using System.Collections.Generic; using System.Linq; using Continentis.MainGame.Card; using Continentis.MainGame.Equipment; using SLSFramework.General; using SLSFramework.UModAssistance; using UnityEngine; namespace Continentis.MainGame.Character { public partial class CharacterBase { public virtual void InitializeCards() { string initialPile = this is PlayerHero ? "Draw" : "Pool"; foreach (string cardDataID in data.initialDeckRef) { CardInstance.GenerateCardInstance(ModManager.GetData(cardDataID), this, initialPile); } foreach (EquipmentBase equipment in equipmentSubmodule.currentEquipments) { foreach (string cardDataID in equipment.equipmentData.belongingCardDataRefs) { CardInstance.GenerateCardInstance(ModManager.GetData(cardDataID), this, initialPile); } } } } public partial class CharacterBase { /// /// 检查是否有足够的体力 /// public bool CheckEnoughStamina(int staminaCost) { return GetAttribute("Stamina") >= staminaCost; } /// /// 消耗体力 /// public void ModifyStamina(int staminaValue) { ModifyAttribute("Stamina", staminaValue); ClampAttribute("Stamina", 0, GetAttribute("MaximumStamina")); if (this is PlayerHero) { CombatUIManager.Instance.combatMainPage.combatResourcesDisplayer.UpdateIcons(); } } /// /// 检查是否有足够的魔法 /// public bool CheckEnoughMana(int manaCost) { return GetAttribute("Mana") >= manaCost; } /// /// 消耗魔法 /// public void ModifyMana(int manaValue) { ModifyAttribute("Mana", manaValue); ClampAttribute("Stamina", 0, GetAttribute("MaximumStamina")); if (this is PlayerHero) { CombatUIManager.Instance.combatMainPage.combatResourcesDisplayer.UpdateIcons(); } } } public partial class CharacterBase { /// /// 攻击目标 /// /// 目标 /// 初始伤害 /// 是否无视闪避 /// 是否无视格挡 /// 是否无视护盾 /// 实际造成的伤害 public AttackResult Attack(CharacterBase target, int startDamage, CardInstance attackCard = null, bool triggerAttackEvent = true, bool ignoreDodge = false, bool ignoreBlock = false, bool ignoreShield = false) { if (triggerAttackEvent) { eventSubmodule.onStartAttack.Invoke(target); } //闪避检测:如果闪避成功,直接结束 int modifiedStartDamageForDodge = Mathf.RoundToInt(startDamage * GetRawAttribute("DodgeCheckStartDamageMultiplier", 1)); bool dodged = !ignoreDodge && target.CheckDodge(modifiedStartDamageForDodge); int hurt = 0; int blocked = 0; int shielded = 0; if (!dodged) { int remainingDamageAfterBlock = ignoreBlock ? startDamage : target.CheckBlock(startDamage); if (remainingDamageAfterBlock > 0) { blocked = startDamage - remainingDamageAfterBlock; int remainingDamageAfterShield = ignoreShield ? remainingDamageAfterBlock : target.CheckShield(remainingDamageAfterBlock); if (remainingDamageAfterShield > 0) { shielded = remainingDamageAfterBlock - remainingDamageAfterShield; hurt = remainingDamageAfterShield; target.HealthRemoval(remainingDamageAfterShield); } } } target.characterView.hudContainer.enablingHUDs["MainAttributesBar"].UpdateHud(); AttackResult attackResult = new AttackResult(this, target, startDamage, attackCard, dodged, blocked, shielded, hurt); if (triggerAttackEvent) { eventSubmodule.onFinishAttack.Invoke(target, attackResult); combatBuffSubmodule.buffList.For(buff => { buff.eventSubmodule?.onDealAttack.Invoke(attackResult); }); } return attackResult; } /// /// 检查闪避(闪避失败后会清空闪避值) /// /// 即将受到的伤害 /// 是否闪避成功 public bool CheckDodge(int damage) { int dodge = attributeSubmodule.GetGeneralAttribute("Dodge"); if (dodge > 0) { bool success = damage <= dodge; if (!success) { attributeSubmodule.generalAttributeGroup.current["Dodge"] = 0; } MainGameManager.Instance.basePrefabs.GenerateInfoText("Dodged!", characterView); return success; } return false; } /// /// 检查格挡(并且扣除格挡值) /// /// 即将受到的伤害 /// 格挡之后的剩余伤害 public int CheckBlock(int damage) { int block = attributeSubmodule.GetGeneralAttribute("Block"); if (block > 0) { bool success = damage <= block; int remainingDamage = 0; int blockedDamage = block; if (!success) { attributeSubmodule.generalAttributeGroup.current["Block"] = 0; remainingDamage = damage - block; } else { attributeSubmodule.generalAttributeGroup.current["Block"] = block - damage; blockedDamage = damage; } MainGameManager.Instance.basePrefabs.GenerateBlockedText(blockedDamage, characterView); return remainingDamage; } return damage; } /// /// 检查护盾(并且扣除护盾值) /// /// 即将受到的伤害 /// 护盾之后的剩余伤害 public int CheckShield(int damage) { int shield = attributeSubmodule.GetGeneralAttribute("Shield"); if (shield > 0) { bool success = damage <= shield; int remainingDamage = 0; int blockedDamage = shield; if (!success) { attributeSubmodule.generalAttributeGroup.current["Shield"] = 0; remainingDamage = damage - shield; } else { attributeSubmodule.generalAttributeGroup.current["Shield"] = shield - damage; blockedDamage = damage; } MainGameManager.Instance.basePrefabs.GenerateBlockedText(blockedDamage, characterView); return remainingDamage; } return damage; } public void HealthRemoval(int damage) { ModifyAttribute("Health", -damage); MainGameManager.Instance.basePrefabs.GenerateHurtText(damage, characterView); if (GetAttribute("Health") <= 0) { Die(); } } public void Heal(int heal) { if (heal <= 0) return; ModifyAttribute("Health", heal); ClampAttribute("Health", 0, GetAttribute("MaximumHealth")); MainGameManager.Instance.basePrefabs.GenerateHealText(heal, characterView); characterView.hudContainer.UpdateAllHUD(); } } public partial class CharacterBase { /// /// 添加格挡(格挡每回合结束后会清空) /// public void AddBlock(int baseBlock, bool applyOffsetAndModifier = true, CharacterBase target = null) { target ??= this; if (!applyOffsetAndModifier) { target.ModifyAttribute("Block", baseBlock); } else { int baseBlockAfterOffset = baseBlock + GetAttribute("BlockGainOffset"); int finalBlock = Mathf.RoundToInt(baseBlockAfterOffset * GetRawAttribute("BlockGainMultiplier", 1)); target.ModifyAttribute("Block", finalBlock); } target.characterView.hudContainer.UpdateAllHUD(); } /// /// 添加闪避(闪避在回合结束后或被击中后清空) /// public void AddDodge(int dodge, CharacterBase target = null) { int baseDodgeAfterOffset = dodge + GetAttribute("DodgeGainOffset"); int finalDodge = Mathf.RoundToInt(baseDodgeAfterOffset * GetRawAttribute("DodgeGainMultiplier", 1)); target ??= this; target.ModifyAttribute("Dodge", finalDodge); target.characterView.hudContainer.UpdateAllHUD(); } /// /// 添加护盾(护盾不会自动清空) /// public void AddShield(int shield, CharacterBase target = null) { int baseShieldAfterOffset = shield + GetAttribute("ShieldGainOffset"); int finalShield = Mathf.RoundToInt(baseShieldAfterOffset * GetRawAttribute("ShieldGainMultiplier", 1)); target ??= this; target.ModifyAttribute("Shield", finalShield); target.characterView.hudContainer.UpdateAllHUD(); } } public partial class CharacterBase { public virtual void RegisterIntention(params IntentionBase[] intentions) { intentionSubmodule.allIntentions.AddRange(intentions); } public virtual void IntentionBrain() { List availableIntentions = intentionSubmodule.allIntentions.Where(intention => intention.Condition()).ToList(); availableIntentions.Sort(); intentionSubmodule.currentIntention = availableIntentions.FirstOrDefault() ?? new IntentionBase(intentionSubmodule); intentionSubmodule.currentIntention.RefreshCardWeights(); intentionSubmodule.currentIntention.RefreshTargets(); } public virtual void GetIntendedCards() { bool CanAfford(CardInstance card, int stamina, int mana) { return card.GetAttribute("StaminaCost") <= stamina && card.GetAttribute("ManaCost") <= mana; } bool CheckAvailabilityAndSetTargets(CardInstance card, out List targets) { card.DetectTargetsValidity(out List valid, out _, out _); if (valid.Count == 0) { targets = null; return false; // 无有效目标或无法使用则跳过 } targets = card.SetRandomTargets(valid); return true; } IntentionBase currentIntention = intentionSubmodule.currentIntention; List availableCards = deckSubmodule.PoolPile; List intended = new List(); int predictedStamina = Mathf.Min(GetAttribute("MaximumStamina"), GetAttribute("Stamina") + GetAttribute("StaminaRecoverPerAction")); int remainingStamina = predictedStamina - currentIntention.guaranteedStamina; int predictedMana = Mathf.Min(GetAttribute("MaximumMana"), GetAttribute("Mana") + GetAttribute("ManaRecoverPerAction")); int remainingMana = predictedMana - currentIntention.guaranteedMana; List forced = new List(); List normal = new List(); foreach (CardInstance card in availableCards) { if (card.weightSubmodule.forceUse) { forced.Add(card); } else { normal.Add(card); } } intentionSubmodule.intendedCards.Clear(); //(characterView.hudContainer.enablingHUDs["Intention"] as Intention)?.Clear(); // 1. 优先处理强制选择卡牌 foreach (CardInstance card in forced) { if (currentIntention.maxCardCount > 0 && intended.Count >= currentIntention.maxCardCount) { break; // 已达数量上限 } if (CanAfford(card, remainingStamina, remainingMana)) { if(!CheckAvailabilityAndSetTargets(card, out List targets)) { continue; // 无有效目标或无法使用则跳过 } intended.Add(new IntendedCard(card, targets)); remainingStamina -= card.GetAttribute("StaminaCost"); remainingMana -= card.GetAttribute("ManaCost"); } // 行动力不足则跳过该卡 } // 2. 在剩余普通卡牌中基于权重随机选取 while (intended.Count < currentIntention.maxCardCount) { // 筛选出当前资源下还能出的牌 List affordableCards = normal.FindAll(card => CanAfford(card, remainingStamina, remainingMana)); if (affordableCards.Count == 0) { break; } float totalWeight = affordableCards.Sum(card => card.weightSubmodule.currentWeight); if (totalWeight <= 0f) break; float r = Random.value * totalWeight; float accum = 0f; CardInstance chosen = null; foreach (CardInstance card in affordableCards) { accum += card.weightSubmodule.currentWeight; if (r <= accum) { chosen = card; break; } } if (chosen != null) { if (!CheckAvailabilityAndSetTargets(chosen, out List targets)) { normal.Remove(chosen); continue; // 无有效目标或无法使用则跳过 } intended.Add(new IntendedCard(chosen, targets)); normal.Remove(chosen); remainingStamina -= chosen.GetAttribute("StaminaCost"); remainingMana -= chosen.GetAttribute("ManaCost"); } } intentionSubmodule.intendedCards.AddRange(intended); } } }