mirror of
https://github.com/LorisYounger/VPet.git
synced 2024-08-30 18:42:36 +00:00
365 lines
11 KiB
C#
365 lines
11 KiB
C#
using LinePutScript;
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using LinePutScript.Converter;
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using System;
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using System.Windows.Forms;
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namespace VPet_Simulator.Core
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{
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/// <summary>
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/// 游戏存档
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/// </summary>
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public class GameSave
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{
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/// <summary>
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/// 宠物名字
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/// </summary>
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[Line(name: "name")]
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public virtual string Name { get; set; }
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/// <summary>
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/// 金钱
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/// </summary>
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[Line(Type = LPSConvert.ConvertType.ToFloat, Name = "money")]
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public virtual double Money { get; set; }
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/// <summary>
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/// 经验值
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/// </summary>
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[Line(type: LPSConvert.ConvertType.ToFloat, name: "exp")] public virtual double Exp { get; set; }
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/// <summary>
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/// 等级
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/// </summary>
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public virtual int Level => Exp < 0 ? 1 : (int)(Math.Sqrt(Exp) / 10) + 1;
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/// <summary>
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/// 升级所需经验值
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/// </summary>
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/// <returns></returns>
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public virtual int LevelUpNeed() => (int)(Math.Pow((Level) * 10, 2));
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/// <summary>
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/// 体力 0-100
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/// </summary>
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public virtual double Strength { get => strength; set => strength = Math.Min(100, Math.Max(0, value)); }
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[Line(Type = LPSConvert.ConvertType.ToFloat, IgnoreCase = true)]
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protected double strength { get; set; }
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/// <summary>
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/// 待补充的体力,随着时间缓慢加给桌宠
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/// </summary>//让游戏更有游戏性
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[Line(Type = LPSConvert.ConvertType.ToFloat, IgnoreCase = true)]
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public double StoreStrength { get; set; }
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/// <summary>
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/// 变化 体力
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/// </summary>
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public double ChangeStrength = 0;
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public virtual void StrengthChange(double value)
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{
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ChangeStrength += value;
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Strength += value;
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}
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/// <summary>
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/// 饱腹度
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/// </summary>
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public virtual double StrengthFood
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{
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get => strengthFood; set
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{
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value = Math.Min(100, value);
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if (value <= 0)
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{
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Health += value;
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strengthFood = 0;
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}
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else
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strengthFood = value;
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}
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}
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double strengthFood { get; set; }
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/// <summary>
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/// 待补充的饱腹度,随着时间缓慢加给桌宠
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/// </summary>//让游戏更有游戏性
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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public virtual double StoreStrengthFood { get; set; }
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public virtual void StrengthChangeFood(double value)
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{
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ChangeStrengthFood += value;
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StrengthFood += value;
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}
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/// <summary>
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/// 变化 食物
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/// </summary>
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public double ChangeStrengthFood = 0;
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/// <summary>
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/// 口渴度
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/// </summary>
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public virtual double StrengthDrink
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{
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get => strengthDrink; set
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{
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value = Math.Min(100, value);
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if (value <= 0)
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{
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Health += value;
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strengthDrink = 0;
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}
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else
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strengthDrink = value;
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}
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}
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double strengthDrink { get; set; }
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/// <summary>
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/// 待补充的口渴度,随着时间缓慢加给桌宠
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/// </summary>//让游戏更有游戏性
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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public virtual double StoreStrengthDrink { get; set; }
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/// <summary>
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/// 变化 口渴度
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/// </summary>
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public double ChangeStrengthDrink = 0;
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public void StrengthChangeDrink(double value)
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{
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ChangeStrengthDrink += value;
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StrengthDrink += value;
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}
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/// <summary>
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/// 心情
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/// </summary>
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public virtual double Feeling
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{
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get => feeling; set
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{
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value = Math.Min(100, value);
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if (value <= 0)
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{
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Health += value / 2;
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Likability += value / 2;
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feeling = 0;
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}
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else
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feeling = value;
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}
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}
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double feeling { get; set; }
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/// <summary>
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/// 待补充的心情,随着时间缓慢加给桌宠
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/// </summary>//让游戏更有游戏性
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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public double StoreFeeling { get; set; }
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/// <summary>
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/// 变化 心情
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/// </summary>
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public double ChangeFeeling = 0;
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public virtual void FeelingChange(double value)
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{
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ChangeFeeling += value;
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Feeling += value;
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}
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/// <summary>
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/// 健康(生病)(隐藏)
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/// </summary>
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public double Health { get => health; set => health = Math.Min(100, Math.Max(0, value)); }
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double health { get; set; }
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/// <summary>
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/// 好感度(隐藏)(累加值)
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/// </summary>
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public double Likability
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{
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get => likability; set
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{
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int max = 90 + Level * 10;
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value = Math.Max(0, value);
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if (value > max)
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{
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likability = max;
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Health += value - max;
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}
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else
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likability = value;
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}
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}
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[Line(Type = LPSConvert.ConvertType.ToFloat)]
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protected double likability { get; set; }
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/// <summary>
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/// 清除变化
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/// </summary>
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public void CleanChange()
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{
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ChangeStrength /= 2;
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ChangeFeeling /= 2;
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ChangeStrengthDrink /= 2;
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ChangeStrengthFood /= 2;
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}
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/// <summary>
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/// 取回被储存的体力
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/// </summary>
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public void StoreTake()
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{
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const int t = 10;
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var s = StoreFeeling / t;
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StoreFeeling -= s;
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if (Math.Abs(StoreFeeling) < 1)
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StoreFeeling = 0;
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else
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FeelingChange(s);
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s = StoreStrength / t;
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StoreStrength -= s;
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if (Math.Abs(StoreStrength) < 1)
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StoreStrength = 0;
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else
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StrengthChange(s);
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s = StoreStrengthDrink / t;
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StoreStrengthDrink -= s;
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if (Math.Abs(StoreStrengthDrink) < 1)
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StoreStrengthDrink = 0;
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else
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StrengthChangeDrink(s);
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s = StoreStrengthFood / t;
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StoreStrengthFood -= s;
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if (Math.Abs(StoreStrengthFood) < 1)
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StoreStrengthFood = 0;
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else
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StrengthChangeFood(s);
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}
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/// <summary>
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/// 吃食物
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/// </summary>
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/// <param name="food">食物类</param>
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public void EatFood(IFood food)
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{
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Exp += food.Exp;
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var tmp = food.Strength / 2;
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StrengthChange(tmp);
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StoreStrength += tmp;
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tmp = food.StrengthFood / 2;
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StrengthChangeFood(tmp);
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StoreStrengthFood += tmp;
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tmp = food.StrengthDrink / 2;
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StrengthChangeDrink(tmp);
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StoreStrengthDrink += tmp;
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tmp = food.Feeling / 2;
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FeelingChange(tmp);
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StoreFeeling += tmp;
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Health += food.Health;
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Likability += food.Likability;
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}
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/// <summary>
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/// 宠物状态模式
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/// </summary>
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public enum ModeType
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{
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/// <summary>
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/// 高兴
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/// </summary>
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Happy,
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/// <summary>
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/// 普通
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/// </summary>
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Nomal,
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/// <summary>
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/// 状态不佳
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/// </summary>
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PoorCondition,
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/// <summary>
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/// 生病(躺床)
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/// </summary>
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Ill
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}
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[Line(name: "mode")]
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public ModeType Mode { get; set; } = ModeType.Nomal;
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/// <summary>
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/// 计算宠物当前状态
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/// </summary>
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public ModeType CalMode()
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{
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int realhel = 60 - (Feeling >= 80 ? 12 : 0) - (Likability >= 80 ? 12 : (Likability >= 40 ? 6 : 0));
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//先从最次的开始
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if (Health <= realhel)
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{
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//可以确认从状态不佳和生病二选一
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if (Health <= realhel / 2)
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{//生病
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return ModeType.Ill;
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}
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else
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{
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return ModeType.PoorCondition;
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}
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}
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//然后判断是高兴还是普通
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realhel = 90 - (Likability >= 80 ? 20 : (Likability >= 40 ? 10 : 0));
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if (Feeling >= realhel)
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{
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return ModeType.Happy;
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}
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else if (Feeling <= realhel / 2)
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{
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return ModeType.PoorCondition;
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}
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return ModeType.Nomal;
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}
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/// <summary>
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/// 新游戏
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/// </summary>
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public GameSave(string name)
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{
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Name = name;
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Money = 100;
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Exp = 0;
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Strength = 100;
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StrengthFood = 100;
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StrengthDrink = 100;
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Feeling = 60;
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Health = 100;
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Likability = 0;
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Mode = CalMode();
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}
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/// <summary>
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/// 读档
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/// </summary>
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public GameSave()
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{
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//Money = line.GetFloat("money");
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//Name = line.Info;
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//Exp = line.GetInt("exp");
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//Strength = line.GetFloat("strength");
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//StrengthDrink = line.GetFloat("strengthdrink");
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//StrengthFood = line.GetFloat("strengthfood");
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//Feeling = line.GetFloat("feeling");
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//Health = line.GetFloat("health");
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//Likability = line.GetFloat("likability");
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//Mode = CalMode();
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}
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/// <summary>
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/// 读档
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/// </summary>
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public static GameSave Load(ILine data) => LPSConvert.DeserializeObject<GameSave>(data);
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/// <summary>
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/// 存档
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/// </summary>
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/// <returns>存档行</returns>
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public Line ToLine()
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{
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//Line save = new Line("vpet", Name);
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//save.SetFloat("money", Money);
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//save.SetInt("exp", Exp);
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//save.SetFloat("strength", Strength);
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//save.SetFloat("strengthdrink", StrengthDrink);
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//save.SetFloat("strengthfood", StrengthFood);
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//save.SetFloat("feeling", Feeling);
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//save.SetFloat("health", Health);
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//save.SetFloat("Likability", Likability);
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return LPSConvert.SerializeObject(this, "vpet");
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}
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}
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}
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