supervisor-simulator/scripts/Models/ItemDefinitions.cs
wjsjwr b8fecd080f 已把模型层改成组合式结构并补齐 MVC/内容配置骨架:Unit/任务/运行时状态现在通过组件组合,GameManager 作为桥接层改为驱动 GameSession/Controller;同时新增学科/羁绊/装备/任务/肉鸽等定义结构,预留 i18n 与 Mod 内容加载接口。
- 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
2025-12-31 23:54:31 +08:00

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using System.Collections.Generic;
namespace Models;
/// <summary>
/// 装备/设施定义(通用 + 学科专用)
/// 设计说明:
/// 1) Facility 与 Equipment 统一为 ItemDefinition不同类别通过枚举区分。
/// 2) 效果使用 ModifierBundle + RuleIds 组合,便于特殊规则注入。
/// 注意事项:
/// - Placement/Slot 为 UI 与摆放系统提供约束,不做逻辑判断。
/// 未来扩展:
/// - 可加入“耐久度/维护成本/占地大小”等字段。
/// </summary>
public enum ItemCategory
{
Facility,
Equipment,
Consumable
}
public enum FacilityPlacement
{
Lab,
ServerRoom,
Admin,
Library,
RestArea,
Field,
Global
}
public enum EquipmentSlot
{
Tool,
Accessory,
Body,
Head,
Hand
}
public sealed class ItemDefinition
{
public DefinitionHeader Header { get; set; } = new();
public ItemCategory Category { get; set; }
public string DisciplineId { get; set; }
public FacilityPlacement Placement { get; set; }
public EquipmentSlot Slot { get; set; }
public ItemEffect Effect { get; set; } = new();
public bool IsUnique { get; set; }
public int MaxStack { get; set; } = 1;
}
public sealed class ItemEffect
{
public ModifierBundle Modifiers { get; set; } = new();
public List<string> RuleIds { get; } = new();
}