89 lines
3.2 KiB
C#
89 lines
3.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 行动阶段
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/// </summary>
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public class PhaseAction : BattlePhase {
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public PhaseAction(BattleSimulator simulator) : base(simulator) { }
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public override void Execute() {
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}
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}
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/// <summary>
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/// 行动角色选择
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/// </summary>
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public class PhaseActionRoleSelect : BattlePhase {
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public PhaseActionRoleSelect(BattleSimulator simulator) : base(simulator) { }
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public override void Execute() {
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// 选择行动的角色,如果没有则进入下一回合
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if (!BattleQueue.Dequeue(out simulator.actionRole)) { Transition(PhaseType.回合阶段); return; }
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// 判断是否可以行动
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if (ActionRole.hitPoint.x <= 0) { Transition(PhaseType.选择角色); return; }
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// 进行ai判断
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// TODO: 进行武器攻击,使用技能,使用法术,使用物品的判断
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Transition(PhaseType.角色攻击);
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}
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}
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/// <summary>
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/// 武器攻击
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/// </summary>
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public class PhaseActionRoleAttack : BattlePhase {
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public PhaseActionRoleAttack(BattleSimulator simulator) : base(simulator) { }
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public override void Execute() {
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// 如果没有可以攻击的目标则结算战斗
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if (!AttackTarget(out DataCombatRole target)) { Transition(PhaseType.结算阶段); return; }
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// 武器判断:轻型武器使用敏捷,其他都使用力量
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string weaponName = ActionRole.weapon1.name;
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WeaponType weaponType = ActionRole.weapon1.weaponType;
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int modifier = weaponType == WeaponType.轻型武器 ? ActionRole.DexModifier : ActionRole.StrModifier;
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// 命中检定: d20 + 属性修正
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int hit = Dice.Roll20(modifier);
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int armorClass = target.armorClass;
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// 如果命中小于等于目标护甲等级,则不造成伤害
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if (hit > armorClass) {
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// 获取所有武器伤害骰
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DataDamageDice damageDice = ActionRole.weapon1.damageDice;
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// 伤害计算: 武器伤害骰 + 属性修正
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int damage = Dice.Roll(damageDice.value) + modifier;
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target.hitPoint.x -= damage;
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// 生成战斗消息
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MessageHit(hit, weaponName, target.name, armorClass, damage, damageDice.type);
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}
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else {
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// 生成战斗消息
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MessageMiss(hit, weaponName, target.name, armorClass);
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}
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// 结束行动
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Transition(PhaseType.选择角色);
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}
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/// <summary> 攻击目标 </summary>
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private bool AttackTarget(out DataCombatRole target) {
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List<DataCombatRole> roles = BattleQueue.Where(Hostility);
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if (roles.Count == 0) { target = null; return false; }
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int randomIndex = Random.Range(0, roles.Count);
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target = roles[randomIndex];
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return true;
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}
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/// <summary> 敌对目标 </summary>
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private bool Hostility(DataCombatRole role) {
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return role.team != ActionRole.team && role.hitPoint.x > 0;
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}
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/// <summary> 战斗消息:没有命中 </summary>
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private void MessageMiss(int hit, string weapon, string attacked, int armorClass) {
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MissAttack message = new MissAttack(ActionRole.name, hit, weapon, attacked, armorClass);
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Debug.Log(message);
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}
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/// <summary> 战斗消息:命中 </summary>
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private void MessageHit(int hit, string weapon, string attacked, int armorClass, int damage, DamageType damageType) {
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HitAttack message = new HitAttack(ActionRole.name, hit, weapon, attacked, armorClass, damage, damageType);
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Debug.Log(message);
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}
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} |