再次修改并完善Character

This commit is contained in:
milimoe 2024-09-05 00:49:39 +08:00
parent 599958f1ac
commit c0a4163326
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
9 changed files with 599 additions and 200 deletions

22
Api/Utility/Attribute.cs Normal file
View File

@ -0,0 +1,22 @@
using Milimoe.FunGame.Core.Entity;
namespace Milimoe.FunGame.Core.Api.Utility
{
/// <summary>
/// 此标记意味着属性允许初始设定,但不是强制的。适用于 <see cref="BaseEntity"/>
/// </summary>
[AttributeUsage(AttributeTargets.Property, Inherited = true, AllowMultiple = true)]
public class InitOptional : Attribute
{
public InitOptional() { }
}
/// <summary>
/// 此标记意味着属性需要经过初始设定。适用于 <see cref="BaseEntity"/>
/// </summary>
[AttributeUsage(AttributeTargets.Property, Inherited = true, AllowMultiple = true)]
public class InitRequired : Attribute
{
public InitRequired() { }
}
}

View File

@ -562,4 +562,55 @@ namespace Milimoe.FunGame.Core.Api.Utility
} }
#endregion #endregion
#region
/// <summary>
/// 计算服务工具箱
/// </summary>
public class Calculation
{
/// <summary>
/// 四舍五入计算
/// </summary>
/// <param name="value"></param>
/// <param name="digits"></param>
/// <returns></returns>
public static double Round(double value, int digits)
{
return Math.Round(value, digits, MidpointRounding.AwayFromZero);
}
/// <summary>
/// 四舍五入保留2位小数
/// </summary>
/// <param name="value"></param>
/// <returns></returns>
public static double Round2Digits(double value)
{
return Round(value, 2);
}
/// <summary>
/// 四舍五入保留4位小数
/// </summary>
/// <param name="value"></param>
/// <returns></returns>
public static double Round4Digits(double value)
{
return Round(value, 4);
}
/// <summary>
/// 此方法检查一个 百分比(%) 数值是否存在于 [0,1] 区间
/// </summary>
/// <param name="value"></param>
/// <returns>如果超过0则返回0超过1则返回1。</returns>
public static double PercentageCheck(double value)
{
return Math.Max(0, Math.Min(value, 1));
}
}
#endregion
} }

View File

@ -24,47 +24,99 @@ namespace Milimoe.FunGame.Core.Entity
/// <summary> /// <summary>
/// 角色所属的玩家 /// 角色所属的玩家
/// </summary> /// </summary>
public User? User { get; set; } = null; public User User { get; set; }
/// <summary> /// <summary>
/// 角色统计数据 /// 角色统计数据
/// </summary> /// </summary>
public CharacterStatistics? Statistics { get; set; } = null; public CharacterStatistics Statistics { get; set; }
/// <summary> /// <summary>
/// 魔法属性 /// 魔法属性
/// </summary> /// </summary>
public MagicType MagicType { get; set; } = MagicType.Particle; public MagicType MagicType { get; set; } = MagicType.None;
/// <summary> /// <summary>
/// 角色定位1 /// 角色定位1
/// </summary> /// </summary>
public RoleType FirstRoleType { get; set; } = RoleType.Core; public RoleType FirstRoleType { get; set; } = RoleType.None;
/// <summary> /// <summary>
/// 角色定位2 /// 角色定位2
/// </summary> /// </summary>
public RoleType SecondRoleType { get; set; } = RoleType.Guardian; public RoleType SecondRoleType { get; set; } = RoleType.None;
/// <summary> /// <summary>
/// 角色定位3 /// 角色定位3
/// </summary> /// </summary>
public RoleType ThirdRoleType { get; set; } = RoleType.Vanguard; public RoleType ThirdRoleType { get; set; } = RoleType.None;
/// <summary> /// <summary>
/// 角色评级 /// 角色评级
/// </summary> /// </summary>
public RoleRating RoleRating { get; set; } = RoleRating.E; public RoleRating RoleRating
{
get
{
if (Promotion > 998)
{
return RoleRating.X;
}
else if (Promotion > 850 && Promotion <= 998)
{
return RoleRating.S;
}
else if (Promotion > 700 && Promotion <= 850)
{
return RoleRating.APlus;
}
else if (Promotion > 550 && Promotion <= 700)
{
return RoleRating.A;
}
else if (Promotion > 400 && Promotion <= 550)
{
return RoleRating.B;
}
else if (Promotion > 300 && Promotion <= 400)
{
return RoleRating.C;
}
else if (Promotion > 200 && Promotion <= 300)
{
return RoleRating.D;
}
else
{
return RoleRating.E;
}
}
}
/// <summary> /// <summary>
/// 晋升点数 /// 晋升点数
/// </summary> /// </summary>
public int Promotion { get; set; } = 0; public int Promotion { get; set; } = 100;
/// <summary>
/// 核心属性
/// </summary>
public PrimaryAttribute PrimaryAttribute { get; set; } = PrimaryAttribute.None;
/// <summary> /// <summary>
/// 等级 /// 等级
/// </summary> /// </summary>
public int Level { get; set; } = 1; public int Level
{
get
{
return _Level > 0 ? _Level : 1;
}
set
{
if (_Level > 0) _Level = value;
}
}
/// <summary> /// <summary>
/// 经验值 /// 经验值
@ -72,193 +124,426 @@ namespace Milimoe.FunGame.Core.Entity
public double EXP { get; set; } = 0; public double EXP { get; set; } = 0;
/// <summary> /// <summary>
/// 基础生命值 /// 初始生命值 [ 初始设定 ]
/// </summary> /// </summary>
public double BaseHP { get; set; } = 1; [InitRequired]
public double InitialHP { get; set; } = 60;
/// <summary> /// <summary>
/// 生命值 /// 基础生命值 [ 与初始设定和等级相关 ] [ 与基础力量相关 ]
/// </summary> /// </summary>
public double HP { get; set; } = 0; public double BaseHP => Calculation.Round2Digits(InitialHP + (Level - 1) * (17 + 0.68 * InitialHP) + BaseSTR * 17);
/// <summary> /// <summary>
/// 基础魔法值 /// 额外生命值 [ 与额外力量相关 ]
/// </summary> /// </summary>
public double BaseMP { get; set; } = 0; public double ExHP => Calculation.Round2Digits(ExSTR * 17);
/// <summary> /// <summary>
/// 魔法值 /// 额外生命值2 [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double MP { get; set; } = 0; public double ExHP2 { get; set; } = 0;
/// <summary> /// <summary>
/// 爆发能量 /// 生命值 = 基础生命值 + 额外生命值 + 额外生命值2
/// </summary>
public double HP => BaseHP + ExHP + ExHP2;
/// <summary>
/// 初始魔法值 [ 初始设定 ]
/// </summary>
[InitRequired]
public double InitialMP { get; set; } = 10;
/// <summary>
/// 基础魔法值 [ 与初始设定和等级相关 ] [ 与基础智力相关 ]
/// </summary>
public double BaseMP => Calculation.Round2Digits(InitialMP + (Level - 1) * (1.5 + 0.14 * InitialMP) + BaseINT * 8);
/// <summary>
/// 额外魔法值 [ 与额外智力相关 ]
/// </summary>
public double ExMP => Calculation.Round2Digits(ExINT * 8);
/// <summary>
/// 额外魔法值2 [ 与技能和物品相关 ]
/// </summary>
public double ExMP2 { get; set; } = 0;
/// <summary>
/// 魔法值 = 基础魔法值 + 额外魔法值 + 额外魔法值2
/// </summary>
public double MP => BaseMP + ExMP + ExMP2;
/// <summary>
/// 爆发能量 [ 战斗相关 ]
/// </summary> /// </summary>
public double EP { get; set; } = 0; public double EP { get; set; } = 0;
/// <summary> /// <summary>
/// 基础攻击力 /// 初始攻击力 [ 初始设定 ]
/// </summary> /// </summary>
public double BaseATK { get; set; } = 1; [InitRequired]
public double InitialATK { get; set; } = 15;
/// <summary> /// <summary>
/// 攻击力 /// 基础攻击力 [ 与初始设定和等级相关 ] [ 与核心属性相关 ]
/// </summary> /// </summary>
public double ATK { get; set; } = 0; public double BaseATK
{
get
{
double atk = Calculation.Round2Digits(InitialATK + (Level - 1) * (0.95 + 0.045 * InitialATK));
if (PrimaryAttribute == PrimaryAttribute.AGI)
{
return atk + BaseAGI;
}
else if (PrimaryAttribute == PrimaryAttribute.INT)
{
return atk + BaseINT;
}
else // 默认STR
{
return atk + BaseSTR;
}
}
}
/// <summary> /// <summary>
/// 基础物理护甲 /// 额外攻击力 [ 与额外核心属性相关 ]
/// </summary> /// </summary>
public double BaseDEF { get; set; } = 5; public double ExATK
{
get
{
if (PrimaryAttribute == PrimaryAttribute.AGI)
{
return ExAGI;
}
else if (PrimaryAttribute == PrimaryAttribute.INT)
{
return ExINT;
}
else // 默认STR
{
return ExSTR;
}
}
}
/// <summary> /// <summary>
/// 物理护甲 /// 额外攻击力2 [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double DEF { get; set; } = 0; public double ExATK2 { get; set; } = 0;
/// <summary> /// <summary>
/// 物理伤害减免(%) /// 攻击力 = 基础攻击力 + 额外攻击力 + 额外攻击力2
/// </summary>
public double ATK => BaseATK + ExATK + ExATK2;
/// <summary>
/// 初始物理护甲 [ 初始设定 ]
/// </summary>
[InitRequired]
public double InitialDEF { get; set; } = 5;
/// <summary>
/// 基础物理护甲 [ 与初始设定相关 ] [ 与基础力量相关 ]
/// </summary>
public double BaseDEF => Calculation.Round2Digits(InitialDEF + BaseSTR * 0.75);
/// <summary>
/// 额外物理护甲 [ 与额外力量相关 ]
/// </summary>
public double ExDEF => Calculation.Round2Digits(ExSTR * 0.75);
/// <summary>
/// 额外物理护甲2 [ 与技能和物品相关 ]
/// </summary>
public double ExDEF2 { get; set; } = 0;
/// <summary>
/// 物理护甲 = 基础物理护甲 + 额外物理护甲 + 额外物理护甲2
/// </summary>
public double DEF => BaseDEF + ExDEF + ExDEF2;
/// <summary>
/// 物理伤害减免(%) = [ 与物理护甲相关 ] + 额外物理伤害减免(%)
/// </summary> /// </summary>
public double PDR public double PDR
{ {
get get
{ {
double value = Math.Round((BaseDEF + DEF) / BaseDEF + DEF + 300, 4, MidpointRounding.AwayFromZero) + ExPDR; double value = Calculation.Round4Digits((DEF / (DEF + 120)) + ExPDR);
return value > 1 ? 1 : value; return Calculation.PercentageCheck(value);
} }
} }
/// <summary> /// <summary>
/// 额外物理伤害减免(%) /// 额外物理伤害减免(%) [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double ExPDR { get; set; } = 0; public double ExPDR { get; set; } = 0;
/// <summary> /// <summary>
/// 魔法抗性(%) /// 魔法抗性(%) [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double MDF { get; set; } = 0; public double MDF { get; set; } = 0;
/// <summary> /// <summary>
/// 物理穿透(%) /// 物理穿透(%) [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double PhysicalPenetration { get; set; } = 0; public double PhysicalPenetration
{
get
{
return Calculation.PercentageCheck(_PhysicalPenetration);
}
set
{
_PhysicalPenetration = Calculation.PercentageCheck(Calculation.Round4Digits(value));
}
}
/// <summary> /// <summary>
/// 魔法穿透(%) /// 魔法穿透(%) [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double MagicalPenetration { get; set; } = 0; public double MagicalPenetration
{
get
{
return Calculation.PercentageCheck(_MagicalPenetration);
}
set
{
_MagicalPenetration = Calculation.PercentageCheck(Calculation.Round4Digits(value));
}
}
/// <summary> /// <summary>
/// 生命回复力 /// 初始生命回复力 [ 初始设定 ]
/// </summary> /// </summary>
public double HR { get; set; } = 0; [InitRequired]
public double InitialHR { get; set; } = 0;
/// <summary> /// <summary>
/// 魔法回复力 /// 生命回复力 = [ 与初始设定相关 ] [ 与力量相关 ] + 额外生命回复力
/// </summary> /// </summary>
public double MR { get; set; } = 0; public double HR => Calculation.Round2Digits(InitialHR + STR * 0.25 + ExHR);
/// <summary> /// <summary>
/// 能量回复力 /// 额外生命回复力 [ 与技能和物品相关 ]
/// </summary>
public double ExHR { get; set; } = 0;
/// <summary>
/// 初始魔法回复力 [ 初始设定 ]
/// </summary>
[InitRequired]
public double InitialMR { get; set; } = 0;
/// <summary>
/// 魔法回复力 = [ 与初始设定相关 ] [ 与智力相关 ] + 额外魔法回复力
/// </summary>
public double MR => Calculation.Round2Digits(InitialMR + INT * 0.1 + ExMR);
/// <summary>
/// 额外魔法回复力 [ 与技能和物品相关 ]
/// </summary>
public double ExMR { get; set; } = 0;
/// <summary>
/// 能量回复力 [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double ER { get; set; } = 0; public double ER { get; set; } = 0;
/// <summary> /// <summary>
/// 基础力量 /// 初始力量 [ 初始设定 ]
/// </summary> /// </summary>
public double BaseSTR { get; set; } = 0; [InitRequired]
public double InitialSTR { get; set; } = 0;
/// <summary> /// <summary>
/// 基础敏捷 /// 初始敏捷 [ 初始设定 ]
/// </summary> /// </summary>
public double BaseAGI { get; set; } = 0; [InitRequired]
public double InitialAGI { get; set; } = 0;
/// <summary> /// <summary>
/// 基础智力 /// 初始智力 [ 初始设定 ]
/// </summary> /// </summary>
public double BaseINT { get; set; } = 0; [InitRequired]
public double InitialINT { get; set; } = 0;
/// <summary> /// <summary>
/// 力量 /// 基础力量 [ 与初始设定和等级相关 ]
/// </summary> /// </summary>
public double STR { get; set; } = 0; public double BaseSTR => Calculation.Round2Digits(InitialSTR + STRGrowth * (Level - 1));
/// <summary> /// <summary>
/// 敏捷 /// 基础敏捷 [ 与初始设定和等级相关 ]
/// </summary> /// </summary>
public double AGI { get; set; } = 0; public double BaseAGI => Calculation.Round2Digits(InitialAGI + AGIGrowth * (Level - 1));
/// <summary> /// <summary>
/// 智力 /// 基础智力 [ 与初始设定和等级相关 ]
/// </summary> /// </summary>
public double INT { get; set; } = 0; public double BaseINT => Calculation.Round2Digits(InitialINT + INTGrowth * (Level - 1));
/// <summary> /// <summary>
/// 力量成长值 /// 额外力量 [ 与技能和物品相关 ]
/// </summary>
public double ExSTR { get; set; } = 0;
/// <summary>
/// 额外敏捷 [ 与技能和物品相关 ]
/// </summary>
public double ExAGI { get; set; } = 0;
/// <summary>
/// 额外智力 [ 与技能和物品相关 ]
/// </summary>
public double ExINT { get; set; } = 0;
/// <summary>
/// 力量 = 基础力量 + 额外力量
/// </summary>
public double STR => BaseSTR + ExSTR;
/// <summary>
/// 敏捷 = 基础敏捷 + 额外敏捷
/// </summary>
public double AGI => BaseAGI + ExAGI;
/// <summary>
/// 智力 = 基础智力 + 额外智力
/// </summary>
public double INT => BaseINT + ExINT;
/// <summary>
/// 力量成长值(+BaseSTR/Lv)
/// </summary> /// </summary>
public double STRGrowth { get; set; } = 0; public double STRGrowth { get; set; } = 0;
/// <summary> /// <summary>
/// 敏捷成长值 /// 敏捷成长值(+BaseAGI/Lv)
/// </summary> /// </summary>
public double AGIGrowth { get; set; } = 0; public double AGIGrowth { get; set; } = 0;
/// <summary> /// <summary>
/// 智力成长值 /// 智力成长值(+BaseINT/Lv)
/// </summary> /// </summary>
public double INTGrowth { get; set; } = 0; public double INTGrowth { get; set; } = 0;
/// <summary> /// <summary>
/// 行动速度 /// 行动速度 [ 初始设定 ]
/// </summary> /// </summary>
public double SPD { get; set; } = 0; [InitRequired]
public double InitialSPD { get; set; } = 0;
/// <summary> /// <summary>
/// 行动系数(%) /// 行动速度 = [ 与初始设定相关 ][ 与敏捷相关 ] + 额外行动速度
/// </summary>
public double SPD => Calculation.Round2Digits(InitialSPD + AGI * 0.65 + ExSPD);
/// <summary>
/// 额外行动速度 [ 与技能和物品相关 ]
/// </summary>
public double ExSPD { get; set; } = 0;
/// <summary>
/// 行动系数(%) = [ 与速度相关 ] + 额外行动系数(%)
/// </summary> /// </summary>
public double ActionCoefficient public double ActionCoefficient
{ {
get get
{ {
double value = Math.Round(SPD / 1500.00, 4, MidpointRounding.AwayFromZero) + ExActionCoefficient; double value = Calculation.Round4Digits(SPD / 1500.00 + ExActionCoefficient);
return value > 1 ? 1 : value; return Calculation.PercentageCheck(value);
} }
} }
/// <summary> /// <summary>
/// 额外行动系数(%) /// 额外行动系数(%) [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double ExActionCoefficient { get; set; } = 0; public double ExActionCoefficient { get; set; } = 0;
/// <summary> /// <summary>
/// 加速系数(%) /// 加速系数(%) [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double AccelerationCoefficient { get; set; } = 0; public double AccelerationCoefficient { get; set; } = 0;
/// <summary> /// <summary>
/// 冷却缩减(%) /// 冷却缩减(%) = [ 与智力相关 ] + 额外冷却缩减(%)
/// </summary> /// </summary>
public double CDR { get; set; } = 0; public double CDR
{
get
{
double value = Calculation.Round4Digits(INT * 0.0025 + ExCDR);
return Calculation.PercentageCheck(value);
}
}
/// <summary> /// <summary>
/// 攻击距离 /// 额外冷却缩减(%) [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double ATR { get; set; } = 0; public double ExCDR { get; set; } = 0;
/// <summary> /// <summary>
/// 暴击率(%) /// 攻击距离 [ 与技能和物品相关 ] [ 单位:格 ]
/// </summary> /// </summary>
public double CritRate { get; set; } = 0.05; [InitOptional]
public double ATR { get; set; } = 1;
/// <summary> /// <summary>
/// 暴击伤害(%) /// 暴击率(%) = [ 与敏捷相关 ] + 额外暴击率(%)
/// </summary> /// </summary>
public double CritDMG { get; set; } = 1.25; public double CritRate
{
get
{
double value = Calculation.Round4Digits(0.05 + INT * 0.0025 + ExCDR);
return Calculation.PercentageCheck(value);
}
}
/// <summary> /// <summary>
/// 闪避率(%) /// 额外暴击率(%) [ 与技能和物品相关 ]
/// </summary> /// </summary>
public double EvadeRate { get; set; } = 0.05; public double ExCritRate { get; set; } = 0;
/// <summary>
/// 暴击伤害(%) = [ 与力量相关 ] + 额外暴击伤害(%)
/// </summary>
public double CritDMG
{
get
{
return Calculation.Round4Digits(1.25 + STR * 0.00575 + ExCritDMG);
}
}
/// <summary>
/// 额外暴击伤害(%) [ 与技能和物品相关 ]
/// </summary>
public double ExCritDMG { get; set; } = 0;
/// <summary>
/// 闪避率(%) = [ 与敏捷相关 ] + 额外闪避率(%)
/// </summary>
public double EvadeRate
{
get
{
double value = Calculation.Round4Digits(0.05 + AGI * 0.0025 + ExEvadeRate);
return Calculation.PercentageCheck(value);
}
}
/// <summary>
/// 额外闪避率(%) [ 与技能和物品相关 ]
/// </summary>
public double ExEvadeRate { get; set; } = 0;
/// <summary> /// <summary>
/// 角色的技能组 /// 角色的技能组
@ -270,9 +555,29 @@ namespace Milimoe.FunGame.Core.Entity
/// </summary> /// </summary>
public Dictionary<string, Item> Items { get; set; } = []; public Dictionary<string, Item> Items { get; set; } = [];
/**
* ===== =====
*/
/// <summary>
/// 等级
/// </summary>
private int _Level = 1;
/// <summary>
/// 物理穿透
/// </summary>
private double _PhysicalPenetration = 0;
/// <summary>
/// 魔法穿透
/// </summary>
private double _MagicalPenetration = 0;
protected Character() protected Character()
{ {
User = General.UnknownUserInstance;
Statistics = new();
} }
internal static Character GetInstance() internal static Character GetInstance()
@ -280,35 +585,20 @@ namespace Milimoe.FunGame.Core.Entity
return new(); return new();
} }
public void Init() /// <summary>
{ /// 比较一个角色(只比较 <see cref="Name"/>
STR = BaseSTR; /// </summary>
AGI = BaseAGI; /// <param name="other"></param>
INT = BaseINT; /// <returns></returns>
HP = BaseHP;
MP = BaseMP;
ATK = BaseATK;
DEF = BaseDEF;
// STR
HP = Math.Round(HP + STR * 17, 2, MidpointRounding.AwayFromZero);
HR = Math.Round(HR + STR * 0.7, 2, MidpointRounding.AwayFromZero);
DEF = Math.Round(DEF + STR * 0.75, 2, MidpointRounding.AwayFromZero);
CritDMG = Math.Round(CritDMG + STR * 0.00575, 4, MidpointRounding.AwayFromZero);
// AGI
SPD = Math.Round(SPD + AGI * 0.65, 2, MidpointRounding.AwayFromZero);
EvadeRate = Math.Round(EvadeRate + AGI * 0.0025, 4, MidpointRounding.AwayFromZero);
CritRate = Math.Round(CritRate + AGI * 0.00235, 4, MidpointRounding.AwayFromZero);
// INT
MP = Math.Round(MP + INT * 8, 2, MidpointRounding.AwayFromZero);
MR = Math.Round(MR + INT * 0.4, 2, MidpointRounding.AwayFromZero);
CDR = Math.Round(CDR + INT * 0.0025, 4, MidpointRounding.AwayFromZero);
}
public override bool Equals(IBaseEntity? other) public override bool Equals(IBaseEntity? other)
{ {
return other is Character c && c.Name == Name; return other is Character c && c.Name == Name;
} }
/// <summary>
/// 获取角色实例的名字、昵称以及所属玩家
/// </summary>
/// <returns></returns>
public override string ToString() public override string ToString()
{ {
bool isChineseName = NetworkUtility.IsChineseName(Name + FirstName); bool isChineseName = NetworkUtility.IsChineseName(Name + FirstName);
@ -325,6 +615,11 @@ namespace Milimoe.FunGame.Core.Entity
return str; return str;
} }
/// <summary>
/// 复制一个角色
/// [ 推荐从模组中复制后使用对象 ]
/// </summary>
/// <returns></returns>
public Character Copy() public Character Copy()
{ {
Character c = new() Character c = new()
@ -337,42 +632,47 @@ namespace Milimoe.FunGame.Core.Entity
FirstRoleType = FirstRoleType, FirstRoleType = FirstRoleType,
SecondRoleType = SecondRoleType, SecondRoleType = SecondRoleType,
ThirdRoleType = ThirdRoleType, ThirdRoleType = ThirdRoleType,
RoleRating = RoleRating,
Promotion = Promotion, Promotion = Promotion,
PrimaryAttribute = PrimaryAttribute,
Level = Level, Level = Level,
EXP = EXP, EXP = EXP,
BaseHP = BaseHP, InitialHP = InitialHP,
HP = HP, ExHP2 = ExHP2,
BaseMP = BaseMP, InitialMP = InitialMP,
MP = MP, ExMP2 = ExMP2,
EP = EP, EP = EP,
BaseATK = BaseATK, InitialATK = InitialATK,
ATK = ATK, ExATK2 = ExATK2,
BaseDEF = BaseDEF, InitialDEF = InitialDEF,
DEF = DEF, ExDEF2 = ExDEF2,
MDF = MDF, MDF = MDF,
PhysicalPenetration = PhysicalPenetration, PhysicalPenetration = PhysicalPenetration,
MagicalPenetration = MagicalPenetration, MagicalPenetration = MagicalPenetration,
HR = HR, InitialHR = InitialHR,
MR = MR, ExHR = ExHR,
InitialMR = InitialMR,
ExMR = ExMR,
ER = ER, ER = ER,
BaseSTR = BaseSTR, InitialSTR = InitialSTR,
BaseAGI = BaseAGI, InitialAGI = InitialAGI,
BaseINT = BaseINT, InitialINT = InitialINT,
STR = STR, ExSTR = ExSTR,
AGI = AGI, ExAGI = ExAGI,
INT = INT, ExINT = ExINT,
STRGrowth = STRGrowth, STRGrowth = STRGrowth,
AGIGrowth = AGIGrowth, AGIGrowth = AGIGrowth,
INTGrowth = INTGrowth, INTGrowth = INTGrowth,
SPD = SPD, InitialSPD = InitialSPD,
ExSPD = ExSPD,
ExActionCoefficient = ExActionCoefficient,
AccelerationCoefficient = AccelerationCoefficient, AccelerationCoefficient = AccelerationCoefficient,
ExCDR = ExCDR,
ATR = ATR, ATR = ATR,
CritRate = CritRate, ExCritRate = ExCritRate,
CritDMG = CritDMG, ExCritDMG = ExCritDMG,
EvadeRate = EvadeRate, ExEvadeRate = ExEvadeRate,
Skills = Skills, Skills = new(Skills),
Items = Items, Items = new(Items),
}; };
return c; return c;
} }

View File

@ -302,12 +302,12 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon.Example
c.FirstName = "Shiya"; c.FirstName = "Shiya";
c.NickName = "OSM"; c.NickName = "OSM";
c.MagicType = MagicType.PurityNatural; c.MagicType = MagicType.PurityNatural;
c.BaseHP = 30; c.InitialHP = 30;
c.BaseSTR = 20; c.InitialSTR = 20;
c.BaseAGI = 10; c.InitialAGI = 10;
c.BaseINT = 5; c.InitialINT = 5;
c.BaseATK = 100; c.InitialATK = 100;
c.BaseDEF = 10; c.InitialDEF = 10;
list.Add(c); list.Add(c);
return list; return list;
} }

View File

@ -38,44 +38,44 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
case nameof(Character.ThirdRoleType): case nameof(Character.ThirdRoleType):
result.ThirdRoleType = (RoleType)reader.GetInt32(); result.ThirdRoleType = (RoleType)reader.GetInt32();
break; break;
case nameof(Character.RoleRating):
result.RoleRating = (RoleRating)reader.GetInt32();
break;
case nameof(Character.Promotion): case nameof(Character.Promotion):
result.Promotion = reader.GetInt32(); result.Promotion = reader.GetInt32();
break; break;
case nameof(Character.PrimaryAttribute):
result.PrimaryAttribute = (PrimaryAttribute)reader.GetInt32();
break;
case nameof(Character.Level): case nameof(Character.Level):
result.Level = reader.GetInt32(); result.Level = reader.GetInt32();
break; break;
case nameof(Character.EXP): case nameof(Character.EXP):
result.EXP = reader.GetDouble(); result.EXP = reader.GetDouble();
break; break;
case nameof(Character.BaseHP): case nameof(Character.InitialHP):
result.BaseHP = reader.GetDouble(); result.InitialHP = reader.GetDouble();
break; break;
case nameof(Character.HP): case nameof(Character.ExHP):
result.HP = reader.GetDouble(); result.ExHP2 = reader.GetDouble();
break; break;
case nameof(Character.BaseMP): case nameof(Character.InitialMP):
result.BaseMP = reader.GetDouble(); result.InitialMP = reader.GetDouble();
break; break;
case nameof(Character.MP): case nameof(Character.ExMP):
result.MP = reader.GetDouble(); result.ExMP2 = reader.GetDouble();
break; break;
case nameof(Character.EP): case nameof(Character.EP):
result.EP = reader.GetDouble(); result.EP = reader.GetDouble();
break; break;
case nameof(Character.BaseATK): case nameof(Character.InitialATK):
result.BaseATK = reader.GetDouble(); result.InitialATK = reader.GetDouble();
break; break;
case nameof(Character.ATK): case nameof(Character.ExATK):
result.ATK = reader.GetDouble(); result.ExATK2 = reader.GetDouble();
break; break;
case nameof(Character.BaseDEF): case nameof(Character.InitialDEF):
result.BaseDEF = reader.GetDouble(); result.InitialDEF = reader.GetDouble();
break; break;
case nameof(Character.DEF): case nameof(Character.ExDEF):
result.DEF = reader.GetDouble(); result.ExDEF2 = reader.GetDouble();
break; break;
case nameof(Character.MDF): case nameof(Character.MDF):
result.MDF = reader.GetDouble(); result.MDF = reader.GetDouble();
@ -86,32 +86,38 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
case nameof(Character.MagicalPenetration): case nameof(Character.MagicalPenetration):
result.MagicalPenetration = reader.GetDouble(); result.MagicalPenetration = reader.GetDouble();
break; break;
case nameof(Character.HR): case nameof(Character.InitialHR):
result.HR = reader.GetDouble(); result.InitialHR = reader.GetDouble();
break; break;
case nameof(Character.MR): case nameof(Character.ExHR):
result.MR = reader.GetDouble(); result.ExHR = reader.GetDouble();
break;
case nameof(Character.InitialMR):
result.InitialMR = reader.GetDouble();
break;
case nameof(Character.ExMR):
result.ExMR = reader.GetDouble();
break; break;
case nameof(Character.ER): case nameof(Character.ER):
result.ER = reader.GetDouble(); result.ER = reader.GetDouble();
break; break;
case nameof(Character.BaseSTR): case nameof(Character.InitialSTR):
result.BaseSTR = reader.GetDouble(); result.InitialSTR = reader.GetDouble();
break; break;
case nameof(Character.BaseAGI): case nameof(Character.InitialAGI):
result.BaseAGI = reader.GetDouble(); result.InitialAGI = reader.GetDouble();
break; break;
case nameof(Character.BaseINT): case nameof(Character.InitialINT):
result.BaseINT = reader.GetDouble(); result.InitialINT = reader.GetDouble();
break; break;
case nameof(Character.STR): case nameof(Character.ExSTR):
result.STR = reader.GetDouble(); result.ExSTR = reader.GetDouble();
break; break;
case nameof(Character.AGI): case nameof(Character.ExAGI):
result.AGI = reader.GetDouble(); result.ExAGI = reader.GetDouble();
break; break;
case nameof(Character.INT): case nameof(Character.ExINT):
result.INT = reader.GetDouble(); result.ExINT = reader.GetDouble();
break; break;
case nameof(Character.STRGrowth): case nameof(Character.STRGrowth):
result.STRGrowth = reader.GetDouble(); result.STRGrowth = reader.GetDouble();
@ -122,26 +128,32 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
case nameof(Character.INTGrowth): case nameof(Character.INTGrowth):
result.INTGrowth = reader.GetDouble(); result.INTGrowth = reader.GetDouble();
break; break;
case nameof(Character.SPD): case nameof(Character.InitialSPD):
result.SPD = reader.GetDouble(); result.InitialSPD = reader.GetDouble();
break;
case nameof(Character.ExSPD):
result.ExSPD = reader.GetDouble();
break;
case nameof(Character.ExActionCoefficient):
result.ExActionCoefficient = reader.GetDouble();
break; break;
case nameof(Character.AccelerationCoefficient): case nameof(Character.AccelerationCoefficient):
result.AccelerationCoefficient = reader.GetDouble(); result.AccelerationCoefficient = reader.GetDouble();
break; break;
case nameof(Character.CDR): case nameof(Character.ExCDR):
result.CDR = reader.GetDouble(); result.ExCDR = reader.GetDouble();
break; break;
case nameof(Character.ATR): case nameof(Character.ATR):
result.ATR = reader.GetDouble(); result.ATR = reader.GetDouble();
break; break;
case nameof(Character.CritRate): case nameof(Character.ExCritRate):
result.CritRate = reader.GetDouble(); result.ExCritRate = reader.GetDouble();
break; break;
case nameof(Character.CritDMG): case nameof(Character.ExCritDMG):
result.CritDMG = reader.GetDouble(); result.ExCritDMG = reader.GetDouble();
break; break;
case nameof(Character.EvadeRate): case nameof(Character.ExEvadeRate):
result.EvadeRate = reader.GetDouble(); result.ExEvadeRate = reader.GetDouble();
break; break;
} }
} }
@ -156,41 +168,45 @@ namespace Milimoe.FunGame.Core.Library.Common.JsonConverter
writer.WriteNumber(nameof(Character.FirstRoleType), (int)value.FirstRoleType); writer.WriteNumber(nameof(Character.FirstRoleType), (int)value.FirstRoleType);
writer.WriteNumber(nameof(Character.SecondRoleType), (int)value.SecondRoleType); writer.WriteNumber(nameof(Character.SecondRoleType), (int)value.SecondRoleType);
writer.WriteNumber(nameof(Character.ThirdRoleType), (int)value.ThirdRoleType); writer.WriteNumber(nameof(Character.ThirdRoleType), (int)value.ThirdRoleType);
writer.WriteNumber(nameof(Character.RoleRating), (int)value.RoleRating);
writer.WriteNumber(nameof(Character.Promotion), value.Promotion); writer.WriteNumber(nameof(Character.Promotion), value.Promotion);
writer.WriteNumber(nameof(Character.PrimaryAttribute), (int)value.PrimaryAttribute);
writer.WriteNumber(nameof(Character.Level), value.Level); writer.WriteNumber(nameof(Character.Level), value.Level);
writer.WriteNumber(nameof(Character.EXP), value.EXP); writer.WriteNumber(nameof(Character.EXP), value.EXP);
writer.WriteNumber(nameof(Character.BaseHP), value.BaseHP); writer.WriteNumber(nameof(Character.InitialHP), value.InitialHP);
writer.WriteNumber(nameof(Character.HP), value.HP); writer.WriteNumber(nameof(Character.ExHP2), value.ExHP2);
writer.WriteNumber(nameof(Character.BaseMP), value.BaseMP); writer.WriteNumber(nameof(Character.InitialMP), value.InitialMP);
writer.WriteNumber(nameof(Character.MP), value.MP); writer.WriteNumber(nameof(Character.ExMP2), value.ExMP2);
writer.WriteNumber(nameof(Character.EP), value.EP); writer.WriteNumber(nameof(Character.EP), value.EP);
writer.WriteNumber(nameof(Character.BaseATK), value.BaseATK); writer.WriteNumber(nameof(Character.InitialATK), value.InitialATK);
writer.WriteNumber(nameof(Character.ATK), value.ATK); writer.WriteNumber(nameof(Character.ExATK2), value.ExATK2);
writer.WriteNumber(nameof(Character.BaseDEF), value.BaseDEF); writer.WriteNumber(nameof(Character.InitialDEF), value.InitialDEF);
writer.WriteNumber(nameof(Character.DEF), value.DEF); writer.WriteNumber(nameof(Character.ExDEF2), value.ExDEF2);
writer.WriteNumber(nameof(Character.MDF), value.MDF); writer.WriteNumber(nameof(Character.MDF), value.MDF);
writer.WriteNumber(nameof(Character.PhysicalPenetration), value.PhysicalPenetration); writer.WriteNumber(nameof(Character.PhysicalPenetration), value.PhysicalPenetration);
writer.WriteNumber(nameof(Character.MagicalPenetration), value.MagicalPenetration); writer.WriteNumber(nameof(Character.MagicalPenetration), value.MagicalPenetration);
writer.WriteNumber(nameof(Character.HR), value.HR); writer.WriteNumber(nameof(Character.InitialHR), value.InitialHR);
writer.WriteNumber(nameof(Character.MR), value.MR); writer.WriteNumber(nameof(Character.ExHR), value.ExHR);
writer.WriteNumber(nameof(Character.InitialMR), value.InitialMR);
writer.WriteNumber(nameof(Character.ExMR), value.ExMR);
writer.WriteNumber(nameof(Character.ER), value.ER); writer.WriteNumber(nameof(Character.ER), value.ER);
writer.WriteNumber(nameof(Character.BaseSTR), value.BaseSTR); writer.WriteNumber(nameof(Character.InitialSTR), value.InitialSTR);
writer.WriteNumber(nameof(Character.BaseAGI), value.BaseAGI); writer.WriteNumber(nameof(Character.InitialAGI), value.InitialAGI);
writer.WriteNumber(nameof(Character.BaseINT), value.BaseINT); writer.WriteNumber(nameof(Character.InitialINT), value.InitialINT);
writer.WriteNumber(nameof(Character.STR), value.STR); writer.WriteNumber(nameof(Character.ExSTR), value.ExSTR);
writer.WriteNumber(nameof(Character.AGI), value.AGI); writer.WriteNumber(nameof(Character.ExAGI), value.ExAGI);
writer.WriteNumber(nameof(Character.INT), value.INT); writer.WriteNumber(nameof(Character.ExINT), value.ExINT);
writer.WriteNumber(nameof(Character.STRGrowth), value.STRGrowth); writer.WriteNumber(nameof(Character.STRGrowth), value.STRGrowth);
writer.WriteNumber(nameof(Character.AGIGrowth), value.AGIGrowth); writer.WriteNumber(nameof(Character.AGIGrowth), value.AGIGrowth);
writer.WriteNumber(nameof(Character.INTGrowth), value.INTGrowth); writer.WriteNumber(nameof(Character.INTGrowth), value.INTGrowth);
writer.WriteNumber(nameof(Character.SPD), value.SPD); writer.WriteNumber(nameof(Character.InitialSPD), value.InitialSPD);
writer.WriteNumber(nameof(Character.ExSPD), value.ExSPD);
writer.WriteNumber(nameof(Character.ExActionCoefficient), value.ExActionCoefficient);
writer.WriteNumber(nameof(Character.AccelerationCoefficient), value.AccelerationCoefficient); writer.WriteNumber(nameof(Character.AccelerationCoefficient), value.AccelerationCoefficient);
writer.WriteNumber(nameof(Character.CDR), value.CDR); writer.WriteNumber(nameof(Character.ExCDR), value.ExCDR);
writer.WriteNumber(nameof(Character.ATR), value.ATR); writer.WriteNumber(nameof(Character.ATR), value.ATR);
writer.WriteNumber(nameof(Character.CritRate), value.CritRate); writer.WriteNumber(nameof(Character.ExCritRate), value.ExCritRate);
writer.WriteNumber(nameof(Character.CritDMG), value.CritDMG); writer.WriteNumber(nameof(Character.ExCritDMG), value.ExCritDMG);
writer.WriteNumber(nameof(Character.EvadeRate), value.EvadeRate); writer.WriteNumber(nameof(Character.ExEvadeRate), value.ExEvadeRate);
writer.WriteEndObject(); writer.WriteEndObject();
} }

View File

@ -1,8 +1,8 @@
using System.Text.Json; using System.Text.Json;
using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.Common.Architecture; using Milimoe.FunGame.Core.Library.Common.Architecture;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.SQLScript.Entity; using Milimoe.FunGame.Core.Library.SQLScript.Entity;
namespace Milimoe.FunGame.Core.Library.Common.JsonConverter namespace Milimoe.FunGame.Core.Library.Common.JsonConverter

View File

@ -1,8 +1,8 @@
using System.Text.Json; using System.Text.Json;
using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.Common.Architecture; using Milimoe.FunGame.Core.Library.Common.Architecture;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.SQLScript.Entity; using Milimoe.FunGame.Core.Library.SQLScript.Entity;
namespace Milimoe.FunGame.Core.Library.Common.JsonConverter namespace Milimoe.FunGame.Core.Library.Common.JsonConverter

View File

@ -251,6 +251,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
public enum MagicType public enum MagicType
{ {
None,
Starmark, Starmark,
PurityNatural, PurityNatural,
PurityContemporary, PurityContemporary,
@ -261,6 +262,14 @@ namespace Milimoe.FunGame.Core.Library.Constant
Particle Particle
} }
public enum PrimaryAttribute
{
None,
STR,
AGI,
INT
}
public enum ActionType public enum ActionType
{ {
None, None,
@ -291,6 +300,7 @@ namespace Milimoe.FunGame.Core.Library.Constant
public enum RoleType public enum RoleType
{ {
None,
Core, Core,
Vanguard, Vanguard,
Guardian, Guardian,