This commit is contained in:
MuHua-123
2025-07-25 17:46:56 +08:00
parent 36c827fd24
commit b6adf24ff1
21 changed files with 326 additions and 184 deletions
@@ -6,22 +6,15 @@ using UnityEngine;
/// 阶段类型
/// </summary>
public enum PhaseType {
,
,
,
,
,
, , , , ,
,
}
/// <summary>
/// 阶段
/// </summary>
public interface IPhase {
/// <summary> 开始阶段 </summary>
public void StartPhase();
/// <summary> 更新阶段 </summary>
public void UpdatePhase();
/// <summary> 退出阶段 </summary>
public void QuitPhase();
/// <summary> 执行阶段 </summary>
public void Execute();
}
/// <summary>
/// 战斗阶段
@@ -30,12 +23,12 @@ public abstract class BattlePhase : IPhase {
/// <summary> 模拟器 </summary>
public readonly BattleSimulator simulator;
/// <summary> 行动角色 </summary>
public DataCombatRole ActionRole => simulator.actionRole;
/// <summary> 战斗队列 </summary>
public BattleQueue BattleQueue => simulator.battleQueue;
public BattlePhase(BattleSimulator simulator) => this.simulator = simulator;
public abstract void StartPhase();
public abstract void UpdatePhase();
public abstract void QuitPhase();
public abstract void Execute();
}
@@ -6,55 +6,70 @@ using UnityEngine;
/// 行动阶段
/// </summary>
public class PhaseAction : BattlePhase {
/// <summary> 当前行动 </summary>
private BattleCharacter currentAction;
/// <summary> 当前目标 </summary>
private BattleCharacter currentTarget;
public PhaseAction(BattleSimulator simulator) : base(simulator) { }
public override void StartPhase() {
// throw new System.NotImplementedException();
}
public override void UpdatePhase() {
// 选择行动的角色,如果没有则进入下一轮
if (!SelectAction()) { return; }
// 选择攻击的目标,如果没有目标则结算战斗
if (!SelectTarget()) { return; }
// 命中检定
int hit = Dice.Roll20(currentAction.DexModifier);
int ac = currentTarget.armorClass;
bool isHit = hit > ac;
// 伤害计算
if (isHit) {
int damage = Dice.Roll8(currentAction.StrModifier);
currentTarget.hitPoint.x -= damage;
Debug.Log($"{currentAction.name}使用 普通攻击({hit}) 对 {currentTarget.name}({ac}) 造成 {damage} 点伤害!");
}
else {
Debug.Log($"{currentAction.name}使用 普通攻击({hit}) 对 {currentTarget.name}({ac}) 未命中!");
}
// TODO:记录器
// Debug.Log($"正式回合:{roundCount}");
}
public override void QuitPhase() {
// throw new System.NotImplementedException();
}
public override void Execute() {
/// <summary> 选择当前行动角色 </summary>
private bool SelectAction() {
// 选择行动的角色,如果没有则进入下一回合
if (!BattleQueue.Dequeue(out currentAction)) { simulator.Transition(PhaseType.); return false; }
// 判断是否可以行动
if (!currentAction.IsAction()) { return false; }
return true;
}
/// <summary> 选择当前目标角色 </summary>
private bool SelectTarget() {
// 选择一个可以攻击的目标
currentTarget = BattleQueue.FirstOrDefault(obj => currentAction.IsHostility(obj));
// 如果没有可以攻击的目标则结算战斗
if (currentTarget == null) { simulator.Transition(PhaseType.); }
return currentTarget != null;
}
}
/// <summary>
/// 行动角色选择
/// </summary>
public class PhaseActionRoleSelect : BattlePhase {
public PhaseActionRoleSelect(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
// 选择行动的角色,如果没有则进入下一回合
PhaseType phase = BattleQueue.Dequeue(out simulator.actionRole) ? PhaseType. : PhaseType.;
simulator.Transition(phase);
}
}
/// <summary>
/// 行动角色攻击
/// </summary>
public class PhaseActionRoleAttack : BattlePhase {
public PhaseActionRoleAttack(BattleSimulator simulator) : base(simulator) { }
public override void Execute() {
// 判断是否可以行动
if (ActionRole.hitPoint.x <= 0) { simulator.Transition(PhaseType.); return; }
// 选择可以攻击的目标
List<DataCombatRole> roles = AttackTarget();
// 如果没有可以攻击的目标则结算战斗
if (roles.Count == 0) { simulator.Transition(PhaseType.); return; }
// 攻击单体目标
int randomIndex = Random.Range(0, roles.Count);
DataCombatRole target = roles[randomIndex];
// 武器判断
// ActionRole.weapon1
// 命中检定
int hit = Dice.Roll20(ActionRole.StrModifier);
int armorClass = target.armorClass;
// 伤害计算
int damage = Dice.Roll8(ActionRole.StrModifier);
if (hit > armorClass) { target.hitPoint.x -= damage; }
// 生成战斗消息
MessageNormalAttack message = new MessageNormalAttack();
message.Settings(ActionRole, hit, damage);
message.Settings(target, armorClass);
Debug.Log(message);
simulator.Transition(PhaseType.);
}
/// <summary> 攻击目标 </summary>
private List<DataCombatRole> AttackTarget() {
return BattleQueue.Where(Hostility);
}
/// <summary> 敌对目标 </summary>
public bool Hostility(DataCombatRole role) {
return role.team != ActionRole.team && role.hitPoint.x > 0;
}
}
/// <summary>
/// 战斗行动
/// </summary>
public class BattleAction {
}
@@ -9,13 +9,7 @@ public class PhaseAssault : BattlePhase {
public PhaseAssault(BattleSimulator simulator) : base(simulator) { }
public override void StartPhase() {
// throw new System.NotImplementedException();
}
public override void UpdatePhase() {
// throw new System.NotImplementedException();
}
public override void QuitPhase() {
// throw new System.NotImplementedException();
public override void Execute() {
}
}
@@ -9,17 +9,10 @@ public class PhaseFinish : BattlePhase {
public PhaseFinish(BattleSimulator simulator) : base(simulator) { }
public override void StartPhase() {
// TODO:记录器
Debug.Log("结束战斗!");
}
public override void UpdatePhase() {
public override void Execute() {
// TODO:需要添加结算判断
// simulator.Transition(PhaseType.回合阶段);
// TODO:记录器
}
public override void QuitPhase() {
// throw new System.NotImplementedException();
Debug.Log("结束战斗!");
}
}
@@ -11,20 +11,14 @@ public class PhaseFormal : BattlePhase {
public PhaseFormal(BattleSimulator simulator) : base(simulator) { }
public override void StartPhase() {
// throw new System.NotImplementedException();
}
public override void UpdatePhase() {
public override void Execute() {
roundCount++;
BattleQueue.UpdateQueue();
simulator.Transition(PhaseType.);
// TODO:记录器
Debug.Log($"正式回合:{roundCount}");
string message = "存活";
BattleQueue.ForEach(obj => message += $" {obj.name}({obj.hitPoint.x})");
Debug.Log(message);
}
public override void QuitPhase() {
// throw new System.NotImplementedException();
simulator.Transition(PhaseType.);
}
}
@@ -9,20 +9,14 @@ public class PhaseInitiative : BattlePhase {
public PhaseInitiative(BattleSimulator simulator) : base(simulator) { }
public override void StartPhase() {
// throw new System.NotImplementedException();
}
public override void UpdatePhase() {
public override void Execute() {
BattleQueue.ForEach(obj => obj.sequence = Dice.Roll20(obj.DexModifier));
BattleQueue.OrderByDescending(c => c.sequence);
// TODO:需要添加突袭阶段
simulator.Transition(PhaseType.);
// TODO:记录器
string message = "先攻";
BattleQueue.ForEach(obj => message += $" {obj.name}({obj.sequence})");
Debug.Log(message);
}
public override void QuitPhase() {
// throw new System.NotImplementedException();
simulator.Transition(PhaseType.);
}
}