2024-11-10 16:39:37 +08:00

500 lines
16 KiB
C#

using System.Net.NetworkInformation;
using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Core.Entity
{
/// <summary>
/// 和 <see cref="Skill"/> 一样,需要继承构造
/// </summary>
public class Item : BaseEntity, IItem
{
/// <summary>
/// 物品的描述
/// </summary>
public virtual string Description { get; set; } = "";
/// <summary>
/// 物品的通用描述
/// </summary>
public virtual string GeneralDescription { get; set; } = "";
/// <summary>
/// 物品的背景故事
/// </summary>
public virtual string BackgroundStory { get; set; } = "";
/// <summary>
/// 物品类型
/// </summary>
public virtual ItemType ItemType { get; set; } = ItemType.Others;
/// <summary>
/// 是否允许装备
/// </summary>
public bool Equipable { get; set; } = true;
/// <summary>
/// 是否允许取消装备
/// </summary>
public bool Unequipable { get; set; } = true;
/// <summary>
/// 当前装备的槽位
/// </summary>
public virtual EquipSlotType EquipSlotType { get; set; } = EquipSlotType.None;
/// <summary>
/// 武器类型(如果是武器)
/// </summary>
public virtual WeaponType WeaponType { get; set; } = WeaponType.None;
/// <summary>
/// 品质类型
/// </summary>
public virtual QualityType QualityType { get; set; } = QualityType.White;
/// <summary>
/// 稀有度类型
/// </summary>
public virtual RarityType RarityType { get; set; } = RarityType.OneStar;
/// <summary>
/// 物品评级
/// </summary>
public virtual ItemRankType RankType { get; set; } = ItemRankType.D;
/// <summary>
/// 快捷键
/// </summary>
public char Key { get; set; } = '/';
/// <summary>
/// 是否是主动物品
/// </summary>
public bool IsActive => Skills.Active != null;
/// <summary>
/// 是否可用(涉及冷却和禁用等)
/// </summary>
public bool Enable { get; set; } = true;
/// <summary>
/// 是否是局内使用的物品(局内是指对角色生效的物品)
/// </summary>
public bool IsInGameItem { get; set; } = true;
/// <summary>
/// 是否允许购买
/// </summary>
public bool IsPurchasable { get; set; } = true;
/// <summary>
/// 物品的价格
/// </summary>
public double Price { get; set; } = 0;
/// <summary>
/// 是否允许出售
/// </summary>
public bool IsSellable { get; set; } = true;
/// <summary>
/// 下次可出售的时间
/// </summary>
public DateTime NextSellableTime { get; set; } = DateTime.MinValue;
/// <summary>
/// 是否允许交易
/// </summary>
public bool IsTradable { get; set; } = true;
/// <summary>
/// 下次可交易的时间
/// </summary>
public DateTime NextTradableTime { get; set; } = DateTime.MinValue;
/// <summary>
/// 剩余使用次数(消耗品才会用到)
/// </summary>
public int RemainUseTimes { get; set; } = 0;
/// <summary>
/// 物品所属的角色(只有装备物品,才需要设置)
/// </summary>
public Character? Character
{
get => _character;
set
{
_character = value;
if (Skills.Active != null) Skills.Active.Character = _character;
foreach (Skill skill in Skills.Passives)
{
skill.Character = _character;
foreach (Effect e in skill.Effects)
{
e.Source = _character;
}
}
}
}
/// <summary>
/// 所属的玩家
/// </summary>
public User? User { get; set; } = null;
/// <summary>
/// 物品拥有的技能
/// </summary>
public SkillGroup Skills { get; set; } = new();
/// <summary>
/// 当装备物品时
/// </summary>
public void OnItemEquip(Character character, EquipSlotType type)
{
Character = character;
EquipSlotType = type;
foreach (Skill skill in Skills.Passives)
{
if (!skill.IsActive && skill.Level > 0)
{
foreach (Effect e in skill.AddInactiveEffectToCharacter())
{
e.GamingQueue = skill.GamingQueue;
if (Character != null && !Character.Effects.Contains(e))
{
Character.Effects.Add(e);
e.OnEffectGained(Character);
}
}
}
}
if (Character != null) OnItemEquipped(Character, this, type);
}
/// <summary>
/// 当取消装备物品时
/// </summary>
public void OnItemUnEquip(EquipSlotType type)
{
if (Character != null)
{
if (Skills.Active != null)
{
List<Effect> effects = Character.Effects.Where(e => e.Skill == Skills.Active && e.Level > 0).ToList();
foreach (Effect e in effects)
{
Character.Effects.Remove(e);
e.OnEffectLost(Character);
}
}
foreach (Skill skill in Skills.Passives)
{
List<Effect> effects = Character.Effects.Where(e => e.Skill == skill && e.Level > 0).ToList();
foreach (Effect e in effects)
{
Character.Effects.Remove(e);
e.OnEffectLost(Character);
}
}
switch (type)
{
case EquipSlotType.MagicCardPack:
Character.EquipSlot.MagicCardPack = null;
break;
case EquipSlotType.Weapon:
Character.EquipSlot.Weapon = null;
break;
case EquipSlotType.Armor:
Character.EquipSlot.Armor = null;
break;
case EquipSlotType.Shoes:
Character.EquipSlot.Shoes = null;
break;
case EquipSlotType.Accessory1:
Character.EquipSlot.Accessory1 = null;
break;
case EquipSlotType.Accessory2:
Character.EquipSlot.Accessory2 = null;
break;
}
OnItemUnEquipped(Character, this, type);
}
Character = null;
EquipSlotType = EquipSlotType.None;
}
/// <summary>
/// 设置游戏内的行动顺序表实例
/// </summary>
/// <param name="queue"></param>
public void SetGamingQueue(IGamingQueue queue)
{
if (Skills.Active != null) Skills.Active.GamingQueue = queue;
foreach (Skill skill in Skills.Passives)
{
skill.GamingQueue = queue;
}
}
/// <summary>
/// 局内使用物品触发 对某个角色使用
/// </summary>
public void UseItem(IGamingQueue queue, Character character, List<Character> enemys, List<Character> teammates)
{
bool cancel = false;
bool used = false;
if (Skills.Active != null)
{
Skill skill = Skills.Active;
List<Character> targets = queue.SelectTargets(character, skill, enemys, teammates, out cancel);
if (!cancel)
{
skill.OnSkillCasted(queue, character, targets);
used = true;
}
}
OnItemUsed(character, this, cancel, used);
}
/// <summary>
/// 局外(库存)使用物品触发
/// </summary>
public void UseItem(/*Inventory inventory*/)
{
if (User != null) OnItemUsed(User, this);
}
/// <summary>
/// 当物品被角色使用时
/// </summary>
/// <param name="character"></param>
/// <param name="item"></param>
/// <param name="cancel"></param>
/// <param name="used"></param>
public virtual void OnItemUsed(Character character, Item item, bool cancel, bool used)
{
}
/// <summary>
/// 当物品被玩家使用时
/// </summary>
/// <param name="user"></param>
/// <param name="item"></param>
public virtual void OnItemUsed(User user, Item item)
{
}
/// <summary>
/// 当物品被装备时
/// </summary>
/// <param name="character"></param>
/// <param name="item"></param>
/// <param name="type"></param>
public virtual void OnItemEquipped(Character character, Item item, EquipSlotType type)
{
}
/// <summary>
/// 当物品被取消装备时
/// </summary>
/// <param name="character"></param>
/// <param name="item"></param>
/// <param name="type"></param>
public virtual void OnItemUnEquipped(Character character, Item item, EquipSlotType type)
{
}
protected Item(ItemType type, bool isInGame = true)
{
ItemType = type;
IsInGameItem = isInGame;
}
internal Item() { }
/// <summary>
/// Id.Name
/// </summary>
/// <returns></returns>
public string GetIdName()
{
return Id + "." + Name;
}
/// <summary>
/// 显示物品的详细信息
/// </summary>
/// <returns></returns>
public override string ToString()
{
return ToString(false);
}
/// <summary>
/// 显示物品的详细信息
/// </summary>
/// <param name="isShowGeneralDescription">是否显示通用描述,而不是描述</param>
/// <returns></returns>
public string ToString(bool isShowGeneralDescription)
{
StringBuilder builder = new();
builder.AppendLine($"【{Name}】");
builder.AppendLine($"{ItemSet.GetItemTypeName(ItemType) + (ItemType == ItemType.Weapon && WeaponType != WeaponType.None ? "-" + ItemSet.GetWeaponTypeName(WeaponType) : "")}" + (IsPurchasable && Price > 0 ? $" 售价:{Price}" : ""));
if (RemainUseTimes > 0)
{
builder.AppendLine($"剩余可用次数:{RemainUseTimes}");
}
List<string> sellandtrade = [""];
if (IsSellable)
{
sellandtrade.Add("可出售");
}
if (IsTradable)
{
sellandtrade.Add("可交易");
}
builder.AppendLine(string.Join(" ", sellandtrade).Trim());
if (!IsSellable && NextSellableTime != DateTime.MinValue)
{
builder.AppendLine($"此物品将在 {NextSellableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可出售");
}
if (!IsTradable && NextTradableTime != DateTime.MinValue)
{
builder.AppendLine($"此物品将在 {NextTradableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可交易");
}
if (isShowGeneralDescription && GeneralDescription != "")
{
builder.AppendLine("物品描述:" + GeneralDescription);
}
else if (Description != "")
{
builder.AppendLine("物品描述:" + Description);
}
if (Skills.Active != null) builder.AppendLine($"{Skills.Active.ToString()}");
foreach (Skill skill in Skills.Passives)
{
builder.Append($"{skill.ToString().Trim()}");
}
if (BackgroundStory != "")
{
builder.AppendLine($"\"{BackgroundStory}\"");
}
return builder.ToString();
}
/// <summary>
/// 判断两个物品是否相同 检查Id.Name
/// </summary>
/// <param name="other"></param>
/// <returns></returns>
public override bool Equals(IBaseEntity? other)
{
return other is Item c && c.Id + "." + c.Name == Id + "." + Name;
}
/// <summary>
/// 设置一些属性给从工厂构造出来的 <paramref name="newbyFactory"/> 对象
/// </summary>
/// <param name="newbyFactory"></param>
public void SetPropertyToItemModuleNew(Item newbyFactory)
{
newbyFactory.WeaponType = WeaponType;
newbyFactory.EquipSlotType = EquipSlotType;
newbyFactory.Equipable = Equipable;
newbyFactory.IsPurchasable = IsPurchasable;
newbyFactory.Price = Price;
newbyFactory.IsSellable = IsSellable;
newbyFactory.NextSellableTime = NextSellableTime;
newbyFactory.IsTradable = IsTradable;
newbyFactory.NextTradableTime = NextTradableTime;
}
/// <summary>
/// 复制一个物品
/// </summary>
/// <returns></returns>
public Item Copy(bool copyLevel = false)
{
Item item = Factory.OpenFactory.GetInstance<Item>(Id, Name, []);
SetPropertyToItemModuleNew(item);
item.Id = Id;
item.Name = Name;
item.Description = Description;
item.GeneralDescription = GeneralDescription;
item.BackgroundStory = BackgroundStory;
item.ItemType = ItemType;
item.Equipable = Equipable;
item.Unequipable = Unequipable;
item.WeaponType = WeaponType;
item.QualityType = QualityType;
item.RarityType = RarityType;
item.RankType = RankType;
item.Key = Key;
item.Enable = Enable;
item.IsInGameItem = IsInGameItem;
item.IsPurchasable = IsPurchasable;
item.Price = Price;
item.IsSellable = IsSellable;
item.NextSellableTime = NextSellableTime;
item.IsTradable = IsTradable;
item.NextTradableTime = NextTradableTime;
item.RemainUseTimes = RemainUseTimes;
item.Skills.Active = Skills.Active?.Copy();
if (item.Skills.Active != null && copyLevel)
{
item.Skills.Active.Level = Skills.Active?.Level ?? 0;
}
foreach (Skill skill in Skills.Passives)
{
Skill newskill = skill.Copy();
newskill.Item = item;
newskill.Level = copyLevel ? skill.Level : 0;
item.Skills.Passives.Add(newskill);
}
return item;
}
/// <summary>
/// 设置所有技能的等级
/// </summary>
/// <param name="level"></param>
public void SetLevel(int level)
{
if (Skills.Active != null)
{
Skills.Active.Level = level;
}
foreach (Skill skill in Skills.Passives)
{
skill.Level = level;
}
}
/// <summary>
/// 所属的角色
/// </summary>
private Character? _character = null;
}
}