794 lines
19 KiB
C#
794 lines
19 KiB
C#
using System;
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using System.Collections.Generic;
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using Models;
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namespace Core;
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/// <summary>
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/// 系统层骨架(负责模型变化,不直接处理输入/显示)
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/// 设计说明:
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/// 1) 每个系统只关注单一职责,形成高内聚低耦合结构。
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/// 2) 系统之间通过 GameSession 共享状态,通过事件总线通讯。
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/// 注意事项:
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/// - 系统逻辑应尽量“幂等”,便于回合重算与调试。
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/// 未来扩展:
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/// - 可加入“系统执行顺序配置”,支持 Mod 插入新系统。
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/// </summary>
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public interface IGameSystem
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{
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/// <summary>
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/// 初始化系统
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/// </summary>
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/// <param name="session">游戏会话</param>
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void Initialize(GameSession session);
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/// <summary>
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/// 每帧更新
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/// </summary>
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/// <param name="delta">帧间隔</param>
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void Tick(float delta);
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}
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/// <summary>
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/// 游戏系统管理器
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/// </summary>
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public sealed class GameSystems
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{
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/// <summary>
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/// 回合系统
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/// </summary>
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public TurnSystem Turn { get; } = new();
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/// <summary>
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/// 任务系统
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/// </summary>
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public TaskSystem Task { get; } = new();
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/// <summary>
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/// 经济系统
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/// </summary>
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public EconomySystem Economy { get; } = new();
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/// <summary>
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/// 羁绊/协同系统
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/// </summary>
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public SynergySystem Synergy { get; } = new();
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/// <summary>
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/// 分配系统
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/// </summary>
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public AssignmentSystem Assignment { get; } = new();
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/// <summary>
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/// 初始化所有系统
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/// </summary>
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/// <param name="session">游戏会话</param>
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public void Initialize(GameSession session)
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{
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Turn.Initialize(session);
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Task.Initialize(session);
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Economy.Initialize(session);
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Synergy.Initialize(session);
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Assignment.Initialize(session);
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}
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/// <summary>
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/// 更新所有系统
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/// </summary>
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/// <param name="delta">帧间隔</param>
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public void Tick(float delta)
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{
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Turn.Tick(delta);
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Synergy.Tick(delta);
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Task.Tick(delta);
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Economy.Tick(delta);
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Assignment.Tick(delta);
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}
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}
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/// <summary>
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/// 回合系统
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/// </summary>
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public sealed class TurnSystem : IGameSystem
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{
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private GameSession _session;
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/// <summary>
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/// 初始化
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/// </summary>
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/// <param name="session">游戏会话</param>
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public void Initialize(GameSession session)
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{
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_session = session;
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}
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/// <summary>
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/// 更新
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/// </summary>
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/// <param name="delta">帧间隔</param>
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public void Tick(float delta)
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{
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// 预留:回合推进计时器/阶段切换
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}
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}
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/// <summary>
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/// 任务系统
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/// </summary>
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public sealed class TaskSystem : IGameSystem
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{
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private GameSession _session;
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private StatResolver _statResolver;
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/// <summary>
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/// 初始化
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/// </summary>
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/// <param name="session">游戏会话</param>
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public void Initialize(GameSession session)
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{
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_session = session;
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_statResolver = new StatResolver(session);
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}
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/// <summary>
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/// 更新
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/// </summary>
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/// <param name="delta">帧间隔</param>
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public void Tick(float delta)
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{
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if (_session.State.Turn.Phase != GamePhase.Execution)
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{
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return;
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}
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AdvanceTasks(delta);
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}
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/// <summary>
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/// 回合结算(扣除 Deadline,判定完成与失败)
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/// </summary>
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public void ResolveEndOfTurn()
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{
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var state = _session.State;
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var completed = new List<TaskModel>();
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var failed = new List<TaskModel>();
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foreach (var task in state.Tasks.ActiveTasks)
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{
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if (task.Runtime.RemainingTurns > 0)
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{
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task.Runtime.RemainingTurns--;
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}
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if (task.IsCompleted)
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{
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completed.Add(task);
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}
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else if (task.IsFailed)
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{
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failed.Add(task);
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}
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}
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foreach (var task in completed)
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{
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state.Tasks.ActiveTasks.Remove(task);
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state.Tasks.CompletedTasks.Add(task);
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_session.Events.Publish(new TaskCompletedEvent(task));
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}
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foreach (var task in failed)
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{
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state.Tasks.ActiveTasks.Remove(task);
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state.Tasks.FailedTasks.Add(task);
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_session.Events.Publish(new TaskFailedEvent(task));
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}
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}
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/// <summary>
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/// 推进任务进度
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/// </summary>
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/// <param name="delta">时间间隔</param>
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private void AdvanceTasks(float delta)
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{
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var state = _session.State;
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if (state.Tasks.ActiveTasks.Count == 0) return;
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var unitIndex = BuildUnitIndex();
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foreach (var task in state.Tasks.ActiveTasks)
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{
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if (task.IsCompleted || task.IsFailed) continue;
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if (task.Kind == TaskKind.Milestone) continue;
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var taskDef = GetTaskDefinition(task);
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var totalPower = 0f;
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foreach (var unitId in task.AssignedUnitIds)
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{
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if (!unitIndex.TryGetValue(unitId, out var entry))
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{
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continue;
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}
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var contribution = GetUnitContribution(entry, task, taskDef, delta);
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totalPower += contribution;
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}
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if (totalPower <= 0f) continue;
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var difficultyScale = task.Runtime.DifficultyScale * GetDifficultyScale(task.Difficulty);
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task.AddProgress(totalPower * delta / difficultyScale);
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}
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}
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/// <summary>
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/// 获取单位对任务的贡献
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/// </summary>
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private float GetUnitContribution(UnitEntry entry, TaskModel task, TaskDefinition taskDef, float delta)
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{
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var unit = entry.Unit;
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var basePower = GetTaskBasePower(unit, task.Kind);
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if (basePower <= 0f) return 0f;
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var roleMultiplier = GetRoleMultiplier(unit, taskDef);
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var disciplineMultiplier = GetDisciplineMultiplier(unit, taskDef);
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var statusMultiplier = GetStatusMultiplier(entry);
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var requirementMultiplier = GetRequirementMultiplier(unit, taskDef);
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var effectivePower = basePower * roleMultiplier * disciplineMultiplier * statusMultiplier * requirementMultiplier;
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TrackContribution(entry, task, effectivePower * delta);
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return effectivePower;
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}
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/// <summary>
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/// 获取任务基础效率
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/// </summary>
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private float GetTaskBasePower(UnitModel unit, TaskKind kind)
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{
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var academic = _statResolver.GetAttribute(unit, AttributeType.Academic);
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var engineering = _statResolver.GetAttribute(unit, AttributeType.Engineering);
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var writing = _statResolver.GetAttribute(unit, AttributeType.Writing);
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var financial = _statResolver.GetAttribute(unit, AttributeType.Financial);
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var social = _statResolver.GetAttribute(unit, AttributeType.Social);
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var activation = _statResolver.GetAttribute(unit, AttributeType.Activation);
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return kind switch
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{
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TaskKind.AcademicExploration => academic * 0.6f + writing * 0.4f,
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TaskKind.GrantVertical => writing * 0.4f + social * 0.4f + financial * 0.2f,
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TaskKind.GrantHorizontal => engineering * 0.5f + activation * 0.3f + academic * 0.2f,
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TaskKind.Administrative => activation * 0.6f + social * 0.4f,
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TaskKind.Conference => social * 0.5f + writing * 0.3f + financial * 0.2f,
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TaskKind.Milestone => 0f,
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_ => academic
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};
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}
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/// <summary>
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/// 获取状态乘数
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/// </summary>
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private float GetStatusMultiplier(UnitEntry entry)
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{
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var mood = entry.Unit.Statuses.Mood.Normalized;
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var stress = entry.Unit.Statuses.Stress.Current.Normalized;
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var moodMultiplier = 0.5f + mood * 0.5f;
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var stressMultiplier = Math.Clamp(1.0f - 0.3f * stress, 0.7f, 1.0f);
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var multiplier = moodMultiplier * stressMultiplier;
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if (entry.Student != null)
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{
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var stamina = entry.Student.Progress.Stamina.Current.Normalized;
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if (stamina < 0.1f) multiplier *= 0.4f;
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else if (stamina < 0.2f) multiplier *= 0.7f;
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}
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return Math.Clamp(multiplier, 0.3f, 1.2f);
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}
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/// <summary>
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/// 获取角色乘数
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/// </summary>
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private float GetRoleMultiplier(UnitModel unit, TaskDefinition taskDef)
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{
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if (taskDef == null) return 1.0f;
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if (taskDef.Requirements.RequiredRoleIds.Count > 0)
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{
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foreach (var roleId in taskDef.Requirements.RequiredRoleIds)
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{
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if (unit.Tags.RoleIds.Contains(roleId))
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{
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return 1.0f;
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}
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}
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return 0.5f;
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}
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if (taskDef.RecommendedRoleIds.Count > 0)
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{
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foreach (var roleId in taskDef.RecommendedRoleIds)
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{
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if (unit.Tags.RoleIds.Contains(roleId))
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{
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return 1.1f;
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}
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}
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return 0.9f;
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}
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return 1.0f;
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}
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/// <summary>
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/// 获取需求乘数
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/// </summary>
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private float GetRequirementMultiplier(UnitModel unit, TaskDefinition taskDef)
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{
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if (taskDef == null) return 1.0f;
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var multiplier = 1.0f;
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foreach (var requirement in taskDef.Requirements.AttributeChecks)
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{
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var value = _statResolver.GetAttribute(unit, requirement.Type);
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if (value < requirement.MinValue)
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{
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multiplier *= 0.85f;
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}
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}
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return multiplier;
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}
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/// <summary>
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/// 获取学科乘数
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/// </summary>
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private float GetDisciplineMultiplier(UnitModel unit, TaskDefinition taskDef)
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{
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if (taskDef == null) return 1.0f;
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if (taskDef.AllowedDisciplineIds.Count == 0) return 1.0f;
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if (string.IsNullOrWhiteSpace(unit.Tags.DisciplineId)) return 0.8f;
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foreach (var disciplineId in taskDef.AllowedDisciplineIds)
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{
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if (disciplineId == unit.Tags.DisciplineId)
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{
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return 1.0f;
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}
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}
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return 0.7f;
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}
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/// <summary>
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/// 获取难度系数
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/// </summary>
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private float GetDifficultyScale(TaskDifficulty difficulty)
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{
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return difficulty switch
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{
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TaskDifficulty.Water => 0.8f,
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TaskDifficulty.Standard => 1.0f,
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TaskDifficulty.Hardcore => 1.3f,
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TaskDifficulty.BlackBox => 1.6f,
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_ => 1.0f
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};
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}
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/// <summary>
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/// 获取任务定义
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/// </summary>
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private TaskDefinition GetTaskDefinition(TaskModel task)
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{
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if (string.IsNullOrWhiteSpace(task.DefinitionId)) return null;
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return _session.Content.Tasks.TryGetValue(task.DefinitionId, out var definition) ? definition : null;
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}
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/// <summary>
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/// 构建单位索引
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/// </summary>
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private Dictionary<Guid, UnitEntry> BuildUnitIndex()
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{
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var index = new Dictionary<Guid, UnitEntry>();
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var roster = _session.State.Roster;
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if (roster.Mentor != null)
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{
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var unit = roster.Mentor.Core;
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index[unit.Identity.Id] = new UnitEntry(unit, roster.Mentor, null, null);
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}
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foreach (var student in roster.Students)
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{
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var unit = student.Core;
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index[unit.Identity.Id] = new UnitEntry(unit, null, student, null);
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}
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foreach (var staff in roster.Staffs)
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{
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var unit = staff.Core;
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index[unit.Identity.Id] = new UnitEntry(unit, null, null, staff);
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}
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return index;
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}
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/// <summary>
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/// 追踪贡献
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/// </summary>
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private void TrackContribution(UnitEntry entry, TaskModel task, float deltaContribution)
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{
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if (entry.Student == null) return;
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var contributions = entry.Student.Contributions.ByTask;
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if (!contributions.TryGetValue(task.Id, out var value))
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{
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value = new PropertyValue(0, 0, 1000000);
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contributions[task.Id] = value;
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}
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value.Add(deltaContribution);
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}
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private readonly struct UnitEntry
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{
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public UnitModel Unit { get; }
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public MentorModel Mentor { get; }
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public StudentModel Student { get; }
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public StaffModel Staff { get; }
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public UnitEntry(UnitModel unit, MentorModel mentor, StudentModel student, StaffModel staff)
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{
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Unit = unit;
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Mentor = mentor;
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Student = student;
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Staff = staff;
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}
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}
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}
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/// <summary>
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/// 经济系统
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/// </summary>
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public sealed class EconomySystem : IGameSystem
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{
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private GameSession _session;
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private const int MasterSalary = 500;
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private const int DoctorSalary = 800;
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private const int PostDocSalary = 1200;
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private const int JuniorFacultySalary = 2000;
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/// <summary>
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/// 初始化
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/// </summary>
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/// <param name="session">游戏会话</param>
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public void Initialize(GameSession session)
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{
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_session = session;
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_session.Events.Subscribe<TaskCompletedEvent>(OnTaskCompleted);
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_session.Events.Subscribe<TaskFailedEvent>(OnTaskFailed);
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_session.Events.Subscribe<TurnEndedEvent>(OnTurnEnded);
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}
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/// <summary>
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/// 更新
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/// </summary>
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/// <param name="delta">帧间隔</param>
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public void Tick(float delta)
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{
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// 当前为回合驱动,不在 Tick 中结算
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}
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/// <summary>
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/// 任务完成回调
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/// </summary>
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private void OnTaskCompleted(TaskCompletedEvent evt)
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{
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var task = evt.Task;
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var economy = _session.State.Economy;
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economy.Money += task.Reward.Money;
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economy.Reputation += task.Reward.Reputation;
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if (task.Reward.PaperIds.Count > 0)
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{
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foreach (var paperId in task.Reward.PaperIds)
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{
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if (_session.Content.Papers.TryGetValue(paperId, out var paper))
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{
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AddPaper(paper.Rank);
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}
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}
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}
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else if (task.Kind == TaskKind.AcademicExploration)
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{
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AddPaper(GetPaperRankByDifficulty(task.Difficulty));
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}
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foreach (var itemId in task.Reward.ItemIds)
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{
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AddItem(itemId, 1);
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}
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}
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/// <summary>
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/// 任务失败回调
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/// </summary>
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private void OnTaskFailed(TaskFailedEvent evt)
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{
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var task = evt.Task;
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var penalty = task.Track == TaskTrack.Tenure ? 20 : 10;
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if (task.Kind == TaskKind.GrantVertical) penalty += 10;
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_session.State.Economy.Reputation -= penalty;
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}
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/// <summary>
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/// 回合结束回调
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/// </summary>
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private void OnTurnEnded(TurnEndedEvent evt)
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{
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ApplySalaries();
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ApplyInterest();
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}
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/// <summary>
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/// 支付薪水
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/// </summary>
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private void ApplySalaries()
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{
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var economy = _session.State.Economy;
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foreach (var student in _session.State.Roster.Students)
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{
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economy.Money -= student.Type == StudentModel.StudentType.MasterCandidate
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? MasterSalary
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: DoctorSalary;
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}
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foreach (var staff in _session.State.Roster.Staffs)
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{
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economy.Money -= staff.Type == StaffModel.StaffType.PostDoc
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? PostDocSalary
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: JuniorFacultySalary;
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}
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}
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/// <summary>
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/// 计算利息
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/// </summary>
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private void ApplyInterest()
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{
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var economy = _session.State.Economy;
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UpdateInterestRate();
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if (economy.Money <= 0 || economy.InterestRate <= 0) return;
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||
var interest = (int)(economy.Money * economy.InterestRate);
|
||
economy.Money += interest;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新利率
|
||
/// </summary>
|
||
private void UpdateInterestRate()
|
||
{
|
||
var economy = _session.State.Economy;
|
||
var mentor = _session.State.Roster.Mentor;
|
||
if (mentor?.Core.Tags.DisciplineId == CoreIds.DisciplineEconomics)
|
||
{
|
||
economy.InterestRate = Math.Max(economy.InterestRate, 0.1f);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 添加论文
|
||
/// </summary>
|
||
private void AddPaper(PaperRank rank)
|
||
{
|
||
var inventory = _session.State.Inventory;
|
||
if (!inventory.PaperCounts.ContainsKey(rank))
|
||
{
|
||
inventory.PaperCounts[rank] = 0;
|
||
}
|
||
|
||
inventory.PaperCounts[rank] += 1;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 添加物品
|
||
/// </summary>
|
||
private void AddItem(string itemId, int count)
|
||
{
|
||
if (string.IsNullOrWhiteSpace(itemId)) return;
|
||
var inventory = _session.State.Inventory;
|
||
if (!inventory.ItemCounts.ContainsKey(itemId))
|
||
{
|
||
inventory.ItemCounts[itemId] = 0;
|
||
}
|
||
|
||
inventory.ItemCounts[itemId] += count;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据难度获取论文等级
|
||
/// </summary>
|
||
private PaperRank GetPaperRankByDifficulty(TaskDifficulty difficulty)
|
||
{
|
||
return difficulty switch
|
||
{
|
||
TaskDifficulty.Water => PaperRank.C,
|
||
TaskDifficulty.Standard => PaperRank.B,
|
||
TaskDifficulty.Hardcore => PaperRank.A,
|
||
TaskDifficulty.BlackBox => PaperRank.S,
|
||
_ => PaperRank.C
|
||
};
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 羁绊/协同系统
|
||
/// </summary>
|
||
public sealed class SynergySystem : IGameSystem
|
||
{
|
||
private GameSession _session;
|
||
|
||
/// <summary>
|
||
/// 初始化
|
||
/// </summary>
|
||
/// <param name="session">游戏会话</param>
|
||
public void Initialize(GameSession session)
|
||
{
|
||
_session = session;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新
|
||
/// </summary>
|
||
/// <param name="delta">帧间隔</param>
|
||
public void Tick(float delta)
|
||
{
|
||
RecalculateSynergy();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 重新计算协同
|
||
/// </summary>
|
||
private void RecalculateSynergy()
|
||
{
|
||
var state = _session.State.Synergy;
|
||
state.ArchetypeStacks.Clear();
|
||
state.RoleStacks.Clear();
|
||
state.ActiveSynergyIds.Clear();
|
||
ClearModifiers(state.ActiveModifiers);
|
||
|
||
CountUnitTags(state);
|
||
ApplySynergyDefinitions(state);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 统计单位标签
|
||
/// </summary>
|
||
private void CountUnitTags(SynergyState synergy)
|
||
{
|
||
var roster = _session.State.Roster;
|
||
AddUnitTags(synergy, roster.Mentor?.Core);
|
||
|
||
foreach (var student in roster.Students)
|
||
{
|
||
AddUnitTags(synergy, student.Core);
|
||
}
|
||
|
||
foreach (var staff in roster.Staffs)
|
||
{
|
||
AddUnitTags(synergy, staff.Core);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 添加单位标签
|
||
/// </summary>
|
||
private void AddUnitTags(SynergyState synergy, UnitModel unit)
|
||
{
|
||
if (unit == null) return;
|
||
foreach (var archetypeId in unit.Tags.ArchetypeIds)
|
||
{
|
||
AddStack(synergy.ArchetypeStacks, archetypeId);
|
||
}
|
||
|
||
foreach (var roleId in unit.Tags.RoleIds)
|
||
{
|
||
AddStack(synergy.RoleStacks, roleId);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 增加堆叠计数
|
||
/// </summary>
|
||
private void AddStack(Dictionary<string, int> stacks, string id)
|
||
{
|
||
if (string.IsNullOrWhiteSpace(id)) return;
|
||
if (!stacks.ContainsKey(id))
|
||
{
|
||
stacks[id] = 0;
|
||
}
|
||
|
||
stacks[id] += 1;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 应用协同定义
|
||
/// </summary>
|
||
private void ApplySynergyDefinitions(SynergyState synergy)
|
||
{
|
||
foreach (var archetype in _session.Content.Archetypes.Values)
|
||
{
|
||
ApplySynergyTier(archetype.Header.Id, archetype.Tiers, synergy.ArchetypeStacks, synergy);
|
||
}
|
||
|
||
foreach (var role in _session.Content.Roles.Values)
|
||
{
|
||
ApplySynergyTier(role.Header.Id, role.Tiers, synergy.RoleStacks, synergy);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 应用协同层级
|
||
/// </summary>
|
||
private void ApplySynergyTier(string id, List<SynergyTier> tiers, Dictionary<string, int> stacks, SynergyState synergy)
|
||
{
|
||
if (string.IsNullOrWhiteSpace(id)) return;
|
||
stacks.TryGetValue(id, out var count);
|
||
|
||
foreach (var tier in tiers)
|
||
{
|
||
if (count < tier.RequiredCount) continue;
|
||
var synergyId = $"{id}@{tier.RequiredCount}";
|
||
synergy.ActiveSynergyIds.Add(synergyId);
|
||
MergeModifiers(synergy.ActiveModifiers, tier.Modifiers);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 合并修正
|
||
/// </summary>
|
||
private void MergeModifiers(ModifierBundle target, ModifierBundle source)
|
||
{
|
||
if (target == null || source == null) return;
|
||
target.AttributeModifiers.AddRange(source.AttributeModifiers);
|
||
target.StatusModifiers.AddRange(source.StatusModifiers);
|
||
target.ResourceModifiers.AddRange(source.ResourceModifiers);
|
||
target.RuleIds.AddRange(source.RuleIds);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 清除修正
|
||
/// </summary>
|
||
private void ClearModifiers(ModifierBundle bundle)
|
||
{
|
||
bundle.AttributeModifiers.Clear();
|
||
bundle.StatusModifiers.Clear();
|
||
bundle.ResourceModifiers.Clear();
|
||
bundle.RuleIds.Clear();
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 分配系统
|
||
/// </summary>
|
||
public sealed class AssignmentSystem : IGameSystem
|
||
{
|
||
private GameSession _session;
|
||
|
||
/// <summary>
|
||
/// 初始化
|
||
/// </summary>
|
||
/// <param name="session">游戏会话</param>
|
||
public void Initialize(GameSession session)
|
||
{
|
||
_session = session;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新
|
||
/// </summary>
|
||
/// <param name="delta">帧间隔</param>
|
||
public void Tick(float delta)
|
||
{
|
||
// 预留:人员分配、交接惩罚等
|
||
}
|
||
} |