mirror of
https://github.com/project-redbud/FunGame-Core.git
synced 2025-04-21 19:49:34 +08:00
1474 lines
51 KiB
C#
1474 lines
51 KiB
C#
using System.IO;
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using System.Text;
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Interface.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Core.Entity
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{
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/// <summary>
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/// 角色需要使用 Factory.Get 的方式来构造,并赋值 <see cref="InitRequired"/> 标记的属性<para />
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/// 在使用时仅需要调用 <see cref="Copy"/> 方法即可获得相同对象<para />
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/// 不建议继承
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/// </summary>
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public class Character : BaseEntity, ICopyable<Character>
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{
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/// <summary>
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/// 角色的姓
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/// </summary>
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public override string Name { get; set; } = "";
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/// <summary>
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/// 角色的名字
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/// </summary>
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public string FirstName { get; set; } = "";
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/// <summary>
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/// 角色的昵称
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/// </summary>
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public string NickName { get; set; } = "";
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/// <summary>
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/// 角色所属的玩家
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/// </summary>
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public User User { get; set; }
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/// <summary>
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/// 角色的详细资料
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/// </summary>
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public CharacterProfile Profile { get; set; }
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/// <summary>
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/// 角色的装备
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/// </summary>
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public EquipSlot EquipSlot { get; set; }
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/// <summary>
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/// 魔法属性
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/// </summary>
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public MagicType MagicType { get; set; } = MagicType.None;
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/// <summary>
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/// 角色定位1
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/// </summary>
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public RoleType FirstRoleType { get; set; } = RoleType.None;
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/// <summary>
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/// 角色定位2
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/// </summary>
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public RoleType SecondRoleType { get; set; } = RoleType.None;
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/// <summary>
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/// 角色定位3
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/// </summary>
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public RoleType ThirdRoleType { get; set; } = RoleType.None;
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/// <summary>
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/// 角色评级
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/// </summary>
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public RoleRating RoleRating
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{
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get
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{
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if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdSUpperLimit)
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{
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return RoleRating.X;
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}
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else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdAPlusUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdSUpperLimit)
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{
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return RoleRating.S;
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}
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else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdAUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdAPlusUpperLimit)
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{
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return RoleRating.APlus;
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}
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else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdBUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdAUpperLimit)
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{
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return RoleRating.A;
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}
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else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdCUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdBUpperLimit)
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{
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return RoleRating.B;
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}
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else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdDUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdCUpperLimit)
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{
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return RoleRating.C;
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}
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else if (Promotion > General.GameplayEquilibriumConstant.PromotionThresholdEUpperLimit && Promotion <= General.GameplayEquilibriumConstant.PromotionThresholdDUpperLimit)
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{
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return RoleRating.D;
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}
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else
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{
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return RoleRating.E;
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}
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}
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}
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/// <summary>
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/// 晋升点数
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/// </summary>
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public int Promotion { get; set; } = 100;
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/// <summary>
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/// 核心属性
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/// </summary>
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public PrimaryAttribute PrimaryAttribute { get; set; } = PrimaryAttribute.None;
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/// <summary>
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/// 等级
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/// </summary>
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public int Level
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{
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get
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{
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return _Level >= 1 ? _Level : 1;
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}
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set
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{
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_Level = Math.Min(Math.Max(1, value), General.GameplayEquilibriumConstant.MaxLevel);
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OnAttributeChanged();
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Recovery();
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}
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}
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/// <summary>
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/// 经验值
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/// </summary>
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public double EXP { get; set; } = 0;
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/// <summary>
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/// 角色目前所处的状态 [ 战斗相关 ]
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/// </summary>
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public CharacterState CharacterState { get; set; } = CharacterState.Actionable;
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/// <summary>
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/// 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 ]
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/// </summary>
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public Dictionary<Effect, List<CharacterState>> CharacterEffectStates { get; } = [];
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/// <summary>
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/// 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 ]
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/// </summary>
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public Dictionary<Effect, List<EffectType>> CharacterEffectTypes { get; } = [];
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/// <summary>
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/// 角色是否是中立的 [ 战斗相关 ]
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/// </summary>
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public bool IsNeutral { get; set; } = false;
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/// <summary>
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/// 角色是否是不可选中的 [ 战斗相关 ]
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/// </summary>
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public bool IsUnselectable { get; set; } = false;
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/// <summary>
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/// 初始生命值 [ 初始设定 ]
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/// </summary>
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[InitRequired]
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public double InitialHP { get; set; } = General.GameplayEquilibriumConstant.InitialHP;
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/// <summary>
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/// 基础生命值 [ 与初始设定和等级相关 ] [ 与基础力量相关 ]
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/// </summary>
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public double BaseHP => InitialHP + (Level - 1) * (General.GameplayEquilibriumConstant.LevelToHPFactor + General.GameplayEquilibriumConstant.HPGrowthFactor * InitialHP) + BaseSTR * General.GameplayEquilibriumConstant.STRtoHPFactor;
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/// <summary>
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/// 额外生命值 [ 与额外力量相关 ]
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/// </summary>
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public double ExHP => ExSTR * General.GameplayEquilibriumConstant.STRtoHPFactor;
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/// <summary>
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/// 额外生命值2 [ 与技能和物品相关 ]
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/// </summary>
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public double ExHP2 { get; set; } = 0;
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/// <summary>
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/// 最大生命值 = 基础生命值 + 额外生命值 + 额外生命值2
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/// </summary>
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public double MaxHP => BaseHP + ExHP + ExHP2;
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/// <summary>
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/// 当前生命值 [ 战斗相关 ]
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/// </summary>
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public double HP
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{
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get
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{
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return _HP < 0 ? 0 : (_HP > MaxHP ? MaxHP : _HP);
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}
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set
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{
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_HP = value;
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if (_HP > MaxHP) _HP = MaxHP;
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else if (_HP < 0) _HP = 0;
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}
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}
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/// <summary>
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/// 初始魔法值 [ 初始设定 ]
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/// </summary>
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[InitRequired]
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public double InitialMP { get; set; } = General.GameplayEquilibriumConstant.InitialMP;
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/// <summary>
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/// 基础魔法值 [ 与初始设定和等级相关 ] [ 与基础智力相关 ]
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/// </summary>
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public double BaseMP => InitialMP + (Level - 1) * (General.GameplayEquilibriumConstant.LevelToMPFactor + General.GameplayEquilibriumConstant.MPGrowthFactor * InitialMP) + BaseINT * General.GameplayEquilibriumConstant.INTtoMPFactor;
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/// <summary>
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/// 额外魔法值 [ 与额外智力相关 ]
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/// </summary>
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public double ExMP => ExINT * General.GameplayEquilibriumConstant.INTtoMPFactor;
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/// <summary>
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/// 额外魔法值2 [ 与技能和物品相关 ]
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/// </summary>
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public double ExMP2 { get; set; } = 0;
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/// <summary>
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/// 最大魔法值 = 基础魔法值 + 额外魔法值 + 额外魔法值2
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/// </summary>
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public double MaxMP => BaseMP + ExMP + ExMP2;
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/// <summary>
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/// 当前魔法值 [ 战斗相关 ]
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/// </summary>
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public double MP
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{
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get
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{
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return _MP < 0 ? 0 : (_MP > MaxMP ? MaxMP : _MP);
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}
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set
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{
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_MP = value;
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if (_MP > MaxMP) _MP = MaxMP;
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else if (_MP < 0) _MP = 0;
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}
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}
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/// <summary>
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/// 当前爆发能量 [ 战斗相关 ]
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/// </summary>
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public double EP
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{
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get
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{
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return _EP < 0 ? 0 : (_EP > General.GameplayEquilibriumConstant.MaxEP ? General.GameplayEquilibriumConstant.MaxEP : _EP);
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}
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set
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{
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_EP = value;
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if (_EP > General.GameplayEquilibriumConstant.MaxEP) _EP = General.GameplayEquilibriumConstant.MaxEP;
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else if (_EP < 0) _EP = 0;
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}
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}
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/// <summary>
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/// 初始攻击力 [ 初始设定 ]
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/// </summary>
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[InitRequired]
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public double InitialATK { get; set; } = General.GameplayEquilibriumConstant.InitialATK;
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/// <summary>
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/// 基础攻击力 [ 与初始设定和等级相关 ] [ 与核心属性相关 ]
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/// </summary>
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public double BaseATK
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{
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get
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{
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double atk = InitialATK + (Level - 1) * (General.GameplayEquilibriumConstant.LevelToATKFactor + General.GameplayEquilibriumConstant.ATKGrowthFactor * InitialATK);
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if (PrimaryAttribute == PrimaryAttribute.AGI)
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{
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return atk + BaseAGI;
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}
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else if (PrimaryAttribute == PrimaryAttribute.INT)
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{
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return atk + BaseINT;
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}
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else // 默认STR
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{
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return atk + BaseSTR;
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}
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}
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}
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/// <summary>
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/// 额外攻击力 [ 与额外核心属性相关 ]
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/// </summary>
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public double ExATK
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{
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get
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{
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if (PrimaryAttribute == PrimaryAttribute.AGI)
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{
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return ExAGI;
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}
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else if (PrimaryAttribute == PrimaryAttribute.INT)
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{
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return ExINT;
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}
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else // 默认STR
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{
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return ExSTR;
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}
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}
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}
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/// <summary>
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/// 额外攻击力2 [ 与技能和物品相关 ]
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/// </summary>
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public double ExATK2 { get; set; } = 0;
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/// <summary>
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/// 攻击力 = 基础攻击力 + 额外攻击力 + 额外攻击力2
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/// </summary>
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public double ATK => BaseATK + ExATK + ExATK2;
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/// <summary>
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/// 初始物理护甲 [ 初始设定 ]
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/// </summary>
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[InitRequired]
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public double InitialDEF { get; set; } = General.GameplayEquilibriumConstant.InitialDEF;
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/// <summary>
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/// 基础物理护甲 [ 与初始设定相关 ] [ 与基础力量相关 ]
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/// </summary>
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public double BaseDEF => InitialDEF + BaseSTR * General.GameplayEquilibriumConstant.STRtoDEFFactor;
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/// <summary>
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/// 额外物理护甲 [ 与额外力量相关 ]
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/// </summary>
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public double ExDEF => ExSTR * General.GameplayEquilibriumConstant.STRtoDEFFactor;
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/// <summary>
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/// 额外物理护甲2 [ 与技能和物品相关 ]
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/// </summary>
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public double ExDEF2 { get; set; } = 0;
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/// <summary>
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/// 物理护甲 = 基础物理护甲 + 额外物理护甲 + 额外物理护甲2
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/// </summary>
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public double DEF => BaseDEF + ExDEF + ExDEF2;
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/// <summary>
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/// 物理伤害减免(%) = [ 与物理护甲相关 ] + 额外物理伤害减免(%)
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/// </summary>
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public double PDR
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{
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get
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{
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double value = (DEF / (DEF + General.GameplayEquilibriumConstant.DEFReductionFactor)) + ExPDR;
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return Calculation.PercentageCheck(value);
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}
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}
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/// <summary>
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/// 额外物理伤害减免(%) [ 与技能和物品相关 ]
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/// </summary>
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public double ExPDR { get; set; } = 0;
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/// <summary>
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/// 魔法抗性(%) [ 与技能和物品相关 ]
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/// </summary>
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public MagicResistance MDF { get; set; }
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/// <summary>
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/// 物理穿透(%) [ 与技能和物品相关 ]
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/// </summary>
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public double PhysicalPenetration
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{
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get
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{
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return Calculation.PercentageCheck(_PhysicalPenetration);
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}
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set
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{
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_PhysicalPenetration = Calculation.PercentageCheck(value);
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}
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}
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/// <summary>
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/// 魔法穿透(%) [ 与技能和物品相关 ]
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/// </summary>
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public double MagicalPenetration
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{
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get
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{
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return Calculation.PercentageCheck(_MagicalPenetration);
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}
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set
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{
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_MagicalPenetration = Calculation.PercentageCheck(value);
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}
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}
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/// <summary>
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/// 初始生命回复力 [ 初始设定 ]
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/// </summary>
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[InitRequired]
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public double InitialHR { get; set; } = 0;
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/// <summary>
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/// 生命回复力 = [ 与初始设定相关 ] [ 与力量相关 ] + 额外生命回复力
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/// </summary>
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public double HR => InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor + ExHR;
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/// <summary>
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/// 额外生命回复力 [ 与技能和物品相关 ]
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/// </summary>
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public double ExHR { get; set; } = 0;
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/// <summary>
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/// 初始魔法回复力 [ 初始设定 ]
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/// </summary>
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[InitRequired]
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public double InitialMR { get; set; } = 0;
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/// <summary>
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/// 魔法回复力 = [ 与初始设定相关 ] [ 与智力相关 ] + 额外魔法回复力
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/// </summary>
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public double MR => InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor + ExMR;
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/// <summary>
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/// 额外魔法回复力 [ 与技能和物品相关 ]
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/// </summary>
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public double ExMR { get; set; } = 0;
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/// <summary>
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/// 能量回复力 [ 与技能和物品相关 ]
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/// </summary>
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public double ER { get; set; } = 0;
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/// <summary>
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/// 核心属性的值 [ 核心属性相关 ]
|
||
/// </summary>
|
||
public double PrimaryAttributeValue
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{
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get
|
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{
|
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if (PrimaryAttribute == PrimaryAttribute.AGI)
|
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{
|
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return AGI;
|
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}
|
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else if (PrimaryAttribute == PrimaryAttribute.INT)
|
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{
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return INT;
|
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}
|
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else
|
||
{
|
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return STR;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 基础核心属性的值 [ 核心属性相关 ]
|
||
/// </summary>
|
||
public double BasePrimaryAttributeValue
|
||
{
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||
get
|
||
{
|
||
if (PrimaryAttribute == PrimaryAttribute.AGI)
|
||
{
|
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return BaseAGI;
|
||
}
|
||
else if (PrimaryAttribute == PrimaryAttribute.INT)
|
||
{
|
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return BaseINT;
|
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}
|
||
else
|
||
{
|
||
return BaseSTR;
|
||
}
|
||
}
|
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}
|
||
|
||
/// <summary>
|
||
/// 额外核心属性的值 [ 核心属性相关 ]
|
||
/// </summary>
|
||
public double ExPrimaryAttributeValue
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||
{
|
||
get
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||
{
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if (PrimaryAttribute == PrimaryAttribute.AGI)
|
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{
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||
return ExAGI;
|
||
}
|
||
else if (PrimaryAttribute == PrimaryAttribute.INT)
|
||
{
|
||
return ExINT;
|
||
}
|
||
else
|
||
{
|
||
return ExSTR;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 初始力量 [ 初始设定 ]
|
||
/// </summary>
|
||
[InitRequired]
|
||
public double InitialSTR { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 初始敏捷 [ 初始设定 ]
|
||
/// </summary>
|
||
[InitRequired]
|
||
public double InitialAGI { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 初始智力 [ 初始设定 ]
|
||
/// </summary>
|
||
[InitRequired]
|
||
public double InitialINT { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 基础力量 [ 与初始设定和等级相关 ]
|
||
/// </summary>
|
||
public double BaseSTR => InitialSTR + STRGrowth * (Level - 1);
|
||
|
||
/// <summary>
|
||
/// 基础敏捷 [ 与初始设定和等级相关 ]
|
||
/// </summary>
|
||
public double BaseAGI => InitialAGI + AGIGrowth * (Level - 1);
|
||
|
||
/// <summary>
|
||
/// 基础智力 [ 与初始设定和等级相关 ]
|
||
/// </summary>
|
||
public double BaseINT => InitialINT + INTGrowth * (Level - 1);
|
||
|
||
/// <summary>
|
||
/// 额外力量 [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double ExSTR { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 额外敏捷 [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double ExAGI { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 额外智力 [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double ExINT { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 力量 = 基础力量 + 额外力量
|
||
/// </summary>
|
||
public double STR => BaseSTR + ExSTR;
|
||
|
||
/// <summary>
|
||
/// 敏捷 = 基础敏捷 + 额外敏捷
|
||
/// </summary>
|
||
public double AGI => BaseAGI + ExAGI;
|
||
|
||
/// <summary>
|
||
/// 智力 = 基础智力 + 额外智力
|
||
/// </summary>
|
||
public double INT => BaseINT + ExINT;
|
||
|
||
/// <summary>
|
||
/// 力量成长值(+BaseSTR/Lv)
|
||
/// </summary>
|
||
public double STRGrowth { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 敏捷成长值(+BaseAGI/Lv)
|
||
/// </summary>
|
||
public double AGIGrowth { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 智力成长值(+BaseINT/Lv)
|
||
/// </summary>
|
||
public double INTGrowth { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 行动速度 [ 初始设定 ]
|
||
/// </summary>
|
||
[InitRequired]
|
||
public double InitialSPD { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 行动速度 = [ 与初始设定相关 ][ 与敏捷相关 ] + 额外行动速度
|
||
/// </summary>
|
||
public double SPD => InitialSPD + AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD;
|
||
|
||
/// <summary>
|
||
/// 额外行动速度 [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double ExSPD { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 行动系数(%) = [ 与速度相关 ] + 额外行动系数(%)
|
||
/// </summary>
|
||
public double ActionCoefficient
|
||
{
|
||
get
|
||
{
|
||
double value = SPD / General.GameplayEquilibriumConstant.SPDUpperLimit + ExActionCoefficient;
|
||
return Calculation.PercentageCheck(value);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 额外行动系数(%) [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double ExActionCoefficient { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 加速系数(%) [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double AccelerationCoefficient { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 冷却缩减(%) = [ 与智力相关 ] + 额外冷却缩减(%)
|
||
/// </summary>
|
||
public double CDR
|
||
{
|
||
get
|
||
{
|
||
double value = INT * General.GameplayEquilibriumConstant.INTtoCDRMultiplier + ExCDR;
|
||
return Calculation.PercentageCheck(value);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 额外冷却缩减(%) [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double ExCDR { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 攻击距离 [ 与技能和物品相关 ] [ 单位:格 ]
|
||
/// </summary>
|
||
[InitOptional]
|
||
public double ATR { get; set; } = 1;
|
||
|
||
/// <summary>
|
||
/// 暴击率(%) = [ 与敏捷相关 ] + 额外暴击率(%)
|
||
/// </summary>
|
||
public double CritRate
|
||
{
|
||
get
|
||
{
|
||
double value = General.GameplayEquilibriumConstant.CritRate + AGI * General.GameplayEquilibriumConstant.AGItoCritRateMultiplier + ExCritRate;
|
||
return Calculation.PercentageCheck(value);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 额外暴击率(%) [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double ExCritRate { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 暴击伤害(%) = [ 与力量相关 ] + 额外暴击伤害(%)
|
||
/// </summary>
|
||
public double CritDMG
|
||
{
|
||
get
|
||
{
|
||
return General.GameplayEquilibriumConstant.CritDMG + STR * General.GameplayEquilibriumConstant.STRtoCritDMGMultiplier + ExCritDMG;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 额外暴击伤害(%) [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double ExCritDMG { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 闪避率(%) = [ 与敏捷相关 ] + 额外闪避率(%)
|
||
/// </summary>
|
||
public double EvadeRate
|
||
{
|
||
get
|
||
{
|
||
double value = General.GameplayEquilibriumConstant.EvadeRate + AGI * General.GameplayEquilibriumConstant.AGItoEvadeRateMultiplier + ExEvadeRate;
|
||
return Calculation.PercentageCheck(value);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 额外闪避率(%) [ 与技能和物品相关 ]
|
||
/// </summary>
|
||
public double ExEvadeRate { get; set; } = 0;
|
||
|
||
/// <summary>
|
||
/// 普通攻击对象
|
||
/// </summary>
|
||
public NormalAttack NormalAttack { get; }
|
||
|
||
/// <summary>
|
||
/// 角色的技能列表
|
||
/// </summary>
|
||
public HashSet<Skill> Skills { get; } = [];
|
||
|
||
/// <summary>
|
||
/// 角色的持续性特效列表
|
||
/// </summary>
|
||
public HashSet<Effect> Effects { get; } = [];
|
||
|
||
/// <summary>
|
||
/// 角色携带的物品
|
||
/// </summary>
|
||
public HashSet<Item> Items { get; } = [];
|
||
|
||
/**
|
||
* ===== 私有变量 =====
|
||
*/
|
||
|
||
/// <summary>
|
||
/// 等级
|
||
/// </summary>
|
||
private int _Level = 1;
|
||
|
||
/// <summary>
|
||
/// 生命值
|
||
/// </summary>
|
||
private double _HP = 0;
|
||
|
||
/// <summary>
|
||
/// 魔法值
|
||
/// </summary>
|
||
private double _MP = 0;
|
||
|
||
/// <summary>
|
||
/// 能量值
|
||
/// </summary>
|
||
private double _EP = 0;
|
||
|
||
/// <summary>
|
||
/// 物理穿透
|
||
/// </summary>
|
||
private double _PhysicalPenetration = 0;
|
||
|
||
/// <summary>
|
||
/// 魔法穿透
|
||
/// </summary>
|
||
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();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 回复状态至满
|
||
/// </summary>
|
||
/// <param name="EP"></param>
|
||
public void Recovery(double EP = -1)
|
||
{
|
||
HP = MaxHP;
|
||
MP = MaxMP;
|
||
if (EP != -1) this.EP = EP;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 按时间回复状态
|
||
/// </summary>
|
||
/// <param name="time"></param>
|
||
/// <param name="EP"></param>
|
||
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;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 按当前百分比回复状态(一般在属性变化时调用)
|
||
/// </summary>
|
||
/// <param name="pastHP"></param>
|
||
/// <param name="pastMP"></param>
|
||
/// <param name="pastMaxHP"></param>
|
||
/// <param name="pastMaxMP"></param>
|
||
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;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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)
|
||
/// </summary>
|
||
/// <param name="item"></param>
|
||
/// <param name="slot"></param>
|
||
public bool Equip(Item item, EquipSlotType slot)
|
||
{
|
||
bool result = false;
|
||
double pastHP = HP;
|
||
double pastMaxHP = MaxHP;
|
||
double pastMP = MP;
|
||
double pastMaxMP = MaxMP;
|
||
switch (slot)
|
||
{
|
||
case EquipSlotType.MagicCardPack:
|
||
if (item.ItemType == ItemType.MagicCardPack)
|
||
{
|
||
UnEquip(EquipSlotType.MagicCardPack);
|
||
EquipSlot.MagicCardPack = item;
|
||
item.OnItemEquip(this, EquipSlotType.MagicCardPack);
|
||
result = true;
|
||
}
|
||
break;
|
||
case EquipSlotType.Weapon:
|
||
if (item.ItemType == ItemType.Weapon)
|
||
{
|
||
UnEquip(EquipSlotType.Weapon);
|
||
EquipSlot.Weapon = item;
|
||
item.OnItemEquip(this, EquipSlotType.Weapon);
|
||
result = true;
|
||
}
|
||
break;
|
||
case EquipSlotType.Armor:
|
||
if (item.ItemType == ItemType.Armor)
|
||
{
|
||
UnEquip(EquipSlotType.Armor);
|
||
EquipSlot.Armor = item;
|
||
item.OnItemEquip(this, EquipSlotType.Armor);
|
||
result = true;
|
||
}
|
||
break;
|
||
case EquipSlotType.Shoes:
|
||
if (item.ItemType == ItemType.Shoes)
|
||
{
|
||
UnEquip(EquipSlotType.Shoes);
|
||
EquipSlot.Shoes = item;
|
||
item.OnItemEquip(this, EquipSlotType.Shoes);
|
||
result = true;
|
||
}
|
||
break;
|
||
case EquipSlotType.Accessory1:
|
||
if (item.ItemType == ItemType.Accessory)
|
||
{
|
||
UnEquip(EquipSlotType.Accessory1);
|
||
EquipSlot.Accessory1 = item;
|
||
EquipSlot.LastEquipSlotType = EquipSlotType.Accessory1;
|
||
item.OnItemEquip(this, EquipSlotType.Accessory1);
|
||
result = true;
|
||
}
|
||
break;
|
||
case EquipSlotType.Accessory2:
|
||
if (item.ItemType == ItemType.Accessory)
|
||
{
|
||
UnEquip(EquipSlotType.Accessory2);
|
||
EquipSlot.Accessory2 = item;
|
||
EquipSlot.LastEquipSlotType = EquipSlotType.Accessory2;
|
||
item.OnItemEquip(this, EquipSlotType.Accessory2);
|
||
result = true;
|
||
}
|
||
break;
|
||
}
|
||
if (result)
|
||
{
|
||
OnAttributeChanged();
|
||
Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
|
||
}
|
||
return result;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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)<para/>
|
||
/// 此方法为根据物品类型,优先空位自动装备
|
||
/// </summary>
|
||
/// <param name="item"></param>
|
||
public bool Equip(Item item)
|
||
{
|
||
switch (item.ItemType)
|
||
{
|
||
case ItemType.MagicCardPack:
|
||
return Equip(item, EquipSlotType.MagicCardPack);
|
||
case ItemType.Weapon:
|
||
return Equip(item, EquipSlotType.Weapon);
|
||
case ItemType.Armor:
|
||
return Equip(item, EquipSlotType.Armor);
|
||
case ItemType.Shoes:
|
||
return Equip(item, EquipSlotType.Shoes);
|
||
case ItemType.Accessory:
|
||
if (EquipSlot.Accessory1 is null)
|
||
{
|
||
return Equip(item, EquipSlotType.Accessory1);
|
||
}
|
||
else if (EquipSlot.Accessory1 != null && EquipSlot.Accessory2 is null)
|
||
{
|
||
return Equip(item, EquipSlotType.Accessory2);
|
||
}
|
||
else if (EquipSlot.Accessory1 != null && EquipSlot.Accessory2 != null && EquipSlot.LastEquipSlotType == EquipSlotType.Accessory1)
|
||
{
|
||
return Equip(item, EquipSlotType.Accessory2);
|
||
}
|
||
else
|
||
{
|
||
return Equip(item, EquipSlotType.Accessory1);
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 取消装备,返回被取消的物品对象
|
||
/// </summary>
|
||
/// <param name="type"></param>
|
||
/// <returns></returns>
|
||
public Item? UnEquip(EquipSlotType type)
|
||
{
|
||
Item? result = null;
|
||
double pastHP = HP;
|
||
double pastMaxHP = MaxHP;
|
||
double pastMP = MP;
|
||
double pastMaxMP = MaxMP;
|
||
switch (type)
|
||
{
|
||
case EquipSlotType.MagicCardPack:
|
||
if (EquipSlot.MagicCardPack != null)
|
||
{
|
||
result = EquipSlot.MagicCardPack;
|
||
EquipSlot.MagicCardPack.OnItemUnEquip(EquipSlotType.MagicCardPack);
|
||
}
|
||
break;
|
||
case EquipSlotType.Weapon:
|
||
if (EquipSlot.Weapon != null)
|
||
{
|
||
result = EquipSlot.Weapon;
|
||
EquipSlot.Weapon.OnItemUnEquip(EquipSlotType.Weapon);
|
||
}
|
||
break;
|
||
case EquipSlotType.Armor:
|
||
if (EquipSlot.Armor != null)
|
||
{
|
||
result = EquipSlot.Armor;
|
||
EquipSlot.Armor.OnItemUnEquip(EquipSlotType.Armor);
|
||
}
|
||
break;
|
||
case EquipSlotType.Shoes:
|
||
if (EquipSlot.Shoes != null)
|
||
{
|
||
result = EquipSlot.Shoes;
|
||
EquipSlot.Shoes.OnItemUnEquip(EquipSlotType.Shoes);
|
||
}
|
||
break;
|
||
case EquipSlotType.Accessory1:
|
||
if (EquipSlot.Accessory1 != null)
|
||
{
|
||
result = EquipSlot.Accessory1;
|
||
EquipSlot.Accessory1.OnItemUnEquip(EquipSlotType.Accessory1);
|
||
}
|
||
break;
|
||
case EquipSlotType.Accessory2:
|
||
if (EquipSlot.Accessory2 != null)
|
||
{
|
||
result = EquipSlot.Accessory2;
|
||
EquipSlot.Accessory2.OnItemUnEquip(EquipSlotType.Accessory2);
|
||
}
|
||
break;
|
||
}
|
||
if (result != null)
|
||
{
|
||
OnAttributeChanged();
|
||
Recovery(pastHP, pastMP, pastMaxHP, pastMaxMP);
|
||
}
|
||
return result;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 角色的属性发生变化,会影响特殊效果的计算
|
||
/// </summary>
|
||
public void OnAttributeChanged()
|
||
{
|
||
List<Effect> effects = [.. Effects.Where(e => e.Level > 0)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.OnAttributeChanged(this);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 比较一个角色(只比较 <see cref="ToString"/>)
|
||
/// </summary>
|
||
/// <param name="other"></param>
|
||
/// <returns></returns>
|
||
public override bool Equals(IBaseEntity? other)
|
||
{
|
||
return other is Character c && c.ToString() == ToString();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取角色实例的名字、昵称以及所属玩家
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
public override string ToString()
|
||
{
|
||
string str = GetName();
|
||
if (NickName != "")
|
||
{
|
||
if (str != "") str += ", ";
|
||
str += NickName;
|
||
}
|
||
if (User != null && User.Username != "")
|
||
{
|
||
str += "(" + User.Username + ")";
|
||
}
|
||
return str;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取角色实例的名字、昵称
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
public string ToStringWithOutUser()
|
||
{
|
||
string str = GetName();
|
||
if (NickName != "")
|
||
{
|
||
if (str != "") str += ", ";
|
||
str += NickName;
|
||
}
|
||
return str;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取角色实例的名字、昵称以及所属玩家,包含等级
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
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;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取角色的名字
|
||
/// </summary>
|
||
/// <param name="full"></param>
|
||
/// <returns>如果 <paramref name="full"/> = false,返回 <see cref="FirstName"/>;反之,返回 <see cref="Name"/> + <see cref="FirstName"/>。</returns>
|
||
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;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取角色的详细信息
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
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:{Calculation.Round4Digits(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.GetEquipSlotTypeName(EquipSlotType.MagicCardPack) + ":" + EquipSlot.MagicCardPack.Name);
|
||
builder.AppendLine(EquipSlot.MagicCardPack.Description);
|
||
}
|
||
if (EquipSlot.Weapon != null)
|
||
{
|
||
builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.Weapon) + ":" + EquipSlot.Weapon.Name);
|
||
builder.AppendLine(EquipSlot.Weapon.Description);
|
||
}
|
||
if (EquipSlot.Armor != null)
|
||
{
|
||
builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.Armor) + ":" + EquipSlot.Armor.Name);
|
||
builder.AppendLine(EquipSlot.Armor.Description);
|
||
}
|
||
if (EquipSlot.Shoes != null)
|
||
{
|
||
builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.Shoes) + ":" + EquipSlot.Shoes.Name);
|
||
builder.AppendLine(EquipSlot.Shoes.Description);
|
||
}
|
||
if (EquipSlot.Accessory1 != null)
|
||
{
|
||
builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory1) + ":" + EquipSlot.Accessory1.Name);
|
||
builder.AppendLine(EquipSlot.Accessory1.Description);
|
||
}
|
||
if (EquipSlot.Accessory2 != null)
|
||
{
|
||
builder.AppendLine(ItemSet.GetEquipSlotTypeName(EquipSlotType.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();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取战斗状态的信息
|
||
/// </summary>
|
||
/// <param name="hardnessTimes"></param>
|
||
/// <returns></returns>
|
||
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();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新角色的状态
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
public CharacterState UpdateCharacterState()
|
||
{
|
||
bool isNotActionable = false;
|
||
bool isActionRestricted = false;
|
||
bool isBattleRestricted = false;
|
||
bool isSkillRestricted = false;
|
||
|
||
IEnumerable<CharacterState> 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<EffectType> 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;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 复制一个角色
|
||
/// [ 推荐从模组中复制后使用对象 ]
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
public Character Copy()
|
||
{
|
||
Character c = new()
|
||
{
|
||
Id = Id,
|
||
Name = Name,
|
||
FirstName = FirstName,
|
||
NickName = NickName,
|
||
Profile = Profile.Copy(),
|
||
MagicType = MagicType,
|
||
FirstRoleType = FirstRoleType,
|
||
SecondRoleType = SecondRoleType,
|
||
ThirdRoleType = ThirdRoleType,
|
||
Promotion = Promotion,
|
||
PrimaryAttribute = PrimaryAttribute,
|
||
Level = Level,
|
||
EXP = EXP,
|
||
InitialHP = InitialHP,
|
||
ExHP2 = ExHP2,
|
||
InitialMP = InitialMP,
|
||
ExMP2 = ExMP2,
|
||
EP = EP,
|
||
InitialATK = InitialATK,
|
||
ExATK2 = ExATK2,
|
||
InitialDEF = InitialDEF,
|
||
ExDEF2 = ExDEF2,
|
||
MDF = MDF.Copy(),
|
||
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;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 复活此角色,回复出厂状态
|
||
/// </summary>
|
||
/// <param name="original">需要一个原始的角色用于还原状态</param>
|
||
/// <returns></returns>
|
||
public void Respawn(Character original)
|
||
{
|
||
Item? mcp = UnEquip(EquipSlotType.MagicCardPack);
|
||
Item? w = UnEquip(EquipSlotType.Weapon);
|
||
Item? a = UnEquip(EquipSlotType.Armor);
|
||
Item? s = UnEquip(EquipSlotType.Shoes);
|
||
Item? ac1 = UnEquip(EquipSlotType.Accessory1);
|
||
Item? ac2 = UnEquip(EquipSlotType.Accessory2);
|
||
List<Skill> skills = new(Skills);
|
||
List<Item> items = new(Items);
|
||
Character c = original.Copy();
|
||
List<Effect> effects = [.. Effects];
|
||
foreach (Effect e in effects)
|
||
{
|
||
e.OnEffectLost(this);
|
||
}
|
||
Effects.Clear();
|
||
Skills.Clear();
|
||
Items.Clear();
|
||
Id = c.Id;
|
||
Guid = original.Guid;
|
||
Name = c.Name;
|
||
FirstName = c.FirstName;
|
||
NickName = c.NickName;
|
||
Profile = c.Profile.Copy();
|
||
MagicType = c.MagicType;
|
||
FirstRoleType = c.FirstRoleType;
|
||
SecondRoleType = c.SecondRoleType;
|
||
ThirdRoleType = c.ThirdRoleType;
|
||
Promotion = c.Promotion;
|
||
PrimaryAttribute = c.PrimaryAttribute;
|
||
Level = c.Level;
|
||
EXP = c.EXP;
|
||
CharacterState = c.CharacterState;
|
||
CharacterEffectStates.Clear();
|
||
CharacterEffectTypes.Clear();
|
||
IsUnselectable = false;
|
||
UpdateCharacterState();
|
||
InitialHP = c.InitialHP;
|
||
ExHP2 = c.ExHP2;
|
||
InitialMP = c.InitialMP;
|
||
ExMP2 = c.ExMP2;
|
||
EP = c.EP;
|
||
InitialATK = c.InitialATK;
|
||
ExATK2 = c.ExATK2;
|
||
InitialDEF = c.InitialDEF;
|
||
ExDEF2 = c.ExDEF2;
|
||
MDF = c.MDF.Copy();
|
||
PhysicalPenetration = c.PhysicalPenetration;
|
||
MagicalPenetration = c.MagicalPenetration;
|
||
InitialHR = c.InitialHR;
|
||
ExHR = c.ExHR;
|
||
InitialMR = c.InitialMR;
|
||
ExMR = c.ExMR;
|
||
ER = c.ER;
|
||
InitialSTR = c.InitialSTR;
|
||
InitialAGI = c.InitialAGI;
|
||
InitialINT = c.InitialINT;
|
||
ExSTR = c.ExSTR;
|
||
ExAGI = c.ExAGI;
|
||
ExINT = c.ExINT;
|
||
STRGrowth = c.STRGrowth;
|
||
AGIGrowth = c.AGIGrowth;
|
||
INTGrowth = c.INTGrowth;
|
||
InitialSPD = c.InitialSPD;
|
||
ExSPD = c.ExSPD;
|
||
ExActionCoefficient = c.ExActionCoefficient;
|
||
AccelerationCoefficient = c.AccelerationCoefficient;
|
||
ExCDR = c.ExCDR;
|
||
ATR = c.ATR;
|
||
ExCritRate = c.ExCritRate;
|
||
ExCritDMG = c.ExCritDMG;
|
||
ExEvadeRate = c.ExEvadeRate;
|
||
foreach (Skill skill in skills)
|
||
{
|
||
Skill newskill = skill.Copy();
|
||
newskill.Character = this;
|
||
newskill.Level = skill.Level;
|
||
newskill.CurrentCD = 0;
|
||
Skills.Add(newskill);
|
||
}
|
||
foreach (Item item in items)
|
||
{
|
||
Item newitem = item.Copy(true);
|
||
newitem.Character = this;
|
||
Items.Add(newitem);
|
||
}
|
||
if (mcp != null) Equip(mcp);
|
||
if (w != null) Equip(w);
|
||
if (a != null) Equip(a);
|
||
if (s != null) Equip(s);
|
||
if (ac1 != null) Equip(ac1);
|
||
if (ac2 != null) Equip(ac2);
|
||
Recovery(0D);
|
||
}
|
||
}
|
||
} |