithLevel()); builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (ExHP + ExHP2 > 0 ? $" [{BaseHP:0.##} + {ExHP + ExHP2:0.##}]" : "")); builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (ExMP + ExMP2 > 0 ? $" [{BaseMP:0.##} + {ExMP + ExMP2:0.##}]" : "")); builder.AppendLine($"能量值:{EP:0.##} / {General.GameplayEquilibriumConstant.MaxEP:0.##}"); builder.AppendLine($"攻击力:{ATK:0.##}" + (ExATK + ExATK2 > 0 ? $" [{BaseATK:0.##} + {ExATK + ExATK2:0.##}]" : "")); builder.AppendLine($"核心属性:{PrimaryAttributeValue:0.##}" + (ExPrimaryAttributeValue > 0 ? $" [{BasePrimaryAttributeValue:0.##} + {ExPrimaryAttributeValue:0.##}]" : "")); if (CharacterState != CharacterState.Actionable) { builder.AppendLine(CharacterSet.GetCharacterState(CharacterState)); } if (IsNeutral) { builder.AppendLine("角色是中立单位,处于无敌状态"); } if (IsUnselectable) { builder.AppendLine("角色是不可选中的"); } builder.AppendLine($"硬直时间:{hardnessTimes:0.##}"); if (Effects.Count > 0) { builder.AppendLine("== 状态栏 =="); foreach (Effect effect in Effects.Where(e => e.EffectType != EffectType.Item)) { builder.Append(effect.ToString()); } } return builder.ToString(); } /// /// 更新角色的状态 /// /// public CharacterState UpdateCharacterState() { bool isNotActionable = false; bool isActionRestricted = false; bool isBattleRestricted = false; bool isSkillRestricted = false; IEnumerable states = CharacterEffectStates.Values.SelectMany(list => list); // 根据持有的特效判断角色所处的状态 isNotActionable = states.Any(state => state == CharacterState.NotActionable); isActionRestricted = states.Any(state => state == CharacterState.ActionRestricted); isBattleRestricted = states.Any(state => state == CharacterState.BattleRestricted); isSkillRestricted = states.Any(state => state == CharacterState.SkillRestricted); IEnumerable types = CharacterEffectTypes.Values.SelectMany(list => list); // 判断角色的控制效果 IsUnselectable = types.Any(type => type == EffectType.Unselectable); bool isControl = isNotActionable || isActionRestricted || isBattleRestricted || isSkillRestricted; bool isCasting = CharacterState == CharacterState.Casting; bool isPreCastSuperSkill = CharacterState == CharacterState.PreCastSuperSkill; if (isNotActionable) { CharacterState = CharacterState.NotActionable; } else if (isActionRestricted) { CharacterState = CharacterState.ActionRestricted; } else if (isBattleRestricted) { CharacterState = CharacterState.BattleRestricted; } else if (isSkillRestricted) { CharacterState = CharacterState.SkillRestricted; } if (!isControl && !isCasting && !isPreCastSuperSkill) { CharacterState = CharacterState.Actionable; } return CharacterState; } /// /// 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() { Id = Id, Name = Name, FirstName = FirstName, NickName = NickName, Profile = Profile, MagicType = MagicType, FirstRoleType = FirstRoleType, SecondRoleType = SecondRoleType, ThirdRoleType = ThirdRoleType, Promotion = Promotion, PrimaryAttribute = PrimaryAttribute, Level = Level, EXP = EXP, CharacterState = CharacterState, 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 }; foreach (Skill skill in Skills) { Skill newskill = skill.Copy(); newskill.Character = c; c.Skills.Add(newskill); } foreach (Item item in Items) { Item newitem = item.Copy(); newitem.Character = c; c.Items.Add(newitem); } c.Recovery(); return c; } } }