milimoe 2827c53d14
补全数据库表、查询常量类 (#118)
* 补充数据库表

* 更新sqlite

* 添加商店相关的数据库常量类

* add Update_UpdateRoomMaster

* 修改常量类

* 添加  NOTICE 文件

* 添加市场、报价、库存的数据库常量类

* 优化表结构和查询常量类

* 添加 UserCenter 和 Inventory 相关枚举;数据表和 Query 常量类修改

* 添加报价的核心操作

* 涉及库存的物品获取应该使用 Guid 而不是 ItemId

---------

Co-authored-by: yeziuku <yezi@wrss.org>
2025-04-04 23:39:49 +08:00

701 lines
24 KiB
C#

using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Entity
{
/// <summary>
/// 和 <see cref="Skill"/> 一样,需要继承构造
/// </summary>
public class Item : BaseEntity, IItem
{
/// <summary>
/// 唯一标识符
/// </summary>
public override Guid Guid { get; set; } = Guid.NewGuid();
/// <summary>
/// 物品的描述
/// </summary>
public virtual string Description { get; set; } = "";
/// <summary>
/// 物品的通用描述
/// </summary>
public virtual string GeneralDescription { get; set; } = "";
/// <summary>
/// 物品的背景故事
/// </summary>
public virtual string BackgroundStory { get; set; } = "";
/// <summary>
/// 物品类型
/// </summary>
public virtual ItemType ItemType { get; set; } = ItemType.Others;
/// <summary>
/// 是否是装备
/// </summary>
public bool IsEquipment
{
get
{
return ItemType switch
{
ItemType.MagicCardPack => true,
ItemType.Weapon => true,
ItemType.Armor => true,
ItemType.Shoes => true,
ItemType.Accessory => true,
_ => false
};
}
}
/// <summary>
/// 锁定后无法被出售和交易且不能被手动移出库存
/// </summary>
public bool IsLock { get; set; } = false;
/// <summary>
/// 是否允许装备
/// [ 注意:这个不是用来判断是不是装备类型的,判断装备类型时,请判断他们的 <see cref="IsEquipment"/> ]
/// </summary>
public bool Equipable { get; set; } = true;
/// <summary>
/// 是否允许取消装备
/// [ 注意:这个不是用来判断是不是装备类型的,判断装备类型时,使用 <see cref="IsEquipment"/> ]
/// </summary>
public bool Unequipable { get; set; } = true;
/// <summary>
/// 当前装备的槽位
/// </summary>
public virtual EquipSlotType EquipSlotType { get; set; } = EquipSlotType.None;
/// <summary>
/// 武器类型(如果是武器)
/// </summary>
public virtual WeaponType WeaponType { get; set; } = WeaponType.None;
/// <summary>
/// 品质类型
/// </summary>
public virtual QualityType QualityType { get; set; } = QualityType.White;
/// <summary>
/// 稀有度类型
/// </summary>
public virtual RarityType RarityType { get; set; } = RarityType.OneStar;
/// <summary>
/// 物品评级
/// </summary>
public virtual ItemRankType RankType { get; set; } = ItemRankType.D;
/// <summary>
/// 快捷键
/// </summary>
public int Key { get; set; } = '/';
/// <summary>
/// 是否是主动物品
/// </summary>
public bool IsActive => Skills.Active != null;
/// <summary>
/// 是否可用(涉及冷却和禁用等)
/// </summary>
public bool Enable { get; set; } = true;
/// <summary>
/// 是否是局内使用的物品(局内是指对角色生效的物品)
/// </summary>
public bool IsInGameItem { get; set; } = true;
/// <summary>
/// 是否允许购买
/// </summary>
public bool IsPurchasable { get; set; } = true;
/// <summary>
/// 物品的价格
/// </summary>
public double Price { get; set; } = 0;
/// <summary>
/// 是否允许出售
/// </summary>
public bool IsSellable { get; set; } = true;
/// <summary>
/// 下次可出售的时间
/// </summary>
public DateTime NextSellableTime { get; set; } = DateTime.MinValue;
/// <summary>
/// 是否允许交易
/// </summary>
public bool IsTradable { get; set; } = true;
/// <summary>
/// 下次可交易的时间
/// </summary>
public DateTime NextTradableTime { get; set; } = DateTime.MinValue;
/// <summary>
/// 剩余使用次数<para/>
/// 对于永久性主动物品而言,如果是 <see cref="IsInGameItem"/> 物品,可以不设置此值;反之,强烈建议设置为 1.
/// </summary>
public int RemainUseTimes { get; set; } = 0;
/// <summary>
/// 使用后减少使用次数
/// </summary>
public bool IsReduceTimesAfterUse { get; set; } = true;
/// <summary>
/// 用完后删除物品
/// </summary>
public bool IsRemoveAfterUse { get; set; } = true;
/// <summary>
/// 物品所属的角色(只有装备物品,才需要设置)
/// </summary>
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;
}
}
foreach (Skill skill in Skills.Magics)
{
skill.Character = _character;
foreach (Effect e in skill.Effects)
{
e.Source = _character;
}
}
}
}
/// <summary>
/// 所属的玩家
/// </summary>
public User? User { get; set; } = null;
/// <summary>
/// 物品拥有的技能
/// </summary>
public SkillGroup Skills { get; set; } = new();
/// <summary>
/// 其他内容
/// </summary>
public Dictionary<string, object> Others { get; set; } = [];
/// <summary>
/// 当装备物品时
/// </summary>
public void OnItemEquip(Character character, EquipSlotType type)
{
Character = character;
EquipSlotType = type;
foreach (Skill skill in Skills.Passives)
{
if (!skill.IsActive && skill.Level > 0)
{
foreach (Effect e in skill.AddInactiveEffectToCharacter())
{
e.GamingQueue = skill.GamingQueue;
if (Character != null && !Character.Effects.Contains(e))
{
Character.Effects.Add(e);
e.OnEffectGained(Character);
}
}
}
}
foreach (Skill skill in Skills.Magics)
{
if (Character != null && skill.IsMagic && skill.Level > 0)
{
Character.Skills.Add(skill);
}
}
if (Character != null) OnItemEquipped(Character, this, type);
}
/// <summary>
/// 当取消装备物品时
/// </summary>
public void OnItemUnEquip(EquipSlotType type)
{
if (Character != null)
{
foreach (Skill skill in Skills.Passives)
{
List<Effect> effects = Character.Effects.Where(e => e.Skill == skill && e.Level > 0).ToList();
foreach (Effect e in effects)
{
Character.Effects.Remove(e);
e.OnEffectLost(Character);
}
}
foreach (Skill skill in Skills.Magics)
{
Character.Skills.Remove(skill);
}
switch (type)
{
case EquipSlotType.MagicCardPack:
Character.EquipSlot.MagicCardPack = null;
break;
case EquipSlotType.Weapon:
Character.EquipSlot.Weapon = null;
break;
case EquipSlotType.Armor:
Character.EquipSlot.Armor = null;
break;
case EquipSlotType.Shoes:
Character.EquipSlot.Shoes = null;
break;
case EquipSlotType.Accessory1:
Character.EquipSlot.Accessory1 = null;
break;
case EquipSlotType.Accessory2:
Character.EquipSlot.Accessory2 = null;
break;
}
OnItemUnEquipped(Character, this, type);
}
Character = null;
EquipSlotType = EquipSlotType.None;
}
/// <summary>
/// 设置游戏内的行动顺序表实例
/// </summary>
/// <param name="queue"></param>
public void SetGamingQueue(IGamingQueue queue)
{
if (Skills.Active != null) Skills.Active.GamingQueue = queue;
foreach (Skill skill in Skills.Passives)
{
skill.GamingQueue = queue;
}
foreach (Skill skill in Skills.Magics)
{
skill.GamingQueue = queue;
}
}
/// <summary>
/// 局内使用物品触发 对某个角色使用
/// </summary>
/// <returns></returns>
public bool UseItem(IGamingQueue queue, Character character, List<Character> enemys, List<Character> teammates)
{
bool cancel = false;
bool used = false;
bool result = OnItemUsed(character, this, ref cancel);
if (cancel)
{
return result;
}
if (result && Skills.Active != null)
{
Skill skill = Skills.Active;
List<Character> targets = queue.SelectTargets(character, skill, enemys, teammates, out cancel);
if (!cancel)
{
skill.OnSkillCasted(queue, character, targets);
used = true;
}
}
if (used)
{
ReduceTimesAndRemove();
}
return result && used;
}
/// <summary>
/// 局外(库存)使用物品触发
/// </summary>
/// <returns></returns>
public bool UseItem(Dictionary<string, object> args)
{
if (User != null)
{
bool result = OnItemUsed(args);
if (result)
{
ReduceTimesAndRemove();
}
return result;
}
return false;
}
public void ReduceTimesAndRemove()
{
if (User != null)
{
if (IsReduceTimesAfterUse)
{
RemainUseTimes--;
}
if (RemainUseTimes < 0) RemainUseTimes = 0;
if (IsRemoveAfterUse && RemainUseTimes == 0)
{
User.Inventory.Items.Remove(this);
}
}
}
/// <summary>
/// 当物品被角色使用时
/// </summary>
/// <param name="character"></param>
/// <param name="item"></param>
/// <param name="cancel"></param>
/// <returns></returns>
protected virtual bool OnItemUsed(Character character, Item item, ref bool cancel)
{
return false;
}
/// <summary>
/// 当物品被玩家使用时
/// </summary>
/// <param name="args"></param>
/// <returns></returns>
protected virtual bool OnItemUsed(Dictionary<string, object> args)
{
return false;
}
/// <summary>
/// 当物品被装备时
/// </summary>
/// <param name="character"></param>
/// <param name="item"></param>
/// <param name="type"></param>
protected virtual void OnItemEquipped(Character character, Item item, EquipSlotType type)
{
}
/// <summary>
/// 当物品被取消装备时
/// </summary>
/// <param name="character"></param>
/// <param name="item"></param>
/// <param name="type"></param>
protected virtual void OnItemUnEquipped(Character character, Item item, EquipSlotType type)
{
}
protected Item(ItemType type, bool isInGame = true)
{
ItemType = type;
IsInGameItem = isInGame;
}
internal Item() { }
/// <summary>
/// 显示物品的详细信息
/// </summary>
/// <returns></returns>
public override string ToString()
{
return ToString(false);
}
/// <summary>
/// 显示物品的详细信息
/// </summary>
/// <param name="isShowGeneralDescription">是否显示通用描述,而不是描述</param>
/// <param name="isShowInStore">是否在商店中显示</param>
/// <returns></returns>
public string ToString(bool isShowGeneralDescription, bool isShowInStore = false)
{
StringBuilder builder = new();
builder.AppendLine($"【{Name}】");
string itemquality = ItemSet.GetQualityTypeName(QualityType);
string itemtype = ItemSet.GetItemTypeName(ItemType) + (ItemType == ItemType.Weapon && WeaponType != WeaponType.None ? "-" + ItemSet.GetWeaponTypeName(WeaponType) : "");
if (itemtype != "") itemtype = $" {itemtype}";
builder.AppendLine($"{itemquality + itemtype}");
if (isShowInStore && Price > 0)
{
builder.AppendLine($"售价:{Price} {General.GameplayEquilibriumConstant.InGameCurrency}");
}
else if (Price > 0)
{
builder.AppendLine($"回收价:{Price} {General.GameplayEquilibriumConstant.InGameCurrency}");
}
if (RemainUseTimes > 0)
{
builder.AppendLine($"{(isShowInStore ? "" : "")}可用次数:{RemainUseTimes}");
}
if (isShowInStore)
{
if (IsSellable)
{
builder.AppendLine($"购买此物品后可立即出售");
}
if (IsTradable)
{
DateTime date = DateTimeUtility.GetTradableTime();
builder.AppendLine($"购买此物品后将在 {date.ToString(General.GeneralDateTimeFormatChinese)} 后可交易");
}
}
else
{
List<string> sellandtrade = [];
if (IsSellable)
{
sellandtrade.Add("可出售");
}
if (!IsSellable && NextSellableTime != DateTime.MinValue)
{
sellandtrade.Add($"此物品将在 {NextSellableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可出售");
}
else if (!IsSellable)
{
sellandtrade.Add("不可出售");
}
if (IsTradable)
{
sellandtrade.Add("可交易");
}
if (!IsTradable && NextTradableTime != DateTime.MinValue)
{
sellandtrade.Add($"此物品将在 {NextTradableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可交易");
}
else if (!IsTradable)
{
sellandtrade.Add("不可交易");
}
if (sellandtrade.Count > 0) builder.AppendLine(string.Join(" ", sellandtrade).Trim());
}
if (isShowGeneralDescription && GeneralDescription != "")
{
builder.AppendLine("物品描述:" + GeneralDescription);
}
else if (Description != "")
{
builder.AppendLine("物品描述:" + Description);
}
if (ItemType == ItemType.MagicCardPack && Skills.Magics.Count > 0)
{
builder.AppendLine("== 魔法卡 ==\r\n" + string.Join("\r\n", Skills.Magics.Select(m => m.ToString().Trim())));
}
if (Skills.Active != null || Skills.Passives.Count > 0)
{
builder.AppendLine("== 物品技能 ==");
if (Skills.Active != null) builder.AppendLine($"{Skills.Active.ToString().Trim()}");
foreach (Skill skill in Skills.Passives)
{
builder.AppendLine($"{skill.ToString().Trim()}");
}
}
if (BackgroundStory != "")
{
builder.AppendLine($"\"{BackgroundStory}\"");
}
return builder.ToString();
}
public string ToStringInventory(bool showAll)
{
StringBuilder builder = new();
if (showAll)
{
builder.Append($"{ToString()}");
if (IsEquipment && Character != null) builder.AppendLine($"装备于:{Character.ToStringWithLevelWithOutUser()}");
builder.AppendLine();
}
else
{
List<string> sellandtrade = [];
if (!IsSellable && NextSellableTime != DateTime.MinValue)
{
builder.AppendLine($"此物品将在 {NextSellableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可出售");
}
else if (!IsSellable)
{
sellandtrade.Add("不可出售");
}
if (!IsTradable && NextTradableTime != DateTime.MinValue)
{
builder.AppendLine($"此物品将在 {NextTradableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可交易");
}
else if (!IsTradable)
{
sellandtrade.Add("不可交易");
}
if (sellandtrade.Count > 0) builder.AppendLine(string.Join(" ", sellandtrade).Trim());
if (Description != "") builder.AppendLine($"{Description}");
if (IsEquipment && Character != null) builder.AppendLine($"装备于:{Character.ToStringWithLevelWithOutUser()}");
}
return builder.ToString();
}
/// <summary>
/// 判断两个物品是否相同 检查Id.Name
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
public override bool Equals(IBaseEntity? other)
{
return other is Item c && c.Id + "." + c.Name == Id + "." + Name;
}
/// <summary>
/// 设置一些属性给从工厂构造出来的 <paramref name="newbyFactory"/> 对象
/// </summary>
/// <param name="newbyFactory"></param>
public void SetPropertyToItemModuleNew(Item newbyFactory)
{
newbyFactory.IsLock = IsLock;
newbyFactory.WeaponType = WeaponType;
newbyFactory.EquipSlotType = EquipSlotType;
newbyFactory.Equipable = Equipable;
newbyFactory.Unequipable = Unequipable;
newbyFactory.IsPurchasable = IsPurchasable;
newbyFactory.Price = Price;
newbyFactory.IsSellable = IsSellable;
newbyFactory.NextSellableTime = NextSellableTime;
newbyFactory.IsTradable = IsTradable;
newbyFactory.NextTradableTime = NextTradableTime;
newbyFactory.RemainUseTimes = RemainUseTimes;
}
/// <summary>
/// 复制一个物品
/// </summary>
/// <returns></returns>
public Item Copy(bool copyLevel = false, bool copyGuid = false, bool copyProperty = true, IEnumerable<Item>? itemsDefined = null, IEnumerable<Skill>? skillsDefined = null)
{
Item item = Factory.OpenFactory.GetInstance<Item>(Id, Name, []);
Item? itemDefined = null;
if (itemsDefined != null && itemsDefined.FirstOrDefault(i => i.GetIdName() == item.GetIdName()) is Item temp)
{
itemDefined = temp;
}
if (copyProperty) SetPropertyToItemModuleNew(item);
if (copyGuid) item.Guid = Guid;
itemDefined ??= this;
item.Id = itemDefined.Id;
item.Name = itemDefined.Name;
item.Description = itemDefined.Description;
item.GeneralDescription = itemDefined.GeneralDescription;
item.BackgroundStory = itemDefined.BackgroundStory;
item.ItemType = itemDefined.ItemType;
item.QualityType = itemDefined.QualityType;
item.RarityType = itemDefined.RarityType;
item.RankType = itemDefined.RankType;
item.Key = itemDefined.Key;
item.Enable = itemDefined.Enable;
item.IsInGameItem = itemDefined.IsInGameItem;
if (item is OpenItem)
{
item.Skills.Active = itemDefined.Skills.Active?.Copy(true, skillsDefined);
if (item.Skills.Active != null)
{
item.Skills.Active.Level = copyLevel ? (itemDefined.Skills.Active?.Level ?? 1) : 1;
item.Skills.Active.Guid = item.Guid;
}
foreach (Skill skill in itemDefined.Skills.Passives)
{
Skill newskill = skill.Copy(true, skillsDefined);
newskill.Item = item;
newskill.Level = copyLevel ? skill.Level : 1;
newskill.Guid = item.Guid;
item.Skills.Passives.Add(newskill);
}
foreach (Skill skill in itemDefined.Skills.Magics)
{
Skill newskill = skill.Copy(true, skillsDefined);
newskill.Item = item;
newskill.Level = copyLevel ? skill.Level : 1;
newskill.Guid = item.Guid;
item.Skills.Magics.Add(newskill);
}
}
return item;
}
/// <summary>
/// 设置所有技能的等级
/// </summary>
/// <param name="level"></param>
public void SetLevel(int level)
{
if (Skills.Active != null)
{
Skills.Active.Level = level;
}
foreach (Skill skill in Skills.Passives)
{
skill.Level = level;
}
}
/// <summary>
/// 设置所有魔法的等级
/// </summary>
/// <param name="level"></param>
public void SetMagicsLevel(int level)
{
foreach (Skill skill in Skills.Magics)
{
skill.Level = level;
}
}
/// <summary>
/// 所属的角色
/// </summary>
private Character? _character = null;
}
}