- 任务推进与结算:执行阶段按任务类型用属性权重计算进度、考虑角色/学科匹配、状态衰减与难度缩放,回合结束统一扣 Deadline、判定完成/失败并派发事件,同时记录署名贡献度 scripts/Core/GameSystems.cs - 经济结算:接收任务事件发奖惩,学术探索根据难度生成论文卡;回合结束统一扣工资并结息(经济学学科触发基础利率)scripts/Core/GameSystems.cs - 羁绊层数与效果:统计人群画像/职能分工堆叠,激活层级并聚合为全局 ModifierBundle 给数值解析器使用 scripts/Core/GameSystems.cs, scripts/Models/GameState.cs - 事件与数值解析支撑:新增领域事件与统一属性合成器,兼容羁绊/学科/特质/装备的叠加 scripts/Core/DomainEvents.cs, scripts/Core/StatResolver.cs - 回合结算入口调整:Review 阶段改由系统处理并发布回合结束事件 scripts/GameManager.cs
86 lines
2.5 KiB
C#
86 lines
2.5 KiB
C#
using System.Collections.Generic;
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namespace Models;
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/// <summary>
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/// 运行时全局状态(GameState)
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/// 设计说明:
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/// 1) 将“局内状态”集中在一个聚合对象中,便于存档与调试快照。
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/// 2) 具体子状态按职责拆分:回合/经济/人员/任务/库存/羁绊。
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/// 3) Controller/System 只依赖这份数据,不直接操作 View。
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/// 注意事项:
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/// - 这是运行时数据,不是配置数据;配置请看 *Definition 类。
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/// - 禁止在这里引用 Godot Node,保持纯数据。
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/// 未来扩展:
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/// - 可加入“存档版本号”和“迁移器”,支持版本升级。
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/// - 可加入“局外 Roguelite 状态”,与局内共享接口。
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/// </summary>
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public sealed class GameState
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{
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public TurnState Turn { get; } = new();
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public EconomyState Economy { get; } = new();
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public RosterState Roster { get; } = new();
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public TaskState Tasks { get; } = new();
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public InventoryState Inventory { get; } = new();
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public SynergyState Synergy { get; } = new();
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public RogueliteState Roguelite { get; } = new();
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}
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public enum GamePhase
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{
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Planning,
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Execution,
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Review
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}
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public sealed class TurnState
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{
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public int CurrentTurn { get; set; } = 1;
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public int MaxTurns { get; set; } = 30;
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public GamePhase Phase { get; set; } = GamePhase.Planning;
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}
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public sealed class EconomyState
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{
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public int Money { get; set; } = 50000;
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public int Reputation { get; set; }
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public int ResearchPoints { get; set; }
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public float InterestRate { get; set; } = 0.0f;
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}
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public sealed class RosterState
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{
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public MentorModel Mentor { get; set; } = new("Player");
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public List<StudentModel> Students { get; } = new();
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public List<StaffModel> Staffs { get; } = new();
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}
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public sealed class TaskState
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{
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public List<TaskModel> ActiveTasks { get; } = new();
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public List<TaskModel> CompletedTasks { get; } = new();
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public List<TaskModel> FailedTasks { get; } = new();
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}
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public sealed class InventoryState
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{
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public Dictionary<string, int> ItemCounts { get; } = new();
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public Dictionary<PaperRank, int> PaperCounts { get; } = new();
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}
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public sealed class SynergyState
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{
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public Dictionary<string, int> ArchetypeStacks { get; } = new();
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public Dictionary<string, int> RoleStacks { get; } = new();
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public List<string> ActiveSynergyIds { get; } = new();
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public ModifierBundle ActiveModifiers { get; } = new();
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}
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public sealed class RogueliteState
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{
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public List<string> AlumniCardIds { get; } = new();
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public List<string> LegacyUnlockIds { get; } = new();
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public int TitleRetentionLevel { get; set; }
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}
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