VPet/VPet-Simulator.Windows.Interface/GameSave_VPet.cs

400 lines
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C#
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using LinePutScript.Converter;
using LinePutScript;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using VPet_Simulator.Core;
using static VPet_Simulator.Core.IGameSave;
namespace VPet_Simulator.Windows.Interface;
/// <summary>
/// 游戏存档 桌宠桌面端订制版本
/// </summary>
public class GameSave_VPet : IGameSave
{
/// <summary>
/// 宠物名字
/// </summary>
[Line(name: "name")]
public string Name { get; set; }
/// <summary>
/// 金钱
/// </summary>
[Line(Type = LPSConvert.ConvertType.ToFloat, Name = "money")]
public double Money { get; set; }
double exp { get; set; }
/// <summary>
/// 等级
/// </summary>
[Line]
public int Level { get; set; } = 1;
/// <summary>
/// 等级上限
/// </summary>
[Line]
public int LevelMax { get; set; } = 0;
/// <summary>
/// 经验值
/// </summary>
[Line(type: LPSConvert.ConvertType.ToFloat, name: "exp")]
public double Exp
{
get => exp;
set
{
int lun = LevelUpNeed();
while (value >= lun)
{
value -= lun;
LikabilityMax += 10;
if (Level++ > 1000 + LevelMax * 100)
{
LevelMax++;
Level = 100 * LevelMax;
}
lun = LevelUpNeed();
}
exp = value;
}
}
/// <summary>
/// 玩家总共获得的经验值数量
/// </summary>
public double TotalExpGained()
{
double totalExp = 0;
// 首先添加LevelMax的经验值
for (int i = 1; i <= LevelMax; i++)
{
for (int j = 100 * i + 1; j <= 1000 + 100 * i; j++)
totalExp += 200 * j - 100;
}
// 然后,添加当前等级的经验值
totalExp += (Level - 100 * LevelMax) * (200 * (Level - 1) - 100);
// 最后,添加剩余的经验值
totalExp += Exp;
return totalExp;
}
/// <summary>
/// 升级所需经验值
/// </summary>
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public int LevelUpNeed() => 200 * Level - 100;
/// <summary>
/// 体力 0-100
/// </summary>
public double Strength { get => strength; set => strength = Math.Min(StrengthMax, Math.Max(0, value)); }
public double StrengthMax => 100 + (int)(Math.Pow(Level * (1 + LevelMax), 0.75) * 4);
[Line(Type = LPSConvert.ConvertType.ToFloat, IgnoreCase = true)]
protected double strength { get; set; }
/// <summary>
/// 待补充的体力,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
[Line(Type = LPSConvert.ConvertType.ToFloat, IgnoreCase = true)]
public double StoreStrength { get; set; }
/// <summary>
/// 变化 体力
/// </summary>
public double ChangeStrength { get; set; } = 0;
public void StrengthChange(double value)
{
ChangeStrength += value;
Strength += value;
}
/// <summary>
/// 饱腹度
/// </summary>
public double StrengthFood
{
get => strengthFood; set
{
value = Math.Min(StrengthMax, value);
if (value <= 0)
{
Health += value;
strengthFood = 0;
}
else
strengthFood = value;
}
}
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double strengthFood { get; set; }
/// <summary>
/// 待补充的饱腹度,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
[Line(Type = LPSConvert.ConvertType.ToFloat)]
public double StoreStrengthFood { get; set; }
public void StrengthChangeFood(double value)
{
ChangeStrengthFood += value;
StrengthFood += value;
}
/// <summary>
/// 变化 食物
/// </summary>
public double ChangeStrengthFood { get; set; } = 0;
/// <summary>
/// 口渴度
/// </summary>
public double StrengthDrink
{
get => strengthDrink; set
{
value = Math.Min(StrengthMax, value);
if (value <= 0)
{
Health += value;
strengthDrink = 0;
}
else
strengthDrink = value;
}
}
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double strengthDrink { get; set; }
/// <summary>
/// 待补充的口渴度,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
[Line(Type = LPSConvert.ConvertType.ToFloat)]
public double StoreStrengthDrink { get; set; }
/// <summary>
/// 变化 口渴度
/// </summary>
public double ChangeStrengthDrink { get; set; } = 0;
public void StrengthChangeDrink(double value)
{
ChangeStrengthDrink += value;
StrengthDrink += value;
}
/// <summary>
/// 心情
/// </summary>
public double Feeling
{
get => feeling; set
{
value = Math.Min(FeelingMax, value);
if (value <= 0)
{
Health += value / 2;
Likability += value / 2;
feeling = 0;
}
else
feeling = value;
}
}
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double feeling { get; set; }
/// <summary>
/// 待补充的心情,随着时间缓慢加给桌宠
/// </summary>//让游戏更有游戏性
[Line(Type = LPSConvert.ConvertType.ToFloat)]
public double StoreFeeling { get; set; }
/// <summary>
/// 变化 心情
/// </summary>
public double ChangeFeeling { get; set; } = 0;
public void FeelingChange(double value)
{
ChangeFeeling += value;
Feeling += value;
}
/// <summary>
/// 健康(生病)(隐藏)
/// </summary>
public double Health { get => health; set => health = Math.Min(100, Math.Max(0, value)); }
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double health { get; set; }
/// <summary>
/// 好感度(隐藏)(累加值)
/// </summary>
public double Likability
{
get => likability; set
{
var max = LikabilityMax;
value = Math.Max(0, value);
if (value > max)
{
likability = max;
Health += value - max;
}
else
likability = value;
}
}
[Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double likability { get; set; }
/// <summary>
/// 清除变化
/// </summary>
public void CleanChange()
{
ChangeStrength /= 2;
ChangeFeeling /= 2;
ChangeStrengthDrink /= 2;
ChangeStrengthFood /= 2;
}
/// <summary>
/// 取回被储存的体力
/// </summary>
public void StoreTake()
{
const int t = 10;
var s = StoreFeeling / t;
StoreFeeling -= s;
if (Math.Abs(StoreFeeling) < 1)
StoreFeeling = 0;
else
FeelingChange(s);
s = StoreStrength / t;
StoreStrength -= s;
if (Math.Abs(StoreStrength) < 1)
StoreStrength = 0;
else
StrengthChange(s);
s = StoreStrengthDrink / t;
StoreStrengthDrink -= s;
if (Math.Abs(StoreStrengthDrink) < 1)
StoreStrengthDrink = 0;
else
StrengthChangeDrink(s);
s = StoreStrengthFood / t;
StoreStrengthFood -= s;
if (Math.Abs(StoreStrengthFood) < 1)
StoreStrengthFood = 0;
else
StrengthChangeFood(s);
}
/// <summary>
/// 吃食物
/// </summary>
/// <param name="food">食物类</param>
public void EatFood(IFood food)
{
Exp += food.Exp;
var tmp = food.Strength / 2;
StrengthChange(tmp);
StoreStrength += tmp;
tmp = food.StrengthFood / 2;
StrengthChangeFood(tmp);
StoreStrengthFood += tmp;
tmp = food.StrengthDrink / 2;
StrengthChangeDrink(tmp);
StoreStrengthDrink += tmp;
tmp = food.Feeling / 2;
FeelingChange(tmp);
StoreFeeling += tmp;
Health += food.Health;
Likability += food.Likability;
}
/// <summary>
/// 宠物当前状态
/// </summary>
[Line(name: "mode")]
public ModeType Mode { get; set; } = ModeType.Nomal;
[Line]
public double LikabilityMax { get; set; } = 100;
public double FeelingMax => 100 + (int)(Math.Pow(Level * (1 + LevelMax), 0.75) * 2);
/// <summary>
/// 经验值加成 TODO
/// </summary>
public double ExpBonus { get; set; } = 1;
/// <summary>
/// 计算宠物当前状态
/// </summary>
public ModeType CalMode()
{
int realhel = 60 - (Feeling / FeelingMax >= 80 ? 12 : 0) - (Likability >= 80 ? 12 : (Likability >= 40 ? 6 : 0));
//先从最次的开始
if (Health <= realhel)
{
//可以确认从状态不佳和生病二选一
if (Health <= realhel / 2)
{//生病
return ModeType.Ill;
}
else
{
return ModeType.PoorCondition;
}
}
//然后判断是高兴还是普通
double realfel = .90 - (Likability >= 80 ? .20 : (Likability >= 40 ? .10 : 0));
double felps = Feeling / FeelingMax;
if (felps >= realfel)
{
return ModeType.Happy;
}
else if (felps <= realfel / 2)
{
return ModeType.PoorCondition;
}
return ModeType.Nomal;
}
/// <summary>
/// 新游戏
/// </summary>
public GameSave_VPet(string name)
{
Name = name;
Money = 100;
Exp = 0;
Strength = 100;
StrengthFood = 100;
StrengthDrink = 100;
Feeling = 60;
Health = 100;
Likability = 0;
Mode = CalMode();
}
/// <summary>
/// 读档
/// </summary>
public GameSave_VPet()
{
}
/// <summary>
/// 读档
/// </summary>
public static GameSave_VPet Load(ILine data) => LPSConvert.DeserializeObject<GameSave_VPet>(data);
/// <summary>
/// 存档
/// </summary>
/// <returns>存档行</returns>
public Line ToLine()
{
//Line save = new Line("vpet", Name);
//save.SetFloat("money", Money);
//save.SetInt("exp", Exp);
//save.SetFloat("strength", Strength);
//save.SetFloat("strengthdrink", StrengthDrink);
//save.SetFloat("strengthfood", StrengthFood);
//save.SetFloat("feeling", Feeling);
//save.SetFloat("health", Health);
//save.SetFloat("Likability", Likability);
return LPSConvert.SerializeObject(this, "vpet");
}
}