mirror of
https://github.com/project-redbud/FunGame-Core.git
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3183 lines
130 KiB
C#
3183 lines
130 KiB
C#
using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Interface.Base;
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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.Model
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{
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/// <summary>
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/// 提供一个基础的回合制游戏队列基类实现,可继承扩展
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/// <para/>该默认实现为混战模式 <see cref="RoomType.Mix"/>
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/// </summary>
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public class GamingQueue : IGamingQueue
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{
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#region 公开属性
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/// <summary>
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/// 使用的游戏平衡常数
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/// </summary>
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public EquilibriumConstant GameplayEquilibriumConstant { get; set; } = General.GameplayEquilibriumConstant;
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/// <summary>
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/// 用于文本输出
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/// </summary>
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public Action<string> WriteLine { get; }
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/// <summary>
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/// 参与本次游戏的所有角色列表
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/// </summary>
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public List<Character> AllCharacter => _allCharacter;
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/// <summary>
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/// 原始的角色字典
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/// </summary>
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public Dictionary<Guid, Character> Original => _original;
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/// <summary>
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/// 当前的行动顺序
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/// </summary>
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public List<Character> Queue => _queue;
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/// <summary>
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/// 硬直时间表
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/// </summary>
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public Dictionary<Character, double> HardnessTime => _hardnessTimes;
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/// <summary>
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/// 当前已死亡的角色顺序(第一个是最早死的)
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/// </summary>
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public List<Character> Eliminated => _eliminated;
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/// <summary>
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/// 角色是否在 AI 控制下
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/// </summary>
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public HashSet<Character> CharactersInAI => _charactersInAI;
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/// <summary>
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/// 角色数据
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/// </summary>
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public Dictionary<Character, CharacterStatistics> CharacterStatistics => _stats;
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/// <summary>
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/// 游戏运行的时间
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/// </summary>
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public double TotalTime { get; set; } = 0;
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/// <summary>
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/// 游戏运行的回合
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/// 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。
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/// </summary>
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public int TotalRound { get; set; } = 0;
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/// <summary>
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/// 第一滴血获得者
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/// </summary>
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public Character? FirstKiller { get; set; } = null;
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/// <summary>
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/// 最大复活次数 [ 不为 0 时开启死斗模式 ]
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/// 0:不复活 / -1:无限复活
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/// </summary>
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public int MaxRespawnTimes { get; set; } = 0;
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/// <summary>
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/// 复活次数统计
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/// </summary>
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public Dictionary<Character, int> RespawnTimes => _respawnTimes;
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/// <summary>
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/// 复活倒计时
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/// </summary>
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public Dictionary<Character, double> RespawnCountdown => _respawnCountdown;
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/// <summary>
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/// 最大获胜积分
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/// 设置一个大于0的数以启用
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/// </summary>
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public int MaxScoreToWin { get; set; } = 0;
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/// <summary>
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/// 上回合记录
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/// </summary>
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public RoundRecord LastRound { get; set; } = new(0);
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/// <summary>
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/// 所有回合的记录
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/// </summary>
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public List<RoundRecord> Rounds { get; } = [];
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/// <summary>
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/// 回合奖励
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/// </summary>
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public Dictionary<int, List<Skill>> RoundRewards => _roundRewards;
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/// <summary>
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/// 自定义数据
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/// </summary>
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public Dictionary<string, object> CustomData { get; } = [];
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#endregion
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#region 保护变量
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/// <summary>
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/// 参与本次游戏的所有角色列表
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/// </summary>
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protected readonly List<Character> _allCharacter = [];
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/// <summary>
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/// 原始的角色字典
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/// </summary>
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protected readonly Dictionary<Guid, Character> _original = [];
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/// <summary>
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/// 当前的行动顺序
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/// </summary>
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protected readonly List<Character> _queue = [];
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/// <summary>
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/// 当前已死亡的角色顺序(第一个是最早死的)
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/// </summary>
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protected readonly List<Character> _eliminated = [];
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/// <summary>
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/// 角色是否在 AI 控制下
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/// </summary>
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protected readonly HashSet<Character> _charactersInAI = [];
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/// <summary>
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/// 硬直时间表
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/// </summary>
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protected readonly Dictionary<Character, double> _hardnessTimes = [];
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/// <summary>
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/// 角色正在吟唱的技能(通常是魔法)
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/// </summary>
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protected readonly Dictionary<Character, SkillTarget> _castingSkills = [];
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/// <summary>
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/// 角色预释放的爆发技
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/// </summary>
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protected readonly Dictionary<Character, Skill> _castingSuperSkills = [];
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/// <summary>
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/// 角色即将使用的物品
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/// </summary>
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protected readonly Dictionary<Character, Skill> _willUseItems = [];
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/// <summary>
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/// 角色目前赚取的金钱
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/// </summary>
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protected readonly Dictionary<Character, int> _earnedMoney = [];
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/// <summary>
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/// 角色最高连杀数
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/// </summary>
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protected readonly Dictionary<Character, int> _maxContinuousKilling = [];
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/// <summary>
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/// 角色目前的连杀数
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/// </summary>
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protected readonly Dictionary<Character, int> _continuousKilling = [];
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/// <summary>
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/// 角色被插队次数
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/// </summary>
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protected readonly Dictionary<Character, int> _cutCount = [];
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/// <summary>
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/// 助攻伤害
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/// </summary>
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protected readonly Dictionary<Character, AssistDetail> _assistDetail = [];
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/// <summary>
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/// 角色数据
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/// </summary>
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protected readonly Dictionary<Character, CharacterStatistics> _stats = [];
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/// <summary>
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/// 复活次数统计
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/// </summary>
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protected readonly Dictionary<Character, int> _respawnTimes = [];
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/// <summary>
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/// 复活倒计时
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/// </summary>
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protected readonly Dictionary<Character, double> _respawnCountdown = [];
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/// <summary>
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/// 当前回合死亡角色
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/// </summary>
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protected readonly List<Character> _roundDeaths = [];
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/// <summary>
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/// 回合奖励
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/// </summary>
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protected readonly Dictionary<int, List<Skill>> _roundRewards = [];
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/// <summary>
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/// 回合奖励的特效工厂
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/// </summary>
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protected Func<long, Dictionary<string, object>> _factoryRoundRewardEffects = id => [];
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/// <summary>
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/// 游戏是否结束
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/// </summary>
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protected bool _isGameEnd = false;
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#endregion
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#region 构造函数
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/// <summary>
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/// 新建一个基础回合制游戏队列
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/// </summary>
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/// <param name="writer">用于文本输出</param>
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public GamingQueue(Action<string>? writer = null)
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{
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if (writer != null)
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{
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WriteLine = writer;
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}
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WriteLine ??= new Action<string>(Console.WriteLine);
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}
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/// <summary>
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/// 新建一个基础回合制游戏队列并初始化
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/// </summary>
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/// <param name="characters">参与本次游戏的角色列表</param>
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/// <param name="writer">用于文本输出</param>
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public GamingQueue(List<Character> characters, Action<string>? writer = null)
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{
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if (writer != null)
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{
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WriteLine = writer;
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}
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WriteLine ??= new Action<string>(Console.WriteLine);
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InitCharacterQueue(characters);
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}
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#endregion
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#region 队列框架
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/// <summary>
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/// 初始化基础回合制游戏队列
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/// </summary>
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/// <param name="characters"></param>
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public void InitCharacterQueue(List<Character> characters)
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{
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// 保存原始的角色信息。用于复活时还原状态
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foreach (Character character in characters)
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{
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// 添加角色引用到所有角色列表
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_allCharacter.Add(character);
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// 复制原始角色对象
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Character original = character.Copy();
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original.Guid = Guid.NewGuid();
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character.Guid = original.Guid;
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_original.Add(original.Guid, original);
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}
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// 初始排序:按速度排序
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List<IGrouping<double, Character>> groupedBySpeed = [.. characters
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.GroupBy(c => c.SPD)
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.OrderByDescending(g => g.Key)];
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Random random = new();
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foreach (IGrouping<double, Character> group in groupedBySpeed)
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{
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if (group.Count() == 1)
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{
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// 如果只有一个角色,直接加入队列
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Character character = group.First();
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AddCharacter(character, Calculation.Round2Digits(_queue.Count * 0.1), false);
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_assistDetail.Add(character, new AssistDetail(character, characters.Where(c => c != character)));
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_stats.Add(character, new());
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// 初始化技能
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foreach (Skill skill in character.Skills)
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{
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skill.OnSkillGained(this);
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}
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}
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else
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{
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// 如果有多个角色,进行先行决定
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List<Character> sortedList = [.. group];
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while (sortedList.Count > 0)
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{
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Character? selectedCharacter = null;
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bool decided = false;
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if (sortedList.Count == 1)
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{
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selectedCharacter = sortedList[0];
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decided = true;
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}
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while (!decided)
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{
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// 每个角色进行两次随机数抽取
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var randomNumbers = sortedList.Select(c => new
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{
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Character = c,
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FirstRoll = random.Next(1, 21),
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SecondRoll = random.Next(1, 21)
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}).ToList();
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randomNumbers.ForEach(a => WriteLine(a.Character.Name + ": " + a.FirstRoll + " / " + a.SecondRoll));
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// 找到两次都大于其他角色的角色
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int maxFirstRoll = randomNumbers.Max(r => r.FirstRoll);
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int maxSecondRoll = randomNumbers.Max(r => r.SecondRoll);
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var candidates = randomNumbers
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.Where(r => r.FirstRoll == maxFirstRoll && r.SecondRoll == maxSecondRoll)
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.ToList();
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if (candidates.Count == 1)
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{
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selectedCharacter = candidates.First().Character;
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decided = true;
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}
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}
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// 将决定好的角色加入队列
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if (selectedCharacter != null)
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{
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AddCharacter(selectedCharacter, Calculation.Round2Digits(_queue.Count * 0.1), false);
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_assistDetail.Add(selectedCharacter, new AssistDetail(selectedCharacter, characters.Where(c => c != selectedCharacter)));
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_stats.Add(selectedCharacter, new());
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// 初始化技能
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foreach (Skill skill in selectedCharacter.Skills)
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{
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skill.OnSkillGained(this);
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}
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WriteLine("decided: " + selectedCharacter.Name + "\r\n");
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sortedList.Remove(selectedCharacter);
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}
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}
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}
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}
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}
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/// <summary>
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/// 将角色加入行动顺序表
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/// </summary>
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/// <param name="character"></param>
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/// <param name="hardnessTime"></param>
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/// <param name="isCheckProtected"></param>
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public void AddCharacter(Character character, double hardnessTime, bool isCheckProtected = true)
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{
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// 确保角色不在队列中
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_queue.RemoveAll(c => c == character);
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// 插队机制:按硬直时间排序
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int insertIndex = _queue.FindIndex(c => _hardnessTimes[c] > hardnessTime);
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if (isCheckProtected)
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{
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// 查找保护条件 被插队超过此次数便能获得插队补偿 即行动保护
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int countProtected = Math.Max(5, _queue.Count);
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// 查找队列中是否有满足插队补偿条件的角色(最后一个)
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var list = _queue
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.Select((c, index) => new { Character = c, Index = index })
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.Where(x => _cutCount.ContainsKey(x.Character) && _cutCount[x.Character] >= countProtected);
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// 如果没有找到满足条件的角色,返回 -1
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int protectIndex = list.Select(x => x.Index).LastOrDefault(-1);
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if (protectIndex != -1)
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{
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// 获取最后一个符合条件的角色
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Character lastProtectedCharacter = list.Last().Character;
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double lastProtectedHardnessTime = _hardnessTimes[lastProtectedCharacter];
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// 查找与最后一个受保护角色相同硬直时间的其他角色
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var sameHardnessList = _queue
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.Select((c, index) => new { Character = c, Index = index })
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.Where(x => _hardnessTimes[x.Character] == lastProtectedHardnessTime && x.Index > protectIndex);
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// 如果找到了相同硬直时间的角色,更新 protectIndex 为它们中最后一个的索引
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if (sameHardnessList.Any())
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{
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protectIndex = sameHardnessList.Select(x => x.Index).Last();
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}
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// 判断是否需要插入到受保护角色的后面
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if (insertIndex != -1 && insertIndex <= protectIndex)
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{
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// 如果按硬直时间插入的位置在受保护角色之前或相同,则插入到受保护角色的后面一位
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insertIndex = protectIndex + 1;
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hardnessTime = lastProtectedHardnessTime;
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// 列出受保护角色的名单
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WriteLine($"由于 [ {string.Join(" ],[ ", list.Select(x => x.Character))} ] 受到行动保护,因此角色 [ {character} ] 将插入至顺序表第 {insertIndex + 1} 位。");
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}
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}
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}
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// 如果插入索引无效(为-1 或 大于等于队列长度),则添加到队列尾部
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if (insertIndex == -1 || insertIndex >= _queue.Count)
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{
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_queue.Add(character);
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}
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else
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{
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_queue.Insert(insertIndex, character);
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}
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_hardnessTimes[character] = hardnessTime;
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// 为所有被插队的角色增加 _cutCount
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if (isCheckProtected && insertIndex != -1 && insertIndex < _queue.Count)
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{
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for (int i = insertIndex + 1; i < _queue.Count; i++)
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{
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Character queuedCharacter = _queue[i];
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if (!_cutCount.TryAdd(queuedCharacter, 1))
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{
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_cutCount[queuedCharacter] += 1;
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}
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}
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}
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}
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/// <summary>
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/// 清空行动队列
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/// </summary>
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public void ClearQueue()
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{
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FirstKiller = null;
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CustomData.Clear();
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_original.Clear();
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_queue.Clear();
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_hardnessTimes.Clear();
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_assistDetail.Clear();
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_stats.Clear();
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_cutCount.Clear();
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_castingSkills.Clear();
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_castingSuperSkills.Clear();
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_willUseItems.Clear();
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_maxContinuousKilling.Clear();
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_continuousKilling.Clear();
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_earnedMoney.Clear();
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_eliminated.Clear();
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_charactersInAI.Clear();
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}
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#endregion
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#region 时间流逝
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/// <summary>
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/// 从行动顺序表取出第一个角色
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/// </summary>
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/// <returns></returns>
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public async Task<Character?> NextCharacterAsync()
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{
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if (_queue.Count == 0) return null;
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// 硬直时间为 0 的角色或预释放爆发技的角色先行动,取第一个
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Character? character = _queue.FirstOrDefault(c => c.CharacterState == CharacterState.PreCastSuperSkill);
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if (character is null)
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{
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Character temp = _queue[0];
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if (_hardnessTimes[temp] == 0)
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{
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character = temp;
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}
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}
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else
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{
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_hardnessTimes[character] = 0;
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}
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if (character != null)
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{
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_queue.Remove(character);
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_cutCount.Remove(character);
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// 进入下一回合
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TotalRound++;
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LastRound = new(TotalRound);
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Rounds.Add(LastRound);
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return character;
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}
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else
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{
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await TimeLapse();
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return await NextCharacterAsync();
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}
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}
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/// <summary>
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/// 时间进行流逝,减少硬直时间,减少技能冷却时间,角色也会因此回复状态
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||
/// </summary>
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/// <returns>流逝的时间</returns>
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public async Task<double> TimeLapse()
|
||
{
|
||
if (_queue.Count == 0) return 0;
|
||
|
||
// 获取第一个角色的硬直时间
|
||
double timeToReduce = _hardnessTimes[_queue[0]];
|
||
// 如果复活时间更快,应该先流逝复活时间
|
||
if (_respawnCountdown.Count != 0)
|
||
{
|
||
double timeToRespawn = _respawnCountdown.Values.Min();
|
||
if (timeToRespawn < timeToReduce)
|
||
{
|
||
timeToReduce = Calculation.Round2Digits(timeToRespawn);
|
||
}
|
||
}
|
||
|
||
TotalTime = Calculation.Round2Digits(TotalTime + timeToReduce);
|
||
WriteLine("时间流逝:" + timeToReduce);
|
||
|
||
foreach (Character character in _queue)
|
||
{
|
||
// 减少所有角色的硬直时间
|
||
_hardnessTimes[character] = Calculation.Round2Digits(_hardnessTimes[character] - timeToReduce);
|
||
|
||
// 统计
|
||
_stats[character].LiveRound += 1;
|
||
_stats[character].LiveTime += timeToReduce;
|
||
_stats[character].DamagePerRound = _stats[character].TotalDamage / _stats[character].LiveRound;
|
||
_stats[character].DamagePerTurn = _stats[character].TotalDamage / _stats[character].ActionTurn;
|
||
_stats[character].DamagePerSecond = _stats[character].TotalDamage / _stats[character].LiveTime;
|
||
|
||
// 回血回蓝
|
||
double recoveryHP = character.HR * timeToReduce;
|
||
double recoveryMP = character.MR * timeToReduce;
|
||
double needHP = character.MaxHP - character.HP;
|
||
double needMP = character.MaxMP - character.MP;
|
||
double reallyReHP = needHP >= recoveryHP ? recoveryHP : needHP;
|
||
double reallyReMP = needMP >= recoveryMP ? recoveryMP : needMP;
|
||
if (reallyReHP > 0 && reallyReMP > 0)
|
||
{
|
||
character.HP += reallyReHP;
|
||
character.MP += reallyReMP;
|
||
WriteLine($"角色 {character.Name} 回血:{recoveryHP:0.##} [{character.HP:0.##} / {character.MaxHP:0.##}] / 回蓝:{recoveryMP:0.##} [{character.MP:0.##} / {character.MaxMP:0.##}] / 当前能量:{character.EP:0.##}");
|
||
}
|
||
else
|
||
{
|
||
if (reallyReHP > 0)
|
||
{
|
||
character.HP += reallyReHP;
|
||
WriteLine($"角色 {character.Name} 回血:{recoveryHP:0.##} [{character.HP:0.##} / {character.MaxHP:0.##}] / 当前能量:{character.EP:0.##}");
|
||
}
|
||
if (reallyReMP > 0)
|
||
{
|
||
character.MP += reallyReMP;
|
||
WriteLine($"角色 {character.Name} 回蓝:{recoveryMP:0.##} [{character.MP:0.##} / {character.MaxMP:0.##}] / 当前能量:{character.EP:0.##}");
|
||
}
|
||
}
|
||
|
||
// 减少所有技能的冷却时间
|
||
foreach (Skill skill in character.Skills)
|
||
{
|
||
skill.CurrentCD -= timeToReduce;
|
||
if (skill.CurrentCD <= 0)
|
||
{
|
||
skill.CurrentCD = 0;
|
||
skill.Enable = true;
|
||
}
|
||
}
|
||
|
||
// 移除到时间的特效
|
||
List<Effect> effects = [.. character.Effects];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (effect.Level == 0)
|
||
{
|
||
character.Effects.Remove(effect);
|
||
continue;
|
||
}
|
||
|
||
if (!effect.Durative)
|
||
{
|
||
// 防止特效在时间流逝后,持续时间已结束还能继续生效的情况
|
||
effect.OnTimeElapsed(character, timeToReduce);
|
||
}
|
||
|
||
if (effect.IsBeingTemporaryDispelled)
|
||
{
|
||
effect.IsBeingTemporaryDispelled = false;
|
||
effect.OnEffectGained(character);
|
||
}
|
||
|
||
// 如果特效具备临时驱散或者持续性驱散的功能
|
||
if (effect.Source != null && (effect.EffectType == EffectType.WeakDispelling || effect.EffectType == EffectType.StrongDispelling))
|
||
{
|
||
effect.Dispel(effect.Source, character, IsTeammate(character, effect.Source));
|
||
}
|
||
|
||
// 自身被动不会考虑
|
||
if (effect.EffectType == EffectType.None && effect.Skill.SkillType == SkillType.Passive)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// 统计控制时长
|
||
if (effect.Source != null && SkillSet.GetCharacterStateByEffectType(effect.EffectType) != CharacterState.Actionable)
|
||
{
|
||
_stats[effect.Source].ControlTime += timeToReduce;
|
||
_assistDetail[effect.Source][character, TotalTime] += 1;
|
||
}
|
||
|
||
if (effect.Durative)
|
||
{
|
||
effect.RemainDuration -= timeToReduce;
|
||
if (effect.RemainDuration <= 0)
|
||
{
|
||
effect.RemainDuration = 0;
|
||
character.Effects.Remove(effect);
|
||
effect.OnEffectLost(character);
|
||
}
|
||
else
|
||
{
|
||
effect.OnTimeElapsed(character, timeToReduce);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 减少复活倒计时
|
||
foreach (Character character in _respawnCountdown.Keys)
|
||
{
|
||
_respawnCountdown[character] = Calculation.Round2Digits(_respawnCountdown[character] - timeToReduce);
|
||
if (_respawnCountdown[character] <= 0)
|
||
{
|
||
await SetCharacterRespawn(character);
|
||
}
|
||
}
|
||
|
||
WriteLine("\r\n");
|
||
|
||
return timeToReduce;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 显示当前所有角色的状态和硬直时间
|
||
/// </summary>
|
||
public void DisplayQueue()
|
||
{
|
||
WriteLine("==== 角色状态 ====");
|
||
foreach (Character c in _queue)
|
||
{
|
||
WriteLine(c.GetInBattleInfo(_hardnessTimes[c]));
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 回合内
|
||
|
||
/// <summary>
|
||
/// 角色 <paramref name="character"/> 的回合进行中
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <returns>是否结束游戏</returns>
|
||
public async Task<bool> ProcessTurnAsync(Character character)
|
||
{
|
||
LastRound.Actor = character;
|
||
_roundDeaths.Clear();
|
||
|
||
if (!await BeforeTurnAsync(character))
|
||
{
|
||
return _isGameEnd;
|
||
}
|
||
|
||
// 获取回合奖励
|
||
List<Skill> rewards = GetRoundRewards(TotalRound, character);
|
||
|
||
// 基础硬直时间
|
||
double baseTime = 10;
|
||
bool isCheckProtected = true;
|
||
|
||
// 队友列表
|
||
List<Character> allTeammates = GetTeammates(character);
|
||
List<Character> teammates = [.. allTeammates.Where(_queue.Contains)];
|
||
|
||
// 敌人列表
|
||
List<Character> allEnemys = [.. _allCharacter.Where(c => c != character && !teammates.Contains(c))];
|
||
List<Character> enemys = [.. allEnemys.Where(c => _queue.Contains(c) && !c.IsUnselectable)];
|
||
|
||
// 技能列表
|
||
List<Skill> skills = [.. character.Skills.Where(s => s.Level > 0 && s.SkillType != SkillType.Passive && s.Enable && !s.IsInEffect && s.CurrentCD == 0 &&
|
||
((s.SkillType == SkillType.SuperSkill || s.SkillType == SkillType.Skill) && s.RealEPCost <= character.EP || s.SkillType == SkillType.Magic && s.RealMPCost <= character.MP))];
|
||
|
||
// 物品列表
|
||
List<Item> items = [.. character.Items.Where(i => i.IsActive && i.Skills.Active != null && i.Enable && i.IsInGameItem &&
|
||
i.Skills.Active.SkillType == SkillType.Item && i.Skills.Active.Enable && !i.Skills.Active.IsInEffect && i.Skills.Active.CurrentCD == 0 && i.Skills.Active.RealMPCost <= character.MP && i.Skills.Active.RealEPCost <= character.EP)];
|
||
|
||
// 回合开始事件,允许事件返回 false 接管回合操作
|
||
// 如果事件全程接管回合操作,需要注意触发特效
|
||
if (!await OnTurnStartAsync(character, enemys, teammates, skills, items))
|
||
{
|
||
return _isGameEnd;
|
||
}
|
||
|
||
foreach (Skill skillTurnStart in skills)
|
||
{
|
||
skillTurnStart.OnTurnStart(character, enemys, teammates, skills, items);
|
||
}
|
||
|
||
List<Effect> effects = [.. character.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.OnTurnStart(character, enemys, teammates, skills, items);
|
||
}
|
||
|
||
// 此变量用于在取消选择时,能够重新行动
|
||
bool decided = false;
|
||
// 最大取消次数
|
||
int cancelTimes = 3;
|
||
|
||
// 作出了什么行动
|
||
CharacterActionType type = CharacterActionType.None;
|
||
|
||
// 循环条件:
|
||
// AI 控制下:未决策、取消次数大于0
|
||
// 手动控制下:未决策
|
||
bool isAI = _charactersInAI.Contains(character);
|
||
while (!decided && (!isAI || cancelTimes > 0))
|
||
{
|
||
type = CharacterActionType.None;
|
||
|
||
// 是否能使用物品和释放技能
|
||
bool canUseItem = items.Count > 0;
|
||
bool canCastSkill = skills.Count > 0;
|
||
|
||
// 使用物品和释放技能、使用普通攻击的概率
|
||
double pUseItem = 0.33;
|
||
double pCastSkill = 0.33;
|
||
double pNormalAttack = 0.34;
|
||
|
||
cancelTimes--;
|
||
// 不允许在吟唱和预释放状态下,修改角色的行动
|
||
if (character.CharacterState != CharacterState.Casting && character.CharacterState != CharacterState.PreCastSuperSkill)
|
||
{
|
||
CharacterActionType actionTypeTemp = CharacterActionType.None;
|
||
effects = [.. character.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
actionTypeTemp = effect.AlterActionTypeBeforeAction(character, character.CharacterState, ref canUseItem, ref canCastSkill, ref pUseItem, ref pCastSkill, ref pNormalAttack);
|
||
}
|
||
if (actionTypeTemp != CharacterActionType.None && actionTypeTemp != CharacterActionType.CastSkill && actionTypeTemp != CharacterActionType.CastSuperSkill)
|
||
{
|
||
type = actionTypeTemp;
|
||
}
|
||
}
|
||
|
||
if (type == CharacterActionType.None)
|
||
{
|
||
if (character.CharacterState != CharacterState.NotActionable && character.CharacterState != CharacterState.Casting && character.CharacterState != CharacterState.PreCastSuperSkill)
|
||
{
|
||
// 根据角色状态,设置一些参数
|
||
if (character.CharacterState == CharacterState.Actionable)
|
||
{
|
||
// 可以任意行动
|
||
if (canUseItem && canCastSkill)
|
||
{
|
||
// 不做任何处理
|
||
}
|
||
else if (canUseItem && !canCastSkill)
|
||
{
|
||
pCastSkill = 0;
|
||
}
|
||
else if (!canUseItem && canCastSkill)
|
||
{
|
||
pUseItem = 0;
|
||
}
|
||
else
|
||
{
|
||
pUseItem = 0;
|
||
pCastSkill = 0;
|
||
}
|
||
}
|
||
else if (character.CharacterState == CharacterState.ActionRestricted)
|
||
{
|
||
// 行动受限,只能使用特殊物品
|
||
if (canUseItem)
|
||
{
|
||
pCastSkill = 0;
|
||
pNormalAttack = 0;
|
||
}
|
||
else
|
||
{
|
||
pUseItem = 0;
|
||
pCastSkill = 0;
|
||
pNormalAttack = 0;
|
||
}
|
||
}
|
||
else if (character.CharacterState == CharacterState.BattleRestricted)
|
||
{
|
||
// 战斗不能,只能使用物品
|
||
enemys.Clear();
|
||
teammates.Clear();
|
||
skills.Clear();
|
||
if (canUseItem)
|
||
{
|
||
pCastSkill = 0;
|
||
pNormalAttack = 0;
|
||
}
|
||
else
|
||
{
|
||
pUseItem = 0;
|
||
pCastSkill = 0;
|
||
pNormalAttack = 0;
|
||
}
|
||
}
|
||
else if (character.CharacterState == CharacterState.SkillRestricted)
|
||
{
|
||
// 技能受限,无法使用技能,可以普通攻击,可以使用物品
|
||
skills.Clear();
|
||
if (canUseItem)
|
||
{
|
||
pCastSkill = 0;
|
||
}
|
||
else
|
||
{
|
||
pUseItem = 0;
|
||
pCastSkill = 0;
|
||
}
|
||
}
|
||
else if (character.CharacterState == CharacterState.AttackRestricted)
|
||
{
|
||
// 攻击受限,无法普通攻击,可以使用技能,可以使用物品
|
||
pNormalAttack = 0;
|
||
if (!canUseItem)
|
||
{
|
||
pUseItem = 0;
|
||
}
|
||
}
|
||
|
||
// 模组可以通过此事件来决定角色的行动
|
||
type = await OnDecideActionAsync(character, enemys, teammates, skills, items);
|
||
// 若事件未完成决策,则将通过概率对角色进行自动化决策
|
||
if (type == CharacterActionType.None)
|
||
{
|
||
type = GetActionType(pUseItem, pCastSkill, pNormalAttack);
|
||
}
|
||
}
|
||
else if (character.CharacterState == CharacterState.Casting)
|
||
{
|
||
// 如果角色上一次吟唱了魔法,这次的行动则是结算这个魔法
|
||
type = CharacterActionType.CastSkill;
|
||
}
|
||
else if (character.CharacterState == CharacterState.PreCastSuperSkill)
|
||
{
|
||
// 角色使用回合外爆发技插队
|
||
type = CharacterActionType.CastSuperSkill;
|
||
}
|
||
else
|
||
{
|
||
// 完全行动不能
|
||
type = CharacterActionType.None;
|
||
}
|
||
}
|
||
|
||
Dictionary<Character, int> continuousKillingTemp = new(_continuousKilling);
|
||
Dictionary<Character, int> earnedMoneyTemp = new(_earnedMoney);
|
||
effects = [.. character.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterSelectListBeforeAction(character, enemys, teammates, skills, continuousKillingTemp, earnedMoneyTemp);
|
||
}
|
||
|
||
if (type == CharacterActionType.NormalAttack)
|
||
{
|
||
if (character.CharacterState == CharacterState.NotActionable ||
|
||
character.CharacterState == CharacterState.ActionRestricted ||
|
||
character.CharacterState == CharacterState.BattleRestricted ||
|
||
character.CharacterState == CharacterState.AttackRestricted)
|
||
{
|
||
WriteLine($"角色 [ {character} ] 状态为:{CharacterSet.GetCharacterState(character.CharacterState)},无法使用普通攻击!");
|
||
}
|
||
else
|
||
{
|
||
// 使用普通攻击逻辑
|
||
List<Character> targets = await SelectTargetsAsync(character, character.NormalAttack, enemys, teammates);
|
||
if (targets.Count > 0)
|
||
{
|
||
LastRound.Targets = [.. targets];
|
||
decided = true;
|
||
|
||
await OnCharacterNormalAttackAsync(character, targets);
|
||
|
||
character.NormalAttack.Attack(this, character, targets);
|
||
baseTime = character.NormalAttack.RealHardnessTime;
|
||
effects = [.. character.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterHardnessTimeAfterNormalAttack(character, ref baseTime, ref isCheckProtected);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else if (type == CharacterActionType.PreCastSkill)
|
||
{
|
||
// 预使用技能,即开始吟唱逻辑
|
||
Skill? skill = await OnSelectSkillAsync(character, skills);
|
||
if (skill is null && _charactersInAI.Contains(character) && skills.Count > 0)
|
||
{
|
||
skill = skills[Random.Shared.Next(skills.Count)];
|
||
}
|
||
if (skill != null)
|
||
{
|
||
// 吟唱前需要先选取目标
|
||
if (skill.SkillType == SkillType.Magic)
|
||
{
|
||
List<Character> targets = await SelectTargetsAsync(character, skill, enemys, teammates);
|
||
if (targets.Count > 0)
|
||
{
|
||
// 免疫检定
|
||
await CheckSkilledImmuneAsync(character, targets, skill);
|
||
|
||
if (targets.Count > 0)
|
||
{
|
||
LastRound.Targets = [.. targets];
|
||
decided = true;
|
||
|
||
character.CharacterState = CharacterState.Casting;
|
||
SkillTarget skillTarget = new(skill, targets);
|
||
await OnCharacterPreCastSkillAsync(character, skillTarget);
|
||
|
||
_castingSkills[character] = skillTarget;
|
||
baseTime = skill.RealCastTime;
|
||
skill.OnSkillCasting(this, character, targets);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// 只有魔法需要吟唱,战技和爆发技直接释放
|
||
if (CheckCanCast(character, skill, out double cost))
|
||
{
|
||
List<Character> targets = await SelectTargetsAsync(character, skill, enemys, teammates);
|
||
if (targets.Count > 0)
|
||
{
|
||
// 免疫检定
|
||
await CheckSkilledImmuneAsync(character, targets, skill);
|
||
|
||
if (targets.Count > 0)
|
||
{
|
||
LastRound.Targets = [.. targets];
|
||
decided = true;
|
||
|
||
SkillTarget skillTarget = new(skill, targets);
|
||
await OnCharacterPreCastSkillAsync(character, skillTarget);
|
||
|
||
skill.OnSkillCasting(this, character, targets);
|
||
skill.BeforeSkillCasted();
|
||
|
||
character.EP -= cost;
|
||
baseTime = skill.RealHardnessTime;
|
||
skill.CurrentCD = skill.RealCD;
|
||
skill.Enable = false;
|
||
LastRound.SkillCost = $"{-cost:0.##} EP";
|
||
WriteLine($"[ {character} ] 消耗了 {cost:0.##} 点能量,释放了{(skill.IsSuperSkill ? "爆发技" : "战技")} [ {skill.Name} ]!{(skill.Slogan != "" ? skill.Slogan : "")}");
|
||
|
||
await OnCharacterCastSkillAsync(character, skillTarget, cost);
|
||
|
||
skill.OnSkillCasted(this, character, targets);
|
||
effects = [.. character.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterHardnessTimeAfterCastSkill(character, skill, ref baseTime, ref isCheckProtected);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
LastRound.Skill = skill;
|
||
}
|
||
}
|
||
else if (type == CharacterActionType.CastSkill)
|
||
{
|
||
if (_castingSkills.TryGetValue(character, out SkillTarget skillTarget))
|
||
{
|
||
// 使用技能逻辑,结束吟唱状态
|
||
character.CharacterState = CharacterState.Actionable;
|
||
character.UpdateCharacterState();
|
||
Skill skill = skillTarget.Skill;
|
||
List<Character> targets = [.. skillTarget.Targets.Where(c => !c.IsUnselectable)];
|
||
|
||
// 判断是否能够释放技能
|
||
if (targets.Count > 0 && CheckCanCast(character, skill, out double cost))
|
||
{
|
||
// 免疫检定
|
||
await CheckSkilledImmuneAsync(character, targets, skill);
|
||
|
||
if (targets.Count > 0)
|
||
{
|
||
decided = true;
|
||
LastRound.Targets = [.. targets];
|
||
LastRound.Skill = skill;
|
||
_castingSkills.Remove(character);
|
||
|
||
skill.BeforeSkillCasted();
|
||
|
||
character.MP -= cost;
|
||
baseTime = skill.RealHardnessTime;
|
||
skill.CurrentCD = skill.RealCD;
|
||
skill.Enable = false;
|
||
LastRound.SkillCost = $"{-cost:0.##} MP";
|
||
WriteLine($"[ {character} ] 消耗了 {cost:0.##} 点魔法值,释放了魔法 [ {skill.Name} ]!{(skill.Slogan != "" ? skill.Slogan : "")}");
|
||
|
||
await OnCharacterCastSkillAsync(character, skillTarget, cost);
|
||
|
||
skill.OnSkillCasted(this, character, targets);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
WriteLine($"[ {character} ] 放弃释放技能!");
|
||
// 放弃释放技能会获得3的硬直时间
|
||
baseTime = 3;
|
||
}
|
||
|
||
effects = [.. character.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterHardnessTimeAfterCastSkill(character, skill, ref baseTime, ref isCheckProtected);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// 原吟唱的技能丢失(被打断或者被取消),允许角色再次决策
|
||
character.CharacterState = CharacterState.Actionable;
|
||
character.UpdateCharacterState();
|
||
}
|
||
}
|
||
else if (type == CharacterActionType.CastSuperSkill)
|
||
{
|
||
decided = true;
|
||
// 结束预释放爆发技的状态
|
||
character.CharacterState = CharacterState.Actionable;
|
||
character.UpdateCharacterState();
|
||
Skill skill = _castingSuperSkills[character];
|
||
LastRound.Skill = skill;
|
||
_castingSuperSkills.Remove(character);
|
||
|
||
// 判断是否能够释放技能
|
||
if (CheckCanCast(character, skill, out double cost))
|
||
{
|
||
// 预释放的爆发技不可取消
|
||
List<Character> targets = await SelectTargetsAsync(character, skill, enemys, teammates);
|
||
// 免疫检定
|
||
await CheckSkilledImmuneAsync(character, targets, skill);
|
||
LastRound.Targets = [.. targets];
|
||
|
||
skill.BeforeSkillCasted();
|
||
|
||
character.EP -= cost;
|
||
baseTime = skill.RealHardnessTime;
|
||
skill.CurrentCD = skill.RealCD;
|
||
skill.Enable = false;
|
||
LastRound.SkillCost = $"{-cost:0.##} EP";
|
||
WriteLine($"[ {character} ] 消耗了 {cost:0.##} 点能量值,释放了爆发技 [ {skill.Name} ]!{(skill.Slogan != "" ? skill.Slogan : "")}");
|
||
|
||
SkillTarget skillTarget = new(skill, targets);
|
||
await OnCharacterCastSkillAsync(character, skillTarget, cost);
|
||
|
||
skill.OnSkillCasted(this, character, targets);
|
||
}
|
||
else
|
||
{
|
||
WriteLine($"[ {character} ] 因能量不足放弃释放爆发技!");
|
||
// 放弃释放技能会获得3的硬直时间
|
||
baseTime = 3;
|
||
}
|
||
|
||
effects = [.. character.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterHardnessTimeAfterCastSkill(character, skill, ref baseTime, ref isCheckProtected);
|
||
}
|
||
}
|
||
else if (type == CharacterActionType.UseItem)
|
||
{
|
||
// 使用物品逻辑
|
||
Item? item = await OnSelectItemAsync(character, items);
|
||
if (item is null && _charactersInAI.Contains(character) && items.Count > 0)
|
||
{
|
||
// AI 控制下随机选取一个物品
|
||
item = items[Random.Shared.Next(items.Count)];
|
||
}
|
||
if (item != null && item.Skills.Active != null)
|
||
{
|
||
Skill skill = item.Skills.Active;
|
||
if (await UseItemAsync(item, character, enemys, teammates))
|
||
{
|
||
decided = true;
|
||
LastRound.Item = item;
|
||
baseTime = skill.RealHardnessTime;
|
||
effects = [.. character.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterHardnessTimeAfterCastSkill(character, skill, ref baseTime, ref isCheckProtected);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else if (type == CharacterActionType.EndTurn)
|
||
{
|
||
baseTime = 3;
|
||
decided = true;
|
||
WriteLine($"[ {character} ] 结束了回合!");
|
||
await OnCharacterDoNothingAsync(character);
|
||
}
|
||
else
|
||
{
|
||
decided = true;
|
||
WriteLine($"[ {character} ] 完全行动不能!");
|
||
}
|
||
}
|
||
|
||
if (type == CharacterActionType.None)
|
||
{
|
||
WriteLine($"[ {character} ] 放弃了行动!");
|
||
await OnCharacterGiveUpAsync(character);
|
||
}
|
||
|
||
_stats[character].ActionTurn += 1;
|
||
LastRound.ActionType = type;
|
||
|
||
await AfterCharacterAction(character, type);
|
||
|
||
// 统一在回合结束时处理角色的死亡
|
||
await ProcessCharacterDeathAsync(character);
|
||
|
||
// 移除回合奖励
|
||
RemoveRoundRewards(character, rewards);
|
||
|
||
if (_isGameEnd)
|
||
{
|
||
// 回合结束事件
|
||
await OnTurnEndAsync(character);
|
||
|
||
await AfterTurnAsync(character);
|
||
|
||
return _isGameEnd;
|
||
}
|
||
|
||
// 减少硬直时间
|
||
double newHardnessTime = baseTime;
|
||
if (character.CharacterState != CharacterState.Casting)
|
||
{
|
||
newHardnessTime = Calculation.Round2Digits(baseTime);
|
||
WriteLine($"[ {character} ] 回合结束,获得硬直时间:{newHardnessTime} {GameplayEquilibriumConstant.InGameTime}");
|
||
}
|
||
else
|
||
{
|
||
newHardnessTime = Calculation.Round2Digits(baseTime);
|
||
WriteLine($"[ {character} ] 进行吟唱,持续时间:{newHardnessTime} {GameplayEquilibriumConstant.InGameTime}");
|
||
LastRound.CastTime = newHardnessTime;
|
||
}
|
||
AddCharacter(character, newHardnessTime, isCheckProtected);
|
||
LastRound.HardnessTime = newHardnessTime;
|
||
await OnQueueUpdatedAsync(_queue, character, newHardnessTime, QueueUpdatedReason.Action, "设置角色行动后的硬直时间。");
|
||
|
||
effects = [.. character.Effects];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (effect.IsInEffect)
|
||
{
|
||
effect.OnTurnEnd(character);
|
||
}
|
||
|
||
// 自身被动不会考虑
|
||
if (effect.EffectType == EffectType.None && effect.Skill.SkillType == SkillType.Passive)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// 在回合结束时移除技能持续回合,而不是等时间流逝
|
||
if (!effect.Durative && effect.DurationTurn > 0)
|
||
{
|
||
// 按回合移除特效
|
||
effect.RemainDurationTurn--;
|
||
if (effect.RemainDurationTurn <= 0)
|
||
{
|
||
effect.RemainDurationTurn = 0;
|
||
character.Effects.Remove(effect);
|
||
effect.OnEffectLost(character);
|
||
}
|
||
}
|
||
}
|
||
|
||
// 有人想要插队吗?
|
||
await WillPreCastSuperSkill();
|
||
|
||
// 回合结束事件
|
||
await OnTurnEndAsync(character);
|
||
|
||
await AfterTurnAsync(character);
|
||
|
||
WriteLine("");
|
||
return _isGameEnd;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 处理角色死亡
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
protected async Task ProcessCharacterDeathAsync(Character character)
|
||
{
|
||
foreach (Character death in _roundDeaths)
|
||
{
|
||
if (!await OnCharacterDeathAsync(character, death))
|
||
{
|
||
continue;
|
||
}
|
||
|
||
// 给所有角色的特效广播角色死亡结算
|
||
List<Effect> effects = [.. _queue.SelectMany(c => c.Effects.Where(e => e.IsInEffect))];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AfterDeathCalculation(death, character, _continuousKilling, _earnedMoney);
|
||
}
|
||
// 将死者移出队列
|
||
_queue.Remove(death);
|
||
|
||
await AfterDeathCalculation(death, character);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取某角色的团队成员
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <returns></returns>
|
||
protected virtual List<Character> GetTeammates(Character character)
|
||
{
|
||
return [];
|
||
}
|
||
|
||
/// <summary>
|
||
/// 角色行动后触发
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="type"></param>
|
||
protected virtual async Task AfterCharacterAction(Character character, CharacterActionType type)
|
||
{
|
||
await Task.CompletedTask;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 死亡结算时触发
|
||
/// </summary>
|
||
/// <param name="death"></param>
|
||
/// <param name="killer"></param>
|
||
protected virtual async Task OnDeathCalculation(Character death, Character killer)
|
||
{
|
||
await Task.CompletedTask;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 死亡结算完成后触发
|
||
/// </summary>
|
||
/// <param name="death"></param>
|
||
/// <param name="killer"></param>
|
||
protected virtual async Task AfterDeathCalculation(Character death, Character killer)
|
||
{
|
||
if (!_queue.Where(c => c != killer).Any())
|
||
{
|
||
// 没有其他的角色了,游戏结束
|
||
WriteLine("[ " + killer + " ] 是胜利者。");
|
||
_queue.Remove(killer);
|
||
_eliminated.Add(killer);
|
||
_isGameEnd = true;
|
||
await OnGameEndAsync(killer);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 回合开始前触发
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
protected virtual async Task<bool> BeforeTurnAsync(Character character)
|
||
{
|
||
return await Task.FromResult(true);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 回合结束后触发
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
protected virtual async Task AfterTurnAsync(Character character)
|
||
{
|
||
await Task.CompletedTask;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 回合内-结算
|
||
|
||
/// <summary>
|
||
/// 对敌人造成伤害
|
||
/// </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 async Task DamageToEnemyAsync(Character actor, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage = false, MagicType magicType = MagicType.None, DamageResult damageResult = DamageResult.Normal)
|
||
{
|
||
// 如果敌人在结算伤害之前就已经死亡,将不会继续下去
|
||
if (enemy.HP <= 0)
|
||
{
|
||
return;
|
||
}
|
||
|
||
// 不管有没有暴击,都尝试往回合记录中添加目标,不暴击时不会修改原先值
|
||
if (!LastRound.IsCritical.TryAdd(enemy, damageResult == DamageResult.Critical) && damageResult == DamageResult.Critical)
|
||
{
|
||
// 暴击了修改目标对应的值为 true
|
||
LastRound.IsCritical[enemy] = true;
|
||
}
|
||
|
||
List<Character> characters = [actor, enemy];
|
||
bool isEvaded = damageResult == DamageResult.Evaded;
|
||
Dictionary<Effect, double> totalDamageBonus = [];
|
||
List<Effect> effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
double damageBonus = effect.AlterActualDamageAfterCalculation(actor, enemy, damage, isNormalAttack, isMagicDamage, magicType, damageResult, ref isEvaded, totalDamageBonus);
|
||
totalDamageBonus[effect] = damageBonus;
|
||
if (isEvaded)
|
||
{
|
||
damageResult = DamageResult.Evaded;
|
||
}
|
||
}
|
||
damage += totalDamageBonus.Sum(kv => kv.Value);
|
||
double actualDamage = damage;
|
||
|
||
// 闪避了就没伤害了
|
||
if (damageResult != DamageResult.Evaded)
|
||
{
|
||
// 计算伤害免疫
|
||
bool ignore = false;
|
||
// 技能免疫无法免疫普通攻击,但是魔法免疫和物理免疫可以
|
||
bool isImmune = (isNormalAttack && (enemy.ImmuneType == ImmuneType.All || enemy.ImmuneType == ImmuneType.Physical || enemy.ImmuneType == ImmuneType.Magical)) ||
|
||
(!isNormalAttack && (enemy.ImmuneType == ImmuneType.All || enemy.ImmuneType == ImmuneType.Physical || enemy.ImmuneType == ImmuneType.Magical || enemy.ImmuneType == ImmuneType.Skilled));
|
||
if (isImmune)
|
||
{
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (isNormalAttack)
|
||
{
|
||
if (actor.NormalAttack.IgnoreImmune == ImmuneType.All ||
|
||
(!isMagicDamage && actor.NormalAttack.IgnoreImmune == ImmuneType.Physical) ||
|
||
(isMagicDamage && actor.NormalAttack.IgnoreImmune == ImmuneType.Magical) ||
|
||
!effect.OnDamageImmuneCheck(actor, enemy, isNormalAttack, isMagicDamage, magicType, damage))
|
||
{
|
||
ignore = true;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (!effect.OnDamageImmuneCheck(actor, enemy, isNormalAttack, isMagicDamage, magicType, damage))
|
||
{
|
||
ignore = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
if (ignore)
|
||
{
|
||
// 无视免疫
|
||
isImmune = false;
|
||
}
|
||
|
||
if (isImmune)
|
||
{
|
||
// 免疫
|
||
damageResult = DamageResult.Immune;
|
||
LastRound.IsImmune[enemy] = true;
|
||
WriteLine($"[ {enemy} ] 免疫了此伤害!");
|
||
}
|
||
else
|
||
{
|
||
if (damage < 0) damage = 0;
|
||
|
||
// 检查护盾
|
||
double shield = enemy.Shield[isMagicDamage, magicType];
|
||
string shieldMsg = "";
|
||
if (shield > 0)
|
||
{
|
||
bool change = false;
|
||
|
||
// 看特效有没有特殊护盾逻辑
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (!effect.BeforeShieldCalculation(enemy, actor, isMagicDamage, magicType, damage, shield, ref shieldMsg))
|
||
{
|
||
change = true;
|
||
}
|
||
}
|
||
|
||
if (!change)
|
||
{
|
||
double remain = shield - damage;
|
||
if (remain < 0)
|
||
{
|
||
remain = Math.Abs(remain);
|
||
enemy.Shield[isMagicDamage, magicType] = 0;
|
||
|
||
change = false;
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (!effect.OnShieldBroken(enemy, actor, isMagicDamage, magicType, damage, shield, remain))
|
||
{
|
||
change = true;
|
||
}
|
||
}
|
||
|
||
if (!change)
|
||
{
|
||
enemy.HP -= remain;
|
||
shieldMsg = $"(护盾抵消了 {shield:0.##} 点并破碎,角色承受了 {remain:0.##} 点)";
|
||
actualDamage = remain;
|
||
}
|
||
else
|
||
{
|
||
shieldMsg = $"(护盾抵消了 {shield:0.##} 点并破碎,角色没有承受伤害)";
|
||
damageResult = DamageResult.Shield;
|
||
actualDamage = 0;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
enemy.Shield[isMagicDamage, magicType] = remain;
|
||
shieldMsg = $"(护盾抵消了 {damage:0.##} 点,剩余可用 {remain:0.##} 点)";
|
||
damageResult = DamageResult.Shield;
|
||
actualDamage = 0;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (shieldMsg.Trim() == "")
|
||
{
|
||
shieldMsg = $"(护盾已使其无效化)";
|
||
}
|
||
damageResult = DamageResult.Shield;
|
||
actualDamage = 0;
|
||
}
|
||
}
|
||
else enemy.HP -= damage;
|
||
|
||
if (isMagicDamage)
|
||
{
|
||
string dmgType = CharacterSet.GetMagicDamageName(magicType);
|
||
WriteLine($"[ {enemy} ] 受到了 {damage:0.##} 点{dmgType}!{shieldMsg}");
|
||
}
|
||
else WriteLine($"[ {enemy} ] 受到了 {damage:0.##} 点物理伤害!{shieldMsg}");
|
||
|
||
// 生命偷取,攻击者为全额
|
||
double steal = damage * actor.Lifesteal;
|
||
await HealToTargetAsync(actor, actor, steal, false);
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AfterLifesteal(actor, enemy, damage, steal);
|
||
}
|
||
|
||
// 造成伤害和受伤都可以获得能量。攻击者为全额,被攻击者为 actualDamage,护盾抵消的伤害不算
|
||
double ep = GetEP(damage, GameplayEquilibriumConstant.DamageGetEPFactor, GameplayEquilibriumConstant.DamageGetEPMax);
|
||
if (ep > 0)
|
||
{
|
||
effects = [.. actor.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterEPAfterDamage(actor, ref ep);
|
||
}
|
||
actor.EP += ep;
|
||
}
|
||
ep = GetEP(actualDamage, GameplayEquilibriumConstant.TakenDamageGetEPFactor, GameplayEquilibriumConstant.TakenDamageGetEPMax);
|
||
if (ep > 0)
|
||
{
|
||
effects = [.. enemy.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterEPAfterGetDamage(enemy, ref ep);
|
||
}
|
||
enemy.EP += ep;
|
||
}
|
||
|
||
// 统计伤害
|
||
CalculateCharacterDamageStatistics(actor, enemy, damage, isMagicDamage, actualDamage);
|
||
|
||
// 计算助攻
|
||
_assistDetail[actor][enemy, TotalTime] += damage;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
LastRound.IsEvaded[enemy] = true;
|
||
}
|
||
|
||
await OnDamageToEnemyAsync(actor, enemy, damage, actualDamage, isNormalAttack, isMagicDamage, magicType, damageResult);
|
||
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AfterDamageCalculation(actor, enemy, damage, actualDamage, isNormalAttack, isMagicDamage, magicType, damageResult);
|
||
}
|
||
|
||
if (enemy.HP <= 0 && !_eliminated.Contains(enemy) && !_respawnCountdown.ContainsKey(enemy))
|
||
{
|
||
LastRound.HasKill = true;
|
||
_roundDeaths.Add(enemy);
|
||
await DeathCalculationAsync(actor, enemy);
|
||
}
|
||
}
|
||
|
||
/// <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 async Task HealToTargetAsync(Character actor, Character target, double heal, bool canRespawn = false)
|
||
{
|
||
if (target.HP == target.MaxHP)
|
||
{
|
||
return;
|
||
}
|
||
|
||
bool isDead = target.HP <= 0;
|
||
|
||
Dictionary<Effect, double> totalHealBonus = [];
|
||
List<Effect> effects = [.. actor.Effects.Union(target.Effects).Distinct().Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
bool changeCanRespawn = false;
|
||
double healBonus = effect.AlterHealValueBeforeHealToTarget(actor, target, heal, ref changeCanRespawn, totalHealBonus);
|
||
if (changeCanRespawn && !canRespawn)
|
||
{
|
||
canRespawn = true;
|
||
}
|
||
}
|
||
heal += totalHealBonus.Sum(kv => kv.Value);
|
||
|
||
if (heal <= 0)
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (target.HP > 0 || (isDead && canRespawn))
|
||
{
|
||
target.HP += heal;
|
||
if (!LastRound.Heals.TryAdd(target, heal))
|
||
{
|
||
LastRound.Heals[target] += heal;
|
||
}
|
||
}
|
||
|
||
bool isRespawn = isDead && canRespawn;
|
||
if (isRespawn)
|
||
{
|
||
if (target != actor)
|
||
{
|
||
WriteLine($"[ {target} ] 被 [ {actor} ] 复苏了,并回复了 {heal:0.##} 点生命值!!");
|
||
}
|
||
else
|
||
{
|
||
WriteLine($"[ {target} ] 复苏了,并回复了 {heal:0.##} 点生命值!!");
|
||
}
|
||
double hp = target.HP;
|
||
double mp = target.MP;
|
||
await SetCharacterRespawn(target);
|
||
target.HP = hp;
|
||
target.MP = mp;
|
||
}
|
||
else
|
||
{
|
||
WriteLine($"[ {target} ] 回复了 {heal:0.##} 点生命值!");
|
||
}
|
||
|
||
// 添加助攻
|
||
SetNotDamageAssistTime(actor, target);
|
||
|
||
// 统计数据
|
||
if (_stats.TryGetValue(actor, out CharacterStatistics? stats) && stats != null)
|
||
{
|
||
stats.TotalHeal += heal;
|
||
}
|
||
|
||
await OnHealToTargetAsync(actor, target, heal, isRespawn);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 死亡结算
|
||
/// </summary>
|
||
/// <param name="killer"></param>
|
||
/// <param name="death"></param>
|
||
public async Task DeathCalculationAsync(Character killer, Character death)
|
||
{
|
||
if (!await OnDeathCalculationAsync(killer, death))
|
||
{
|
||
return;
|
||
}
|
||
|
||
if (!_continuousKilling.TryAdd(killer, 1)) _continuousKilling[killer] += 1;
|
||
if (!_maxContinuousKilling.TryAdd(killer, 1) && _continuousKilling[killer] > _maxContinuousKilling[killer])
|
||
{
|
||
_maxContinuousKilling[killer] = _continuousKilling[killer];
|
||
}
|
||
_stats[killer].Kills += 1;
|
||
_stats[death].Deaths += 1;
|
||
|
||
// 基础击杀奖励
|
||
int money = 300;
|
||
|
||
// 按伤害比分配金钱 只有在 30 时间内造成的伤害才能参与
|
||
// 现在 20 时间内的非伤害类型辅助也能参与助攻了
|
||
Character[] assists = [.. _assistDetail.Keys.Where(c => c != death &&
|
||
((TotalTime - _assistDetail[c].GetLastTime(death) <= 30) || (TotalTime - _assistDetail[c].GetNotDamageAssistLastTime(killer) <= 20)))];
|
||
|
||
// 获取贡献百分比 以伤害为主,非伤害助攻贡献不足 10% 的按 10% 计算
|
||
double minPercentage = 0.1;
|
||
Dictionary<Character, double> assistPercentage = _assistDetail.Keys.Where(assists.Contains).ToDictionary(c => c,
|
||
c => _assistDetail[c].GetPercentage(death) < minPercentage &&
|
||
TotalTime - _assistDetail[c].GetNotDamageAssistLastTime(killer) <= 20 ? minPercentage : _assistDetail[c].GetPercentage(death));
|
||
double totalDamagePercentage = assistPercentage.Values.Sum();
|
||
if (totalDamagePercentage < 1)
|
||
{
|
||
// 归一化
|
||
foreach (Character assist in assistPercentage.Keys)
|
||
{
|
||
if (totalDamagePercentage == 0) break;
|
||
assistPercentage[assist] /= totalDamagePercentage;
|
||
}
|
||
totalDamagePercentage = assistPercentage.Values.Sum();
|
||
if (totalDamagePercentage == 0) totalDamagePercentage = 1;
|
||
}
|
||
|
||
// 如果算上助攻者总伤害贡献超过了100%,则会超过基础击杀奖励。防止刷伤害要设置金钱上限
|
||
int totalMoney = Math.Min(Convert.ToInt32(money * totalDamagePercentage), 425);
|
||
|
||
// 等级差和经济差补偿 d = death, koa = killer or assist
|
||
int calDiff(Character d, Character koa)
|
||
{
|
||
int moreMoney = 0;
|
||
int levelDiff = d.Level - koa.Level;
|
||
if (levelDiff > 0)
|
||
{
|
||
moreMoney += levelDiff * 10;
|
||
}
|
||
if (_earnedMoney.TryGetValue(d, out int deathMoney))
|
||
{
|
||
int moneyDiff = deathMoney;
|
||
if (_earnedMoney.TryGetValue(koa, out int killerMoney))
|
||
{
|
||
moneyDiff = deathMoney - killerMoney;
|
||
}
|
||
if (moneyDiff > 0)
|
||
{
|
||
moreMoney += (int)Math.Min(moneyDiff * 0.25, 300);
|
||
}
|
||
}
|
||
return moreMoney;
|
||
}
|
||
|
||
// 分配金钱和累计助攻
|
||
foreach (Character assist in assistPercentage.Keys)
|
||
{
|
||
int cmoney = Convert.ToInt32(assistPercentage[assist] / totalDamagePercentage * totalMoney);
|
||
if (cmoney > 320) cmoney = 320;
|
||
if (assist != killer)
|
||
{
|
||
// 助攻者的等级差和经济差补偿
|
||
cmoney += calDiff(death, assist);
|
||
if (!_earnedMoney.TryAdd(assist, cmoney)) _earnedMoney[assist] += cmoney;
|
||
assist.User.Inventory.Credits += cmoney;
|
||
_stats[assist].Assists += 1;
|
||
if (!LastRound.Assists.Contains(assist)) LastRound.Assists.Add(assist);
|
||
}
|
||
else
|
||
{
|
||
money = cmoney;
|
||
}
|
||
}
|
||
|
||
// 击杀者的等级差和经济差补偿
|
||
money += calDiff(death, killer);
|
||
|
||
// 终结击杀的奖励仍然是全额的
|
||
if (_continuousKilling.TryGetValue(death, out int coefficient) && coefficient > 1)
|
||
{
|
||
money += (coefficient + 1) * 60;
|
||
string termination = CharacterSet.GetContinuousKilling(coefficient);
|
||
string msg = $"[ {killer} ] 终结了 [ {death} ]{(termination != "" ? " 的" + termination : "")},获得 {money} {GameplayEquilibriumConstant.InGameCurrency}!";
|
||
LastRound.DeathContinuousKilling.Add(msg);
|
||
if (assists.Length > 1)
|
||
{
|
||
msg += "助攻:[ " + string.Join(" ] / [ ", assists.Where(c => c != killer)) + " ]";
|
||
}
|
||
WriteLine(msg);
|
||
}
|
||
else
|
||
{
|
||
string msg = $"[ {killer} ] 杀死了 [ {death} ],获得 {money} {GameplayEquilibriumConstant.InGameCurrency}!";
|
||
LastRound.DeathContinuousKilling.Add(msg);
|
||
if (assists.Length > 1)
|
||
{
|
||
msg += "助攻:[ " + string.Join(" ] / [ ", assists.Where(c => c != killer)) + " ]";
|
||
}
|
||
WriteLine(msg);
|
||
}
|
||
|
||
if (FirstKiller is null)
|
||
{
|
||
FirstKiller = killer;
|
||
_stats[killer].FirstKills += 1;
|
||
_stats[death].FirstDeaths += 1;
|
||
money += 200;
|
||
string firstKill = $"[ {killer} ] 拿下了第一滴血!额外奖励 200 {GameplayEquilibriumConstant.InGameCurrency}!!";
|
||
WriteLine(firstKill);
|
||
LastRound.ActorContinuousKilling.Add(firstKill);
|
||
}
|
||
|
||
if (!_earnedMoney.TryAdd(killer, money)) _earnedMoney[killer] += money;
|
||
killer.User.Inventory.Credits += money;
|
||
|
||
int kills = _continuousKilling[killer];
|
||
string continuousKilling = CharacterSet.GetContinuousKilling(kills);
|
||
string actorContinuousKilling = "";
|
||
if (kills == 2 || kills == 3)
|
||
{
|
||
actorContinuousKilling = "[ " + killer + " ] 完成了一次" + continuousKilling + "!";
|
||
}
|
||
else if (kills == 4)
|
||
{
|
||
actorContinuousKilling = "[ " + killer + " ] 正在" + continuousKilling + "!";
|
||
}
|
||
else if (kills > 4 && kills < 10)
|
||
{
|
||
actorContinuousKilling = "[ " + killer + " ] 已经" + continuousKilling + "!";
|
||
}
|
||
else if (kills >= 10)
|
||
{
|
||
actorContinuousKilling = "[ " + killer + " ] 已经" + continuousKilling + ",拜托谁去杀了他吧!!!";
|
||
}
|
||
if (actorContinuousKilling != "")
|
||
{
|
||
LastRound.ActorContinuousKilling.Add(actorContinuousKilling);
|
||
WriteLine(actorContinuousKilling);
|
||
}
|
||
|
||
await OnDeathCalculation(death, killer);
|
||
|
||
death.EP = 0;
|
||
|
||
// 清除对死者的助攻数据
|
||
List<AssistDetail> ads = [.. _assistDetail.Values.Where(ad => ad.Character != death)];
|
||
foreach (AssistDetail ad in ads)
|
||
{
|
||
ad[death, 0] = 0;
|
||
}
|
||
|
||
_continuousKilling.Remove(death);
|
||
_eliminated.Add(death);
|
||
if (MaxRespawnTimes == 0)
|
||
{
|
||
// do nothing
|
||
}
|
||
else if (_respawnTimes.TryGetValue(death, out int times) && MaxRespawnTimes != -1 && times == MaxRespawnTimes)
|
||
{
|
||
WriteLine($"[ {death} ] 已达到复活次数上限,将不能再复活!!");
|
||
}
|
||
else
|
||
{
|
||
// 进入复活倒计时
|
||
double respawnTime = Calculation.Round2Digits(Math.Min(30, death.Level * 0.15 + times * 0.87 + coefficient));
|
||
_respawnCountdown.TryAdd(death, respawnTime);
|
||
LastRound.RespawnCountdowns.TryAdd(death, respawnTime);
|
||
WriteLine($"[ {death} ] 进入复活倒计时:{respawnTime:0.##} {GameplayEquilibriumConstant.InGameTime}!");
|
||
}
|
||
|
||
// 移除死者的施法
|
||
_castingSkills.Remove(death);
|
||
_castingSuperSkills.Remove(death);
|
||
|
||
// 因丢失目标而中断施法
|
||
List<Character> castingSkills = [.. _castingSkills.Keys];
|
||
foreach (Character caster in castingSkills)
|
||
{
|
||
SkillTarget st = _castingSkills[caster];
|
||
if (st.Targets.Remove(death) && st.Targets.Count == 0)
|
||
{
|
||
_castingSkills.Remove(caster);
|
||
if (caster.CharacterState == CharacterState.Casting)
|
||
{
|
||
caster.CharacterState = CharacterState.Actionable;
|
||
}
|
||
WriteLine($"[ {caster} ] 终止了 [ {st.Skill.Name} ] 的施法" + (_hardnessTimes[caster] > 3 ? $",并获得了 3 {GameplayEquilibriumConstant.InGameTime}的硬直时间的补偿。" : "。"));
|
||
if (_hardnessTimes[caster] > 3)
|
||
{
|
||
AddCharacter(caster, 3, false);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 回合内-辅助方法
|
||
|
||
/// <summary>
|
||
/// 使用物品实际逻辑
|
||
/// </summary>
|
||
/// <param name="item"></param>
|
||
/// <param name="character"></param>
|
||
/// <param name="enemys"></param>
|
||
/// <param name="teammates"></param>
|
||
/// <returns></returns>
|
||
public async Task<bool> UseItemAsync(Item item, Character character, List<Character> enemys, List<Character> teammates)
|
||
{
|
||
if (CheckCanCast(character, item, out double costMP, out double costEP))
|
||
{
|
||
Skill? skill = item.Skills.Active;
|
||
if (skill != null)
|
||
{
|
||
List<Character> targets = await SelectTargetsAsync(character, skill, enemys, teammates);
|
||
if (targets.Count > 0)
|
||
{
|
||
// 免疫检定
|
||
await CheckSkilledImmuneAsync(character, targets, skill, item);
|
||
|
||
if (targets.Count > 0)
|
||
{
|
||
LastRound.Targets = [.. targets];
|
||
|
||
await OnCharacterUseItemAsync(character, item, targets);
|
||
|
||
string line = $"[ {character} ] 使用了物品 [ {item.Name} ]!\r\n[ {character} ] ";
|
||
|
||
skill.OnSkillCasting(this, character, targets);
|
||
skill.BeforeSkillCasted();
|
||
|
||
skill.CurrentCD = skill.RealCD;
|
||
skill.Enable = false;
|
||
|
||
if (costMP > 0)
|
||
{
|
||
character.MP -= costMP;
|
||
LastRound.SkillCost = $"{-costMP:0.##} MP";
|
||
line += $"消耗了 {costMP:0.##} 点魔法值,";
|
||
}
|
||
|
||
if (costEP > 0)
|
||
{
|
||
character.EP -= costEP;
|
||
if (LastRound.SkillCost != "") LastRound.SkillCost += " / ";
|
||
LastRound.SkillCost += $"{-costEP:0.##} EP";
|
||
line += $"消耗了 {costEP:0.##} 点能量,";
|
||
}
|
||
|
||
line += $"释放了物品技能 [ {skill.Name} ]!{(skill.Slogan != "" ? skill.Slogan : "")}";
|
||
WriteLine(line);
|
||
|
||
SkillTarget skillTarget = new(skill, targets);
|
||
await OnCharacterCastItemSkillAsync(character, item, skillTarget, costMP, costEP);
|
||
|
||
skill.OnSkillCasted(this, character, targets);
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 通过概率计算角色要干嘛
|
||
/// </summary>
|
||
/// <param name="pUseItem"></param>
|
||
/// <param name="pCastSkill"></param>
|
||
/// <param name="pNormalAttack"></param>
|
||
/// <returns></returns>
|
||
public static CharacterActionType GetActionType(double pUseItem, double pCastSkill, double pNormalAttack)
|
||
{
|
||
if (pUseItem == 0 && pCastSkill == 0 && pNormalAttack == 0)
|
||
{
|
||
return CharacterActionType.None;
|
||
}
|
||
|
||
double total = pUseItem + pCastSkill + pNormalAttack;
|
||
|
||
// 浮点数比较时处理误差
|
||
if (Math.Abs(total - 1) > 1e-6)
|
||
{
|
||
pUseItem /= total;
|
||
pCastSkill /= total;
|
||
pNormalAttack /= total;
|
||
}
|
||
|
||
double rand = Random.Shared.NextDouble();
|
||
|
||
// 按概率进行检查
|
||
if (rand < pUseItem)
|
||
{
|
||
return CharacterActionType.UseItem;
|
||
}
|
||
|
||
if (rand < pUseItem + pCastSkill)
|
||
{
|
||
return CharacterActionType.PreCastSkill;
|
||
}
|
||
|
||
if (rand < pUseItem + pCastSkill + pNormalAttack)
|
||
{
|
||
return CharacterActionType.NormalAttack;
|
||
}
|
||
|
||
return CharacterActionType.None;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 选取技能目标
|
||
/// </summary>
|
||
/// <param name="caster"></param>
|
||
/// <param name="skill"></param>
|
||
/// <param name="enemys"></param>
|
||
/// <param name="teammates"></param>
|
||
/// <returns></returns>
|
||
public async Task<List<Character>> SelectTargetsAsync(Character caster, Skill skill, List<Character> enemys, List<Character> teammates)
|
||
{
|
||
List<Effect> effects = [.. caster.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterSelectListBeforeSelection(caster, skill, enemys, teammates);
|
||
}
|
||
List<Character> targets = await OnSelectSkillTargetsAsync(caster, skill, enemys, teammates);
|
||
if (targets.Count == 0 && _charactersInAI.Contains(caster))
|
||
{
|
||
targets = skill.SelectTargets(caster, enemys, teammates);
|
||
}
|
||
return targets;
|
||
}
|
||
|
||
/// <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>
|
||
/// <returns></returns>
|
||
public async Task<List<Character>> SelectTargetsAsync(Character character, NormalAttack attack, List<Character> enemys, List<Character> teammates)
|
||
{
|
||
List<Effect> effects = [.. character.Effects.Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterSelectListBeforeSelection(character, attack, enemys, teammates);
|
||
}
|
||
List<Character> targets = await OnSelectNormalAttackTargetsAsync(character, attack, enemys, teammates);
|
||
if (targets.Count == 0 && _charactersInAI.Contains(character))
|
||
{
|
||
targets = character.NormalAttack.GetSelectableTargets(character, enemys, teammates);
|
||
if (targets.Count > 0)
|
||
{
|
||
targets = [targets[Random.Shared.Next(targets.Count)]];
|
||
}
|
||
}
|
||
return targets;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 检查是否可以释放技能
|
||
/// </summary>
|
||
/// <param name="caster"></param>
|
||
/// <param name="skill"></param>
|
||
/// <param name="cost"></param>
|
||
/// <returns></returns>
|
||
public bool CheckCanCast(Character caster, Skill skill, out double cost)
|
||
{
|
||
if (skill.SkillType == SkillType.Magic)
|
||
{
|
||
cost = skill.RealMPCost;
|
||
if (cost > 0 && cost <= caster.MP)
|
||
{
|
||
return true;
|
||
}
|
||
else
|
||
{
|
||
WriteLine("[ " + caster + $" ] 魔法不足!");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
cost = skill.RealEPCost;
|
||
if (cost > 0 && cost <= caster.EP)
|
||
{
|
||
return true;
|
||
}
|
||
else
|
||
{
|
||
WriteLine("[ " + caster + $" ] 能量不足!");
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 检查是否可以释放技能(物品版)
|
||
/// </summary>
|
||
/// <param name="caster"></param>
|
||
/// <param name="item"></param>
|
||
/// <param name="costMP"></param>
|
||
/// <param name="costEP"></param>
|
||
/// <returns></returns>
|
||
public bool CheckCanCast(Character caster, Item item, out double costMP, out double costEP)
|
||
{
|
||
Skill? skill = item.Skills.Active;
|
||
if (skill is null)
|
||
{
|
||
costMP = 0;
|
||
costEP = 0;
|
||
return false;
|
||
}
|
||
costMP = skill.RealMPCost;
|
||
costEP = skill.RealEPCost;
|
||
bool isMPOk = false;
|
||
bool isEPOk = false;
|
||
if (costMP > 0 && costMP <= caster.MP)
|
||
{
|
||
isMPOk = true;
|
||
}
|
||
else
|
||
{
|
||
WriteLine("[ " + caster + $" ] 魔法不足!");
|
||
}
|
||
costEP = skill.RealEPCost;
|
||
if (costEP > 0 && costEP <= caster.EP)
|
||
{
|
||
isEPOk = true;
|
||
}
|
||
else
|
||
{
|
||
WriteLine("[ " + caster + $" ] 能量不足!");
|
||
}
|
||
return isMPOk && isEPOk;
|
||
}
|
||
|
||
/// <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>
|
||
/// <param name="changeCount"></param>
|
||
/// <returns></returns>
|
||
public DamageResult CalculatePhysicalDamage(Character actor, Character enemy, bool isNormalAttack, double expectedDamage, out double finalDamage, ref int changeCount)
|
||
{
|
||
List<Character> characters = [actor, enemy];
|
||
bool isMagic = false;
|
||
MagicType magicType = MagicType.None;
|
||
List<Effect> effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
if (changeCount < 3)
|
||
{
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterDamageTypeBeforeCalculation(actor, enemy, ref isNormalAttack, ref isMagic, ref magicType);
|
||
}
|
||
if (isMagic)
|
||
{
|
||
changeCount++;
|
||
return CalculateMagicalDamage(actor, enemy, isNormalAttack, magicType, expectedDamage, out finalDamage, ref changeCount);
|
||
}
|
||
}
|
||
|
||
Dictionary<Effect, double> totalDamageBonus = [];
|
||
effects = [.. actor.Effects.Union(enemy.Effects).Distinct().Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
double damageBonus = effect.AlterExpectedDamageBeforeCalculation(actor, enemy, expectedDamage, isNormalAttack, false, MagicType.None, totalDamageBonus);
|
||
totalDamageBonus[effect] = damageBonus;
|
||
}
|
||
expectedDamage += totalDamageBonus.Sum(kv => kv.Value);
|
||
|
||
double dice = Random.Shared.NextDouble();
|
||
double throwingBonus = 0;
|
||
bool checkEvade = true;
|
||
bool checkCritical = true;
|
||
if (isNormalAttack)
|
||
{
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (!effect.BeforeEvadeCheck(actor, enemy, ref throwingBonus))
|
||
{
|
||
checkEvade = false;
|
||
}
|
||
}
|
||
|
||
if (checkEvade)
|
||
{
|
||
// 闪避检定
|
||
if (dice < (enemy.EvadeRate + throwingBonus))
|
||
{
|
||
finalDamage = 0;
|
||
bool isAlterEvaded = false;
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (effect.OnEvadedTriggered(actor, enemy, dice))
|
||
{
|
||
isAlterEvaded = true;
|
||
}
|
||
}
|
||
if (!isAlterEvaded)
|
||
{
|
||
WriteLine("此物理攻击被完美闪避了!");
|
||
return DamageResult.Evaded;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// 物理穿透后的护甲
|
||
double penetratedDEF = (1 - actor.PhysicalPenetration) * enemy.DEF;
|
||
|
||
// 物理伤害减免
|
||
double physicalDamageReduction = penetratedDEF / (penetratedDEF + GameplayEquilibriumConstant.DEFReductionFactor);
|
||
|
||
// 最终的物理伤害
|
||
finalDamage = expectedDamage * (1 - Calculation.PercentageCheck(physicalDamageReduction + enemy.ExPDR));
|
||
|
||
// 暴击检定
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (!effect.BeforeCriticalCheck(actor, enemy, ref throwingBonus))
|
||
{
|
||
checkCritical = false;
|
||
}
|
||
}
|
||
|
||
if (checkCritical)
|
||
{
|
||
dice = Random.Shared.NextDouble();
|
||
if (dice < (actor.CritRate + throwingBonus))
|
||
{
|
||
finalDamage *= actor.CritDMG; // 暴击伤害倍率加成
|
||
WriteLine("暴击生效!!");
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.OnCriticalDamageTriggered(actor, enemy, dice);
|
||
}
|
||
return DamageResult.Critical;
|
||
}
|
||
}
|
||
|
||
// 是否有效伤害
|
||
return DamageResult.Normal;
|
||
}
|
||
|
||
/// <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>
|
||
/// <param name="changeCount"></param>
|
||
/// <returns></returns>
|
||
public DamageResult CalculateMagicalDamage(Character actor, Character enemy, bool isNormalAttack, MagicType magicType, double expectedDamage, out double finalDamage, ref int changeCount)
|
||
{
|
||
List<Character> characters = [actor, enemy];
|
||
bool isMagic = true;
|
||
List<Effect> effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
if (changeCount < 3)
|
||
{
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.AlterDamageTypeBeforeCalculation(actor, enemy, ref isNormalAttack, ref isMagic, ref magicType);
|
||
}
|
||
if (!isMagic)
|
||
{
|
||
changeCount++;
|
||
return CalculatePhysicalDamage(actor, enemy, isNormalAttack, expectedDamage, out finalDamage, ref changeCount);
|
||
}
|
||
}
|
||
|
||
Dictionary<Effect, double> totalDamageBonus = [];
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
double damageBonus = effect.AlterExpectedDamageBeforeCalculation(actor, enemy, expectedDamage, isNormalAttack, true, magicType, totalDamageBonus);
|
||
totalDamageBonus[effect] = damageBonus;
|
||
}
|
||
expectedDamage += totalDamageBonus.Sum(kv => kv.Value);
|
||
|
||
double dice = Random.Shared.NextDouble();
|
||
double throwingBonus = 0;
|
||
bool checkEvade = true;
|
||
bool checkCritical = true;
|
||
if (isNormalAttack)
|
||
{
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (!effect.BeforeEvadeCheck(actor, enemy, ref throwingBonus))
|
||
{
|
||
checkEvade = false;
|
||
}
|
||
}
|
||
|
||
if (checkEvade)
|
||
{
|
||
// 闪避检定
|
||
if (dice < (enemy.EvadeRate + throwingBonus))
|
||
{
|
||
finalDamage = 0;
|
||
bool isAlterEvaded = false;
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (effect.OnEvadedTriggered(actor, enemy, dice))
|
||
{
|
||
isAlterEvaded = true;
|
||
}
|
||
}
|
||
if (!isAlterEvaded)
|
||
{
|
||
WriteLine("此魔法攻击被完美闪避了!");
|
||
return DamageResult.Evaded;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
double MDF = enemy.MDF[magicType];
|
||
|
||
// 魔法穿透后的魔法抗性
|
||
MDF = (1 - actor.MagicalPenetration) * MDF;
|
||
|
||
// 最终的魔法伤害
|
||
finalDamage = expectedDamage * (1 - MDF);
|
||
|
||
// 暴击检定
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (!effect.BeforeCriticalCheck(actor, enemy, ref throwingBonus))
|
||
{
|
||
checkCritical = false;
|
||
}
|
||
}
|
||
|
||
if (checkCritical)
|
||
{
|
||
dice = Random.Shared.NextDouble();
|
||
if (dice < (actor.CritRate + throwingBonus))
|
||
{
|
||
finalDamage *= actor.CritDMG; // 暴击伤害倍率加成
|
||
WriteLine("暴击生效!!");
|
||
effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.OnCriticalDamageTriggered(actor, enemy, dice);
|
||
}
|
||
return DamageResult.Critical;
|
||
}
|
||
}
|
||
|
||
// 是否有效伤害
|
||
return DamageResult.Normal;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取EP
|
||
/// </summary>
|
||
/// <param name="a">参数1</param>
|
||
/// <param name="b">参数2</param>
|
||
/// <param name="max">最大获取量</param>
|
||
public static double GetEP(double a, double b, double max)
|
||
{
|
||
return Math.Min((a + Random.Shared.Next(30)) * b, max);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 判断目标对于某个角色是否是队友
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="target"></param>
|
||
/// <returns></returns>
|
||
public bool IsTeammate(Character character, Character target)
|
||
{
|
||
List<Character> teammates = GetTeammates(character);
|
||
return teammates.Contains(target);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取目标对于某个角色是否是友方的字典
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="targets"></param>
|
||
/// <returns></returns>
|
||
public Dictionary<Character, bool> GetIsTeammateDictionary(Character character, params IEnumerable<Character> targets)
|
||
{
|
||
Dictionary<Character, bool> dict = [];
|
||
List<Character> teammates = GetTeammates(character);
|
||
foreach (Character target in targets)
|
||
{
|
||
dict[target] = teammates.Contains(target);
|
||
}
|
||
return dict;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 回合奖励
|
||
|
||
/// <summary>
|
||
/// 初始化回合奖励
|
||
/// </summary>
|
||
/// <param name="maxRound">最大回合数</param>
|
||
/// <param name="maxRewardsInRound">每个奖励回合生成多少技能</param>
|
||
/// <param name="effects">key: 特效的数字标识符;value: 是否是主动技能的特效</param>
|
||
/// <param name="factoryEffects">通过数字标识符来获取构造特效的参数</param>
|
||
/// <returns></returns>
|
||
public void InitRoundRewards(int maxRound, int maxRewardsInRound, Dictionary<long, bool> effects, Func<long, Dictionary<string, object>>? factoryEffects = null)
|
||
{
|
||
_roundRewards.Clear();
|
||
int currentRound = 1;
|
||
long[] effectIDs = [.. effects.Keys];
|
||
while (currentRound <= maxRound)
|
||
{
|
||
currentRound += Random.Shared.Next(1, 9);
|
||
|
||
if (currentRound <= maxRound)
|
||
{
|
||
List<Skill> skills = [];
|
||
if (maxRewardsInRound <= 0) maxRewardsInRound = 1;
|
||
|
||
do
|
||
{
|
||
long effectID = effectIDs[Random.Shared.Next(effects.Count)];
|
||
Dictionary<string, object> args = [];
|
||
if (effects[effectID])
|
||
{
|
||
args.Add("active", true);
|
||
args.Add("self", true);
|
||
args.Add("enemy", false);
|
||
}
|
||
Skill skill = Factory.OpenFactory.GetInstance<Skill>(effectID, "", args);
|
||
Dictionary<string, object> effectArgs = factoryEffects != null ? factoryEffects(effectID) : [];
|
||
args.Clear();
|
||
args.Add("skill", skill);
|
||
args.Add("values", effectArgs);
|
||
Effect effect = Factory.OpenFactory.GetInstance<Effect>(effectID, "", args);
|
||
skill.Effects.Add(effect);
|
||
skill.Name = $"[R] {effect.Name}";
|
||
skills.Add(skill);
|
||
}
|
||
while (skills.Count < maxRewardsInRound);
|
||
|
||
_roundRewards[currentRound] = skills;
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取回合奖励
|
||
/// </summary>
|
||
/// <param name="round"></param>
|
||
/// <param name="character"></param>
|
||
/// <returns></returns>
|
||
protected List<Skill> GetRoundRewards(int round, Character character)
|
||
{
|
||
if (_roundRewards.TryGetValue(round, out List<Skill>? value) && value is List<Skill> list && list.Count > 0)
|
||
{
|
||
foreach (Skill skill in list)
|
||
{
|
||
skill.GamingQueue = this;
|
||
skill.Character = character;
|
||
skill.Level = 1;
|
||
LastRound.RoundRewards.Add(skill);
|
||
WriteLine($"[ {character} ] 获得了回合奖励!{skill.Description}".Trim());
|
||
if (skill.IsActive)
|
||
{
|
||
LastRound.Targets.Add(character);
|
||
skill.OnSkillCasted(this, character, [character]);
|
||
}
|
||
else
|
||
{
|
||
character.Skills.Add(skill);
|
||
}
|
||
}
|
||
return list;
|
||
}
|
||
return [];
|
||
}
|
||
|
||
/// <summary>
|
||
/// 移除回合奖励
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="skills"></param>
|
||
protected static void RemoveRoundRewards(Character character, List<Skill> skills)
|
||
{
|
||
foreach (Skill skill in skills)
|
||
{
|
||
foreach (Effect e in skill.Effects)
|
||
{
|
||
e.OnEffectLost(character);
|
||
character.Effects.Remove(e);
|
||
}
|
||
character.Skills.Remove(skill);
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 回合外
|
||
|
||
/// <summary>
|
||
/// 是否在回合外释放爆发技插队(仅自动化,手动设置请调用:<see cref="SetCharacterPreCastSuperSkill"/>)
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
protected async Task WillPreCastSuperSkill()
|
||
{
|
||
// 选取所有 AI 控制角色
|
||
foreach (Character other in _queue.Where(c => c.CharacterState == CharacterState.Actionable && _charactersInAI.Contains(c)).ToList())
|
||
{
|
||
// 有 65% 欲望插队
|
||
if (Random.Shared.NextDouble() < 0.65)
|
||
{
|
||
List<Skill> skills = [.. other.Skills.Where(s => s.Level > 0 && s.SkillType == SkillType.SuperSkill && s.Enable && !s.IsInEffect && s.CurrentCD == 0 && other.EP >= s.RealEPCost)];
|
||
if (skills.Count > 0)
|
||
{
|
||
Skill skill = skills[Random.Shared.Next(skills.Count)];
|
||
await SetCharacterPreCastSuperSkill(other, skill);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 回合外-辅助方法
|
||
|
||
/// <summary>
|
||
/// 打断施法
|
||
/// </summary>
|
||
/// <param name="caster"></param>
|
||
/// <param name="interrupter"></param>
|
||
public async Task InterruptCastingAsync(Character caster, Character interrupter)
|
||
{
|
||
Skill? skill = null;
|
||
if (_castingSkills.TryGetValue(caster, out SkillTarget target))
|
||
{
|
||
skill = target.Skill;
|
||
_castingSkills.Remove(caster);
|
||
}
|
||
if (skill is null && caster.CharacterState == CharacterState.PreCastSuperSkill)
|
||
{
|
||
WriteLine($"因 [ {caster} ] 的预释放爆发技状态不可驱散,[ {interrupter} ] 打断失败!!");
|
||
}
|
||
if (skill != null)
|
||
{
|
||
WriteLine($"[ {caster} ] 的施法被 [ {interrupter} ] 打断了!!");
|
||
List<Effect> effects = [.. caster.Effects.Union(interrupter.Effects).Distinct().Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.OnSkillCastInterrupted(caster, skill, interrupter);
|
||
}
|
||
await OnInterruptCastingAsync(caster, skill, interrupter);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 打断施法 [ 用于使敌人目标丢失 ]
|
||
/// </summary>
|
||
/// <param name="interrupter"></param>
|
||
public async Task InterruptCastingAsync(Character interrupter)
|
||
{
|
||
foreach (Character caster in _castingSkills.Keys)
|
||
{
|
||
SkillTarget skillTarget = _castingSkills[caster];
|
||
if (skillTarget.Targets.Contains(interrupter))
|
||
{
|
||
Skill skill = skillTarget.Skill;
|
||
WriteLine($"[ {interrupter} ] 打断了 [ {caster} ] 的施法!!");
|
||
List<Effect> effects = [.. caster.Effects.Union(interrupter.Effects).Distinct().Where(e => e.IsInEffect)];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
effect.OnSkillCastInterrupted(caster, skill, interrupter);
|
||
}
|
||
await OnInterruptCastingAsync(caster, skill, interrupter);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 设置角色复活
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
public async Task SetCharacterRespawn(Character character)
|
||
{
|
||
double hardnessTime = 5;
|
||
character.Respawn(_original[character.Guid]);
|
||
_eliminated.Remove(character);
|
||
WriteLine($"[ {character} ] 已复活!获得 {hardnessTime} {GameplayEquilibriumConstant.InGameTime}的硬直时间。");
|
||
AddCharacter(character, hardnessTime, false);
|
||
LastRound.Respawns.Add(character);
|
||
_respawnCountdown.Remove(character);
|
||
if (!_respawnTimes.TryAdd(character, 1))
|
||
{
|
||
_respawnTimes[character] += 1;
|
||
}
|
||
await OnQueueUpdatedAsync(_queue, character, hardnessTime, QueueUpdatedReason.Respawn, "设置角色复活后的硬直时间。");
|
||
}
|
||
|
||
/// <summary>
|
||
/// 设置角色将预释放爆发技
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="skill"></param>
|
||
public async Task SetCharacterPreCastSuperSkill(Character character, Skill skill)
|
||
{
|
||
if (character.CharacterState == CharacterState.Actionable)
|
||
{
|
||
_castingSuperSkills[character] = skill;
|
||
character.CharacterState = CharacterState.PreCastSuperSkill;
|
||
_queue.Remove(character);
|
||
_cutCount.Remove(character);
|
||
WriteLine("[ " + character + " ] 预释放了爆发技!!");
|
||
int preCastSSCount = 0;
|
||
double baseHardnessTime = 0;
|
||
foreach (Character c in _hardnessTimes.Keys)
|
||
{
|
||
if (c.CharacterState != CharacterState.PreCastSuperSkill)
|
||
{
|
||
_hardnessTimes[c] = Calculation.Round2Digits(_hardnessTimes[c] + 0.01);
|
||
}
|
||
else if (c != character)
|
||
{
|
||
if (preCastSSCount == 0)
|
||
{
|
||
baseHardnessTime = _hardnessTimes[c];
|
||
}
|
||
preCastSSCount++;
|
||
}
|
||
}
|
||
AddCharacter(character, Calculation.Round2Digits(baseHardnessTime + preCastSSCount * 0.01), false);
|
||
skill.OnSkillCasting(this, character, []);
|
||
await OnQueueUpdatedAsync(_queue, character, 0, QueueUpdatedReason.PreCastSuperSkill, "设置角色预释放爆发技的硬直时间。");
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 设置角色对目标们的非伤害辅助时间
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="targets"></param>
|
||
public void SetNotDamageAssistTime(Character character, params IEnumerable<Character> targets)
|
||
{
|
||
foreach (Character target in targets)
|
||
{
|
||
if (character == target) continue;
|
||
_assistDetail[character].NotDamageAssistLastTime[target] = TotalTime;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 修改角色的硬直时间
|
||
/// </summary>
|
||
/// <param name="character">角色</param>
|
||
/// <param name="addValue">加值</param>
|
||
/// <param name="isPercentage">是否是百分比</param>
|
||
/// <param name="isCheckProtected">是否使用插队保护机制</param>
|
||
public void ChangeCharacterHardnessTime(Character character, double addValue, bool isPercentage, bool isCheckProtected)
|
||
{
|
||
double hardnessTime = _hardnessTimes[character];
|
||
if (isPercentage)
|
||
{
|
||
addValue = hardnessTime * addValue;
|
||
}
|
||
hardnessTime += addValue;
|
||
if (hardnessTime <= 0) hardnessTime = 0;
|
||
AddCharacter(character, hardnessTime, isCheckProtected);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 自动化
|
||
|
||
/// <summary>
|
||
/// 设置角色为 AI 控制
|
||
/// </summary>
|
||
/// <param name="cancel"></param>
|
||
/// <param name="characters"></param>
|
||
public void SetCharactersToAIControl(bool cancel = false, params IEnumerable<Character> characters)
|
||
{
|
||
foreach (Character character in characters)
|
||
{
|
||
if (cancel)
|
||
{
|
||
_charactersInAI.Remove(character);
|
||
}
|
||
else
|
||
{
|
||
_charactersInAI.Add(character);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 检查角色是否在 AI 控制状态
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <returns></returns>
|
||
public bool IsCharacterInAIControlling(Character character)
|
||
{
|
||
return _charactersInAI.Contains(character);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 检定
|
||
|
||
/// <summary>
|
||
/// 免疫检定
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="targets"></param>
|
||
/// <param name="skill"></param>
|
||
/// <param name="item"></param>
|
||
/// <returns></returns>
|
||
protected async Task CheckSkilledImmuneAsync(Character character, List<Character> targets, Skill skill, Item? item = null)
|
||
{
|
||
Character[] loop = [.. targets];
|
||
foreach (Character target in loop)
|
||
{
|
||
bool ignore = false;
|
||
bool isImmune = target.ImmuneType == ImmuneType.Magical || target.ImmuneType == ImmuneType.Skilled || target.ImmuneType == ImmuneType.All;
|
||
if (isImmune)
|
||
{
|
||
Character[] characters = [character, target];
|
||
Effect[] effects = [.. characters.SelectMany(c => c.Effects.Where(e => e.IsInEffect)).Distinct()];
|
||
foreach (Effect effect in effects)
|
||
{
|
||
// 自带无视免疫或者特效免疫检定不通过可无视免疫
|
||
if (effect.IgnoreImmune == ImmuneType.All || effect.IgnoreImmune == ImmuneType.Skilled || (skill.IsMagic && effect.IgnoreImmune == ImmuneType.Magical) || !effect.OnImmuneCheck(character, target, skill, item))
|
||
{
|
||
ignore = true;
|
||
}
|
||
}
|
||
}
|
||
if (ignore)
|
||
{
|
||
isImmune = false;
|
||
targets.Remove(target);
|
||
}
|
||
if (isImmune)
|
||
{
|
||
WriteLine($"[ {target} ] 免疫了此技能!");
|
||
await OnCharacterImmunedAsync(character, target, skill, item);
|
||
}
|
||
}
|
||
await Task.CompletedTask;
|
||
return;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 数据统计
|
||
|
||
/// <summary>
|
||
/// 计算角色的数据
|
||
/// </summary>
|
||
public void CalculateCharacterDamageStatistics(Character character, Character characterTaken, double damage, bool isMagic, double takenDamage = -1)
|
||
{
|
||
if (takenDamage == -1) takenDamage = damage;
|
||
if (_stats.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
|
||
{
|
||
if (isMagic)
|
||
{
|
||
stats.TotalMagicDamage += damage;
|
||
}
|
||
else
|
||
{
|
||
stats.TotalPhysicalDamage += damage;
|
||
}
|
||
stats.TotalDamage += damage;
|
||
}
|
||
if (_stats.TryGetValue(characterTaken, out CharacterStatistics? statsTaken) && statsTaken != null)
|
||
{
|
||
if (isMagic)
|
||
{
|
||
statsTaken.TotalTakenMagicDamage = Calculation.Round2Digits(statsTaken.TotalTakenMagicDamage + takenDamage);
|
||
}
|
||
else
|
||
{
|
||
statsTaken.TotalTakenPhysicalDamage = Calculation.Round2Digits(statsTaken.TotalTakenPhysicalDamage + takenDamage);
|
||
}
|
||
statsTaken.TotalTakenDamage = Calculation.Round2Digits(statsTaken.TotalTakenDamage + takenDamage);
|
||
}
|
||
if (LastRound.Damages.TryGetValue(characterTaken, out double damageTotal))
|
||
{
|
||
LastRound.Damages[characterTaken] = damageTotal + damage;
|
||
}
|
||
else
|
||
{
|
||
LastRound.Damages[characterTaken] = damage;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 其他辅助方法
|
||
|
||
/// <summary>
|
||
/// 装备物品
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="item"></param>
|
||
public void Equip(Character character, Item item)
|
||
{
|
||
if (character.Equip(item))
|
||
{
|
||
EquipSlotType type = item.EquipSlotType;
|
||
WriteLine($"[ {character} ] 装备了 [ {item.Name} ]。" + (type != EquipSlotType.None ? $"({ItemSet.GetEquipSlotTypeName(type)} 栏位)" : ""));
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 装备物品到指定栏位,并返回被替换的装备(如果有的话)
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="type"></param>
|
||
/// <param name="item"></param>
|
||
/// <param name="previous"></param>
|
||
public void Equip(Character character, EquipSlotType type, Item item, out Item? previous)
|
||
{
|
||
if (character.Equip(item, type, out previous))
|
||
{
|
||
WriteLine($"[ {character} ] 装备了 [ {item.Name} ]。({ItemSet.GetEquipSlotTypeName(type)} 栏位)");
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 取消装备,并返回被替换的装备(如果有的话)
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="type"></param>
|
||
/// <returns></returns>
|
||
public Item? UnEquip(Character character, EquipSlotType type)
|
||
{
|
||
Item? item = character.UnEquip(type);
|
||
if (item != null)
|
||
{
|
||
WriteLine($"[ {character} ] 取消装备了 [ {item.Name} ]。({ItemSet.GetEquipSlotTypeName(type)} 栏位)");
|
||
}
|
||
return item;
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 事件
|
||
|
||
public delegate Task<bool> TurnStartEventHandler(GamingQueue queue, Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items);
|
||
/// <summary>
|
||
/// 回合开始事件
|
||
/// </summary>
|
||
public event TurnStartEventHandler? TurnStart;
|
||
/// <summary>
|
||
/// 回合开始事件
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="enemys"></param>
|
||
/// <param name="teammates"></param>
|
||
/// <param name="skills"></param>
|
||
/// <param name="items"></param>
|
||
/// <returns></returns>
|
||
protected async Task<bool> OnTurnStartAsync(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items)
|
||
{
|
||
return await (TurnStart?.Invoke(this, character, enemys, teammates, skills, items) ?? Task.FromResult(true));
|
||
}
|
||
|
||
public delegate Task TurnEndEventHandler(GamingQueue queue, Character character);
|
||
/// <summary>
|
||
/// 回合结束事件
|
||
/// </summary>
|
||
public event TurnEndEventHandler? TurnEnd;
|
||
/// <summary>
|
||
/// 回合结束事件
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnTurnEndAsync(Character character)
|
||
{
|
||
await (TurnEnd?.Invoke(this, character) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task<CharacterActionType> DecideActionEventHandler(GamingQueue queue, Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items);
|
||
/// <summary>
|
||
/// 决定角色的行动事件
|
||
/// </summary>
|
||
public event DecideActionEventHandler? DecideAction;
|
||
/// <summary>
|
||
/// 决定角色的行动事件
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="enemys"></param>
|
||
/// <param name="teammates"></param>
|
||
/// <param name="skills"></param>
|
||
/// <param name="items"></param>
|
||
/// <returns></returns>
|
||
protected async Task<CharacterActionType> OnDecideActionAsync(Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items)
|
||
{
|
||
return await (DecideAction?.Invoke(this, character, enemys, teammates, skills, items) ?? Task.FromResult(CharacterActionType.None));
|
||
}
|
||
|
||
public delegate Task<Skill?> SelectSkillEventHandler(GamingQueue queue, Character character, List<Skill> skills);
|
||
/// <summary>
|
||
/// 角色需要选择一个技能
|
||
/// </summary>
|
||
public event SelectSkillEventHandler? SelectSkill;
|
||
/// <summary>
|
||
/// 角色需要选择一个技能
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="skills"></param>
|
||
/// <returns></returns>
|
||
protected async Task<Skill?> OnSelectSkillAsync(Character character, List<Skill> skills)
|
||
{
|
||
return await (SelectSkill?.Invoke(this, character, skills) ?? Task.FromResult<Skill?>(null));
|
||
}
|
||
|
||
public delegate Task<Item?> SelectItemEventHandler(GamingQueue queue, Character character, List<Item> items);
|
||
/// <summary>
|
||
/// 角色需要选择一个物品
|
||
/// </summary>
|
||
public event SelectItemEventHandler? SelectItem;
|
||
/// <summary>
|
||
/// 角色需要选择一个物品
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="items"></param>
|
||
/// <returns></returns>
|
||
protected async Task<Item?> OnSelectItemAsync(Character character, List<Item> items)
|
||
{
|
||
return await (SelectItem?.Invoke(this, character, items) ?? Task.FromResult<Item?>(null));
|
||
}
|
||
|
||
public delegate Task<List<Character>> SelectSkillTargetsEventHandler(GamingQueue queue, Character caster, Skill skill, List<Character> enemys, List<Character> teammates);
|
||
/// <summary>
|
||
/// 选取技能目标事件
|
||
/// </summary>
|
||
public event SelectSkillTargetsEventHandler? SelectSkillTargets;
|
||
/// <summary>
|
||
/// 选取技能目标事件
|
||
/// </summary>
|
||
/// <param name="caster"></param>
|
||
/// <param name="skill"></param>
|
||
/// <param name="enemys"></param>
|
||
/// <param name="teammates"></param>
|
||
/// <returns></returns>
|
||
protected async Task<List<Character>> OnSelectSkillTargetsAsync(Character caster, Skill skill, List<Character> enemys, List<Character> teammates)
|
||
{
|
||
return await (SelectSkillTargets?.Invoke(this, caster, skill, enemys, teammates) ?? Task.FromResult(new List<Character>()));
|
||
}
|
||
|
||
public delegate Task<List<Character>> SelectNormalAttackTargetsEventHandler(GamingQueue queue, Character character, NormalAttack attack, List<Character> enemys, List<Character> teammates);
|
||
/// <summary>
|
||
/// 选取普通攻击目标事件
|
||
/// </summary>
|
||
public event SelectNormalAttackTargetsEventHandler? SelectNormalAttackTargets;
|
||
/// <summary>
|
||
/// 选取普通攻击目标事件
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="attack"></param>
|
||
/// <param name="enemys"></param>
|
||
/// <param name="teammates"></param>
|
||
/// <returns></returns>
|
||
protected async Task<List<Character>> OnSelectNormalAttackTargetsAsync(Character character, NormalAttack attack, List<Character> enemys, List<Character> teammates)
|
||
{
|
||
return await (SelectNormalAttackTargets?.Invoke(this, character, attack, enemys, teammates) ?? Task.FromResult(new List<Character>()));
|
||
}
|
||
|
||
public delegate Task InterruptCastingEventHandler(GamingQueue queue, Character cast, Skill? skill, Character interrupter);
|
||
/// <summary>
|
||
/// 打断施法事件
|
||
/// </summary>
|
||
public event InterruptCastingEventHandler? InterruptCasting;
|
||
/// <summary>
|
||
/// 打断施法事件
|
||
/// </summary>
|
||
/// <param name="cast"></param>
|
||
/// <param name="skill"></param>
|
||
/// <param name="interrupter"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnInterruptCastingAsync(Character cast, Skill skill, Character interrupter)
|
||
{
|
||
await (InterruptCasting?.Invoke(this, cast, skill, interrupter) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task<bool> DeathCalculationEventHandler(GamingQueue queue, Character killer, Character death);
|
||
/// <summary>
|
||
/// 死亡结算事件
|
||
/// </summary>
|
||
public event DeathCalculationEventHandler? DeathCalculation;
|
||
/// <summary>
|
||
/// 死亡结算事件
|
||
/// </summary>
|
||
/// <param name="killer"></param>
|
||
/// <param name="death"></param>
|
||
/// <returns></returns>
|
||
protected async Task<bool> OnDeathCalculationAsync(Character killer, Character death)
|
||
{
|
||
return await (DeathCalculation?.Invoke(this, killer, death) ?? Task.FromResult(true));
|
||
}
|
||
|
||
public delegate Task<bool> CharacterDeathEventHandler(GamingQueue queue, Character current, Character death);
|
||
/// <summary>
|
||
/// 角色死亡事件,此事件位于 <see cref="DeathCalculation"/> 之后
|
||
/// </summary>
|
||
public event CharacterDeathEventHandler? CharacterDeath;
|
||
/// <summary>
|
||
/// 角色死亡事件,此事件位于 <see cref="DeathCalculation"/> 之后
|
||
/// </summary>
|
||
/// <param name="current"></param>
|
||
/// <param name="death"></param>
|
||
/// <returns></returns>
|
||
protected async Task<bool> OnCharacterDeathAsync(Character current, Character death)
|
||
{
|
||
return await (CharacterDeath?.Invoke(this, current, death) ?? Task.FromResult(true));
|
||
}
|
||
|
||
public delegate Task HealToTargetEventHandler(GamingQueue queue, Character actor, Character target, double heal, bool isRespawn);
|
||
/// <summary>
|
||
/// 治疗事件
|
||
/// </summary>
|
||
public event HealToTargetEventHandler? HealToTarget;
|
||
/// <summary>
|
||
/// 治疗事件
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <param name="target"></param>
|
||
/// <param name="heal"></param>
|
||
/// <param name="isRespawn"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnHealToTargetAsync(Character actor, Character target, double heal, bool isRespawn)
|
||
{
|
||
await (HealToTarget?.Invoke(this, actor, target, heal, isRespawn) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task DamageToEnemyEventHandler(GamingQueue queue, Character actor, Character enemy, double damage, double actualDamage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult);
|
||
/// <summary>
|
||
/// 造成伤害事件
|
||
/// </summary>
|
||
public event DamageToEnemyEventHandler? DamageToEnemy;
|
||
/// <summary>
|
||
/// 造成伤害事件
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <param name="enemy"></param>
|
||
/// <param name="damage"></param>
|
||
/// <param name="actualDamage"></param>
|
||
/// <param name="isNormalAttack"></param>
|
||
/// <param name="isMagicDamage"></param>
|
||
/// <param name="magicType"></param>
|
||
/// <param name="damageResult"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnDamageToEnemyAsync(Character actor, Character enemy, double damage, double actualDamage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
|
||
{
|
||
await (DamageToEnemy?.Invoke(this, actor, enemy, damage, actualDamage, isNormalAttack, isMagicDamage, magicType, damageResult) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task CharacterNormalAttackEventHandler(GamingQueue queue, Character actor, List<Character> targets);
|
||
/// <summary>
|
||
/// 角色普通攻击事件
|
||
/// </summary>
|
||
public event CharacterNormalAttackEventHandler? CharacterNormalAttack;
|
||
/// <summary>
|
||
/// 角色普通攻击事件
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <param name="targets"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnCharacterNormalAttackAsync(Character actor, List<Character> targets)
|
||
{
|
||
await (CharacterNormalAttack?.Invoke(this, actor, targets) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task CharacterPreCastSkillEventHandler(GamingQueue queue, Character actor, SkillTarget skillTarget);
|
||
/// <summary>
|
||
/// 角色吟唱技能事件(包括直接释放战技)
|
||
/// </summary>
|
||
public event CharacterPreCastSkillEventHandler? CharacterPreCastSkill;
|
||
/// <summary>
|
||
/// 角色吟唱技能事件(包括直接释放战技)
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <param name="skillTarget"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnCharacterPreCastSkillAsync(Character actor, SkillTarget skillTarget)
|
||
{
|
||
await (CharacterPreCastSkill?.Invoke(this, actor, skillTarget) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task CharacterCastSkillEventHandler(GamingQueue queue, Character actor, SkillTarget skillTarget, double cost);
|
||
/// <summary>
|
||
/// 角色释放技能事件
|
||
/// </summary>
|
||
public event CharacterCastSkillEventHandler? CharacterCastSkill;
|
||
/// <summary>
|
||
/// 角色释放技能事件
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <param name="skillTarget"></param>
|
||
/// <param name="cost"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnCharacterCastSkillAsync(Character actor, SkillTarget skillTarget, double cost)
|
||
{
|
||
await (CharacterCastSkill?.Invoke(this, actor, skillTarget, cost) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task CharacterUseItemEventHandler(GamingQueue queue, Character actor, Item item, List<Character> targets);
|
||
/// <summary>
|
||
/// 角色使用物品事件
|
||
/// </summary>
|
||
public event CharacterUseItemEventHandler? CharacterUseItem;
|
||
/// <summary>
|
||
/// 角色使用物品事件
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <param name="item"></param>
|
||
/// <param name="targets"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnCharacterUseItemAsync(Character actor, Item item, List<Character> targets)
|
||
{
|
||
await (CharacterUseItem?.Invoke(this, actor, item, targets) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task CharacterCastItemSkillEventHandler(GamingQueue queue, Character actor, Item item, SkillTarget skillTarget, double costMP, double costEP);
|
||
/// <summary>
|
||
/// 角色释放物品的技能事件
|
||
/// </summary>
|
||
public event CharacterCastItemSkillEventHandler? CharacterCastItemSkill;
|
||
/// <summary>
|
||
/// 角色释放物品的技能事件
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <param name="item"></param>
|
||
/// <param name="skillTarget"></param>
|
||
/// <param name="costMP"></param>
|
||
/// <param name="costEP"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnCharacterCastItemSkillAsync(Character actor, Item item, SkillTarget skillTarget, double costMP, double costEP)
|
||
{
|
||
await (CharacterCastItemSkill?.Invoke(this, actor, item, skillTarget, costMP, costEP) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task CharacterImmunedEventHandler(GamingQueue queue, Character character, Character immune, ISkill skill, Item? item = null);
|
||
/// <summary>
|
||
/// 角色免疫事件
|
||
/// </summary>
|
||
public event CharacterImmunedEventHandler? CharacterImmuned;
|
||
/// <summary>
|
||
/// 角色免疫事件
|
||
/// </summary>
|
||
/// <param name="character"></param>
|
||
/// <param name="immune"></param>
|
||
/// <param name="skill"></param>
|
||
/// <param name="item"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnCharacterImmunedAsync(Character character, Character immune, ISkill skill, Item? item = null)
|
||
{
|
||
await (CharacterImmuned?.Invoke(this, character, immune, skill, item) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task CharacterDoNothingEventHandler(GamingQueue queue, Character actor);
|
||
/// <summary>
|
||
/// 角色主动结束回合事件(区别于放弃行动,这个是主动的)
|
||
/// </summary>
|
||
public event CharacterDoNothingEventHandler? CharacterDoNothing;
|
||
/// <summary>
|
||
/// 角色主动结束回合事件(区别于放弃行动,这个是主动的)
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnCharacterDoNothingAsync(Character actor)
|
||
{
|
||
await (CharacterDoNothing?.Invoke(this, actor) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task CharacterGiveUpEventHandler(GamingQueue queue, Character actor);
|
||
/// <summary>
|
||
/// 角色放弃行动事件
|
||
/// </summary>
|
||
public event CharacterGiveUpEventHandler? CharacterGiveUp;
|
||
/// <summary>
|
||
/// 角色放弃行动事件
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnCharacterGiveUpAsync(Character actor)
|
||
{
|
||
await (CharacterGiveUp?.Invoke(this, actor) ?? Task.CompletedTask);
|
||
}
|
||
|
||
public delegate Task<bool> GameEndEventHandler(GamingQueue queue, Character winner);
|
||
/// <summary>
|
||
/// 游戏结束事件
|
||
/// </summary>
|
||
public event GameEndEventHandler? GameEnd;
|
||
/// <summary>
|
||
/// 游戏结束事件
|
||
/// </summary>
|
||
/// <param name="winner"></param>
|
||
/// <returns></returns>
|
||
protected async Task<bool> OnGameEndAsync(Character winner)
|
||
{
|
||
return await (GameEnd?.Invoke(this, winner) ?? Task.FromResult(true));
|
||
}
|
||
|
||
public delegate Task QueueUpdatedEventHandler(GamingQueue queue, List<Character> characters, Character character, double hardnessTime, QueueUpdatedReason reason, string msg);
|
||
/// <summary>
|
||
/// 行动顺序表更新事件
|
||
/// </summary>
|
||
public event QueueUpdatedEventHandler? QueueUpdated;
|
||
/// <summary>
|
||
/// 行动顺序表更新事件
|
||
/// </summary>
|
||
/// <param name="characters"></param>
|
||
/// <param name="character"></param>
|
||
/// <param name="hardnessTime"></param>
|
||
/// <param name="reason"></param>
|
||
/// <param name="msg"></param>
|
||
/// <returns></returns>
|
||
protected async Task OnQueueUpdatedAsync(List<Character> characters, Character character, double hardnessTime, QueueUpdatedReason reason, string msg = "")
|
||
{
|
||
await (QueueUpdated?.Invoke(this, characters, character, hardnessTime, reason, msg) ?? Task.CompletedTask);
|
||
}
|
||
|
||
#endregion
|
||
}
|
||
}
|