2026-05-14 17:25:29 +08:00

496 lines
15 KiB
C#

using System;
using System.Collections.Generic;
using Logic.Action;
using UnityEngine;
using RuntimeData;
using Logic.Multilingual;
using TMPro;
public enum CivEnum
{
Common = 0,
Egyptian = 1,
French = 2,
Germany = 3,
Indian = 4,
Norway = 5,
Britain = 6,
Persian = 7,
Byzantine = 8,
// --- 新增阵营 ---
Sumerian = 9, // 苏美尔
Mayan = 10, // 玛雅
Malian = 11, // 马里
Greek = 12, // 希腊
Khmer = 13, // 高棉
Aztec = 14, // 阿兹特克
Incan = 15, // 印加
Mongolian = 16, // 蒙古
Arabian = 17, // 阿拉伯
Max = 18
}
public enum ForceEnum
{
Common = 0,
Remilia = 1,
Kaguya = 2,
Kanako = 3,
Satori = 4,
Reimu = 5,
Byakuren = 6,
Miko = 7,
Zanmu = 8,
Yuyuko = 9,
Hecatia = 10,
Megumu = 11,
Cirno = 12,
Yorihime = 13,
Tenshi = 14,
Ubame = 15,
Seija = 16,
Marisa = 17,
Max = 0
}
[Serializable]
public struct Empire
{
public CivEnum Civ;
public ForceEnum Force;
public Empire(CivEnum civ, ForceEnum force)
{
Civ = civ;
Force = force;
}
public static bool operator ==(Empire a, Empire b)
{
return a.Civ == b.Civ && a.Force == b.Force;
}
public static bool operator !=(Empire a, Empire b)
{
return !(a == b);
}
public override bool Equals(object obj)
{
return obj is Empire other && this == other;
}
public override int GetHashCode()
{
return HashCode.Combine(Civ, Force);
}
}
public enum LandformType
{
Terrain,
Mountain,
Tree,
Road,
Resource,
Max
}
[Serializable]
[CreateAssetMenu(fileName = "PlayerDataAssets", menuName = "TH1 Game Data/Player Data Asset")]
public class PlayerDataAssets : ScriptableObject
{
public List<PlayerInfo> PlayerDataList = new List<PlayerInfo>();
public List<LandformPack> CivLandformList = new List<LandformPack>();
public Color CommonColor;
public Sprite CommonPlayerAvatar;
[MultilingualField]
public string CommonForceTitleText;
private Dictionary<UnitType,UnitTypeInfo> _unitTypeDict = new Dictionary<UnitType, UnitTypeInfo>();
private Dictionary<GiantType,UnitTypeInfo> _giantTypeDict = new Dictionary<GiantType, UnitTypeInfo>();
[NonSerialized]
private bool _initialized = false;
public bool GetPlayerInfo(PlayerData player,out PlayerInfo info)
{
info = null;
if (player == null)
return false;
foreach (var t in PlayerDataList)
{
if (t.CivId == player.PlayerCivId && t.ForceId == player.PlayerForceId)
{
info = t;
return true;
}
}
return false;
}
public bool GetPlayerInfoByCivId(uint cid,uint forceid,out PlayerInfo info)
{
info = null;
foreach (var t in PlayerDataList)
{
if (t.CivId == cid && t.ForceId == forceid)
{
info = t;
return true;
}
}
return false;
}
public bool GetPlayerInfo(CivEnum civ,ForceEnum force,out PlayerInfo info)
{
uint cid = Table.Instance.TransCivEnumToCivId(civ);
uint forceid = Table.Instance.TransForceEnumToForceId(force);
return GetPlayerInfoByCivId(cid,forceid,out info);
}
public bool GetPlayerInfo(Empire empire, out PlayerInfo info)
{
return GetPlayerInfo(empire.Civ, empire.Force, out info);
}
//判断一个action是否在一个玩家的techPool里面
public bool CheckActionInTechPool(CommonActionId actionId,PlayerData player)
{
if (!GetPlayerInfo(player, out var info)) return false;
foreach (var t in info.TechPool)
{
if(!Table.Instance.TechDataAssets.GetTechInfo(t,out var techInfo))continue;
var actionList = techInfo.GetActionList();
foreach(var a in actionList)
if (a == actionId)
return true;
}
return false;
}
// --------------------------------------------- 处理初始资源参数的模块 -------------------------------------
public bool GetCivLandformPack(CivEnum civ, out LandformPack info)
{
foreach(var t in CivLandformList)
if (t.civ == civ)
{
info = t;
return true;
}
info = null;
return false;
}
//terrain重载
public float GetLandformRate(TerrainType terrain, CivEnum civ)
{
var ret = 1f;
//if (tree != Vegetation.Trees) return 0;
return ret;
}
//tree重载(树占平地的比例)
public float GetLandformRate(Vegetation tree, CivEnum civ = CivEnum.Common)
{
if (tree != Vegetation.Trees) return 0f;
if (!GetCivLandformPack(civ,out var civInfo)) return 0f;
if (!GetCivLandformPack(CivEnum.Common,out var commonInfo)) return 0f;
if (!commonInfo.GetLandformRate(tree, InnerOuterCity.All,out var commonRate)) return 0f;
if (!civInfo.GetLandformRate(tree, InnerOuterCity.All,out var civRate)) return commonRate;
return commonRate * civRate;
}
//mountain重载 (山占所有陆地的比例)
public float GetLandformRate(TerrainFeature mountain, CivEnum civ = CivEnum.Common)
{
if (mountain != TerrainFeature.Mountain) return 0f;
if (!GetCivLandformPack(civ,out var civInfo)) return 0f;
if (!GetCivLandformPack(CivEnum.Common,out var commonInfo)) return 0f;
if (!commonInfo.GetLandformRate(mountain, InnerOuterCity.All,out var commonRate)) return 0f;
if (!civInfo.GetLandformRate(mountain, InnerOuterCity.All,out var civRate)) return commonRate;
return commonRate * civRate;
}
//animal/fruit/crop/metal重载(animal占森林的比例)
public float GetLandformRate(ResourceType resource, CivEnum civ = CivEnum.Common,InnerOuterCity innerOuterCity = InnerOuterCity.All)
{
if (!(resource is ResourceType.Animal or ResourceType.Metal or ResourceType.Crop or ResourceType.Farm or ResourceType.Fruit or ResourceType.Treasure or ResourceType.Starfish or ResourceType.Fish)) return 0f;
if (!GetCivLandformPack(civ,out var civInfo)) return 0f;
if (!GetCivLandformPack(CivEnum.Common,out var commonInfo)) return 0f;
if (!commonInfo.GetLandformRate(resource, innerOuterCity,out var commonRate)) return 0f;
//注意civInfo要传入 InnerOuterCity.All 因为不分内外城
if (!civInfo.GetLandformRate(resource, InnerOuterCity.All,out var civRate)) return commonRate;
return commonRate * civRate;
}
public bool GetLandformCount(TerrainType terrain, CivEnum civ,out int count)
{
count = 0;
if (terrain != TerrainType.Land) return false;
if (!GetCivLandformPack(civ, out var civInfo)) return false;
if (!civInfo.GetLandformCount(terrain, InnerOuterCity.InnerCity, out count)) return false;
return true;
}
//tree的城市保底数量
public bool GetLandformCount(Vegetation tree, CivEnum civ,out int count)
{
count = 0;
if (tree != Vegetation.Trees) return false;
if (!GetCivLandformPack(civ, out var civInfo)) return false;
if (!civInfo.GetLandformCount(tree, InnerOuterCity.InnerCity, out count)) return false;
return true;
}
//mountain的城市保底数量
public bool GetLandformCount(TerrainFeature mountain, CivEnum civ,out int count)
{
count = 0;
if (mountain != TerrainFeature.Mountain) return false;
if (!GetCivLandformPack(civ,out var civInfo)) return false;
if (!civInfo.GetLandformCount(mountain, InnerOuterCity.InnerCity,out count)) return false;
return true;
}
public bool GetLandformCount(ResourceType resource, CivEnum civ,InnerOuterCity innerOuterCity,out int count)
{
count = 0;
if (!(resource is ResourceType.Animal or ResourceType.Metal or ResourceType.Crop or ResourceType.Farm or ResourceType.Fruit or ResourceType.Fish)) return false;
if (!GetCivLandformPack(civ,out var civInfo)) return false;
if (!civInfo.GetLandformCount(resource, innerOuterCity,out count)) return false;
return true;
}
}
[Serializable]
public class PlayerInfo
{
public uint ForceId;
public uint CivId;
[MultilingualField]
public string CivName;
[MultilingualField]
public string ForceName;
[MultilingualField]
public string LeaderName;
public Sprite LeaderIllustration;
public Sprite LeaderAvatar;
public Sprite WinPic;
public Sprite LosePic;
public Sprite LoadingPic;
//public Sprite PopulationSprite;
public List<TechType> TechPool = new List<TechType>();
public List<TechType> TechStart = new List<TechType>();
public Color Color;
public Sprite FlagIcon;
public int Diff;
public List<TechAtom> TechAtomList;
[MultilingualField] public string EmpireDesc;
[MultilingualField] public string LeaderDesc;
[MultilingualField(false,true,false)]
public List<string> StartChatBubble;
[MultilingualField(false,true,false)]
public List<string> MeetChatBubble;
[MultilingualField(false,true,false)]
public List<string> LoseChatBubble;
[MultilingualField(false,true,false)]
public List<string> WinChatBubble;
public string MusicName;
PlayerInfo()
{
foreach (TechType t in System.Enum.GetValues(typeof(TechType)))
TechPool.Add(t);
TechStart.Add(TechType.None);
}
public string GetRandomMeetChat()
{
if (MeetChatBubble.Count > 0)
return MeetChatBubble[UnityEngine.Random.Range(0, MeetChatBubble.Count)];
else return "0";
}
public string GetSpeaker()
{
switch (ForceId)
{
case 0:
return nameof(GiantType.EgyptianRemilia);
case 1:
return nameof(GiantType.FrenchKaguya);
case 2:
return nameof(GiantType.GermanyKanako);
case 3:
return nameof(GiantType.IndianSatori);
case 4:
return "NorwayReimu";
case 5:
return "BritishByakuren";
case 6:
return "PersianMiko";
case 7:
return "ByzantineZanmu";
}
return nameof(GiantType.None);
}
public string GetRandomStartChat()
{
if (StartChatBubble.Count > 0)
return StartChatBubble[UnityEngine.Random.Range(0, StartChatBubble.Count)];
else return "0";
}
public string GetRandomLoseChat()
{
if (LoseChatBubble.Count > 0)
return LoseChatBubble[UnityEngine.Random.Range(0, LoseChatBubble.Count)];
else return "0";
}
public string GetRandomWinChat()
{
if (WinChatBubble.Count > 0)
return WinChatBubble[UnityEngine.Random.Range(0, WinChatBubble.Count)];
else return "0";
}
}
[Serializable]
public class LandformPack
{
public CivEnum civ;
public List<LandformParamItem> LandformParamList;
//tree重载(树占平地的比例)
public bool GetLandformRate(Vegetation tree,InnerOuterCity innerOuterCity ,out float rate)
{
foreach(var t in LandformParamList)
if (t.LandformType == LandformType.Tree && innerOuterCity == t.InnerOuterCity && !t.IsCountControl)
{
rate = t.Rate;
return true;
}
rate = 0f;
return false;
}
//mountain重载 (山占所有陆地的比例)
public bool GetLandformRate(TerrainFeature mountain, InnerOuterCity innerOuterCity,out float rate)
{
foreach(var t in LandformParamList)
if (t.LandformType == LandformType.Mountain && innerOuterCity == t.InnerOuterCity && !t.IsCountControl)
{
rate = t.Rate;
return true;
}
rate = 0f;
return false;
}
//animal/fruit/crop/metal重载(animal占森林的比例)
public bool GetLandformRate(ResourceType resource, InnerOuterCity innerOuterCity,out float rate)
{
foreach(var t in LandformParamList)
if (t.LandformType == LandformType.Resource && t.ResourceType == resource &&
innerOuterCity == t.InnerOuterCity && !t.IsCountControl)
{
rate = t.Rate;
return true;
}
rate = 0f;
return false;
}
public bool GetLandformCount(TerrainType terrain, InnerOuterCity innerOuterCity,out int count)
{
foreach(var t in LandformParamList)
if (t.LandformType == LandformType.Terrain && t.TerrainType == TerrainType.Land && innerOuterCity == t.InnerOuterCity && t.IsCountControl)
{
count = t.Count;
return true;
}
count = 0;
return false;
}
public bool GetLandformCount(ResourceType resource, InnerOuterCity innerOuterCity,out int count)
{
foreach(var t in LandformParamList)
if (t.LandformType == LandformType.Resource && t.ResourceType == resource && innerOuterCity == t.InnerOuterCity && t.IsCountControl)
{
count = t.Count;
return true;
}
count = 0;
return false;
}
//tree重载(树占平地的比例)
public bool GetLandformCount(Vegetation tree,InnerOuterCity innerOuterCity ,out int count)
{
foreach(var t in LandformParamList)
if (t.LandformType == LandformType.Tree && innerOuterCity == t.InnerOuterCity && t.IsCountControl)
{
count = t.Count;
return true;
}
count = 0;
return false;
}
public bool GetLandformCount(TerrainFeature mountain, InnerOuterCity innerOuterCity,out int count)
{
foreach(var t in LandformParamList)
if (t.LandformType == LandformType.Mountain && innerOuterCity == t.InnerOuterCity && t.IsCountControl)
{
count = t.Count;
return true;
}
count = 0;
return false;
}
}
public enum InnerOuterCity
{
All,//无视内外圈
InnerCity,//1圈领土
OuterCity,//2圈领土
Edge,//3圈及以外领土
Max
}
//单个的地貌数据参数,例如“少山的”“多山的”“多海的”之类的
[Serializable]
public class LandformParamItem
{
public LandformType LandformType;
public string ParamPackDesc;//这个parampack的描述信息
public TerrainType TerrainType;
public ResourceType ResourceType;
public float Rate;
public InnerOuterCity InnerOuterCity;
public bool IsCountControl;
public int Count;
}