FunGame-Core/Interface/Base/IGamingQueue.cs
milimoe 75d1337ce1
动态工厂可以构造主动技能了;完善技能底层选取逻辑;团队模式完善;优化回合日志 (#99)
* 修复诸多复活角色的问题;添加了更多回合记录

* 完善了底层技能选取目标方法;添加筛选条件列表,使技能能够灵活的选取角色

* 优化死亡结算的逻辑;优化回合记录日志

* 现在动态工厂可以构造主动技能了
2024-11-10 00:30:43 +08:00

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using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Interface.Base
{
/// <summary>
/// 回合制游戏的基础队列
/// </summary>
public interface IGamingQueue
{
/// <summary>
/// 用于文本输出
/// </summary>
public Action<string> WriteLine { get; }
/// <summary>
/// 原始的角色字典
/// </summary>
public Dictionary<Guid, Character> Original { get; }
/// <summary>
/// 当前的行动顺序
/// </summary>
public List<Character> Queue { get; }
/// <summary>
/// 上回合记录
/// </summary>
public RoundRecord LastRound { get; set; }
/// <summary>
/// 所有回合的记录
/// </summary>
public List<RoundRecord> Rounds { get; }
/// <summary>
/// 当前已死亡的角色顺序(第一个是最早死的)
/// </summary>
public List<Character> Eliminated { get; }
/// <summary>
/// 角色数据
/// </summary>
public Dictionary<Character, CharacterStatistics> CharacterStatistics { get; }
/// <summary>
/// 游戏运行的时间
/// </summary>
public double TotalTime { get; }
/// <summary>
/// 游戏运行的回合
/// 对于某角色而言,在其行动的回合叫 Turn而所有角色行动的回合都称之为 Round。
/// </summary>
public int TotalRound { get; }
/// <summary>
/// 显示队列信息
/// </summary>
public void DisplayQueue();
/// <summary>
/// 处理回合动作
/// </summary>
/// <param name="character"></param>
/// <returns></returns>
public bool ProcessTurn(Character character);
/// <summary>
/// 造成伤害
/// </summary>
/// <param name="actor"></param>
/// <param name="enemy"></param>
/// <param name="damage"></param>
/// <param name="isNormalAttack"></param>
/// <param name="isMagicDamage"></param>
/// <param name="magicType"></param>
/// <param name="damageResult"></param>
public void DamageToEnemy(Character actor, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage = false, MagicType magicType = MagicType.None, DamageResult damageResult = DamageResult.Normal);
/// <summary>
/// 治疗一个目标
/// </summary>
/// <param name="actor"></param>
/// <param name="target"></param>
/// <param name="heal"></param>
/// <param name="canRespawn"></param>
public void HealToTarget(Character actor, Character target, double heal, bool canRespawn = false);
/// <summary>
/// 计算物理伤害
/// </summary>
/// <param name="actor"></param>
/// <param name="enemy"></param>
/// <param name="isNormalAttack"></param>
/// <param name="expectedDamage"></param>
/// <param name="finalDamage"></param>
/// <returns></returns>
public DamageResult CalculatePhysicalDamage(Character actor, Character enemy, bool isNormalAttack, double expectedDamage, out double finalDamage);
/// <summary>
/// 计算魔法伤害
/// </summary>
/// <param name="actor"></param>
/// <param name="enemy"></param>
/// <param name="isNormalAttack"></param>
/// <param name="magicType"></param>
/// <param name="expectedDamage"></param>
/// <param name="finalDamage"></param>
/// <returns></returns>
public DamageResult CalculateMagicalDamage(Character actor, Character enemy, bool isNormalAttack, MagicType magicType, double expectedDamage, out double finalDamage);
/// <summary>
/// 死亡结算
/// </summary>
/// <param name="killer"></param>
/// <param name="death"></param>
public void DeathCalculation(Character killer, Character death);
/// <summary>
/// 打断施法
/// </summary>
/// <param name="caster"></param>
/// <param name="interrupter"></param>
public void InterruptCasting(Character caster, Character interrupter);
/// <summary>
/// 选取技能目标
/// </summary>
/// <param name="caster"></param>
/// <param name="skill"></param>
/// <param name="enemys"></param>
/// <param name="teammates"></param>
/// <param name="cancel"></param>
/// <returns></returns>
public List<Character> SelectTargets(Character caster, Skill skill, List<Character> enemys, List<Character> teammates, out bool cancel);
/// <summary>
/// 选取普通攻击目标
/// </summary>
/// <param name="character"></param>
/// <param name="attack"></param>
/// <param name="enemys"></param>
/// <param name="teammates"></param>
/// <param name="cancel"></param>
/// <returns></returns>
public List<Character> SelectTargets(Character character, NormalAttack attack, List<Character> enemys, List<Character> teammates, out bool cancel);
}
}