135 lines
4.4 KiB
C#
135 lines
4.4 KiB
C#
using NahidaImpact.Common.Constants;
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using NahidaImpact.Common.Data.Excel;
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using NahidaImpact.Protocol;
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namespace NahidaImpact.Gameserver.Game.Avatar;
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internal class GameAvatar
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{
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public const ulong WeaponGuid = 2281337;
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public ulong Guid { get; set; }
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public uint AvatarId { get; set; }
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public uint SkillDepotId { get; set; }
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public uint WearingFlycloakId { get; set; }
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public uint BornTime { get; set; }
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public uint WeaponId { get; set; } // TODO: Weapon class!
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// Properties
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public List<PropValue> Properties;
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public List<FightPropPair> FightProperties;
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public GameAvatar()
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{
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Properties = [];
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FightProperties = [];
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}
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public void InitDefaultProps(AvatarExcel avatarExcel)
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{
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Properties.Clear();
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FightProperties.Clear();
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SetProp(PlayerProp.PROP_LEVEL, 1);
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SetProp(PlayerProp.PROP_EXP, 0);
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SetProp(PlayerProp.PROP_BREAK_LEVEL, 0);
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float baseHp = (float)avatarExcel.HpBase;
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float baseAttack = (float)avatarExcel.AttackBase;
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float baseDefense = (float)avatarExcel.DefenseBase;
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SetFightProp(FightProp.FIGHT_PROP_BASE_HP, baseHp);
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SetFightProp(FightProp.FIGHT_PROP_CUR_HP, baseHp);
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SetFightProp(FightProp.FIGHT_PROP_MAX_HP, baseHp);
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SetFightProp(FightProp.FIGHT_PROP_BASE_ATTACK, baseAttack);
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SetFightProp(FightProp.FIGHT_PROP_CUR_ATTACK, baseAttack);
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SetFightProp(FightProp.FIGHT_PROP_BASE_DEFENSE, baseDefense);
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SetFightProp(FightProp.FIGHT_PROP_CUR_DEFENSE, baseDefense);
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SetFightProp(FightProp.FIGHT_PROP_CHARGE_EFFICIENCY, (float)avatarExcel.ChargeEfficiency);
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SetFightProp(FightProp.FIGHT_PROP_CRITICAL_HURT, (float)avatarExcel.CriticalHurt);
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SetFightProp(FightProp.FIGHT_PROP_CRITICAL, (float)avatarExcel.Critical);
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SetFightProp(FightProp.FIGHT_PROP_CUR_FIRE_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_CUR_ELEC_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_CUR_WATER_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_CUR_GRASS_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_CUR_WIND_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_CUR_ICE_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_CUR_ROCK_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_MAX_FIRE_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_MAX_ELEC_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_MAX_WATER_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_MAX_GRASS_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_MAX_WIND_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_MAX_ICE_ENERGY, 100);
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SetFightProp(FightProp.FIGHT_PROP_MAX_ROCK_ENERGY, 100);
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}
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public void SetProp(uint propType, uint value)
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{
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PropValue? prop = Properties.Find(p => p.Type == propType);
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if (prop != null)
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{
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prop.Ival = value;
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return;
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}
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Properties.Add(new PropValue { Type = propType, Ival = value });
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}
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public void SetProp(uint propType, float value)
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{
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PropValue? prop = Properties.Find(p => p.Type == propType);
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if (prop != null)
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{
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prop.Fval = value;
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return;
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}
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Properties.Add(new PropValue { Type = propType, Fval = value });
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}
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public void SetFightProp(uint propType, float value)
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{
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FightPropPair? fightPropPair = FightProperties.Find(pair => pair.PropType == propType);
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if (fightPropPair != null)
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{
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fightPropPair.PropValue = value;
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return;
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}
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FightProperties.Add(new FightPropPair { PropType = propType, PropValue = value });
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}
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public AvatarInfo AsAvatarInfo()
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{
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AvatarInfo info = new()
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{
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Guid = Guid,
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AvatarId = AvatarId,
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SkillDepotId = SkillDepotId,
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LifeState = 1,
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AvatarType = 1,
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WearingFlycloakId = WearingFlycloakId,
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BornTime = BornTime,
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FetterInfo = new() { ExpLevel = 1 },
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EquipGuidList = { WeaponGuid } // no weapon classes for now
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};
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foreach (PropValue prop in Properties)
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{
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info.PropMap.Add(prop.Type, prop);
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}
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foreach (FightPropPair pair in FightProperties)
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{
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info.FightPropMap.Add(pair.PropType, pair.PropValue);
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}
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return info;
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}
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}
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