supervisor-simulator/scripts/Models/SynergyDefinitions.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

44 lines
1.3 KiB
C#

using System.Collections.Generic;
namespace Models;
/// <summary>
/// 羁绊/职业/特质定义(“人群画像 + 职能分工”)
/// 设计说明:
/// 1) Archetype/Role 采用分层 Tier 模式,满足 2/4/6 叠层设计。
/// 2) Trait 为单体特质,不叠层,仅提供修饰与规则。
/// 注意事项:
/// - Tier 的规则效果写在 RuleIds 中,由系统层解释执行。
/// 未来扩展:
/// - 可加入“跨学科混合羁绊”条件与视觉特效引用。
/// </summary>
public sealed class ArchetypeDefinition
{
public DefinitionHeader Header { get; set; } = new();
public List<SynergyTier> Tiers { get; } = new();
}
public sealed class RoleDefinition
{
public DefinitionHeader Header { get; set; } = new();
public List<SynergyTier> Tiers { get; } = new();
// 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。
public List<string> AllowedDisciplineIds { get; } = new();
}
public sealed class TraitDefinition
{
public DefinitionHeader Header { get; set; } = new();
public ModifierBundle Modifiers { get; set; } = new();
public List<string> RuleIds { get; } = new();
}
public sealed class SynergyTier
{
public int RequiredCount { get; set; }
public ModifierBundle Modifiers { get; set; } = new();
public List<string> RuleIds { get; } = new();
}