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

222 lines
8.7 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using LinePutScript.Localization.WPF;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using VPet_Simulator.Core;
using static VPet_Simulator.Core.GraphHelper;
namespace VPet_Simulator.Windows.Interface
{
public static class ExtensionFunction
{
/// <summary>
/// 工作获取效率
/// </summary>
/// <param name="work">工作</param>
/// <returns>工作获取效率</returns>
public static double Get(this Work work)
{
if (work.Type == Work.WorkType.Work)
return MathPow(Math.Abs(work.MoneyBase) * (1 + work.FinishBonus / 2) + 1, 1.25);
else
return MathPow((Math.Abs(work.MoneyBase) * (1 + work.FinishBonus / 2) + 1) / 10, 1.25);
}
/// <summary>
/// 求幂(带符号)
/// </summary>
public static double MathPow(double value, double pow)
{
return Math.Pow(Math.Abs(value), pow) * Math.Sign(value);
}
/// <summary>
/// 工作花费效率
/// </summary>
/// <param name="work">工作</param>
/// <returns>工作花费效率</returns>
public static double Spend(this Work work)
{
return (MathPow(work.StrengthFood, 1.5) / 3 + MathPow(work.StrengthDrink, 1.5) / 4 + MathPow(work.Feeling, 1.5) / 4 +
work.LevelLimit / 10.0 + MathPow(work.StrengthFood + work.StrengthDrink + work.Feeling, 1.5) / 10) * 3;
}
/// <summary>
/// 判断这个工作是否超模
/// </summary>
/// <param name="work">工作</param>
/// <returns>是否超模</returns>
public static bool IsOverLoad(this Work work)
{//判断这个工作是否超模
if (work.LevelLimit < 0)
work.LevelLimit = 0;
if (work.FinishBonus < 0)
work.FinishBonus = 0;
if (work.Type == Work.WorkType.Play && work.Feeling > 0)
work.Feeling *= -1;//旧版本代码兼容
if (work.Time < 10)
work.Time = 10;
if (work.FinishBonus > 2)
work.FinishBonus = 2;
var spend = work.Spend();
var get = work.Get();
var rel = get / spend;
if (rel < 0)
return true;
var lvlimit = 1.1 * work.LevelLimit + 10;
if (work.Type != Work.WorkType.Work)
lvlimit *= 10;
if (Math.Abs(work.MoneyBase) > lvlimit) //等级获取速率限制
return true;
return rel > 1.4; // 推荐rel为1左右 超过1.3就是超模
}
/// <summary>
/// 数值梯度下降法 修复超模工作
/// </summary>
/// <param name="work"></param>
public static void FixOverLoad(this Work work)
{
// 设置梯度下降的步长和最大迭代次数
double stepSize = 0.01;
int maxIterations = 100;
if (work.LevelLimit < 0)
work.LevelLimit = 0;
if (work.FinishBonus < 0)
work.FinishBonus = 0;
if (work.Type == Work.WorkType.Play && work.Feeling > 0)
work.Feeling *= -1;//旧版本代码兼容
if (work.Time < 10)
work.Time = 10;
if (work.FinishBonus > 2)
work.FinishBonus = 2;
for (int i = 0; i < maxIterations; i++)
{
while (Math.Abs(work.Get()) > 1.1 * work.LevelLimit + 10) //等级获取速率限制
{
work.MoneyBase /= 2;
}
// 判断是否已经合理
if (!work.IsOverLoad())
{
return;
}
// 计算当前的Spend和Get
double currentSpend = work.Spend();
double currentGet = work.Get();
// 为每个参数增加一个小的delta值然后重新计算Spend和Get
double delta = 0.0001;
work.MoneyBase += delta;
double getGradient = (work.Get() - currentGet) / delta;
work.MoneyBase -= delta; // 还原MoneyBase的值
work.StrengthFood += delta;
work.StrengthDrink += delta;
work.Feeling += delta;
double spendGradient = (work.Spend() - currentSpend) / delta;
// 还原所有的值
work.StrengthFood -= delta;
work.StrengthDrink -= delta;
work.Feeling -= delta;
// 根据梯度更新属性值
work.MoneyBase += stepSize * getGradient;
work.StrengthFood -= stepSize * spendGradient;
work.StrengthDrink -= stepSize * spendGradient;
work.Feeling -= stepSize * spendGradient;
}
// 如果仍然不合理,设定一个默认值
if (work.IsOverLoad())
{
switch (work.Type)
{
case Work.WorkType.Play:
work.MoneyBase = 18;
work.StrengthFood = 1;
work.StrengthDrink = 1.5;
work.Feeling = -1;
work.LevelLimit = 0;
break;
case Work.WorkType.Work:
work.MoneyBase = 8;
work.StrengthFood = 3.5;
work.StrengthDrink = 2.5;
work.Feeling = 1;
work.LevelLimit = 0;
break;
case Work.WorkType.Study:
work.MoneyBase = 80;
work.StrengthFood = 2;
work.StrengthDrink = 2;
work.Feeling = 3;
work.LevelLimit = 0;
break;
}
}
}
/// <summary>
/// 将工作的属性值翻倍
/// </summary>
public static Work Double(this Work work, int value)
{
if (value == 1) return work;
Work w = (Work)work.Clone();
w.MoneyBase *= value;
w.StrengthFood *= 0.48 + 0.6 * value;
w.StrengthDrink *= 0.48 + 0.6 * value;
w.Feeling *= 0.48 + 0.6 * value;
w.LevelLimit = (work.LevelLimit + 10) * value;
return w;
}
public static string FoodToDescription(this IFood food)
{
var dic = new List<Tuple<string, double, string>>()
{
new Tuple<string, double, string>(LocalizeCore.Translate("经验值"), food.Exp, ValueToPlusPlus(food.Exp, 1 / 4, 5)),
new Tuple<string, double, string>(LocalizeCore.Translate("饱腹度"),food.StrengthFood, ValueToPlusPlus(food.StrengthFood, 1 / 2, 5)) ,
new Tuple<string, double, string>(LocalizeCore.Translate("口渴度"), food.StrengthDrink, ValueToPlusPlus(food.StrengthDrink, 1 / 2.5, 5)),
new Tuple<string, double, string>(LocalizeCore.Translate("体力"),food.Strength, ValueToPlusPlus(food.Strength, 1 / 4, 5)),
new Tuple<string, double, string>(LocalizeCore.Translate("心情"), food.Feeling, ValueToPlusPlus(food.Feeling, 1 / 3, 5)),
new Tuple<string, double, string>(LocalizeCore.Translate("健康"),food.Health, ValueToPlusPlus(food.Health, 1, 5)) ,
new Tuple<string, double, string>(LocalizeCore.Translate("好感度"),food.Likability, ValueToPlusPlus(food.Likability, 1.5, 5))
};
var dic2 = dic.Where(kv => kv.Item2 != 0)
.Select(x => x.Item1 + x.Item3);
return string.Join("\n", dic2);
}
/// <summary>
/// 把值变成++
/// </summary>
/// <param name="value">值</param>
/// <param name="magnification">倍率</param>
/// <returns></returns>
public static string ValueToPlusPlus(double value, double magnification, int max = 10)
{
int v = (int)Math.Abs(value);
v = (int)(Math.Pow(v, magnification));
v = Math.Min(Math.Max(v, 0), max);
if (value < 0)
return new string('-', v);
else
return new string('+', v);
}
}
public static partial class ExtensionValue
{
/// <summary>
/// 当前运行目录
/// </summary>
public static string BaseDirectory = new FileInfo(System.Reflection.Assembly.GetExecutingAssembly().Location).DirectoryName;
}
}