This commit is contained in:
MuHua-123
2025-07-28 17:11:36 +08:00
parent b6adf24ff1
commit c0bc7cb05d
9 changed files with 112 additions and 70 deletions
@@ -34,6 +34,7 @@ public class DataAttribute {
} }
/// <summary> /// <summary>
/// 角色 - 数据 /// 角色 - 数据
/// TODO: 补充角色的专长(Feats)、技能(Skills)、法术(Spells)等
/// </summary> /// </summary>
public class DataCharacter : DataAttribute { public class DataCharacter : DataAttribute {
/// <summary> 名字 </summary> /// <summary> 名字 </summary>
@@ -71,6 +72,7 @@ public class DataCharacter : DataAttribute {
} }
/// <summary> /// <summary>
/// 种族 - 数据 /// 种族 - 数据
/// TODO: 补充种族特殊能力
/// </summary> /// </summary>
public class DataRace : DataAttribute { public class DataRace : DataAttribute {
/// <summary> 种族名称 </summary> /// <summary> 种族名称 </summary>
-20
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@@ -28,24 +28,4 @@ public class DataEquipment {
public class DataAddition { public class DataAddition {
/// <summary> 护甲等级 </summary> /// <summary> 护甲等级 </summary>
public int armorClass = 0; public int armorClass = 0;
/// <summary> 伤害骰子 </summary>
public List<DataDamageDice> damageDices = new List<DataDamageDice>();
}
/// <summary>
/// 伤害类型
/// </summary>
public enum DamageType { 穿, , }
/// <summary>
/// 伤害 - 数据
/// </summary>
public class DataDamageDice {
/// <summary> 伤害骰子 </summary>
public readonly int dice;
/// <summary> 伤害类型 </summary>
public readonly DamageType damageType;
public DataDamageDice(int dice, DamageType damageType) {
this.dice = dice;
this.damageType = damageType;
}
} }
+21 -1
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@@ -43,13 +43,33 @@ public class DataWear : DataItem {
/// <summary> /// <summary>
/// 武器类型。 /// 武器类型。
/// </summary> /// </summary>
public enum WeaponType { , , , , } public enum WeaponType { , , , , , }
/// <summary> /// <summary>
/// 武器 - 数据 /// 武器 - 数据
/// </summary> /// </summary>
public class DataWeapon : DataWear { public class DataWeapon : DataWear {
/// <summary> 武器类型 </summary> /// <summary> 武器类型 </summary>
public WeaponType weaponType; public WeaponType weaponType;
/// <summary> 伤害骰子 </summary>
public DataDamageDice damageDice;
}
/// <summary>
/// 伤害类型
/// </summary>
public enum DamageType { , 穿, , }
/// <summary>
/// 伤害骰子 - 数据
/// </summary>
public class DataDamageDice {
/// <summary> 伤害骰子 </summary>
public readonly int value;
/// <summary> 伤害类型 </summary>
public readonly DamageType type;
public DataDamageDice(int value, DamageType type) {
this.value = value;
this.type = type;
}
} }
/// <summary> /// <summary>
/// 护甲类型。 /// 护甲类型。
@@ -22,54 +22,68 @@ public class PhaseActionRoleSelect : BattlePhase {
public override void Execute() { public override void Execute() {
// 选择行动的角色,如果没有则进入下一回合 // 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.; if (!BattleQueue.Dequeue(out simulator.actionRole)) { simulator.Transition(PhaseType.); return; }
simulator.Transition(phase); // 判断是否可以行动
if (ActionRole.hitPoint.x <= 0) { simulator.Transition(PhaseType.); return; }
// 进行ai判断
// TODO: 进行武器攻击,使用技能,使用法术,使用物品的判断
simulator.Transition(PhaseType.);
} }
} }
/// <summary> /// <summary>
/// 行动角色攻击 /// 武器攻击
/// </summary> /// </summary>
public class PhaseActionRoleAttack : BattlePhase { public class PhaseActionRoleAttack : BattlePhase {
public PhaseActionRoleAttack(BattleSimulator simulator) : base(simulator) { } public PhaseActionRoleAttack(BattleSimulator simulator) : base(simulator) { }
public override void Execute() { 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 // 如果没有可以攻击的目标则结算战斗
if (roles.Count == 0) { simulator.Transition(PhaseType.); return; } if (!AttackTarget(out DataCombatRole target)) { simulator.Transition(PhaseType.); return; }
// 攻击单体目标 // 武器判断:轻型武器使用敏捷,其他都使用力量
int randomIndex = Random.Range(0, roles.Count); string weaponName = ActionRole.weapon1.name;
DataCombatRole target = roles[randomIndex]; WeaponType weaponType = ActionRole.weapon1.weaponType;
// 武器判断 int modifier = weaponType == WeaponType. ? ActionRole.DexModifier : ActionRole.StrModifier;
// ActionRole.weapon1 // 命中检定: d20 + 属性修正
// 命中检定 int hit = Dice.Roll20(modifier);
int hit = Dice.Roll20(ActionRole.StrModifier);
int armorClass = target.armorClass; int armorClass = target.armorClass;
// 伤害计算 // 如果命中小于等于目标护甲等级,则不造成伤害
int damage = Dice.Roll8(ActionRole.StrModifier); if (hit <= armorClass) {
if (hit > armorClass) { target.hitPoint.x -= damage; }
// 生成战斗消息 // 生成战斗消息
MessageNormalAttack message = new MessageNormalAttack(); Miss(hit, weaponName, target.name, armorClass);
message.Settings(ActionRole, hit, damage); // 结束行动
message.Settings(target, armorClass); simulator.Transition(PhaseType.);
Debug.Log(message); return;
}
// 获取所有武器伤害骰
DataDamageDice damageDice = ActionRole.weapon1.damageDice;
// 伤害计算: 武器伤害骰 + 属性修正
int damage = Dice.Roll(damageDice.value) + modifier;
target.hitPoint.x -= damage;
// 生成战斗消息
Hit(hit, weaponName, target.name, armorClass, damage, damageDice.type);
// 结束行动
simulator.Transition(PhaseType.); simulator.Transition(PhaseType.);
} }
/// <summary> 攻击目标 </summary> /// <summary> 攻击目标 </summary>
private List<DataCombatRole> AttackTarget() { private bool AttackTarget(out DataCombatRole target) {
return BattleQueue.Where(Hostility); List<DataCombatRole> roles = BattleQueue.Where(Hostility);
if (roles.Count == 0) { target = null; return false; }
int randomIndex = Random.Range(0, roles.Count);
target = roles[randomIndex];
return true;
} }
/// <summary> 敌对目标 </summary> /// <summary> 敌对目标 </summary>
public bool Hostility(DataCombatRole role) { private bool Hostility(DataCombatRole role) {
return role.team != ActionRole.team && role.hitPoint.x > 0; return role.team != ActionRole.team && role.hitPoint.x > 0;
} }
} private void Miss(int hit, string weapon, string attacked, int armorClass) {
/// <summary> MissAttack message = new MissAttack(ActionRole.name, hit, weapon, attacked, armorClass);
/// 战斗行动 Debug.Log(message);
/// </summary> }
public class BattleAction { /// <summary> 战斗消息 </summary>
private void Hit(int hit, string weapon, string attacked, int armorClass, int damage, DamageType damageType) {
HitAttack message = new HitAttack(ActionRole.name, hit, weapon, attacked, armorClass, damage, damageType);
Debug.Log(message);
}
} }
+30 -6
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@@ -13,7 +13,36 @@ public class BattleReport {
/// 战斗消息 /// 战斗消息
/// </summary> /// </summary>
public class BattleMessage { public class BattleMessage {
/// <summary> 战斗消息内容 </summary>
public string content;
/// <summary> 战斗消息内容 </summary>
public override string ToString() {
return content;
}
// 辅助方法:随机选择一个字符串,增加多样性
public string RandomChoice(params string[] options) {
if (options.Length == 0) return "";
return options[Random.Range(0, options.Length)];
}
}
/// <summary>
/// 未命中攻击 - 战斗消息
/// </summary>
public class MissAttack : BattleMessage {
public MissAttack(string attacker, int hit, string weapon, string attacked, int armorClass) {
// 托尔吉使用巨斧猛击(19)没有命中哥布林战士(AC12)
content = $"{attacker}使用{weapon}({hit})没有命中{attacked}({armorClass})";
}
}
/// <summary>
/// 命中攻击 - 战斗消息
/// </summary>
public class HitAttack : BattleMessage {
public HitAttack(string attacker, int hit, string weapon, string attacked, int armorClass, int damage, DamageType damageType) {
string damageTypeString = damageType == DamageType. ? "" : damageType.ToString();
// 托尔吉使用巨斧猛击(19)对哥布林战士(AC12)造成了 14钝击伤害
content = $"{attacker}使用{weapon}({hit})对{attacked}({armorClass})造成了{damage}{damageTypeString}伤害";
}
} }
/// <summary> /// <summary>
/// 普通攻击 - 战斗消息 /// 普通攻击 - 战斗消息
@@ -73,9 +102,4 @@ public class MessageNormalAttack : BattleMessage {
}; };
return RandomChoice(hitText); return RandomChoice(hitText);
} }
// 辅助方法:随机选择一个字符串,增加多样性
private string RandomChoice(params string[] options) {
if (options.Length == 0) return "";
return options[Random.Range(0, options.Length)];
}
} }
+1
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@@ -16,6 +16,7 @@
- 托尔吉 使用狂暴(附赠动作开启)→ 获得力量加成与抗性 - 托尔吉 使用狂暴(附赠动作开启)→ 获得力量加成与抗性
- 托尔吉 移动至哥布林战士前面 - 托尔吉 移动至哥布林战士前面
- 托尔吉 使用巨斧猛击(19)对哥布林战士(AC12) 造成了 14钝击伤害 - 托尔吉 使用巨斧猛击(19)对哥布林战士(AC12) 造成了 14钝击伤害
- 托尔吉 使用巨斧猛击(19)没有命中哥布林战士(AC12)
- 哥布林战士死亡 - 哥布林战士死亡
@@ -17,6 +17,8 @@ public static class CombatRoleTool {
role.armorClass = role.character.ArmorClass; role.armorClass = role.character.ArmorClass;
role.weapon1 = role.character.equipment.weapon1; role.weapon1 = role.character.equipment.weapon1;
role.weapon2 = role.character.equipment.weapon2; role.weapon2 = role.character.equipment.weapon2;
if (role.weapon1 == null) { role.weapon1 = WeaponDictionary.Weapon000(); }
if (role.weapon2 == null) { role.weapon2 = WeaponDictionary.Weapon000(); }
} }
/// <summary> 设置队伍 </summary> /// <summary> 设置队伍 </summary>
public static void Settings(this DataCombatRole role, int team, int position) { public static void Settings(this DataCombatRole role, int team, int position) {
@@ -11,7 +11,6 @@ public static class EquipmentTool {
/// <summary> 添加属性 </summary> /// <summary> 添加属性 </summary>
public static void Add(this DataAddition a, DataAddition b) { public static void Add(this DataAddition a, DataAddition b) {
a.armorClass += b.armorClass; a.armorClass += b.armorClass;
a.damageDices.AddRange(b.damageDices);
} }
/// <summary> 合并属性 </summary> /// <summary> 合并属性 </summary>
public static DataAddition Merge(List<DataAddition> additions) { public static DataAddition Merge(List<DataAddition> additions) {
@@ -15,44 +15,44 @@ public static class WeaponDictionary {
weapon.weaponType = weaponType; weapon.weaponType = weaponType;
return weapon; return weapon;
} }
/// <summary> 伤害骰子 </summary>
public static DataAddition DamageDice(int value, DamageType type) { /// <summary> 空手 1d2 </summary>
DataDamageDice dice = new DataDamageDice(value, type); public static DataWeapon Weapon000() {
DataAddition addition = new DataAddition(); DataWeapon weapon = Weapon("空手", WeaponType.);
addition.damageDices.Add(dice); weapon.damageDice = new DataDamageDice(2, DamageType.);
return addition; return weapon;
} }
/// <summary> 匕首 1d4 </summary> /// <summary> 匕首 1d4 </summary>
public static DataWeapon Weapon101() { public static DataWeapon Weapon101() {
DataWeapon weapon = Weapon("匕首", WeaponType.); DataWeapon weapon = Weapon("匕首", WeaponType.);
weapon.additions.Add(DamageDice(4, DamageType.穿)); weapon.damageDice = new DataDamageDice(4, DamageType.穿);
return weapon; return weapon;
} }
/// <summary> 短弓 1d6 </summary> /// <summary> 短弓 1d6 </summary>
public static DataWeapon Weapon102() { public static DataWeapon Weapon102() {
DataWeapon weapon = Weapon("短弓", WeaponType.); DataWeapon weapon = Weapon("短弓", WeaponType.);
weapon.additions.Add(DamageDice(6, DamageType.穿)); weapon.damageDice = new DataDamageDice(6, DamageType.穿);
return weapon; return weapon;
} }
/// <summary> 木棒 1d6 </summary> /// <summary> 木棒 1d6 </summary>
public static DataWeapon Weapon201() { public static DataWeapon Weapon201() {
DataWeapon weapon = Weapon("木棒", WeaponType.); DataWeapon weapon = Weapon("木棒", WeaponType.);
weapon.additions.Add(DamageDice(6, DamageType.)); weapon.damageDice = new DataDamageDice(6, DamageType.);
return weapon; return weapon;
} }
/// <summary> 巨棒 1d8 </summary> /// <summary> 巨棒 1d8 </summary>
public static DataWeapon Weapon301() { public static DataWeapon Weapon301() {
DataWeapon weapon = Weapon("巨棒", WeaponType.); DataWeapon weapon = Weapon("巨棒", WeaponType.);
weapon.additions.Add(DamageDice(8, DamageType.)); weapon.damageDice = new DataDamageDice(8, DamageType.);
return weapon; return weapon;
} }
/// <summary> 法杖 1d6 </summary> /// <summary> 法杖 1d6 </summary>
public static DataWeapon Weapon302() { public static DataWeapon Weapon302() {
DataWeapon weapon = Weapon("法杖", WeaponType.); DataWeapon weapon = Weapon("法杖", WeaponType.);
weapon.additions.Add(DamageDice(6, DamageType.)); weapon.damageDice = new DataDamageDice(6, DamageType.);
return weapon; return weapon;
} }