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Continentis/Assets/Scripts/MainGame/Buff/BuffSubmodules.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.UI;
using SoftCircuits.Collections;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using UnityEngine;
using UnityEngine.Events;
namespace Continentis.MainGame
{
public partial class BuffBase<T>
{
public abstract class BuffSubmodule : SubmoduleBase<BuffBase<T>>
{
public BuffBase<T> buff;
protected BuffSubmodule(BuffBase<T> buff) : base(buff)
{
this.buff = buff;
}
}
public class ContentSubmodule : BuffSubmodule
{
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public string modClassName;
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public string displayName;
public string originalFunctionText;
public string interpretedFunctionText;
public Dictionary<string, Func<string>> parameterGetters;
/// <summary>
/// 自动根据Buff类名生成显示名称和功能描述文本的Key并本地化。
/// </summary>
/// <param name="buff">所属Buff实例。</param>
/// <param name="willLocalizeFuncText">是否本地化功能描述文本默认为true设为false说明此Buff具有不止一条本地化文本需要切换。</param>
public ContentSubmodule(BuffBase<T> buff, bool willLocalizeFuncText = true) : base(buff)
{
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modClassName = ModManager.GetModClassName(buff.GetType());
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this.displayName = ("Buff_" + modClassName + "_DisplayName").Localize();
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if (willLocalizeFuncText)
{
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this.originalFunctionText = ("Buff_" + modClassName + "_FunctionText").Localize();
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this.interpretedFunctionText = this.originalFunctionText;
}
parameterGetters = new Dictionary<string, Func<string>>();
}
public ContentSubmodule(BuffBase<T> buff, string displayNameKey, string originalFunctionTextKey) : base(buff)
{
this.displayName = displayNameKey.Localize();
this.originalFunctionText = originalFunctionTextKey.Localize();
this.interpretedFunctionText = this.originalFunctionText;
parameterGetters = new Dictionary<string, Func<string>>();
}
public ContentSubmodule SetParameterGetter(Dictionary<string, Func<string>> getters)
{
parameterGetters = getters;
return this;
}
public ContentSubmodule AddParameterGetter(string parameterName, Func<string> getter)
{
parameterGetters[parameterName] = getter;
return this;
}
}
public class IconSubmodule : BuffSubmodule
{
public string iconID;
public Sprite icon;
public List<string> synchronizedParameters;
public HUD_CharacterBuffIcon buffIcon;
public IconSubmodule(BuffBase<T> buff, string iconID = "") : base(buff)
{
if (string.IsNullOrEmpty(iconID))
{
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this.iconID = "BuffIcon_" + ModManager.GetModClassName(buff.GetType());
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}
else
{
this.iconID = iconID;
}
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Texture2D tex = ModManager.GetAsset<Texture2D>(this.iconID);
if (tex != null)
{
this.icon = SpriteExtension.Create(tex);
}
else
{
Texture2D defaultTex = ModManager.GetAsset<Texture2D>("BuffIcon_Basic_Default");
this.icon = SpriteExtension.Create(defaultTex);
}
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if (buff.contentSubmodule != null)
{
this.synchronizedParameters = buff.contentSubmodule.parameterGetters.Keys.ToList();
}
}
public IconSubmodule SetTextFunctions(params string[] syncParameters)
{
synchronizedParameters = syncParameters.ToList();
return this;
}
public void Update()
{
buffIcon?.UpdateIcon();
}
public void Remove()
{
buffIcon?.RemoveIcon();
}
}
public class EventSubmodule : BuffSubmodule
{
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public OrderedDictionary<string, PrioritizedAction> onCombatStart; //战斗开始时
public OrderedDictionary<string, PrioritizedAction> onCombatEnd; //战斗结束时
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public OrderedDictionary<string, PrioritizedAction> onRoundStart; //每回合开始时
public OrderedDictionary<string, PrioritizedAction> onRoundEnd; //每回合结束时
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public OrderedDictionary<string, PrioritizedAction> onActionStart; //每次行动开始时
public OrderedDictionary<string, PrioritizedAction> onActionEnd; //每次行动结束时
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public OrderedDictionary<string, PrioritizedAction<BuffBase<T>>> onOtherBuffApplied; //Buff被添加时参数为被添加的Buff实例
public OrderedDictionary<string, PrioritizedAction<BuffBase<T>>> onOtherBuffFirstApplied; //Buff被新添加时参数为被添加的Buff实例
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public OrderedDictionary<string, PrioritizedAction<BuffBase<T>>> onOtherBuffRemoved; //Buff被移除后参数为被移除的Buff实例
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public OrderedDictionary<string, PrioritizedAction<CharacterBase, IntendedCard, CharacterBase>> onOpponentDecideAction; //对手AI决定行动时参数为对手和原定的目标角色
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public OrderedDictionary<string, PrioritizedAction<AttackResult>> onDealAttack; //造成伤害后,参数为伤害结果
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public OrderedDictionary<string, PrioritizedAction<AttackResult>> onGetAttacked; //被攻击后,参数为伤害结果
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public OrderedDictionary<string, PrioritizedAction<CardInstance>> onDrawCard; //抽到卡牌时
public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onBeforePlayCard; //使用卡牌前,参数为目标列表
public OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>> onAfterPlayCard; //使用卡牌后,参数为目标列表
public OrderedDictionary<string, PrioritizedAction<CardInstance>> onDiscardCard; //卡牌被弃牌时
public OrderedDictionary<string, PrioritizedAction<CardInstance>> onExhaustCard; //卡牌被消耗时
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public EventSubmodule(BuffBase<T> buff) : base(buff)
{
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onCombatStart = new OrderedDictionary<string, PrioritizedAction>();
onCombatEnd = new OrderedDictionary<string, PrioritizedAction>();
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onRoundStart = new OrderedDictionary<string, PrioritizedAction>();
onRoundEnd = new OrderedDictionary<string, PrioritizedAction>();
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onActionStart = new OrderedDictionary<string, PrioritizedAction>();
onActionEnd = new OrderedDictionary<string, PrioritizedAction>();
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onOtherBuffApplied = new OrderedDictionary<string, PrioritizedAction<BuffBase<T>>>();
onOtherBuffFirstApplied = new OrderedDictionary<string, PrioritizedAction<BuffBase<T>>>();
onOtherBuffRemoved = new OrderedDictionary<string, PrioritizedAction<BuffBase<T>>>();
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onDealAttack = new OrderedDictionary<string, PrioritizedAction<AttackResult>>();
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onGetAttacked = new OrderedDictionary<string, PrioritizedAction<AttackResult>>();
onOpponentDecideAction = new OrderedDictionary<string, PrioritizedAction<CharacterBase, IntendedCard, CharacterBase>>();
onDrawCard = new OrderedDictionary<string, PrioritizedAction<CardInstance>>();
onBeforePlayCard = new OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>>();
onAfterPlayCard = new OrderedDictionary<string, PrioritizedAction<CardInstance, List<CharacterBase>>>();
onDiscardCard = new OrderedDictionary<string, PrioritizedAction<CardInstance>>();
onExhaustCard = new OrderedDictionary<string, PrioritizedAction<CardInstance>>();
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}
}
public class CountSubmodule : BuffSubmodule
{
public int maximumCount;
public int remainingCount;
public bool isInfinite => maximumCount < 0;
public float remainingPercentage => (float)remainingCount / maximumCount;
public UnityAction<int> onCountChanged;
/// <summary>
/// maximumCount为负数表示无限持续时间。
/// </summary>
public CountSubmodule(BuffBase<T> buff, int maximumCount = -1) : base(buff)
{
this.maximumCount = maximumCount;
this.remainingCount = maximumCount;
}
public void Update()
{
if (isInfinite)
{
return;
}
remainingCount--;
onCountChanged?.Invoke(remainingCount);
if (remainingCount <= 0)
{
buff.Remove();
}
}
/// <summary>
/// 刷新剩余时间至初始值。
/// </summary>
public void Refresh()
{
if (isInfinite)
{
return;
}
remainingCount = maximumCount;
onCountChanged?.Invoke(remainingCount);
}
/// <summary>
/// 覆盖可选保留更大的duration并刷新剩余时间。
/// </summary>
public void Refresh(int overrideDuration, bool keepMaximal = true)
{
if (isInfinite)
{
return;
}
maximumCount = keepMaximal ? Mathf.Max(maximumCount, overrideDuration) : overrideDuration;
remainingCount = maximumCount;
onCountChanged?.Invoke(remainingCount);
}
/// <summary>
/// 增加持续时间和剩余时间。
/// </summary>
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public void AddCount(int maxCount)
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{
if (isInfinite)
{
return;
}
maximumCount += maxCount;
remainingCount += maxCount;
onCountChanged?.Invoke(remainingCount);
}
/// <summary>
/// 仅增加剩余时间,不改变总持续时间。
/// 如果增加后剩余时间超过总持续时间,则剩余时间等于总持续时间。
/// </summary>
public void AddRemainingCount(int count)
{
if (isInfinite)
{
return;
}
remainingCount += count;
remainingCount = Mathf.Min(remainingCount, maximumCount);
onCountChanged?.Invoke(remainingCount);
}
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/// <summary>
/// 选择更高的持续时间和剩余时间。
/// </summary>
public void PickHigherCount(CountSubmodule other)
{
if (isInfinite)
{
return;
}
maximumCount = Mathf.Max(maximumCount, other.maximumCount);
remainingCount = Mathf.Max(remainingCount, other.remainingCount);
}
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}
/// <summary>
/// Buff叠加模块叠加层数统一。
/// </summary>
public class UnitedStackSubmodule : BuffSubmodule
{
public bool willRemoveOnZero; //是否在层数为0时移除Buff
public bool isIntegerRange; //是否为整数范围型Buff可为0或负数
public int stackAmount; //当前层数
public int stackUpperLimit; //层数上限,-1表示无限制
public IBuffExtension_IntegerRange IntegerRange => buff as IBuffExtension_IntegerRange;
public UnitedStackSubmodule(BuffBase<T> buff, int initialStackAmount = 1, bool isIntegerRange = false) : base(buff)
{
this.willRemoveOnZero = true;
this.isIntegerRange = isIntegerRange;
this.stackAmount = initialStackAmount;
this.stackUpperLimit = -1;
}
public UnitedStackSubmodule(BuffBase<T> buff, bool willRemoveOnZero,
int stackUpperLimit = -1, int initialStackAmount = 1, bool isIntegerRange = false) : base(buff)
{
this.willRemoveOnZero = willRemoveOnZero;
this.isIntegerRange = isIntegerRange;
this.stackAmount = initialStackAmount;
this.stackUpperLimit = stackUpperLimit;
}
public void RefreshStackUpperLimit(int upperLimit, bool keepMaximal = true)
{
stackUpperLimit = keepMaximal ? Mathf.Max(stackUpperLimit, upperLimit) : upperLimit;
}
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public void PickHigherStack(UnitedStackSubmodule other)
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{
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stackAmount = Mathf.Max(stackAmount, other.stackAmount);
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if (stackUpperLimit > 0)
{
stackAmount = Mathf.Min(stackAmount, stackUpperLimit);
}
}
public void AddStack(int amount) => ModifyStack(amount);
public void ReduceStack(int amount) => ModifyStack(-amount);
public void ModifyStack(int amount)
{
int lastStack = stackAmount;
stackAmount += amount;
if (stackUpperLimit > 0)
{
stackAmount = Mathf.Min(stackAmount, stackUpperLimit);
}
if (willRemoveOnZero)
{
if (!isIntegerRange && stackAmount <= 0)
{
buff.Remove();
return;
}
if (isIntegerRange && stackAmount == 0)
{
buff.Remove();
return;
}
}
if (isIntegerRange)
{
if (lastStack < 0 && stackAmount > 0)
{
IntegerRange.OnBecomePositive();
}
else if (lastStack > 0 && stackAmount < 0)
{
IntegerRange.OnBecomeNegative();
}
else if (lastStack != 0 && stackAmount == 0)
{
IntegerRange.OnBecomeZero();
}
}
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if(buff is CharacterBuffBase characterBuff)
{
characterBuff.iconSubmodule?.Update();
}
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}
public void ClearAllStacks()
{
stackAmount = 0;
if (willRemoveOnZero)
{
buff.Remove();
}
}
}
/// <summary>
/// Buff独立叠加模块每一层的持续时间和层数可以不同。
/// </summary>
public class IndependentStackSubmodule : BuffSubmodule
{
public bool willRemoveOnZero;
public List<IndependentStackUnit> independentStacks;
public int totalStackAmount;
public IndependentStackSubmodule(BuffBase<T> buff, bool willRemoveOnZero) : base(buff)
{
this.willRemoveOnZero = willRemoveOnZero;
independentStacks = new List<IndependentStackUnit>();
totalStackAmount = 0;
}
public void Update()
{
independentStacks.ForEach(x => x.remainingTime--);
independentStacks.RemoveAll(x => !x.IsInfinite && x.remainingTime <= 0);
totalStackAmount = independentStacks.Sum(x => x.stackAmount);
if (willRemoveOnZero && totalStackAmount <= 0)
{
buff.Remove();
}
}
public IndependentStackUnit AddStack(int stackAmount, int duration)
{
IndependentStackUnit addition = new IndependentStackUnit(stackAmount, duration);
independentStacks.Add(addition);
independentStacks.Sort();
return addition;
}
public void ReduceStack(int stackAmount)
{
for (int i = 0; i < independentStacks.Count; i++)
{
if (stackAmount <= independentStacks[i].stackAmount)
{
independentStacks[i].stackAmount -= stackAmount;
if (independentStacks[i].stackAmount <= 0)
{
independentStacks.RemoveAt(i);
}
return;
}
stackAmount -= independentStacks[i].stackAmount;
independentStacks.RemoveAt(i);
i--;
}
totalStackAmount = independentStacks.Sum(x => x.stackAmount);
if (willRemoveOnZero && totalStackAmount <= 0)
{
buff.Remove();
}
}
public class IndependentStackUnit : IComparable<IndependentStackUnit>
{
public int stackAmount;
public int duration;
public int remainingTime;
public Dictionary<string, float> parameters;
public bool IsInfinite => duration < 0;
public IndependentStackUnit(int stackAmount, int duration)
{
this.stackAmount = stackAmount;
this.duration = duration;
this.remainingTime = duration;
this.parameters = new Dictionary<string, float>();
}
public int CompareTo(IndependentStackUnit other)
{
return remainingTime.CompareTo(other.remainingTime);
}
}
}
}
}