更新
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using System;
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using System.Collections.Generic;
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using Continentis.MainGame.Card;
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using SLSFramework.General;
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using SoftCircuits.Collections;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Continentis.MainGame.Character
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{
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public partial class IntentionSubmodule : SubmoduleBase<CharacterBase>
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{
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public List<IntentionBase> allIntentions;
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public IntentionBase currentIntention;
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public UnityAction getIntendedCards;
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public List<IntendedCard> intendedCards;
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/// <summary>意图卡被移除后触发,参数为被移除的 IntendedCard 和它原来所在的索引。</summary>
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public OrderedDictionary<string, PrioritizedAction<IntendedCard, int>> onIntendedCardRemoved;
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/// <summary>意图卡被替换后触发,参数为旧 IntendedCard、新 IntendedCard 和所在的索引。</summary>
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public OrderedDictionary<string, PrioritizedAction<IntendedCard, IntendedCard, int>> onIntendedCardReplaced;
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/// <summary>意图卡被插入后触发,参数为新 IntendedCard 和插入的索引。</summary>
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public OrderedDictionary<string, PrioritizedAction<IntendedCard, int>> onIntendedCardInserted;
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public IntentionSubmodule(CharacterBase owner) : base(owner)
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{
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allIntentions = new List<IntentionBase>();
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currentIntention = new IntentionBase(this);
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getIntendedCards = owner.GetIntendedCards;
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intendedCards = new List<IntendedCard>();
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onIntendedCardRemoved = new OrderedDictionary<string, PrioritizedAction<IntendedCard, int>>();
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onIntendedCardReplaced = new OrderedDictionary<string, PrioritizedAction<IntendedCard, IntendedCard, int>>();
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onIntendedCardInserted = new OrderedDictionary<string, PrioritizedAction<IntendedCard, int>>();
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}
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}
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public class IntendedCard
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{
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public CardInstance cardInstance;
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public List<CharacterBase> targets;
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public IntendedCard(CardInstance cardInstance, List<CharacterBase> targets)
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{
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this.cardInstance = cardInstance;
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this.targets = targets;
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}
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}
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public class IntentionBase : IPrioritized
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{
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public IntentionSubmodule intentionSubmodule;
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public CharacterBase character => intentionSubmodule.owner;
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public DeckSubmodule characterDeck => character.deckSubmodule;
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public RecordSubmodule characterRecord => character.recordSubmodule;
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public int Priority { get; protected set; }
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public int guaranteedStamina;
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public int guaranteedMana;
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public int maxCardCount;
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public IntentionBase(IntentionSubmodule intentionSubmodule)
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{
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this.intentionSubmodule = intentionSubmodule;
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this.Priority = 0;
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this.guaranteedStamina = 0;
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this.guaranteedMana = 0;
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this.maxCardCount = 999;
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}
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public virtual bool Condition()
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{
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return true;
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}
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public virtual void RefreshCardWeights()
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{
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}
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public virtual void RefreshTargets()
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{
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}
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/// <summary>NPC 本回合出牌前调用,可用于播放蓄力台词、切换动画状态等。</summary>
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public virtual void PreAction() { }
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/// <summary>NPC 本回合全部卡牌出完后调用,可用于播放结束台词、重置状态等。</summary>
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public virtual void PostAction() { }
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 434edd20e1100e8489b175dab3fac8e0
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@@ -0,0 +1,238 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame.Card;
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using SLSFramework.General;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Continentis.MainGame.Character
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{
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public partial class IntentionSubmodule
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{
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// ──────────────────────────────────────────────────────────────
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// 原子操作层
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// ──────────────────────────────────────────────────────────────
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/// <summary>移除指定位置的意图卡并销毁其视图。</summary>
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/// <returns>被移除的 IntendedCard,索引越界时返回 null。</returns>
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public IntendedCard RemoveIntendedCardAt(int index)
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{
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if (!IsValidIndex(index)) return null;
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IntendedCard removed = intendedCards[index];
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removed.cardInstance.DestroyIntentionCardView();
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intendedCards.RemoveAt(index);
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onIntendedCardRemoved.Invoke(removed, index);
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return removed;
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}
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/// <summary>替换指定位置的意图卡,销毁旧视图并生成新视图。</summary>
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/// <returns>被替换掉的旧 IntendedCard,索引越界时返回 null。</returns>
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public IntendedCard ReplaceIntendedCardAt(int index, IntendedCard newCard)
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{
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if (!IsValidIndex(index)) return null;
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if (newCard == null)
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{
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Debug.LogWarning("[IntentionSubmodule] ReplaceIntendedCardAt: newCard is null, performing remove instead.");
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return RemoveIntendedCardAt(index);
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}
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IntendedCard oldCard = intendedCards[index];
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oldCard.cardInstance.DestroyIntentionCardView();
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intendedCards[index] = newCard;
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newCard.cardInstance.GenerateIntentionCardView();
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// 设置文本解析目标
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if (newCard.targets.Count > 0)
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{
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newCard.cardInstance.Targeting(newCard.targets[0]);
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newCard.cardInstance.contentSubmodule.dirtyMark = true;
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}
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onIntendedCardReplaced.Invoke(oldCard, newCard, index);
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return oldCard;
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}
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/// <summary>在指定位置插入一张新意图卡并生成视图。</summary>
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public void InsertIntendedCard(int index, IntendedCard newCard)
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{
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if (newCard == null)
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{
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Debug.LogWarning("[IntentionSubmodule] InsertIntendedCard: newCard is null, insertion skipped.");
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return;
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}
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int clampedIndex = Mathf.Clamp(index, 0, intendedCards.Count);
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intendedCards.Insert(clampedIndex, newCard);
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newCard.cardInstance.GenerateIntentionCardView();
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// 设置文本解析目标
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if (newCard.targets.Count > 0)
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{
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newCard.cardInstance.Targeting(newCard.targets[0]);
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newCard.cardInstance.contentSubmodule.dirtyMark = true;
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}
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onIntendedCardInserted.Invoke(newCard, clampedIndex);
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}
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/// <summary>在末尾追加一张新意图卡并生成视图。</summary>
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public void AddIntendedCard(IntendedCard newCard)
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{
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InsertIntendedCard(intendedCards.Count, newCard);
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}
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// ──────────────────────────────────────────────────────────────
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// 查询 / 工具层
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// ──────────────────────────────────────────────────────────────
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/// <summary>返回 intendedCards 中的随机索引,列表为空时返回 -1。</summary>
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public int GetRandomIntendedCardIndex()
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{
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return intendedCards.Count == 0 ? -1 : Random.Range(0, intendedCards.Count);
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}
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/// <summary>
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/// 使用过滤器从 intendedCards 中筛选出符合条件的意图卡索引列表。
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/// </summary>
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/// <param name="filter">返回 true 表示该意图卡通过筛选。</param>
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public List<int> GetFilteredIntendedCardIndices(Func<IntendedCard, bool> filter)
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{
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List<int> result = new List<int>();
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for (int i = 0; i < intendedCards.Count; i++)
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{
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if (filter(intendedCards[i]))
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result.Add(i);
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}
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return result;
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}
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/// <summary>
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/// 使用过滤器从 intendedCards 中随机选取一个符合条件的意图卡索引。
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/// </summary>
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/// <returns>随机索引,无符合条件的意图卡时返回 -1。</returns>
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public int GetRandomFilteredIntendedCardIndex(Func<IntendedCard, bool> filter)
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{
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List<int> filtered = GetFilteredIntendedCardIndices(filter);
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return filtered.Count == 0 ? -1 : filtered[Random.Range(0, filtered.Count)];
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}
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/// <summary>
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/// 尝试从 PoolPile 中获取一张可替换的随机卡牌(排除当前已在 intendedCards 中的卡牌)。
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/// </summary>
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/// <param name="result">生成的 IntendedCard,失败时为 null。</param>
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/// <param name="checkAffordability">是否检查体力/法力消耗。</param>
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/// <returns>是否成功找到可替换的卡牌。</returns>
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public bool TryGetRandomReplacementCard(out IntendedCard result, bool checkAffordability = false)
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{
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result = null;
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HashSet<CardInstance> currentCards = new HashSet<CardInstance>(
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intendedCards.Select(ic => ic.cardInstance));
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List<CardInstance> candidates = owner.deckSubmodule.PoolPile
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.Where(card => !currentCards.Contains(card) && !card.weightSubmodule.forceIgnore)
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.ToList();
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if (checkAffordability)
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{
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int stamina = owner.GetAttribute(CharacterAttributes.Stamina);
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int mana = owner.GetAttribute(CharacterAttributes.Mana);
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candidates = candidates.Where(card =>
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card.GetAttribute(CardAttributes.StaminaCost) <= stamina &&
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card.GetAttribute(CardAttributes.ManaCost) <= mana).ToList();
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}
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if (candidates.Count == 0) return false;
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CardInstance chosen = candidates[Random.Range(0, candidates.Count)];
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if (!owner.CheckAvailabilityAndSetTargets(chosen, out List<CharacterBase> targets))
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return false;
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result = new IntendedCard(chosen, targets);
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return true;
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}
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// ──────────────────────────────────────────────────────────────
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// 组合操作层
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// ──────────────────────────────────────────────────────────────
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/// <summary>随机移除一张意图卡。</summary>
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/// <returns>被移除的 IntendedCard,列表为空时返回 null。</returns>
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public IntendedCard RemoveRandomIntendedCard()
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{
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int index = GetRandomIntendedCardIndex();
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return index < 0 ? null : RemoveIntendedCardAt(index);
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}
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/// <summary>
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/// 随机移除一张符合过滤条件的意图卡。
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/// </summary>
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/// <param name="filter">返回 true 表示该意图卡可被移除。</param>
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/// <returns>被移除的 IntendedCard,无符合条件的意图卡时返回 null。</returns>
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public IntendedCard RemoveRandomIntendedCard(Func<IntendedCard, bool> filter)
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{
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int index = GetRandomFilteredIntendedCardIndex(filter);
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return index < 0 ? null : RemoveIntendedCardAt(index);
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}
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/// <summary>
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/// 随机将一张意图卡替换为 PoolPile 中的另一张卡牌。
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/// 若无可替换卡牌则降级为移除。
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/// </summary>
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/// <param name="checkAffordability">是否检查体力/法力消耗。</param>
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/// <returns>操作是否成功执行(移除或替换均算成功)。</returns>
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public bool ChangeRandomIntendedCard(bool checkAffordability = false)
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{
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int index = GetRandomIntendedCardIndex();
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if (index < 0) return false;
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if (TryGetRandomReplacementCard(out IntendedCard replacement, checkAffordability))
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{
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ReplaceIntendedCardAt(index, replacement);
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}
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else
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{
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RemoveIntendedCardAt(index);
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}
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return true;
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}
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/// <summary>
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/// 随机将一张符合过滤条件的意图卡替换为 PoolPile 中的另一张卡牌。
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/// 若无可替换卡牌则降级为移除。
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/// </summary>
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/// <param name="filter">返回 true 表示该意图卡可被替换。</param>
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/// <param name="checkAffordability">是否检查体力/法力消耗。</param>
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/// <returns>操作是否成功执行。</returns>
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public bool ChangeRandomIntendedCard(Func<IntendedCard, bool> filter, bool checkAffordability = false)
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{
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int index = GetRandomFilteredIntendedCardIndex(filter);
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if (index < 0) return false;
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if (TryGetRandomReplacementCard(out IntendedCard replacement, checkAffordability))
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{
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ReplaceIntendedCardAt(index, replacement);
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}
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else
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{
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RemoveIntendedCardAt(index);
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}
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return true;
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}
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// ──────────────────────────────────────────────────────────────
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// 内部工具
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// ──────────────────────────────────────────────────────────────
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private bool IsValidIndex(int index)
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{
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if (index >= 0 && index < intendedCards.Count) return true;
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Debug.LogWarning($"[IntentionSubmodule] Index {index} out of range (count: {intendedCards.Count}).");
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return false;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 41e6e47005c77fb4994040c6b9763669
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