- 组合式单位与数值基础重构:scripts/Models/UnitModel.cs, scripts/Models/UnitComponents.cs, scripts/Models/StudentModel.cs, scripts/Models/MentorModel.cs, scripts/Models/StaffModel.cs, scripts/Models/PropertyValue.cs, scripts/Models/StatusValue.cs - 任务与运行时状态骨架:scripts/Models/Task.cs, scripts/Models/TaskDefinitions.cs, scripts/Models/GameState.cs - 配置与规则定义骨架:scripts/Models/DefinitionSupport.cs, scripts/Models/DomainEnums.cs, scripts/Models/Modifiers.cs, scripts/Models/DisciplineDefinitions.cs, scripts/Models/SynergyDefinitions.cs, scripts/Models/ItemDefinitions.cs, scripts/Models/PaperDefinitions.cs, scripts/Models/RogueliteDefinitions.cs, scripts/Models/GameContentDatabase.cs, scripts/Models/CoreIds.cs - MVC/会话/系统/i18n/Mod 支撑:scripts/Core/GameSession.cs, scripts/Core/GameSystems.cs, scripts/Core/GameController.cs, scripts/Core/Mvc.cs, scripts/Core/LocalizationService.cs, scripts/Core/ContentRegistry.cs, scripts/Core/ModManifest.cs, scripts/Core/EventBus.cs - 主控流程衔接:scripts/GameManager.cs
44 lines
1.3 KiB
C#
44 lines
1.3 KiB
C#
using System.Collections.Generic;
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namespace Models;
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/// <summary>
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/// 羁绊/职业/特质定义(“人群画像 + 职能分工”)
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/// 设计说明:
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/// 1) Archetype/Role 采用分层 Tier 模式,满足 2/4/6 叠层设计。
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/// 2) Trait 为单体特质,不叠层,仅提供修饰与规则。
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/// 注意事项:
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/// - Tier 的规则效果写在 RuleIds 中,由系统层解释执行。
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/// 未来扩展:
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/// - 可加入“跨学科混合羁绊”条件与视觉特效引用。
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/// </summary>
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public sealed class ArchetypeDefinition
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{
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public DefinitionHeader Header { get; set; } = new();
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public List<SynergyTier> Tiers { get; } = new();
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}
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public sealed class RoleDefinition
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{
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public DefinitionHeader Header { get; set; } = new();
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public List<SynergyTier> Tiers { get; } = new();
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// 如果是学科限定角色(如炼金术士/极客),在这里配置允许的学科 Id。
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public List<string> AllowedDisciplineIds { get; } = new();
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}
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public sealed class TraitDefinition
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{
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public DefinitionHeader Header { get; set; } = new();
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public ModifierBundle Modifiers { get; set; } = new();
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public List<string> RuleIds { get; } = new();
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}
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public sealed class SynergyTier
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{
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public int RequiredCount { get; set; }
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public ModifierBundle Modifiers { get; set; } = new();
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public List<string> RuleIds { get; } = new();
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}
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