FunGame-Core/Api/Utility/Factory.cs
milimoe 3db586cab2
诸多更新和问题修复 (#97)
* 添加 OpenFactory,可以动态扩展技能和物品

* 修改 Effect 的反序列化解析;增加对闪避/暴击判定的先前事件编程接口

* 补充魔法伤害的判定

* 装备系统优化;角色的复制问题修复

* 添加物品品质;更新装备饰品替换机制;添加第一滴血、团队模式

* 添加技能选取

* 添加团队死斗模式
2024-11-04 09:30:26 +08:00

422 lines
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using System.Data;
using Milimoe.FunGame.Core.Api.EntityFactory;
using Milimoe.FunGame.Core.Api.OpenEntityAdapter;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.SQLScript.Entity;
namespace Milimoe.FunGame.Core.Api.Utility
{
public class Factory
{
/// <summary>
/// 支持动态扩展的工厂实例
/// </summary>
public static Factory OpenFactory { get; } = new();
private Factory()
{
}
internal HashSet<EntityFactoryDelegate<Character>> CharacterFactories { get; } = [];
internal HashSet<EntityFactoryDelegate<Inventory>> InventoryFactories { get; } = [];
internal HashSet<EntityFactoryDelegate<Skill>> SkillFactories { get; } = [];
internal HashSet<EntityFactoryDelegate<Effect>> EffectFactories { get; } = [];
internal HashSet<EntityFactoryDelegate<Item>> ItemFactories { get; } = [];
internal HashSet<EntityFactoryDelegate<Room>> RoomFactories { get; } = [];
internal HashSet<EntityFactoryDelegate<User>> UserFactories { get; } = [];
public delegate T? EntityFactoryDelegate<T>(long id, string name, Dictionary<string, object> args);
/// <summary>
/// 注册工厂方法
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="d"></param>
public void RegisterFactory<T>(EntityFactoryDelegate<T> d)
{
if (typeof(T) == typeof(Character) && d is EntityFactoryDelegate<Character> character)
{
CharacterFactories.Add(character);
}
if (typeof(T) == typeof(Inventory) && d is EntityFactoryDelegate<Inventory> inventory)
{
InventoryFactories.Add(inventory);
}
if (typeof(T) == typeof(Skill) && d is EntityFactoryDelegate<Skill> skill)
{
SkillFactories.Add(skill);
}
if (typeof(T) == typeof(Effect) && d is EntityFactoryDelegate<Effect> effect)
{
EffectFactories.Add(effect);
}
if (typeof(T) == typeof(Item) && d is EntityFactoryDelegate<Item> item)
{
ItemFactories.Add(item);
}
if (typeof(T) == typeof(Room) && d is EntityFactoryDelegate<Room> room)
{
RoomFactories.Add(room);
}
if (typeof(T) == typeof(User) && d is EntityFactoryDelegate<User> user)
{
UserFactories.Add(user);
}
}
/// <summary>
/// 构造一个实体实例
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="id"></param>
/// <param name="name"></param>
/// <param name="args"></param>
/// <returns></returns>
/// <exception cref="NotSupportedInstanceClassException"></exception>
public T GetInstance<T>(long id, string name, Dictionary<string, object> args)
{
if (typeof(T) == typeof(Character))
{
foreach (EntityFactoryDelegate<Character> d in CharacterFactories)
{
if (d.Invoke(id, name, args) is T character)
{
return character;
}
}
return (T)(object)GetCharacter();
}
if (typeof(T) == typeof(Inventory))
{
foreach (EntityFactoryDelegate<Inventory> d in InventoryFactories)
{
if (d.Invoke(id, name, args) is T inventory)
{
return inventory;
}
}
return (T)(object)GetInventory();
}
if (typeof(T) == typeof(Skill))
{
foreach (EntityFactoryDelegate<Skill> d in SkillFactories)
{
if (d.Invoke(id, name, args) is T skill)
{
return skill;
}
}
return (T)(object)new OpenSkill(id, name, args);
}
if (typeof(T) == typeof(Effect))
{
foreach (EntityFactoryDelegate<Effect> d in EffectFactories)
{
if (d.Invoke(id, name, args) is T effect)
{
return effect;
}
}
return (T)(object)GetEffect();
}
if (typeof(T) == typeof(Item))
{
foreach (EntityFactoryDelegate<Item> d in ItemFactories)
{
if (d.Invoke(id, name, args) is T item)
{
return item;
}
}
return (T)(object)GetItem();
}
if (typeof(T) == typeof(Room))
{
foreach (EntityFactoryDelegate<Room> d in RoomFactories)
{
if (d.Invoke(id, name, args) is T room)
{
return room;
}
}
return (T)(object)GetRoom();
}
if (typeof(T) == typeof(User))
{
foreach (EntityFactoryDelegate<User> d in UserFactories)
{
if (d.Invoke(id, name, args) is T user)
{
return user;
}
}
return (T)(object)GetUser();
}
throw new NotSupportedInstanceClassException();
}
/// <summary>
/// 此方法使用 <see cref="EntityModuleConfig{T}"/> 取得一个实体字典
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="module_name"></param>
/// <param name="file_name"></param>
/// <returns></returns>
public static Dictionary<string, T> GetGameModuleInstances<T>(string module_name, string file_name) where T : BaseEntity
{
EntityModuleConfig<T> config = new(module_name, file_name);
config.LoadConfig();
if (typeof(T) == typeof(Skill))
{
OpenSkillAdapter.Adaptation(config);
}
if (typeof(T) == typeof(Item))
{
OpenItemAdapter.Adaptation(config);
}
return config;
}
/// <summary>
/// 使用 <see cref="EntityModuleConfig{T}"/> 构造一个实体字典并保存
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="module_name"></param>
/// <param name="file_name"></param>
/// <param name="dict"></param>
/// <returns></returns>
public static void CreateGameModuleEntityConfig<T>(string module_name, string file_name, Dictionary<string, T> dict) where T : BaseEntity
{
EntityModuleConfig<T> config = new(module_name, file_name);
foreach (string key in dict.Keys)
{
config[key] = dict[key];
}
config.SaveConfig();
}
private readonly static CharacterFactory CharacterFactory = new();
private readonly static InventoryFactory InventoryFactory = new();
private readonly static SkillFactory SkillFactory = new();
private readonly static EffectFactory EffectFactory = new();
private readonly static ItemFactory ItemFactory = new();
private readonly static RoomFactory RoomFactory = new();
private readonly static UserFactory UserFactory = new();
/// <summary>
/// 获取角色实例
/// </summary>
/// <returns></returns>
public static Character GetCharacter()
{
return CharacterFactory.Create();
}
/// <summary>
/// 获取库存实例
/// </summary>
/// <returns></returns>
public static Inventory GetInventory()
{
return InventoryFactory.Create();
}
/// <summary>
/// 获取技能实例
/// </summary>
/// <returns></returns>
public static Skill GetSkill()
{
return SkillFactory.Create();
}
/// <summary>
/// 获取技能特效实例
/// </summary>
/// <returns></returns>
public static Effect GetEffect()
{
return EffectFactory.Create();
}
/// <summary>
/// 获取物品实例
/// </summary>
/// <returns></returns>
public static Item GetItem()
{
return ItemFactory.Create();
}
/// <summary>
/// 获取房间实例
/// </summary>
/// <param name="id">房间内部序列号</param>
/// <param name="roomid">房间号</param>
/// <param name="createTime">创建时间</param>
/// <param name="roomMaster">房主</param>
/// <param name="roomType">房间类型</param>
/// <param name="gameModule">游戏模组</param>
/// <param name="gameMap"></param>
/// <param name="roomState">房间状态</param>
/// <param name="isRank"></param>
/// <param name="password">房间密码</param>
/// <param name="maxUsers">人数上限</param>
/// <returns></returns>
public static Room GetRoom(long id = 0, string roomid = "-1", DateTime? createTime = null, User? roomMaster = null, RoomType roomType = RoomType.All, string gameModule = "", string gameMap = "", RoomState roomState = RoomState.Created, bool isRank = false, string password = "", int maxUsers = 4)
{
return RoomFactory.Create(id, roomid, createTime, roomMaster, roomType, gameModule, gameMap, roomState, isRank, password, maxUsers);
}
/// <summary>
/// 通过DataSet获取房间实例
/// </summary>
/// <param name="drRoom"></param>
/// <param name="user"></param>
/// <returns></returns>
public static Room GetRoom(DataRow drRoom, User user)
{
Room room = General.HallInstance;
if (drRoom != null)
{
long id = (long)drRoom[RoomQuery.Column_ID];
string roomid = (string)drRoom[RoomQuery.Column_RoomID];
DateTime createTime = (DateTime)drRoom[RoomQuery.Column_CreateTime];
User roomMaster = user;
RoomType roomType = (RoomType)Convert.ToInt32(drRoom[RoomQuery.Column_RoomType]);
string gameModule = (string)drRoom[RoomQuery.Column_GameModule];
string gameMap = (string)drRoom[RoomQuery.Column_GameMap];
RoomState roomState = (RoomState)Convert.ToInt32(drRoom[RoomQuery.Column_RoomState]);
bool isRank = Convert.ToInt32(drRoom[RoomQuery.Column_IsRank]) == 1;
string password = (string)drRoom[RoomQuery.Column_Password];
int maxUsers = (int)drRoom[RoomQuery.Column_MaxUsers];
room = GetRoom(id, roomid, createTime, roomMaster, roomType, gameModule, gameMap, roomState, isRank, password, maxUsers);
}
return room;
}
/// <summary>
/// 通过DataSet获取房间列表
/// </summary>
/// <param name="dsRoom"></param>
/// <param name="dsUser"></param>
/// <returns></returns>
public static List<Room> GetRooms(DataSet dsRoom, DataSet dsUser)
{
List<Room> list =
[
General.HallInstance
];
if (dsRoom != null && dsRoom.Tables[0].Rows.Count > 0)
{
foreach (DataRow drRoom in dsRoom.Tables[0].Rows)
{
long Id = (long)drRoom[RoomQuery.Column_ID];
string Roomid = (string)drRoom[RoomQuery.Column_RoomID];
DateTime createTime = (DateTime)drRoom[RoomQuery.Column_CreateTime];
User roomMaster = General.UnknownUserInstance;
if (dsUser != null && dsUser.Tables.Count > 0)
{
DataRow[] rows = dsUser.Tables[0].Select($"{UserQuery.Column_UID} = {(long)drRoom[RoomQuery.Column_RoomMaster]}");
if (rows.Length > 0)
{
roomMaster = GetUser(rows[0]);
}
}
RoomType roomType = (RoomType)Convert.ToInt32(drRoom[RoomQuery.Column_RoomType]);
string gameModule = (string)drRoom[RoomQuery.Column_GameModule];
string gameMap = (string)drRoom[RoomQuery.Column_GameMap];
RoomState roomState = (RoomState)Convert.ToInt32(drRoom[RoomQuery.Column_RoomState]);
bool isRank = Convert.ToInt32(drRoom[RoomQuery.Column_IsRank]) == 1;
string password = (string)drRoom[RoomQuery.Column_Password];
list.Add(GetRoom(Id, Roomid, createTime, roomMaster, roomType, gameModule, gameMap, roomState, isRank, password));
}
}
return list;
}
/// <summary>
/// 获取大厅(-1号房
/// </summary>
/// <returns></returns>
public static Room GetHall()
{
return RoomFactory.Create();
}
/// <summary>
/// 获取用户实例
/// </summary>
/// <returns></returns>
public static User GetUser()
{
return UserFactory.Create();
}
/// <summary>
/// 获取用户实例
/// </summary>
/// <param name="Id"></param>
/// <param name="Username"></param>
/// <param name="RegTime"></param>
/// <param name="LastTime"></param>
/// <param name="Email"></param>
/// <param name="NickName"></param>
/// <param name="IsAdmin"></param>
/// <param name="IsOperator"></param>
/// <param name="IsEnable"></param>
/// <param name="Credits"></param>
/// <param name="Materials"></param>
/// <param name="GameTime"></param>
/// <param name="AutoKey"></param>
/// <returns></returns>
public static User GetUser(long Id = 0, string Username = "", DateTime? RegTime = null, DateTime? LastTime = null, string Email = "", string NickName = "", bool IsAdmin = false, bool IsOperator = false, bool IsEnable = true, double Credits = 0, double Materials = 0, double GameTime = 0, string AutoKey = "")
{
return UserFactory.Create(Id, Username, RegTime, LastTime, Email, NickName, IsAdmin, IsOperator, IsEnable, Credits, Materials, GameTime, AutoKey);
}
/// <summary>
/// 获取用户实例
/// </summary>
/// <param name="ds"></param>
/// <returns></returns>
public static User GetUser(DataSet ds)
{
if (ds != null && ds.Tables.Count > 0 && ds.Tables[0].Rows.Count > 0)
{
return GetUser(ds.Tables[0].Rows[0]);
}
return UserFactory.Create();
}
/// <summary>
/// 获取用户实例
/// </summary>
/// <param name="dr"></param>
/// <returns></returns>
public static User GetUser(DataRow dr)
{
if (dr != null)
{
long Id = (long)dr[UserQuery.Column_UID];
string Username = (string)dr[UserQuery.Column_Username];
DateTime RegTime = (DateTime)dr[UserQuery.Column_RegTime];
DateTime LastTime = (DateTime)dr[UserQuery.Column_LastTime];
string Email = (string)dr[UserQuery.Column_Email];
string NickName = (string)dr[UserQuery.Column_Nickname];
bool IsAdmin = Convert.ToInt32(dr[UserQuery.Column_IsAdmin]) == 1;
bool IsOperator = Convert.ToInt32(dr[UserQuery.Column_IsOperator]) == 1;
bool IsEnable = Convert.ToInt32(dr[UserQuery.Column_IsEnable]) == 1;
double Credits = Convert.ToDouble(dr[UserQuery.Column_Credits]);
double Materials = Convert.ToDouble(dr[UserQuery.Column_Materials]);
double GameTime = Convert.ToDouble(dr[UserQuery.Column_GameTime]);
string AutoKey = (string)dr[UserQuery.Column_AutoKey];
return UserFactory.Create(Id, Username, RegTime, LastTime, Email, NickName, IsAdmin, IsOperator, IsEnable, Credits, Materials, GameTime, AutoKey);
}
return UserFactory.Create();
}
}
}