提交示例代码

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Bob.Song
2026-03-05 11:39:06 +08:00
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using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using MongoDB.Bson.Serialization.Attributes;
using MongoDB.Bson.Serialization.Options;
namespace Fantasy;
public class BagComponent : Entity, ISupportedDataBase
{
[BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)]
public Dictionary<long, Item> Items = new Dictionary<long, Item>();
}

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using Fantasy.Assembly;
using Fantasy.Async;
using Fantasy.DataStructure.Collection;
using Fantasy.Entitas;
#pragma warning disable CS8604 // Possible null reference argument.
#pragma warning disable CS8600 // Converting null literal or possible null value to non-nullable type.
namespace Fantasy;
public class ItemUseComponent : Entity, IAssembly
{
private readonly Dictionary<int, IItemUse> _handlers = new Dictionary<int, IItemUse>();
private readonly OneToManyList<long, int> _assemblyHandlers = new OneToManyList<long, int>();
public override void Dispose()
{
base.Dispose();
_handlers.Clear();
_assemblyHandlers.Clear();
}
#region Assembly
public async FTask Initialize()
{
await AssemblySystem.Register(this);
}
public async FTask Load(long assemblyIdentity)
{
var tcs = FTask.Create(false);
Scene.ThreadSynchronizationContext.Post(() =>
{
InnerLoad(assemblyIdentity);
tcs.SetResult();
});
await tcs;
}
public async FTask ReLoad(long assemblyIdentity)
{
var tcs = FTask.Create(false);
Scene.ThreadSynchronizationContext.Post(() =>
{
InnerUnLoad(assemblyIdentity);
InnerLoad(assemblyIdentity);
tcs.SetResult();
});
await tcs;
}
public async FTask OnUnLoad(long assemblyIdentity)
{
var tcs = FTask.Create(false);
Scene.ThreadSynchronizationContext.Post(() =>
{
InnerUnLoad(assemblyIdentity);
tcs.SetResult();
});
await tcs;
}
private void InnerLoad(long assemblyIdentity)
{
foreach (var type in AssemblySystem.ForEach(assemblyIdentity,typeof(IItemUse)))
{
var customAttributes = type.GetCustomAttributes(typeof(ItemUseAttribute), false);
if (customAttributes.Length == 0)
{
Log.Warning($"type {type.FullName} Implemented the interface of IItemUse, requiring the implementation of ItemUseAttribute");
continue;
}
var instance = (IItemUse)Activator.CreateInstance(type);
foreach (ItemUseAttribute customAttribute in customAttributes)
{
var customAttributeType = (int)customAttribute.Type;
_handlers.Add(customAttributeType, instance);
_assemblyHandlers.Add(assemblyIdentity, customAttributeType);
}
}
}
private void InnerUnLoad(long assemblyIdentity)
{
if (!_assemblyHandlers.TryGetValue(assemblyIdentity, out var assemblyHandlers))
{
return;
}
foreach (var assemblyHandler in assemblyHandlers)
{
_handlers.Remove(assemblyHandler);
}
_assemblyHandlers.RemoveByKey(assemblyIdentity);
}
#endregion
public uint CanUse(Account account, ItemConfig config, ref int count)
{
var itemUseEffect = (ItemUseEffect)config.Effect;
if (itemUseEffect == ItemUseEffect.None)
{
Log.Error($"config.Effect is zero!");
return 1;
}
return CanUse(account, config, itemUseEffect, ref count);
}
public void Use(Account account, ItemConfig config, ref int count)
{
var itemUseEffect = (ItemUseEffect)config.Effect;
if (itemUseEffect == ItemUseEffect.None)
{
Log.Error($"config.Effect is zero!");
return;
}
if (!_handlers.TryGetValue((int)itemUseEffect, out var handler))
{
return;
}
handler.Use(account, config, ref count);
}
public uint UseHandler(Account account, ItemConfig config, ref int count)
{
var itemUseEffect = (ItemUseEffect)config.Effect;
if (itemUseEffect == ItemUseEffect.None)
{
Log.Error($"config.Effect is zero!");
return 1;
}
if (!_handlers.TryGetValue((int)itemUseEffect, out var handler))
{
return 0;
}
var canUse = handler.CanUse(account, config, ref count);
if (canUse != 0)
{
return canUse;
}
handler.Use(account, config, ref count);
return 0;
}
public uint CanUse(Account account, ItemConfig config, ItemUseEffect itemUseEffect, ref int count)
{
if (!_handlers.TryGetValue((int)itemUseEffect, out var handler))
{
return 0;
}
return handler.CanUse(account, config, ref count);
}
public void Use(Account account, ItemConfig config, ItemUseEffect itemUseEffect, ref int count)
{
if (!_handlers.TryGetValue((int)itemUseEffect, out var handler))
{
return;
}
handler.Use(account, config, ref count);
}
public uint UseHandler(Account account, ItemConfig config, ItemUseEffect itemUseEffect, ref int count)
{
if (!_handlers.TryGetValue((int)itemUseEffect, out var handler))
{
return 0;
}
var canUse = handler.CanUse(account, config, ref count);
if (canUse != 0)
{
return canUse;
}
handler.Use(account, config, ref count);
return 0;
}
}
// public static class ItemUseHelper
// {
// private static readonly Dictionary<int, IItemUse> Handlers = new Dictionary<int, IItemUse>();
//
// public static void Init()
// {
// Handlers.Add((int)ItemType.Drug, new ItemUse_Drug());
// Handlers.Add((int)ItemType.Equip , new ItemUse_Equip());
// }
//
// public static uint CanUse(Account account, ItemConfig config, ref int count)
// {
// if (!Handlers.TryGetValue((int)config.Type, out var handler))
// {
// return 0;
// }
//
// return handler.CanUse(account, config, ref count);
// }
//
// public static void Use(Account account, ItemConfig config, ref int count)
// {
// if (!Handlers.TryGetValue((int)config.Type, out var handler))
// {
// return;
// }
//
// handler.Use(account, config, ref count);
// }
//
// public static uint UseHandler(Account account, ItemConfig config, ref int count)
// {
// if (!Handlers.TryGetValue((int)config.Type, out var handler))
// {
// return 0;
// }
//
// var canUse = handler.CanUse(account, config, ref count);
// if (canUse != 0)
// {
// return canUse;
// }
//
// handler.CanUse(account, config, ref count);
// return 0;
// }
// }

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using Fantasy.DataStructure.Collection;
using Fantasy.Entitas;
using MongoDB.Bson.Serialization.Attributes;
using MongoDB.Bson.Serialization.Options;
namespace Fantasy;
/// <summary>
/// 代表一个容器的实体
/// </summary>
public sealed class Container : Entity
{
/// <summary>
/// 配置表ID
/// </summary>
public uint ConfigId;
/// <summary>
/// 账户的实体
/// </summary>
[BsonIgnore]
public Account Account;
/// <summary>
/// 对应的Config配置文件
/// </summary>
[BsonIgnore]
public ContainerConfig Config => ContainerConfigData.Instance.Get(ConfigId);
/// <summary>
/// 当前已经使用的格子的数量
/// </summary>
public int CurrentCellCount;
/// <summary>
/// 容器内的物品
/// </summary>
[BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)]
public Dictionary<long, Item> Items = new Dictionary<long, Item>();
/// <summary>
/// 容器内的物品,按照格子进行存储
/// </summary>
[BsonIgnore]
public Dictionary<long, Item> ItemsByCell = new Dictionary<long, Item>();
/// <summary>
/// 容器内的物品按照物品配置ID进行分组
/// </summary>
[BsonIgnore]
public readonly OneToManyList<uint, Item> ItemsByConfigId = new OneToManyListPool<uint, Item>();
/// <summary>
/// 容器内的物品,按照物品类型进行分组
/// </summary>
[BsonIgnore]
public readonly OneToManyList<uint, Item> ItemsByType = new OneToManyListPool<uint, Item>();
}

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using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using MongoDB.Bson.Serialization.Attributes;
using MongoDB.Bson.Serialization.Options;
namespace Fantasy;
/// <summary>
/// 把用户的所有容器都放在一个组件里,这样保存的时候也会存储在一个文档里。
/// 如果物品数据过多,可能会超过数据库单条的限制。
/// MongoDB的数据库的单个文档的最大大小限制为16MB。
/// 所以这个几乎不会出现的完全不需要考虑这个大小的问题了。因为几乎把玩家可能有16MB的物品。
/// </summary>
public sealed class ContainerComponent : Entity, ISupportedDataBase
{
[BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)]
public Dictionary<int, Container> Containers = new Dictionary<int, Container>();
}
// 如果不放心,可以把每个容器单独做一个组件存起来
// 例如下面
/// <summary>
/// 背包容器组件
/// </summary>
public sealed class BagContainerComponent : Entity, ISupportedDataBase
{
public Container Container;
}
/// <summary>
/// 装备容器组件
/// </summary>
public sealed class EquipContainerComponent : Entity, ISupportedDataBase
{
public Container Container;
}

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using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using MongoDB.Bson.Serialization.Attributes;
using MongoDB.Bson.Serialization.Options;
namespace Fantasy;
/// <summary>
/// 代表装备的某一个属性
/// </summary>
public class EquipAttr : Entity
{
[BsonElement("K")]
public int Key; // 属性数值对应的Key
[BsonElement("V")]
public int Value; // 属性对应额数值
[BsonElement("S")]
public int SValue; // 附加或强化属性的对应数值
[BsonIgnore]
public int ValidValue => Value + SValue; // 真实的数值
}
/// <summary>
/// 挂载到Item下的组件用来表示这个Item是一个装备
/// </summary>
public class EquipComponent : Entity, ISupportedDataBase
{
/// <summary>
/// 主属性
/// </summary>
[BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)]
public Dictionary<int, EquipAttr> MainAttrs = new Dictionary<int, EquipAttr>();
/// <summary>
/// 附加(副)属性
/// </summary>
[BsonDictionaryOptions(DictionaryRepresentation.ArrayOfArrays)]
public Dictionary<int, EquipAttr> EntryAttrs = new Dictionary<int, EquipAttr>();
/// <summary>
/// 词缀
/// </summary>
public List<uint> Affixs = new List<uint>();
public int DurableMax; // 耐久度上限
public int Durable; // 耐久度
}
/*
* {"sdfsdfsdfsdf":111}
* {"s":111}
* 2000,100 = 150 - 50 = 100
* 2001,200
*
* 优化后的处理方式
* 2000100 50 = 100 + 50 = 150
* 50 - 50 = 0 100 + 0 = 100
* 力量 + 50 (+20)
*/

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namespace Fantasy;
public enum EquipPosition
{
None = 0,
/// <summary>
/// 武器
/// </summary>
Weapon = 1,
/// <summary>
/// 头盔
/// </summary>
Helmet = 2,
/// <summary>
/// 衣服
/// </summary>
Clothing = 3,
/// <summary>
/// 护腿
/// </summary>
Leggings = 4,
/// <summary>
/// 护腕
/// </summary>
Bracer = 5,
/// <summary>
/// 鞋子
/// </summary>
Shoe = 6,
}

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namespace Fantasy;
/// <summary>
/// 物品操作原因
/// </summary>
public enum ItemReason
{
None = 0,
ContainerAdd = 1, // 容器初始化添加物品
ContainerRemove = 2, // 容器移除物品
ContainerSplit = 3, // 容器拆分物品
Drop = 4, // 掉落物品
Mail = 5, // 邮件领取物品
Sort = 6, // 物品排序
ItemUse = 7, // 物品使用扣除
ItemTestAdd = 8, // 测试添加物品
UnMountEquipAdd = 9, // 卸载装备添加(一般是装备容器移除,然后添加到背包容器中)
UnMountEquipRemove = 10, // 卸载装备移除(一般是在装备容器里移除掉)
MountEquipAdd = 11, // 装备添加(一般是在装备容器里添加)
MountEquipRemove = 12, // 装备移除(一般是在装备容器里添加,背包容器里移除)
}

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using Fantasy.Entitas;
using Fantasy.Network;
using MongoDB.Bson.Serialization.Attributes;
namespace Fantasy;
public sealed class Account : Entity
{
public string UserName;
public string Password;
public uint ConfigId;
[BsonIgnore]
public UnitConfig UnitConfig => UnitConfigData.Instance.Get(ConfigId);
[BsonIgnore]
public Session Session;
}

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using Fantasy.Entitas;
using MongoDB.Bson.Serialization.Attributes;
namespace Fantasy;
/// <summary>
/// 代表游戏中的一个物品
/// </summary>
public class Item : Entity
{
public long CellId; // 格子Id x , y x | y = long
public int Count; // 数量(叠加)
public bool IsBind; // 是否绑定
public uint ConfigId; // 配置表Id
[BsonIgnore]
public Container Container;
[BsonIgnore]
public ItemConfig Config => ItemConfigData.Instance.Get(ConfigId);
}
/// <summary>
/// 用于创建Item使用
/// </summary>
public struct ItemCreateParams
{
public uint ConfigId;
public int Count;
public bool IsBind;
}

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using Fantasy;
namespace Fantasy;
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true,Inherited = false)]
public sealed class ItemUseAttribute : Attribute
{
public ItemUseEffect Type { get; }
public ItemUseAttribute(ItemUseEffect type)
{
Type = type;
}
}
public interface IItemUse
{
/// <summary>
/// 正常的情况下应该是使用Unit,因为这个代表的是某一个单位。
/// 由于课程中没有这个Unit所以暂时用Account来代替。
/// </summary>
/// <param name="account"></param>
/// <param name="config"></param>
/// <param name="count"></param>
/// <returns></returns>
uint CanUse(Account account, ItemConfig config, ref int count);
/// <summary>
/// 使用物品的逻辑。
/// </summary>
/// <param name="account"></param>
/// <param name="config"></param>
/// <param name="count"></param>
void Use(Account account, ItemConfig config, ref int count);
}