mirror of
https://github.com/LorisYounger/VPet.git
synced 2024-08-30 18:42:36 +00:00
417 lines
15 KiB
C#
417 lines
15 KiB
C#
using System;
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using System.Threading.Tasks;
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using System.Timers;
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using System.Windows;
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namespace VPet_Simulator.Core
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{
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public partial class Main
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{
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public const int DistanceMax = 100;
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public const int DistanceMid = 100;
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public const int DistanceMin = 50;
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public const int LoopProMax = 20;
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public const int LoopMax = 10;
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public const int LoopMid = 7;
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public const int LoopMin = 5;
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public const int TreeRND = 5;
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/// <summary>
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/// 处理说话内容
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/// </summary>
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public event Action<string> OnSay;
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/// <summary>
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/// 上次交互时间
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/// </summary>
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public DateTime LastInteractionTime { get; set; } = DateTime.Now;
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/// <summary>
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/// 事件Timer
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/// </summary>
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public Timer EventTimer = new Timer(15000)
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{
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AutoReset = true,
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Enabled = true
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};
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readonly GraphCore.Helper.SayType[] sayTypes = new GraphCore.Helper.SayType[] { GraphCore.Helper.SayType.Serious, GraphCore.Helper.SayType.Shining, GraphCore.Helper.SayType.Self };
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public void SayRnd(string text)
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{
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Say(text, sayTypes[Function.Rnd.Next(sayTypes.Length)]);
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}
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/// <summary>
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/// 说话
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/// </summary>
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/// <param name="text">说话内容</param>
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public void Say(string text, GraphCore.Helper.SayType type = GraphCore.Helper.SayType.Shining, bool force = false)
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{
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Task.Run(() =>
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{
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OnSay?.Invoke(text);
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if (force || type != GraphCore.Helper.SayType.None && DisplayType == GraphCore.GraphType.Default)
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Display(GraphCore.Helper.Convert(type, GraphCore.Helper.AnimatType.A_Start), () =>
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{
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Dispatcher.Invoke(() => MsgBar.Show(Core.Save.Name, text, type));
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Saying(type);
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});
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else
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{
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Dispatcher.Invoke(() => MsgBar.Show(Core.Save.Name, text, type));
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}
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});
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}
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public void Saying(GraphCore.Helper.SayType type)
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{
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Display(GraphCore.Helper.Convert(type, GraphCore.Helper.AnimatType.B_Loop), () => Saying(type));
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}
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/// <summary>
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/// 根据消耗计算相关数据
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/// </summary>
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/// <param name="TimePass">过去时间倍率</param>
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public void FunctionSpend(double TimePass)
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{
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Core.Save.CleanChange();
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Core.Save.StoreTake();
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double freedrop = (DateTime.Now - LastInteractionTime).TotalMinutes;
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if (freedrop < 1)
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freedrop = 0.5 * TimePass;
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else
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freedrop = Math.Sqrt(freedrop) * TimePass;
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switch (State)
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{
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case WorkingState.Sleep:
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//睡觉消耗
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if (Core.Save.StrengthFood >= 25)
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{
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Core.Save.StrengthChange(TimePass * 4);
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if (Core.Save.StrengthFood >= 75)
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Core.Save.Health += TimePass * 2;
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}
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Core.Save.StrengthChangeFood(-TimePass / 2);
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Core.Save.StrengthChangeDrink(-TimePass / 2);
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Core.Save.FeelingChange(-freedrop / 2);
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break;
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case WorkingState.WorkONE:
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//工作
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if (Core.Save.StrengthFood <= 25)
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{
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if (Core.Save.Strength >= TimePass)
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{
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Core.Save.StrengthChange(-TimePass);
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}
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else
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{
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Core.Save.Health -= TimePass;
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}
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var addmoney = TimePass * 5;
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Core.Save.Money += addmoney;
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WorkTimer.GetCount += addmoney;
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}
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else
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{
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Core.Save.StrengthChangeFood(TimePass);
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if (Core.Save.StrengthFood >= 75)
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Core.Save.Health += TimePass;
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var addmoney = TimePass * (10 + Core.Save.Level / 2);
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Core.Save.Money += addmoney;
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WorkTimer.GetCount += addmoney;
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}
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Core.Save.StrengthChangeFood(-TimePass * 3.5);
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Core.Save.StrengthChangeDrink(-TimePass * 2.5);
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Core.Save.FeelingChange(-freedrop * 1.5);
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break;
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case WorkingState.WorkTWO:
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//工作2 更加消耗体力
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if (Core.Save.StrengthFood <= 25)
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{
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if (Core.Save.Strength >= TimePass * 2)
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{
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Core.Save.StrengthChange(-TimePass * 2);
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}
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else
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{
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Core.Save.Health -= TimePass;
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}
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var addmoney = TimePass * 10;
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Core.Save.Money += addmoney;
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WorkTimer.GetCount += addmoney;
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}
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else
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{
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if (Core.Save.StrengthFood >= 75)
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Core.Save.Health += TimePass;
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var addmoney = TimePass * (20 + Core.Save.Level);
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Core.Save.Money += addmoney;
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WorkTimer.GetCount += addmoney;
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}
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Core.Save.StrengthChangeFood(-TimePass * 4.5);
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Core.Save.StrengthChangeDrink(-TimePass * 7.5);
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Core.Save.FeelingChange(-freedrop * 2.5);
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break;
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case WorkingState.Study:
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//学习
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if (Core.Save.StrengthFood <= 25)
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{
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if (Core.Save.Strength >= TimePass)
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{
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Core.Save.StrengthChange(-TimePass);
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}
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else
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{
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Core.Save.Health -= TimePass;
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}
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var addmoney = TimePass * (10 + Core.Save.Level);
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Core.Save.Exp += addmoney;
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WorkTimer.GetCount += addmoney;
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}
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else
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{
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Core.Save.StrengthChange(TimePass);
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if (Core.Save.StrengthFood >= 75)
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Core.Save.Health += TimePass;
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var addmoney = TimePass * (30 + Core.Save.Level);
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Core.Save.Exp += addmoney;
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WorkTimer.GetCount += addmoney;
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}
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Core.Save.StrengthChangeFood(-TimePass * 1.5);
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Core.Save.StrengthChangeDrink(-TimePass * 2);
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Core.Save.FeelingChange(-freedrop * 3);
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goto default;
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default://默认
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//饮食等乱七八糟的消耗
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if (Core.Save.StrengthFood >= 50)
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{
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Core.Save.StrengthChange(TimePass * 2);
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if (Core.Save.StrengthFood >= 75)
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Core.Save.Health += Function.Rnd.Next(0, 2) * TimePass;
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}
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else if (Core.Save.StrengthFood <= 25)
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{
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Core.Save.Health -= Function.Rnd.Next(0, 1) * TimePass;
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}
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Core.Save.StrengthChangeFood(-TimePass * 1.5);
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Core.Save.StrengthChangeDrink(-TimePass * 1.5);
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Core.Save.FeelingChange(-freedrop);
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break;
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}
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//if (Core.GameSave.Strength <= 40)
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//{
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// Core.GameSave.Health -= Function.Rnd.Next(0, 1);
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//}
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Core.Save.Exp += TimePass;
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//感受提升好感度
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if (Core.Save.Feeling >= 75)
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{
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if (Core.Save.Feeling >= 90)
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{
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Core.Save.Likability += TimePass;
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}
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Core.Save.Exp += TimePass * 2;
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Core.Save.Health += TimePass;
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}
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else if (Core.Save.Feeling <= 25)
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{
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Core.Save.Likability -= TimePass;
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Core.Save.Exp -= TimePass;
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}
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if (Core.Save.StrengthDrink <= 25)
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{
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Core.Save.Health -= Function.Rnd.Next(0, 1) * TimePass;
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Core.Save.Exp -= TimePass;
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}
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else if (Core.Save.StrengthDrink >= 75)
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Core.Save.Health += Function.Rnd.Next(0, 1) * TimePass;
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FunctionSpendHandle?.Invoke();
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var newmod = Core.Save.CalMode();
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if (Core.Save.Mode != newmod)
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{
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//TODO:切换显示动画
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Core.Save.Mode = newmod;
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//TODO:看情况播放停止工作动画
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if (newmod == GameSave.ModeType.Ill && (State != WorkingState.Nomal || State != WorkingState.Sleep))
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{
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WorkTimer.Stop();
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}
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}
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}
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public event Action FunctionSpendHandle;
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private void EventTimer_Elapsed(object sender, ElapsedEventArgs e)
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{
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//所有Handle
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TimeHandle?.Invoke(this);
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if (Core.Controller.EnableFunction)
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{
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FunctionSpend(0.05);
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}
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else
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{
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//Core.Save.Mode = GameSave.ModeType.Happy;
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//Core.GameSave.Mode = GameSave.ModeType.Ill;
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Core.Save.Mode = NoFunctionMOD;
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}
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//UIHandle
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Dispatcher.Invoke(() => TimeUIHandle.Invoke(this));
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if (DisplayType == GraphCore.GraphType.Default && !isPress)
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if (Core.Save.Mode == GameSave.ModeType.Ill)
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{//生病时候的随机
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}
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else//TODO:制作随机列表
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switch (Function.Rnd.Next(Math.Max(20, Core.Controller.InteractionCycle - CountNomal)))
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{
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case 0:
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//随机向右
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DisplayWalk_Left();
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break;
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case 1:
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DisplayClimb_Left_UP();
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break;
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case 2:
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DisplayClimb_Left_DOWN();
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break;
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case 3:
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DisplayClimb_Right_UP();
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break;
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case 4:
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DisplayClimb_Right_DOWN();
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break;
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case 5:
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DisplayWalk_Right();
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break;
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case 6:
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DisplayFall_Left();
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break;
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case 7:
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DisplayFall_Right();
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break;
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case 8:
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DisplayClimb_Top_Right();
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break;
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case 9:
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DisplayClimb_Top_Left();
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break;
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case 10:
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DisplayCrawl_Left();
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break;
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case 11:
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DisplayCrawl_Right();
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break;
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case 13:
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case 14:
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DisplaySleep();
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break;
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case 15:
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case 16:
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DisplayBoring();
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break;
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case 18:
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case 17:
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DisplaySquat();
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break;
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case 12:
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case 19:
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case 20:
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DisplayIdel_StateONE();
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break;
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default:
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break;
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}
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}
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/// <summary>
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/// 定点移动位置向量
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/// </summary>
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private Point MoveTimerPoint = new Point(0, 0);
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/// <summary>
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/// 定点移动定时器
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/// </summary>
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private Timer MoveTimer = new Timer(125)
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{
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AutoReset = true,
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};
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/// <summary>
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/// 设置计算间隔
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/// </summary>
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/// <param name="Interval">计算间隔</param>
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public void SetLogicInterval(int Interval)
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{
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EventTimer.Interval = Interval;
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}
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private Timer SmartMoveTimer = new Timer(20 * 60)
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{
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AutoReset = true,
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};
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/// <summary>
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/// 是否启用智能移动
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/// </summary>
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private bool SmartMove;
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/// <summary>
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/// 设置移动模式
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/// </summary>
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/// <param name="AllowMove">允许移动</param>
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/// <param name="smartMove">启用智能移动</param>
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/// <param name="SmartMoveInterval">智能移动周期</param>
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public void SetMoveMode(bool AllowMove, bool smartMove, int SmartMoveInterval)
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{
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MoveTimer.Enabled = false;
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if (AllowMove)
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{
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MoveTimer.AutoReset = true;
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if (smartMove)
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{
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SmartMoveTimer.Interval = SmartMoveInterval;
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SmartMoveTimer.Start();
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SmartMove = true;
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}
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else
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{
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SmartMoveTimer.Enabled = false;
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SmartMove = false;
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}
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}
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else
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{
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MoveTimer.AutoReset = false;
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}
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}
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/// <summary>
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/// 当前状态
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/// </summary>
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public WorkingState State = WorkingState.Nomal;
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/// <summary>
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/// 当前正在的状态
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/// </summary>
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public enum WorkingState
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{
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/// <summary>
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/// 默认:啥都没干
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/// </summary>
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Nomal,
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/// <summary>
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/// 正在干活1
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/// </summary>
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WorkONE,
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/// <summary>
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/// 正在干活1
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/// </summary>
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WorkTWO,
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/// <summary>
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/// 学习中
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/// </summary>
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Study,
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/// <summary>
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/// 睡觉
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/// </summary>
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Sleep,
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///// <summary>
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///// 玩耍中
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///// </summary>
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//Playing,
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}
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}
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}
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