mirror of
https://github.com/project-redbud/FunGame-Core.git
synced 2025-04-22 03:59:35 +08:00
1331 lines
54 KiB
C#
1331 lines
54 KiB
C#
using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Core.Api.Utility
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{
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/// <summary>
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/// 行动顺序表
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/// </summary>
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public class ActionQueue
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{
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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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/// 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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/// 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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/// 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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/// 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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/// 角色正在吟唱的魔法
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/// </summary>
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protected readonly Dictionary<Character, Skill> _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> _assistDamage = [];
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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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/// 游戏是否结束
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/// </summary>
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protected bool _isGameEnd = false;
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/// <summary>
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/// 新建一个行动顺序表
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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 ActionQueue(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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// 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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_assistDamage.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顺序表
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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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_assistDamage.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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// 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 = _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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/// 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 Character? NextCharacter()
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{
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if (_queue.Count == 0) return null;
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// 硬直时间为0的角色将执行行动
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Character? character = _queue.FirstOrDefault(c => _hardnessTimes[c] == 0);
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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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return character;
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}
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return null;
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}
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/// <summary>
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/// 显示当前所有角色的状态和硬直时间
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/// </summary>
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public void DisplayQueue()
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{
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WriteLine("==== 角色状态 ====");
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foreach (Character c in _queue)
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{
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WriteLine(c.GetInBattleInfo(_hardnessTimes[c]));
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}
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}
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/// <summary>
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/// 回合开始前触发
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/// </summary>
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/// <returns></returns>
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public virtual bool BeforeTurn(Character character)
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{
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return true;
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}
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/// <summary>
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/// 角色 <paramref name="character"/> 的回合进行中
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/// </summary>
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/// <param name="character"></param>
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/// <returns>是否结束游戏</returns>
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public bool ProcessTurn(Character character)
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{
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TotalRound++;
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if (!BeforeTurn(character))
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{
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return _isGameEnd;
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}
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foreach (Effect effect in character.Effects.Where(e => e.Level > 0).ToList())
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{
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effect.OnTurnStart(character);
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}
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// 基础硬直时间
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double baseTime = 10;
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bool isCheckProtected = true;
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// 敌人列表
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List<Character> enemys = [.. _queue.Where(c => c != character && !c.IsUnselectable)];
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// 队友列表
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List<Character> teammates = [];
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// 技能列表
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List<Skill> skills = [.. character.Skills.Where(s => s.Level > 0 && s.SkillType != SkillType.Passive && s.Enable && !s.IsInEffect && s.CurrentCD == 0 &&
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(((s.SkillType == SkillType.SuperSkill || s.SkillType == SkillType.Skill) && s.RealEPCost <= character.EP) || (s.SkillType == SkillType.Magic && s.RealMPCost <= character.MP)))];
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// 物品列表
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List<Item> items = [.. character.Items.Where(i => i.IsActive && i.Skills.Active != null && i.Enable && i.IsInGameItem &&
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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)];
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// 作出了什么行动
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CharacterActionType type = CharacterActionType.None;
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// 是否能使用物品和释放技能
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bool canUseItem = items.Count > 0;
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bool canCastSkill = skills.Count > 0;
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// 使用物品和释放技能、使用普通攻击的概率
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double pUseItem = 0.33;
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double pCastSkill = 0.33;
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double pNormalAttack = 0.34;
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// 不允许在吟唱和预释放状态下,修改角色的行动
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if (character.CharacterState != CharacterState.Casting && character.CharacterState != CharacterState.PreCastSuperSkill)
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{
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CharacterActionType actionTypeTemp = CharacterActionType.None;
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foreach (Effect e in character.Effects.Where(e => e.Level > 0).ToList())
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{
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actionTypeTemp = e.AlterActionTypeBeforeAction(character, character.CharacterState, ref canUseItem, ref canCastSkill, ref pUseItem, ref pCastSkill, ref pNormalAttack);
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}
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if (actionTypeTemp != CharacterActionType.None && actionTypeTemp != CharacterActionType.CastSkill && actionTypeTemp != CharacterActionType.CastSuperSkill)
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{
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type = actionTypeTemp;
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}
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}
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if (type == CharacterActionType.None)
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{
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if (character.CharacterState != CharacterState.NotActionable && character.CharacterState != CharacterState.Casting && character.CharacterState != CharacterState.PreCastSuperSkill)
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{
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if (character.CharacterState == CharacterState.Actionable)
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{
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// 可以任意行动
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if (canUseItem && canCastSkill)
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{
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// 不做任何处理
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}
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else if (canUseItem && !canCastSkill)
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{
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pCastSkill = 0;
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}
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else if (!canUseItem && canCastSkill)
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{
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pUseItem = 0;
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}
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else
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{
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pUseItem = 0;
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pCastSkill = 0;
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}
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}
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else if (character.CharacterState == CharacterState.ActionRestricted)
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{
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// 行动受限,只能使用特殊物品
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if (canUseItem)
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{
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pCastSkill = 0;
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pNormalAttack = 0;
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}
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else
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{
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pUseItem = 0;
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pCastSkill = 0;
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pNormalAttack = 0;
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}
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}
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else if (character.CharacterState == CharacterState.BattleRestricted)
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{
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// 战斗不能,只能使用物品
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if (canUseItem)
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{
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pCastSkill = 0;
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pNormalAttack = 0;
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}
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else
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{
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pUseItem = 0;
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pCastSkill = 0;
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pNormalAttack = 0;
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}
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}
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else if (character.CharacterState == CharacterState.SkillRestricted)
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{
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// 技能受限,无法使用技能,可以使用物品
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if (canUseItem)
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{
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pCastSkill = 0;
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}
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else
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{
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pUseItem = 0;
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pCastSkill = 0;
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}
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}
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type = GetActionType(pUseItem, pCastSkill, pNormalAttack);
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_stats[character].ActionTurn += 1;
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}
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else if (character.CharacterState == CharacterState.Casting)
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{
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// 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
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type = CharacterActionType.CastSkill;
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}
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else if (character.CharacterState == CharacterState.PreCastSuperSkill)
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{
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// 角色使用回合外爆发技插队
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type = CharacterActionType.CastSuperSkill;
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}
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else
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{
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WriteLine("[ " + character + $" ] 完全行动不能!");
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type = CharacterActionType.None;
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}
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}
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List<Character> enemysTemp = new(enemys);
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List<Character> teammatesTemp = new(teammates);
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List<Skill> skillsTemp = new(skills);
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Dictionary<Character, int> continuousKillingTemp = new(_continuousKilling);
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Dictionary<Character, int> earnedMoneyTemp = new(_earnedMoney);
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foreach (Effect e in character.Effects.Where(e => e.Level > 0).ToList())
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{
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if (e.AlterEnemyListBeforeAction(character, enemysTemp, teammatesTemp, skillsTemp, continuousKillingTemp, earnedMoneyTemp))
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{
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enemys = enemysTemp.Distinct().ToList();
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teammates = teammatesTemp.Distinct().ToList();
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skills = skillsTemp.Distinct().ToList();
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}
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}
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if (type == CharacterActionType.NormalAttack)
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{
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// 使用普通攻击逻辑
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// 获取随机敌人
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if (enemys.Count > 0)
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{
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Character enemy = enemys[Random.Shared.Next(enemys.Count)];
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character.NormalAttack.Attack(this, character, enemy);
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baseTime = character.NormalAttack.HardnessTime;
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foreach (Effect effect in character.Effects.Where(e => e.Level > 0).ToList())
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{
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effect.AlterHardnessTimeAfterNormalAttack(character, ref baseTime, ref isCheckProtected);
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}
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}
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}
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else if (type == CharacterActionType.PreCastSkill)
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{
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// 预使用技能,即开始吟唱逻辑
|
||
// 注意:FastAuto 模式下,此吟唱逻辑删减了选取目标的逻辑,将选取逻辑放在了实际释放的环节
|
||
// 在正常交互式模式下,吟唱前需要先选取目标
|
||
Skill skill = skills[Random.Shared.Next(skills.Count)];
|
||
if (skill.SkillType == SkillType.Magic)
|
||
{
|
||
character.CharacterState = CharacterState.Casting;
|
||
_castingSkills.Add(character, skill);
|
||
baseTime = skill.CastTime;
|
||
skill.OnSkillCasting(this, character);
|
||
}
|
||
else
|
||
{
|
||
if (CheckCanCast(character, skill, out double cost))
|
||
{
|
||
skill.OnSkillCasting(this, character);
|
||
|
||
character.EP = Calculation.Round2Digits(character.EP - cost);
|
||
baseTime = skill.HardnessTime;
|
||
skill.CurrentCD = skill.RealCD;
|
||
skill.Enable = false;
|
||
|
||
WriteLine("[ " + character + $" ] 消耗了 {cost:0.##} 点能量,释放了{(skill.IsSuperSkill ? "爆发技" : "战技")} {skill.Name}!");
|
||
skill.OnSkillCasted(this, character, enemys, teammates);
|
||
|
||
foreach (Effect effect in character.Effects.Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.AlterHardnessTimeAfterCastSkill(character, skill, ref baseTime, ref isCheckProtected);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else if (type == CharacterActionType.CastSkill)
|
||
{
|
||
// 使用技能逻辑,结束吟唱状态
|
||
character.CharacterState = CharacterState.Actionable;
|
||
Skill skill = _castingSkills[character];
|
||
_castingSkills.Remove(character);
|
||
|
||
// 判断是否能够释放技能
|
||
if (CheckCanCast(character, skill, out double cost))
|
||
{
|
||
character.MP = Calculation.Round2Digits(character.MP - cost);
|
||
baseTime = skill.HardnessTime;
|
||
skill.CurrentCD = skill.RealCD;
|
||
skill.Enable = false;
|
||
|
||
WriteLine("[ " + character + $" ] 消耗了 {cost:0.##} 点魔法值,释放了技能 {skill.Name}!");
|
||
skill.OnSkillCasted(this, character, enemys, teammates);
|
||
}
|
||
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;
|
||
}
|
||
|
||
foreach (Effect effect in character.Effects.Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.AlterHardnessTimeAfterCastSkill(character, skill, ref baseTime, ref isCheckProtected);
|
||
}
|
||
}
|
||
else if (type == CharacterActionType.CastSuperSkill)
|
||
{
|
||
// 结束预释放爆发技的状态
|
||
character.CharacterState = CharacterState.Actionable;
|
||
Skill skill = _castingSuperSkills[character];
|
||
_castingSuperSkills.Remove(character);
|
||
|
||
// 判断是否能够释放技能
|
||
if (CheckCanCast(character, skill, out double cost))
|
||
{
|
||
character.EP = Calculation.Round2Digits(character.EP - cost);
|
||
baseTime = skill.HardnessTime;
|
||
skill.CurrentCD = skill.RealCD;
|
||
skill.Enable = false;
|
||
|
||
WriteLine("[ " + character + $" ] 消耗了 {cost:0.##} 点能量值,释放了爆发技 {skill.Name}!");
|
||
skill.OnSkillCasted(this, character, enemys, teammates);
|
||
}
|
||
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;
|
||
}
|
||
|
||
foreach (Effect effect in character.Effects.Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.AlterHardnessTimeAfterCastSkill(character, skill, ref baseTime, ref isCheckProtected);
|
||
}
|
||
}
|
||
else if (type == CharacterActionType.UseItem)
|
||
{
|
||
// 使用物品逻辑
|
||
}
|
||
else
|
||
{
|
||
WriteLine("[ " + character + $" ] 放弃了行动!");
|
||
}
|
||
|
||
if (_isGameEnd)
|
||
{
|
||
return _isGameEnd;
|
||
}
|
||
|
||
// 减少硬直时间
|
||
double newHardnessTime = baseTime;
|
||
if (character.CharacterState != CharacterState.Casting)
|
||
{
|
||
newHardnessTime = Math.Max(0, Calculation.Round2Digits(baseTime * (1 - character.ActionCoefficient)));
|
||
WriteLine("[ " + character + " ] 回合结束,获得硬直时间: " + newHardnessTime);
|
||
}
|
||
else
|
||
{
|
||
newHardnessTime = Math.Max(0, Calculation.Round2Digits(baseTime * (1 - character.AccelerationCoefficient)));
|
||
WriteLine("[ " + character + " ] 进行吟唱,持续时间: " + newHardnessTime);
|
||
}
|
||
AddCharacter(character, newHardnessTime, isCheckProtected);
|
||
|
||
// 有人想要插队吗?
|
||
WillPreCastSuperSkill(character);
|
||
|
||
foreach (Effect effect in character.Effects.Where(e => e.Level > 0).ToList())
|
||
{
|
||
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);
|
||
}
|
||
}
|
||
}
|
||
|
||
AfterTurn(character);
|
||
|
||
WriteLine("");
|
||
return _isGameEnd;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 回合结束后触发
|
||
/// </summary>
|
||
/// <returns></returns>
|
||
public virtual void AfterTurn(Character character)
|
||
{
|
||
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
/// <returns>流逝的时间</returns>
|
||
public 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]];
|
||
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 = Calculation.Round2Digits(_stats[character].LiveTime + timeToReduce);
|
||
_stats[character].DamagePerRound = Calculation.Round2Digits(_stats[character].TotalDamage / _stats[character].LiveRound);
|
||
_stats[character].DamagePerTurn = Calculation.Round2Digits(_stats[character].TotalDamage / _stats[character].ActionTurn);
|
||
_stats[character].DamagePerSecond = Calculation.Round2Digits(_stats[character].TotalDamage / _stats[character].LiveTime);
|
||
|
||
// 回血回蓝
|
||
double recoveryHP = Calculation.Round2Digits(character.HR * timeToReduce);
|
||
double recoveryMP = Calculation.Round2Digits(character.MR * timeToReduce);
|
||
double needHP = Calculation.Round2Digits(character.MaxHP - character.HP);
|
||
double needMP = Calculation.Round2Digits(character.MaxMP - character.MP);
|
||
double reallyReHP = needHP >= recoveryHP ? recoveryHP : needHP;
|
||
double reallyReMP = needMP >= recoveryMP ? recoveryMP : needMP;
|
||
if (reallyReHP > 0 && reallyReMP > 0)
|
||
{
|
||
character.HP = Calculation.Round2Digits(character.HP + reallyReHP);
|
||
character.MP = Calculation.Round2Digits(character.MP + reallyReMP);
|
||
WriteLine("角色 " + character.NickName + " 回血:" + recoveryHP + " / " + "回蓝:" + recoveryMP);
|
||
}
|
||
else
|
||
{
|
||
if (reallyReHP > 0)
|
||
{
|
||
character.HP = Calculation.Round2Digits(character.HP + reallyReHP);
|
||
WriteLine("角色 " + character.NickName + " 回血:" + recoveryHP);
|
||
}
|
||
if (reallyReMP > 0)
|
||
{
|
||
character.MP = Calculation.Round2Digits(character.MP + reallyReMP);
|
||
WriteLine("角色 " + character.NickName + " 回蓝:" + recoveryMP);
|
||
}
|
||
}
|
||
|
||
// 减少所有技能的冷却时间
|
||
foreach (Skill skill in character.Skills)
|
||
{
|
||
skill.CurrentCD = Calculation.Round2Digits(skill.CurrentCD - timeToReduce);
|
||
if (skill.CurrentCD <= 0)
|
||
{
|
||
skill.CurrentCD = 0;
|
||
skill.Enable = true;
|
||
}
|
||
}
|
||
|
||
// 移除到时间的特效
|
||
foreach (Effect effect in character.Effects.ToList())
|
||
{
|
||
if (effect.Level == 0)
|
||
{
|
||
character.Effects.Remove(effect);
|
||
continue;
|
||
}
|
||
|
||
effect.OnTimeElapsed(character, timeToReduce);
|
||
|
||
// 自身被动不会考虑
|
||
if (effect.EffectType == EffectType.None && effect.Skill.SkillType == SkillType.Passive)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (effect.Durative)
|
||
{
|
||
effect.RemainDuration = Calculation.Round2Digits(effect.RemainDuration - timeToReduce);
|
||
if (effect.RemainDuration <= 0)
|
||
{
|
||
effect.RemainDuration = 0;
|
||
character.Effects.Remove(effect);
|
||
effect.OnEffectLost(character);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
WriteLine("\r\n");
|
||
return timeToReduce;
|
||
}
|
||
|
||
/// <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 void DamageToEnemy(Character actor, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage = false, MagicType magicType = MagicType.None, DamageResult damageResult = DamageResult.Normal)
|
||
{
|
||
bool isEvaded = damageResult == DamageResult.Evaded;
|
||
foreach (Effect effect in actor.Effects.Union(enemy.Effects).Where(e => e.Level > 0).ToList())
|
||
{
|
||
if (effect.AlterActualDamageAfterCalculation(actor, enemy, ref damage, isNormalAttack, isMagicDamage, magicType, damageResult))
|
||
{
|
||
isEvaded = true;
|
||
damageResult = DamageResult.Evaded;
|
||
}
|
||
}
|
||
|
||
// 闪避了就没伤害了
|
||
if (!isEvaded)
|
||
{
|
||
if (damage < 0) damage = 0;
|
||
if (isMagicDamage)
|
||
{
|
||
string dmgType = CharacterSet.GetMagicDamageName(magicType);
|
||
WriteLine("[ " + enemy + $" ] 受到了 {damage} 点{dmgType}!");
|
||
}
|
||
else WriteLine("[ " + enemy + $" ] 受到了 {damage} 点物理伤害!");
|
||
enemy.HP = Calculation.Round2Digits(enemy.HP - damage);
|
||
|
||
// 统计伤害
|
||
CalculateCharacterDamageStatistics(actor, enemy, damage, isMagicDamage);
|
||
|
||
// 计算助攻
|
||
_assistDamage[actor][enemy] += damage;
|
||
|
||
// 造成伤害和受伤都可以获得能量
|
||
double ep = GetEP(damage, 0.2, 40);
|
||
foreach (Effect effect in actor.Effects)
|
||
{
|
||
effect.AlterEPAfterDamage(actor, ref ep);
|
||
}
|
||
actor.EP += ep;
|
||
ep = GetEP(damage, 0.1, 20);
|
||
foreach (Effect effect in enemy.Effects.Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.AlterEPAfterGetDamage(enemy, ref ep);
|
||
}
|
||
enemy.EP += ep;
|
||
}
|
||
|
||
foreach (Effect effect in actor.Effects.Union(enemy.Effects).Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.AfterDamageCalculation(actor, enemy, damage, isNormalAttack, isMagicDamage, magicType, damageResult);
|
||
}
|
||
if (enemy.HP <= 0 && !_eliminated.Contains(enemy))
|
||
{
|
||
DeathCalculation(actor, enemy);
|
||
// 给所有角色的特效广播角色死亡结算
|
||
foreach (Effect effect in _queue.SelectMany(c => c.Effects.Where(e => e.Level > 0).ToList()))
|
||
{
|
||
effect.AfterDeathCalculation(enemy, actor, _continuousKilling, _earnedMoney);
|
||
}
|
||
if (_queue.Remove(enemy) && (!_queue.Where(c => c != actor).Any()))
|
||
{
|
||
// 没有其他的角色了,游戏结束
|
||
EndGameInfo(actor);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <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 Calculation.Round2Digits(Math.Min((a + Random.Shared.Next(30)) * b, max));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 计算物理伤害
|
||
/// </summary>
|
||
/// <param name="actor"></param>
|
||
/// <param name="enemy"></param>
|
||
/// <param name="isNormalAttack"></param>
|
||
/// <param name="expectedDamage"></param>
|
||
/// <param name="finalDamage"></param>
|
||
/// <returns></returns>
|
||
public DamageResult CalculatePhysicalDamage(Character actor, Character enemy, bool isNormalAttack, double expectedDamage, out double finalDamage)
|
||
{
|
||
bool isMagic = false;
|
||
MagicType magicType = MagicType.None;
|
||
foreach (Effect effect in actor.Effects.Union(enemy.Effects).Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.AlterDamageTypeBeforeCalculation(actor, enemy, ref isNormalAttack, ref isMagic, ref magicType);
|
||
}
|
||
if (isMagic)
|
||
{
|
||
return CalculateMagicalDamage(actor, enemy, isNormalAttack, magicType, expectedDamage, out finalDamage);
|
||
}
|
||
|
||
foreach (Effect effect in actor.Effects.Union(enemy.Effects).Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.AlterExpectedDamageBeforeCalculation(actor, enemy, ref expectedDamage, isNormalAttack, false, MagicType.None);
|
||
}
|
||
|
||
double dice = Random.Shared.NextDouble();
|
||
if (isNormalAttack)
|
||
{
|
||
// 闪避判定
|
||
if (dice < enemy.EvadeRate)
|
||
{
|
||
finalDamage = 0;
|
||
List<Character> characters = [actor, enemy];
|
||
bool isAlterEvaded = false;
|
||
foreach (Effect effect in characters.SelectMany(c => c.Effects.Where(e => e.Level > 0).ToList()))
|
||
{
|
||
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 = Calculation.Round2Digits((1 - actor.PhysicalPenetration) * enemy.DEF);
|
||
|
||
// 物理伤害减免
|
||
double physicalDamageReduction = Calculation.Round4Digits(penetratedDEF / (penetratedDEF + 120));
|
||
|
||
// 最终的物理伤害
|
||
finalDamage = Calculation.Round2Digits(expectedDamage * (1 - physicalDamageReduction));
|
||
|
||
// 暴击判定
|
||
dice = Random.Shared.NextDouble();
|
||
if (dice < actor.CritRate)
|
||
{
|
||
finalDamage = Calculation.Round2Digits(finalDamage * actor.CritDMG); // 暴击伤害倍率加成
|
||
WriteLine("暴击生效!!");
|
||
foreach (Effect effect in actor.Effects.Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.OnCriticalDamageTriggered(actor, 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>
|
||
/// <returns></returns>
|
||
public DamageResult CalculateMagicalDamage(Character actor, Character enemy, bool isNormalAttack, MagicType magicType, double expectedDamage, out double finalDamage)
|
||
{
|
||
bool isMagic = true;
|
||
foreach (Effect effect in actor.Effects.Union(enemy.Effects).Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.AlterDamageTypeBeforeCalculation(actor, enemy, ref isNormalAttack, ref isMagic, ref magicType);
|
||
}
|
||
if (!isMagic)
|
||
{
|
||
return CalculatePhysicalDamage(actor, enemy, isNormalAttack, expectedDamage, out finalDamage);
|
||
}
|
||
|
||
foreach (Effect effect in actor.Effects.Union(enemy.Effects).Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.AlterExpectedDamageBeforeCalculation(actor, enemy, ref expectedDamage, isNormalAttack, true, magicType);
|
||
}
|
||
|
||
double dice = Random.Shared.NextDouble();
|
||
if (isNormalAttack)
|
||
{
|
||
// 闪避判定
|
||
if (dice < enemy.EvadeRate)
|
||
{
|
||
finalDamage = 0;
|
||
List<Character> characters = [actor, enemy];
|
||
bool isAlterEvaded = false;
|
||
foreach (Effect effect in characters.SelectMany(c => c.Effects.Where(e => e.Level > 0).ToList()))
|
||
{
|
||
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 = magicType switch
|
||
{
|
||
MagicType.Starmark => enemy.MDF.Starmark,
|
||
MagicType.PurityNatural => enemy.MDF.PurityNatural,
|
||
MagicType.PurityContemporary => enemy.MDF.PurityContemporary,
|
||
MagicType.Bright => enemy.MDF.Bright,
|
||
MagicType.Shadow => enemy.MDF.Shadow,
|
||
MagicType.Element => enemy.MDF.Element,
|
||
MagicType.Fleabane => enemy.MDF.Fleabane,
|
||
MagicType.Particle => enemy.MDF.Particle,
|
||
_ => enemy.MDF.None
|
||
};
|
||
|
||
// 魔法穿透后的魔法抗性
|
||
MDF = Calculation.Round2Digits((1 - actor.MagicalPenetration) * MDF);
|
||
|
||
// 最终的魔法伤害
|
||
finalDamage = Calculation.Round2Digits(expectedDamage * (1 - MDF));
|
||
|
||
// 暴击判定
|
||
dice = Random.Shared.NextDouble();
|
||
if (dice < actor.CritRate)
|
||
{
|
||
finalDamage = Calculation.Round2Digits(finalDamage * actor.CritDMG); // 暴击伤害倍率加成
|
||
WriteLine("暴击生效!!");
|
||
foreach (Effect effect in actor.Effects.Where(e => e.Level > 0).ToList())
|
||
{
|
||
effect.OnCriticalDamageTriggered(actor, dice);
|
||
}
|
||
return DamageResult.Critical;
|
||
}
|
||
|
||
// 是否有效伤害
|
||
return DamageResult.Normal;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 死亡结算
|
||
/// </summary>
|
||
/// <param name="killer"></param>
|
||
/// <param name="death"></param>
|
||
public void DeathCalculation(Character killer, Character death)
|
||
{
|
||
if (!_continuousKilling.TryAdd(killer, 1)) _continuousKilling[killer] += 1;
|
||
_stats[killer].Kills += 1;
|
||
_stats[death].Deaths += 1;
|
||
int money = Random.Shared.Next(250, 350);
|
||
|
||
Character[] assists = _assistDamage.Keys.Where(c => c != death && _assistDamage[c].GetPercentage(death) > 0.10).ToArray();
|
||
double totalDamagePercentage = Calculation.Round4Digits(_assistDamage.Keys.Where(assists.Contains).Select(c => _assistDamage[c].GetPercentage(death)).Sum());
|
||
int totalMoney = Math.Min(Convert.ToInt32(money * totalDamagePercentage), 425); // 防止刷伤害设置金钱上限
|
||
|
||
// 按伤害比分配金钱 只有造成10%伤害以上才能参与
|
||
foreach (Character assist in assists)
|
||
{
|
||
int cmoney = Convert.ToInt32(_assistDamage[assist].GetPercentage(death) / totalDamagePercentage * totalMoney);
|
||
if (assist != killer)
|
||
{
|
||
if (!_earnedMoney.TryAdd(assist, cmoney)) _earnedMoney[assist] += cmoney;
|
||
_stats[assist].Assists += 1;
|
||
}
|
||
else
|
||
{
|
||
money = cmoney;
|
||
}
|
||
}
|
||
|
||
// 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) * Random.Shared.Next(50, 100);
|
||
string termination = CharacterSet.GetContinuousKilling(coefficient);
|
||
string msg = $"[ {killer} ] 终结了 [ {death} ]{(termination != "" ? " 的" + termination : "")},获得 {money} 金钱!";
|
||
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} 金钱!";
|
||
if (assists.Length > 1)
|
||
{
|
||
msg += "助攻:[ " + string.Join(" ] / [ ", assists.Where(c => c != killer)) + " ]";
|
||
}
|
||
WriteLine(msg);
|
||
}
|
||
|
||
int kills = _continuousKilling[killer];
|
||
string continuousKilling = CharacterSet.GetContinuousKilling(kills);
|
||
if (kills == 2 || kills == 3)
|
||
{
|
||
WriteLine("[ " + killer + " ] 完成了" + continuousKilling + "!");
|
||
}
|
||
else if (kills == 4)
|
||
{
|
||
WriteLine("[ " + killer + " ] 正在" + continuousKilling + "!");
|
||
}
|
||
else if (kills > 4 && kills < 10)
|
||
{
|
||
WriteLine("[ " + killer + " ] 已经" + continuousKilling + "!");
|
||
}
|
||
else if (kills >= 10)
|
||
{
|
||
WriteLine("[ " + killer + " ] 已经" + continuousKilling + "!拜托谁去杀了他吧!!!");
|
||
}
|
||
|
||
if (!_earnedMoney.TryAdd(killer, money)) _earnedMoney[killer] += money;
|
||
|
||
_eliminated.Add(death);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 游戏结束信息
|
||
/// </summary>
|
||
public void EndGameInfo(Character winner)
|
||
{
|
||
WriteLine("[ " + winner + " ] 是胜利者。");
|
||
_queue.Remove(winner);
|
||
_eliminated.Add(winner);
|
||
int top = 1;
|
||
WriteLine("");
|
||
WriteLine("=== 排名 ===");
|
||
for (int i = _eliminated.Count - 1; i >= 0; i--)
|
||
{
|
||
string topCharacter = _eliminated[i].ToString() + (_continuousKilling.TryGetValue(_eliminated[i], out int kills) && kills > 1 ? $" [ {CharacterSet.GetContinuousKilling(kills)} ]" : "") + (_earnedMoney.TryGetValue(_eliminated[i], out int earned) ? $" [ 已赚取 {earned} 金钱 ]" : "");
|
||
if (top == 1)
|
||
{
|
||
WriteLine("冠军:" + topCharacter);
|
||
_stats[_eliminated[i]].Wins += 1;
|
||
_stats[_eliminated[i]].Top3s += 1;
|
||
}
|
||
else if (top == 2)
|
||
{
|
||
WriteLine("亚军:" + topCharacter);
|
||
_stats[_eliminated[i]].Loses += 1;
|
||
_stats[_eliminated[i]].Top3s += 1;
|
||
}
|
||
else if (top == 3)
|
||
{
|
||
WriteLine("季军:" + topCharacter);
|
||
_stats[_eliminated[i]].Loses += 1;
|
||
_stats[_eliminated[i]].Top3s += 1;
|
||
}
|
||
else
|
||
{
|
||
WriteLine($"第 {top} 名:" + topCharacter);
|
||
_stats[_eliminated[i]].Loses += 1;
|
||
}
|
||
_stats[_eliminated[i]].Plays += 1;
|
||
if (_earnedMoney.TryGetValue(_eliminated[i], out int money))
|
||
{
|
||
_stats[Eliminated[i]].TotalEarnedMoney += money;
|
||
}
|
||
top++;
|
||
}
|
||
WriteLine("");
|
||
_isGameEnd = true;
|
||
}
|
||
|
||
/// <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 + $" ] 能量不足!");
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 是否在回合外释放爆发技插队
|
||
/// </summary>
|
||
/// <param name="character">当前正在行动的角色</param>
|
||
/// <returns></returns>
|
||
public void WillPreCastSuperSkill(Character character)
|
||
{
|
||
// 选取在顺序表一半之后的角色
|
||
foreach (Character other in _queue.Where(c => c != character && c.CharacterState == CharacterState.Actionable && _queue.IndexOf(c) >= _queue.Count / 2).ToList())
|
||
{
|
||
// 有 65% 欲望插队
|
||
if (Random.Shared.NextDouble() < 0.65)
|
||
{
|
||
List<Skill> skills = other.Skills.Where(s => s.Level > 0 && s.SkillType == SkillType.SuperSkill && s.Enable && !s.IsInEffect && s.CurrentCD == 0 && other.EP >= s.RealEPCost).ToList();
|
||
if (skills.Count > 0)
|
||
{
|
||
Skill skill = skills[Random.Shared.Next(skills.Count)];
|
||
_castingSuperSkills.Add(other, skill);
|
||
other.CharacterState = CharacterState.PreCastSuperSkill;
|
||
_queue.Remove(other);
|
||
_cutCount.Remove(character);
|
||
AddCharacter(other, 0, false);
|
||
WriteLine("[ " + other + " ] 预释放了爆发技!!");
|
||
foreach (Character c in _hardnessTimes.Keys)
|
||
{
|
||
if (_hardnessTimes[c] != 0)
|
||
{
|
||
_hardnessTimes[c] = Calculation.Round2Digits(_hardnessTimes[c] + 0.01);
|
||
}
|
||
}
|
||
skill.OnSkillCasting(this, other);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 打断施法
|
||
/// </summary>
|
||
/// <param name="caster"></param>
|
||
/// <param name="interrupter"></param>
|
||
public void InterruptCasting(Character caster, Character interrupter)
|
||
{
|
||
if (_castingSkills.TryGetValue(caster, out Skill? cast))
|
||
{
|
||
_castingSkills.Remove(caster);
|
||
}
|
||
else if (_castingSuperSkills.TryGetValue(caster, out cast))
|
||
{
|
||
_castingSuperSkills.Remove(caster);
|
||
}
|
||
if (cast != null)
|
||
{
|
||
WriteLine($"[ {caster} ] 的施法被 [ {interrupter} ] 打断了!!");
|
||
foreach (Effect e in cast.Effects.Where(e => e.Level > 0).ToList())
|
||
{
|
||
e.OnSkillCastInterrupted(caster, cast, interrupter);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <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>
|
||
/// 计算角色的数据
|
||
/// </summary>
|
||
public void CalculateCharacterDamageStatistics(Character character, Character characterTaken, double damage, bool isMagic)
|
||
{
|
||
if (_stats.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
|
||
{
|
||
if (isMagic)
|
||
{
|
||
stats.TotalMagicDamage = Calculation.Round2Digits(stats.TotalMagicDamage + damage);
|
||
}
|
||
else
|
||
{
|
||
stats.TotalPhysicalDamage = Calculation.Round2Digits(stats.TotalPhysicalDamage + damage);
|
||
}
|
||
stats.TotalDamage = Calculation.Round2Digits(stats.TotalDamage + damage);
|
||
}
|
||
if (_stats.TryGetValue(characterTaken, out CharacterStatistics? statsTaken) && statsTaken != null)
|
||
{
|
||
if (isMagic)
|
||
{
|
||
statsTaken.TotalTakenMagicDamage = Calculation.Round2Digits(statsTaken.TotalTakenMagicDamage + damage);
|
||
}
|
||
else
|
||
{
|
||
statsTaken.TotalTakenPhysicalDamage = Calculation.Round2Digits(statsTaken.TotalTakenPhysicalDamage + damage);
|
||
}
|
||
statsTaken.TotalTakenDamage = Calculation.Round2Digits(statsTaken.TotalTakenDamage + damage);
|
||
}
|
||
}
|
||
|
||
public void Equip(Character character, Item item)
|
||
{
|
||
if (character.Equip(item))
|
||
{
|
||
EquipItemToSlot type = character.EquipSlot.GetEquipItemToSlot(item);
|
||
WriteLine($"[ {character} ] 装备了 [ {item.Name} ]。" + (type != EquipItemToSlot.None ? $"({ItemSet.GetEquipItemToSlotTypeName(type)} 栏位)" : ""));
|
||
}
|
||
}
|
||
|
||
public void Equip(Character character, EquipItemToSlot type, Item item)
|
||
{
|
||
if (character.Equip(item, type))
|
||
{
|
||
WriteLine($"[ {character} ] 装备了 [ {item.Name} ]。({ItemSet.GetEquipItemToSlotTypeName(type)} 栏位)");
|
||
}
|
||
}
|
||
|
||
public void UnEquip(Character character, EquipItemToSlot type)
|
||
{
|
||
Item? item = character.UnEquip(type);
|
||
if (item != null)
|
||
{
|
||
WriteLine($"[ {character} ] 取消装备了 [ {item.Name} ]。({ItemSet.GetEquipItemToSlotTypeName(type)} 栏位)");
|
||
}
|
||
}
|
||
}
|
||
}
|