mirror of
https://github.com/LorisYounger/VPet.git
synced 2024-08-30 18:42:36 +00:00
386 lines
10 KiB
C#
386 lines
10 KiB
C#
using LinePutScript;
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using LinePutScript.Converter;
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using System;
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using VPet_Simulator.Core;
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using static VPet_Simulator.Core.IGameSave;
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namespace VPet_Simulator.Windows.Interface;
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/// <summary>
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/// 游戏存档 桌宠桌面端订制版本
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/// </summary>
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public class GameSave_VPet : IGameSave
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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 string Name { get; set; }
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/// <summary>
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/// 主人称呼
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/// </summary>
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public string HostName { 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 double Money { get; set; }
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double exp { get; set; }
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/// <summary>
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/// 等级
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/// </summary>
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[Line]
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public int Level { get; set; } = 1;
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/// <summary>
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/// 等级上限
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/// </summary>
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[Line]
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public int LevelMax { get; set; } = 0;
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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")]
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public double Exp
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{
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get => exp;
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set
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{
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int lun = LevelUpNeed();
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while (value >= lun)
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{
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value -= lun;
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LikabilityMax += 10;
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if (Level++ > 1000 + LevelMax * 100)
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{
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LevelMax++;
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Level = 100 * LevelMax;
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}
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lun = LevelUpNeed();
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}
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exp = value;
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}
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}
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/// <summary>
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/// 玩家总共获得的经验值数量
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/// </summary>
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public double TotalExpGained()
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{
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double totalExp = 0;
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// 首先,添加LevelMax的经验值
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for (int i = 1; i <= LevelMax; i++)
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{
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for (int j = 100 * i + 1; j <= 1000 + 100 * i; j++)
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totalExp += 200 * j - 100;
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}
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// 然后,添加当前等级的经验值
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totalExp += (Level - 100 * LevelMax) * (200 * (Level - 1) - 100);
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// 最后,添加剩余的经验值
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totalExp += Exp;
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return totalExp;
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}
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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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public int LevelUpNeed() => 200 * Level - 100;
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/// <summary>
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/// 体力 0-100
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/// </summary>
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public double Strength { get => strength; set => strength = Math.Min(StrengthMax, Math.Max(0, value)); }
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public double StrengthMax => 100 + (int)(Math.Pow(Level * (1 + LevelMax), 0.75) * 4);
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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 { get; set; } = 0;
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public 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 double StrengthFood
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{
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get => strengthFood; set
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{
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value = Math.Min(StrengthMax, 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 double StoreStrengthFood { get; set; }
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public 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 { get; set; } = 0;
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/// <summary>
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/// 口渴度
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/// </summary>
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public double StrengthDrink
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{
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get => strengthDrink; set
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{
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value = Math.Min(StrengthMax, 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 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 { get; set; } = 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 double Feeling
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{
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get => feeling; set
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{
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value = Math.Min(FeelingMax, 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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/// 变化 心情
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/// </summary>
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public double ChangeFeeling { get; set; } = 0;
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public 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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var max = LikabilityMax;
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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 = 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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FeelingChange(food.Feeling);
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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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/// 宠物当前状态
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/// </summary>
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[Line(name: "mode")]
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public ModeType Mode { get; set; } = ModeType.Nomal;
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[Line]
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public double LikabilityMax { get; set; } = 100;
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public double FeelingMax => 100 + (int)(Math.Pow(Level * (1 + LevelMax), 0.75) * 2);
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/// <summary>
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/// 经验值加成 TODO
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/// </summary>
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public double ExpBonus { get; set; } = 1;
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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 / FeelingMax >= 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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double realfel = .90 - (Likability >= 80 ? .20 : (Likability >= 40 ? .10 : 0));
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double felps = Feeling / FeelingMax;
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if (felps >= realfel)
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{
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return ModeType.Happy;
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}
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else if (felps <= realfel / 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_VPet(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_VPet()
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{
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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_VPet Load(ILine data) => LPSConvert.DeserializeObject<GameSave_VPet>(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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