饿了吃正餐+去除心情储存值+绿条更持久 fix #365

This commit is contained in:
ZouJin
2024-05-05 16:38:11 +08:00
parent b9ee9bcc75
commit 6eb7253488
11 changed files with 17 additions and 57 deletions

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@ -378,7 +378,7 @@ namespace VPet_Simulator.Core
private Brush GetForeground(double value) private Brush GetForeground(double value)
{ {
if (value >= .8) if (value >= .6)
{ {
return FindResource("SuccessProgressBarForeground") as Brush; return FindResource("SuccessProgressBarForeground") as Brush;
} }

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@ -123,7 +123,6 @@ namespace VPet_Simulator.Core
Task.Run(() => Run(Control)); Task.Run(() => Run(Control));
}); });
} }
bool DoEndAction = true;
/// <summary> /// <summary>
/// 通过控制器运行 /// 通过控制器运行
/// </summary> /// </summary>

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@ -148,11 +148,6 @@ namespace VPet_Simulator.Core
[Line(Type = LPSConvert.ConvertType.ToFloat)] [Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double feeling { get; set; } protected double feeling { get; set; }
/// <summary> /// <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 /// 变化 心情
/// </summary> /// </summary>
public double ChangeFeeling { get; set; } = 0; public double ChangeFeeling { get; set; } = 0;
@ -206,14 +201,8 @@ namespace VPet_Simulator.Core
public void StoreTake() public void StoreTake()
{ {
const int t = 10; const int t = 10;
var s = StoreFeeling / t;
StoreFeeling -= s;
if (Math.Abs(StoreFeeling) < 1)
StoreFeeling = 0;
else
FeelingChange(s);
s = StoreStrength / t; var s = StoreStrength / t;
StoreStrength -= s; StoreStrength -= s;
if (Math.Abs(StoreStrength) < 1) if (Math.Abs(StoreStrength) < 1)
StoreStrength = 0; StoreStrength = 0;
@ -250,9 +239,7 @@ namespace VPet_Simulator.Core
tmp = food.StrengthDrink / 2; tmp = food.StrengthDrink / 2;
StrengthChangeDrink(tmp); StrengthChangeDrink(tmp);
StoreStrengthDrink += tmp; StoreStrengthDrink += tmp;
tmp = food.Feeling / 2; FeelingChange(food.Feeling);
FeelingChange(tmp);
StoreFeeling += tmp;
Health += food.Health; Health += food.Health;
Likability += food.Likability; Likability += food.Likability;
} }

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@ -103,10 +103,6 @@ namespace VPet_Simulator.Core
/// 心情最大值 /// 心情最大值
/// </summary> /// </summary>
double FeelingMax { get; } double FeelingMax { get; }
/// <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
double StoreFeeling { get; set; }
/// <summary> /// <summary>
/// 健康(生病)(隐藏) /// 健康(生病)(隐藏)

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@ -255,9 +255,7 @@ namespace VPet_Simulator.Windows.Interface
tmp = food.StrengthDrink / 2 * buff; tmp = food.StrengthDrink / 2 * buff;
save.StrengthChangeDrink(tmp); save.StrengthChangeDrink(tmp);
save.StoreStrengthDrink += tmp; save.StoreStrengthDrink += tmp;
tmp = food.Feeling / 2 * buff; save.FeelingChange(food.Feeling * buff);
save.FeelingChange(tmp);
save.StoreFeeling += tmp * buff;
save.Health += food.Health * buff; save.Health += food.Health * buff;
save.Likability += food.Likability * buff; save.Likability += food.Likability * buff;
} }

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@ -197,11 +197,6 @@ public class GameSave_VPet : IGameSave
[Line(Type = LPSConvert.ConvertType.ToFloat)] [Line(Type = LPSConvert.ConvertType.ToFloat)]
protected double feeling { get; set; } protected double feeling { get; set; }
/// <summary> /// <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 /// 变化 心情
/// </summary> /// </summary>
public double ChangeFeeling { get; set; } = 0; public double ChangeFeeling { get; set; } = 0;
@ -255,14 +250,8 @@ public class GameSave_VPet : IGameSave
public void StoreTake() public void StoreTake()
{ {
const int t = 10; const int t = 10;
var s = StoreFeeling / t;
StoreFeeling -= s;
if (Math.Abs(StoreFeeling) < 1)
StoreFeeling = 0;
else
FeelingChange(s);
s = StoreStrength / t; var s = StoreStrength / t;
StoreStrength -= s; StoreStrength -= s;
if (Math.Abs(StoreStrength) < 1) if (Math.Abs(StoreStrength) < 1)
StoreStrength = 0; StoreStrength = 0;
@ -299,9 +288,7 @@ public class GameSave_VPet : IGameSave
tmp = food.StrengthDrink / 2; tmp = food.StrengthDrink / 2;
StrengthChangeDrink(tmp); StrengthChangeDrink(tmp);
StoreStrengthDrink += tmp; StoreStrengthDrink += tmp;
tmp = food.Feeling / 2; FeelingChange(food.Feeling);
FeelingChange(tmp);
StoreFeeling += tmp;
Health += food.Health; Health += food.Health;
Likability += food.Likability; Likability += food.Likability;
} }

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@ -445,16 +445,9 @@ namespace VPet_Simulator.Windows
&& !x.IsOverLoad() // 不吃超模食物 && !x.IsOverLoad() // 不吃超模食物
); );
if (Core.Save.StrengthFood < sm75) if ((Core.Save.StrengthFood + Core.Save.StoreStrengthFood) < sm75)
{ {//饿了就该吃正餐
if (Core.Save.StrengthFood < sm * 0.50 || sm * 0.10 > 50) food = food.FindAll(x => x.Type == Food.FoodType.Meal && x.StrengthFood > Math.Min(sm * 0.20, 100));
{//太饿了,找正餐
food = food.FindAll(x => x.Type == Food.FoodType.Meal && x.StrengthFood > Math.Min(sm * 0.20, 100));
}
else
{//找零食
food = food.FindAll(x => x.Type == Food.FoodType.Snack && x.StrengthFood > sm * 0.10);
}
if (food.Count == 0) if (food.Count == 0)
return; return;
var item = food[Function.Rnd.Next(food.Count)]; var item = food[Function.Rnd.Next(food.Count)];
@ -463,9 +456,9 @@ namespace VPet_Simulator.Windows
GameSavesData.Statistics[(gint)"stat_autobuy"]++; GameSavesData.Statistics[(gint)"stat_autobuy"]++;
Main.Display(item.GetGraph(), item.ImageSource, Main.DisplayToNomal); Main.Display(item.GetGraph(), item.ImageSource, Main.DisplayToNomal);
} }
else if (Core.Save.StrengthDrink < sm75) else if ((Core.Save.StrengthDrink + Core.Save.StoreStrengthDrink) < sm75)
{ {
food = food.FindAll(x => x.Type == Food.FoodType.Drink && x.StrengthDrink > Math.Min(sm * 0.10, 50)); food = food.FindAll(x => x.Type == Food.FoodType.Drink && x.StrengthDrink > Math.Min(sm * 0.20, 50));
if (food.Count == 0) if (food.Count == 0)
return; return;
var item = food[Function.Rnd.Next(food.Count)]; var item = food[Function.Rnd.Next(food.Count)];

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@ -25,7 +25,7 @@ M属性爆发主人我要吃麦O劳!#I am McHungry! Master, I want McTonald's
喝!继续喝!还没尽兴呢!#Drink! I need a drink to keep me hydrated!:| 喝!继续喝!还没尽兴呢!#Drink! I need a drink to keep me hydrated!:|
大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!#Hello everyone, I am the "water reminder assistant" in this group. I hope people who see this message can drink a glass of water with me. Join me as a person who drinks eight glasses of water a day.:| 大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!#Hello everyone, I am the "water reminder assistant" in this group. I hope people who see this message can drink a glass of water with me. Join me as a person who drinks eight glasses of water a day.:|
主人我的宠物快乐水呢!#Master, Where is my Pet Cola?!:| 主人我的宠物快乐水呢!#Master, Where is my Pet Cola?!:|
渴了就喝水,别老扒拉我腿行不行呀#I need to drink water when i am thirsty.:| 口渴时该喝水了。#I need to drink water when i am thirsty.:|
本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止#I voluntarily put down my water cup and stopped drinking without any withdrawal symptoms. I can stop whenever i want okay ??!:| 本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止#I voluntarily put down my water cup and stopped drinking without any withdrawal symptoms. I can stop whenever i want okay ??!:|
我夸父只喝一口#Please master just one sip ?:| 我夸父只喝一口#Please master just one sip ?:|
主人该喝水了#Master, let's have some tea.:| 主人该喝水了#Master, let's have some tea.:|

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@ -25,7 +25,7 @@ M属性爆发主人我要吃麦O劳!#M属性爆发主人我要吃麦O劳!:
喝!继续喝!还没尽兴呢!#喝!继续喝!还没尽兴呢!:| 喝!继续喝!还没尽兴呢!#喝!继续喝!还没尽兴呢!:|
大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!#大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!:| 大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!#大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!:|
主人我的宠物快乐水呢!#主人我的宠物快乐水呢!:| 主人我的宠物快乐水呢!#主人我的宠物快乐水呢!:|
渴了就喝水,别老扒拉我腿行不行呀#渴了就喝水,别老扒拉我腿行不行呀:| 口渴时该喝水了。#口渴时该喝水了。:|
本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止#本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止:| 本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止#本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止:|
我夸父只喝一口#我夸父只喝一口:| 我夸父只喝一口#我夸父只喝一口:|
主人该喝水了#主人该喝水了:| 主人该喝水了#主人该喝水了:|

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@ -25,7 +25,7 @@ M属性爆发主人我要吃麦O劳!#M屬性爆發主人我要吃麥O勞
喝!继续喝!还没尽兴呢!#喝!繼續喝!還沒盡興呢!:| 喝!继续喝!还没尽兴呢!#喝!繼續喝!還沒盡興呢!:|
大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!#大家好,我是本群組的「提醒喝水小助手」希望此刻看到訊息的人可以和我一起來喝一杯水。和我一起成為一天八杯水的人吧!:| 大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!#大家好,我是本群組的「提醒喝水小助手」希望此刻看到訊息的人可以和我一起來喝一杯水。和我一起成為一天八杯水的人吧!:|
主人我的宠物快乐水呢!#主人,我的寵物快樂水呢!:| 主人我的宠物快乐水呢!#主人,我的寵物快樂水呢!:|
渴了就喝水,别老扒拉我腿行不行呀#渴了就喝水,別老拽我腿行不行呀!:| 口渴时该喝水了。#口渴時該喝水了。:|
本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止#本人自願放下水杯停止喝水,沒有受到客觀阻礙,不能算喝水未遂,只能算喝水中止。:| 本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止#本人自願放下水杯停止喝水,沒有受到客觀阻礙,不能算喝水未遂,只能算喝水中止。:|
我夸父只喝一口#我夸父只喝一口(喝完你們就沒得喝啦)!:| 我夸父只喝一口#我夸父只喝一口(喝完你們就沒得喝啦)!:|
主人该喝水了#主人該喝水了❤️:| 主人该喝水了#主人該喝水了❤️:|

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@ -25,7 +25,7 @@ LowFoodText:|Mode#L:|Strength#S:|Like#L:|Text#好想再吃一次主人做的料
LowDrinkText:|Mode#H:|Strength#L:|Like#N:|Text#喝!继续喝!还没尽兴呢!:|tag#vup,girl:| LowDrinkText:|Mode#H:|Strength#L:|Like#N:|Text#喝!继续喝!还没尽兴呢!:|tag#vup,girl:|
LowDrinkText:|Mode#H:|Strength#M:|Like#N:|Text#大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!:|tag#vup,girl:| LowDrinkText:|Mode#H:|Strength#M:|Like#N:|Text#大家好,我是本群的“提醒喝水小助手”希望此刻看到消息的人可以和我一起来喝一杯水。和我一起成为一天八杯水的人吧!:|tag#vup,girl:|
LowDrinkText:|Mode#H:|Strength#S:|Like#N:|Text#主人我的宠物快乐水呢!:|tag#vup,girl:| LowDrinkText:|Mode#H:|Strength#S:|Like#N:|Text#主人我的宠物快乐水呢!:|tag#vup,girl:|
LowDrinkText:|Mode#H:|Strength#L:|Like#S:|Text#渴了就喝水,别老扒拉我腿行不行呀:|tag#vup,girl:| LowDrinkText:|Mode#H:|Strength#L:|Like#S:|Text#口渴时该喝水了。:|tag#vup,girl:|
LowDrinkText:|Mode#H:|Strength#M:|Like#M:|Text#本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止:|tag#vup,girl:| LowDrinkText:|Mode#H:|Strength#M:|Like#M:|Text#本人自愿放下水杯停止喝水, 没有受到客观阻碍,不能算喝水未遂,只能算喝水中止:|tag#vup,girl:|
LowDrinkText:|Mode#H:|Strength#S:|Like#M:|Text#我夸父只喝一口:|tag#vup,girl:| LowDrinkText:|Mode#H:|Strength#S:|Like#M:|Text#我夸父只喝一口:|tag#vup,girl:|
LowDrinkText:|Mode#H:|Strength#L:|Like#N:|Text#主人该喝水了:|tag#vup,girl:| LowDrinkText:|Mode#H:|Strength#L:|Like#N:|Text#主人该喝水了:|tag#vup,girl:|