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GameObjects.cs
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1055 lines (984 loc) · 47.6 KB
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using Microsoft.AspNetCore.Mvc.ModelBinding;
using Microsoft.Extensions.Options;
using System;
using System.Linq.Expressions;
using System.Numerics;
using TextGame;
using static System.Net.Mime.MediaTypeNames;
namespace TextGame
{
public class GameBalance
{
public const double SpreadFloor = 0.8;
public const double SpreadCeiling = 1.2;
public const double ShopMultiplier = 1.2;
private const double _gain = 0.01;
public static double ApplyGain(int roomId) => 1 + roomId * _gain;
public static (int min, int max) ApplySpread(int baseValue, int roomId)
{
int minValue = (int)(baseValue * ApplyGain(roomId) * SpreadFloor);
int maxValue = (int)(baseValue * ApplyGain(roomId) * SpreadCeiling);
return (minValue, maxValue);
}
public static int ApplyShopMultiplier(int baseValue) => (int)(baseValue * ShopMultiplier);
}
public class GameObject
{
public string Name { get; set; } = "НЕИЗВЕСТНО";
public string Description { get; set; } = "НЕОПИСУЕМО!";
}
#region Room
public class Room : GameObject
{
private readonly IEnemyFactory? _enemyFactory;
public int Number { get; init; }
public List<Item> Items { get; set; } = new List<Item>();
public List<Enemy> Enemies { get; set; } = new List<Enemy>();
public bool IsDiscovered { get; set; } = false;
public bool IsSearched { get; set; } = false;
private Random _random = Random.Shared;
public Room(string name, string description, int number, IEnemyFactory? enemyFactory = null)
{
Name = name;
Description = description;
Number = number;
_enemyFactory = enemyFactory;
}
public void CreateEnemy(int roomId)
{
if (_enemyFactory == null) return;
//Логика создания врагов
//Расчёт весов (вероятности) появления врагов
int noneWeight = roomId < 100 ? (int)(-0.4 * roomId + 60) : 20;
int skeletorWeight = roomId < 50 ? (int)-0.48 * roomId + 24 : 0;
int skeletorArcherWeight = roomId switch
{
< 10 => (int)(0.3 * roomId + 12),
>= 10 and < 65 => (int)(-0.27778 * (roomId - 10) + 15),
_ => 0
};
int deadmanWeight = roomId switch
{
<= 100 => (int)(0.2 * roomId + 4),
> 100 and <= 200 => (int)(-0.08 * (roomId - 100) + 24),
_ => 20
};
int ghostWeight = roomId switch
{
<= 100 => (int)(0.32 * roomId),
> 100 and <= 200 => (int)(-0.08 * (roomId - 100) + 32),
_ => 30
};
int lichWeight = roomId switch
{
<= 10 => 0,
> 10 and <= 200 => (int)(0.21053 * (roomId - 10)),
_ => 50
};
//Формирование списка взвешенного выбора
var options = new List<(int Weight, Action Create)>
{
(noneWeight, ()=>{}),
(skeletorWeight, () => Enemies.Add(_enemyFactory.CreateSkeletor(roomId))),
(skeletorArcherWeight, () => Enemies.Add(_enemyFactory.CreateSkeletorArcher(roomId))),
(deadmanWeight, () => Enemies.Add(_enemyFactory.CreateDeadman(roomId))),
(ghostWeight, () => Enemies.Add(_enemyFactory.CreateGhost(roomId))),
(lichWeight, () => Enemies.Add(_enemyFactory.CreateLich(roomId))),
};
//Выбор
int weightsSum = options.Sum(x => x.Weight);
int roll = _random.Next(weightsSum);
int accumulated = 0;
foreach (var option in options)
{
if (roll < accumulated + option.Weight)
{
option.Create();
break;
}
accumulated += option.Weight;
}
}
}
public class StartRoom : Room
{
public StartRoom() : base("СТАРТОВАЯ КОМАНТА", "В потолке дыра, через которую Вы сюда провалились.", 0)
{
IsDiscovered = true;
}
}
public class EndRoom : Room
{
public EndRoom(IRoomNumberFactory roomNumberFactory) : base("ВЫХОД", "Выход наружу. Свобода.", roomNumberFactory.GetRoomNumber()) { }
}
public class EmptyRoom : Room
{
public EmptyRoom(IRoomNumberFactory roomNumberFactory, IEnemyFactory enemyFactory) : base("ПУСТАЯ КОМНАТА", "Ничего интересного.", roomNumberFactory.GetRoomNumber(), enemyFactory)
{
CreateEnemy(Number);
}
}
public class SmallRoom : Room
{
public SmallRoom(IRoomNumberFactory roomNumberFactory, IItemFactory itemFactory, IEnemyFactory enemyFactory) : base("МАЛЕНЬКАЯ КОМНАТА", "Тесная комната. Внутри может быть предмет.", roomNumberFactory.GetRoomNumber(), enemyFactory)
{
Item? item = itemFactory.CreateRoomItem(Number);
if (item != null) Items.Add(item);
CreateEnemy(Number);
}
}
public class BigRoom : Room
{
private const int _itemsAmount = 3;
public BigRoom(IRoomNumberFactory roomNumberFactory, IItemFactory itemFactory, IEnemyFactory enemyFactory) : base("БОЛЬШАЯ КОМНАТА", "Просторная комната. Внутри может быть до трёх предметов.", roomNumberFactory.GetRoomNumber(), enemyFactory)
{
for (int i = 0; i < _itemsAmount; i++)
{
Item? item = itemFactory.CreateRoomItem(Number);
if (item != null) Items.Add(item);
}
CreateEnemy(Number);
}
}
public class Shop : Room
{
private const int _itemsAmount = 5;
public Shop(IRoomNumberFactory roomNumberFactory, IItemFactory itemFactory) : base("МАГАЗИН", "Здесь мутный торгаш продаёт своё добро.", roomNumberFactory.GetRoomNumber())
{
for (int i = 0; i < _itemsAmount; i++)
{
Item? item = itemFactory.CreateShopItem(Number);
if (item == null) continue;
item.AddStoreMargin();
Items.Add(item);
}
}
}
public interface IRoomNumberFactory
{
int Number { get; }
int GetRoomNumber();
void Reset();
}
public class RoomNumberFactory : IRoomNumberFactory
{
private int _number = 0;
public int Number => Volatile.Read(ref _number);
public int GetRoomNumber()
{
Interlocked.Increment(ref _number);
return _number;
}
public void Reset() => _number = 0;
}
public interface IRoomFactory
{
Room CreateRoom();
}
public class RoomFactory : IRoomFactory
{
private readonly IRoomNumberFactory _roomNumberFactory;
private readonly IItemFactory _itemFactory;
private readonly IEnemyFactory _enemyFactory;
private readonly Random _random = Random.Shared;
private const int _emptyRoomMax = 3000;
private const int _smallRoomMax = 7000;
private const int _bigRoomMax = 9000;
private const int _shopMax = 10000;
public RoomFactory(IRoomNumberFactory roomNumberFactory, IItemFactory itemFactory, IEnemyFactory enemyFactory)
{
_roomNumberFactory = roomNumberFactory;
_itemFactory = itemFactory;
_enemyFactory = enemyFactory;
}
public Room CreateRoom()
{
var roomTypeNumber = _random.Next(_shopMax + _roomNumberFactory.Number);
return roomTypeNumber switch
{
< _emptyRoomMax => new EmptyRoom(_roomNumberFactory, _enemyFactory),
>= _emptyRoomMax and < _smallRoomMax => new SmallRoom(_roomNumberFactory, _itemFactory, _enemyFactory),
>= _smallRoomMax and < _bigRoomMax => new BigRoom(_roomNumberFactory, _itemFactory, _enemyFactory),
>= _bigRoomMax and < _shopMax => new Shop(_roomNumberFactory, _itemFactory),
_ => new EndRoom(_roomNumberFactory),
};
}
}
#endregion
#region Item
public class Item : GameObject
{
public int? Id { get; init; }
public int? Cost { get; protected set; }
public bool IsCarryable { get; init; }
protected Random _random = Random.Shared;
public Item(string name, string description, int? id, bool isCarryable)
{
Name = name;
Description = description;
Id = id;
IsCarryable = isCarryable;
}
public virtual void AddStoreMargin() => Cost *= 2;
}
public class Key : Item
{
private int _baseCost = 35;
public Key(IItemIdFactory itemIdFactory, int roomId) : base("КЛЮЧ", "Непрочный продолговатый кусок металла. Что-то открывает.", itemIdFactory!.Id(), true)
{
Cost = (int)(_baseCost * GameBalance.ApplyGain(roomId));
}
}
public class BagOfCoins : Item
{
private int _baseCost = 11;
public BagOfCoins(IItemIdFactory itemIdFactory, int roomId) : base("МЕШОЧЕК С МОНЕТАМИ", "Потрёпанный кусок ткани с разными монетами внутри.", itemIdFactory!.Id(), true)
{
var (min, max) = GameBalance.ApplySpread(_baseCost, roomId);
Cost = _random.Next(min, max + 1);
}
}
public class Chest : Item
{
public bool IsLocked { get; set; }
public bool IsClosed { get; set; } = true;
public Mimic? Mimic { get; private set; }
public List<Item> Items { get; set; }
private const int _minChestItemsAmount = 1;
private const int _maxChestItemsAmount = 3;
private const int _lockedProbabilityDenominator = 75;
private const int _mimicProbabilityDenominator = 50;
private const int _chestDivider = 100;
public Chest(IItemIdFactory itemIdFactory, IItemFactory itemFactory, IEnemyFactory enemyFactory, int roomId) : base("СУНДУК", "Хранит предметы. Может оказаться мимиком.", itemIdFactory!.Id(), false)
{
Cost = null;
IsLocked = _random.Next(_chestDivider) < _lockedProbabilityDenominator;
Mimic = _random.Next(_chestDivider) < _mimicProbabilityDenominator ? enemyFactory.CreateMimic(roomId) : null;
Items = new List<Item>();
var itemsInChest = _random.Next(_minChestItemsAmount, _maxChestItemsAmount + 1);
for (int i = 0; i < itemsInChest; i++)
{
Item? item = itemFactory.CreateChestItem(roomId);
if (item != null) Items.Add(item);
}
}
public void Open() => IsClosed = false;
public void Unlock() => IsLocked = false;
public List<Item> Search() => Items;
public void KillMimic()
{
Mimic = null;
Name = "МЁРТВЫЙ МИМИК";
Description = "Мёртвый сундук с руками и зубами. Интересно, что у него внутри.";
IsLocked = false;
IsClosed = false;
}
}
public class Map : Item
{
public Map(IItemIdFactory itemIdFactory) : base("КАРТА", "Содержит знания о строении подземелья.", itemIdFactory!.Id(), true)
{
Cost = 100;
}
}
#region Heal
public abstract class Heal : Item
{
public int? MaxHealthBoost = 0;
public int? CurrentHealthBoost = 0;
protected int _roomId;
protected bool _fromShop;
public Heal(string name, string description, int id, int roomId, bool fromShop, int? maxHealthBoost, int? currentHealthBoost) : base(name, description, id, true)
{
_roomId = roomId;
_fromShop = fromShop;
Initialize(maxHealthBoost, currentHealthBoost);
}
protected virtual void Initialize(int? maxHealthBoost, int? currentHealthBoost)
{
Cost = 1;
if (maxHealthBoost is null) MaxHealthBoost = null;
else
{
var (min, max) = GameBalance.ApplySpread((int)maxHealthBoost!, _roomId);
MaxHealthBoost = _random.Next(min, max + 1);
if (_fromShop) GameBalance.ApplyShopMultiplier((int)MaxHealthBoost!);
Cost += MaxHealthBoost * 2;
}
if (currentHealthBoost is null) CurrentHealthBoost = null;
else
{
var (min, max) = GameBalance.ApplySpread((int)currentHealthBoost!, _roomId);
CurrentHealthBoost = _random.Next(min, max + 1);
if (_fromShop) GameBalance.ApplyShopMultiplier((int)CurrentHealthBoost!);
Cost += CurrentHealthBoost;
}
}
public virtual void Use(GameSession gameSession)
{
if (MaxHealthBoost != 0)
{
gameSession.MaxHealth += (int)MaxHealthBoost!;
gameSession.CurrentHealth += (int)MaxHealthBoost!;
//if (gameSession.MaxHealth <= 0) gameSession.MaxHealth = 1;
}
if (CurrentHealthBoost != 0)
{
if ((gameSession.CurrentHealth + (int)CurrentHealthBoost!) >= gameSession.MaxHealth)
gameSession.CurrentHealth = gameSession.MaxHealth;
else
gameSession.CurrentHealth += (int)CurrentHealthBoost!;
}
}
}
public class Bandage : Heal
{
private const int _baseMaxHealthBoost = 0;
private const int _baseCurrentHealthBoost = 20;
public Bandage(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("ПОВЯЗКА", "Менее грязная тряпка, из тех, что здесь обычно встречаются.", itemIdFactory.Id(), roomId, fromShop, _baseMaxHealthBoost, _baseCurrentHealthBoost) { }
}
public class RegenPotion : Heal
{
private const int _baseMaxHealthBoost = 0;
private const int _baseCurrentHealthBoost = 60;
public RegenPotion(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("ЗЕЛЬЕ РЕГЕНЕРАЦИИ", "Пыльный бутылёк с субстанцией тёмного цвета.", itemIdFactory.Id(), roomId, fromShop, _baseMaxHealthBoost, _baseCurrentHealthBoost) { }
}
public class PowerPotion : Heal
{
private const int _baseMaxHealthBoost = 10;
private const int _baseCurrentHealthBoost = 30;
public PowerPotion(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("ЗЕЛЬЕ СИЛЫ", "Не только восстанавливает силы, но и придаёт новых.", itemIdFactory.Id(), roomId, fromShop, _baseMaxHealthBoost, _baseCurrentHealthBoost) { }
}
public class RandomPotion : Heal
{
private int _baseMaxHealthBoost = 25;
private int _baseCurrentHealthBoost = 50;
public RandomPotion(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("НЕИЗВЕСТНОЕ ЗЕЛЬЕ", "Пробирка с жижей непонятного цвета.", itemIdFactory.Id(), roomId, fromShop, null, null) { }
public override void Use(GameSession gameSession)
{
double maxHealthFloor = _baseMaxHealthBoost * GameBalance.ApplyGain(_roomId) * GameBalance.SpreadFloor;
double maxHealthCeiling = _baseMaxHealthBoost * GameBalance.ApplyGain(_roomId) * GameBalance.SpreadCeiling;
double currentHealthFloor = _baseCurrentHealthBoost * GameBalance.ApplyGain(_roomId) * GameBalance.SpreadFloor;
double currentHealthCeiling = _baseCurrentHealthBoost * GameBalance.ApplyGain(_roomId) * GameBalance.SpreadCeiling;
if (_fromShop)
{
maxHealthFloor *= 1 / GameBalance.ShopMultiplier;
maxHealthCeiling *= GameBalance.ShopMultiplier;
currentHealthFloor *= 1 / GameBalance.ShopMultiplier;
currentHealthCeiling *= GameBalance.ShopMultiplier;
}
MaxHealthBoost = _random.Next((int)maxHealthFloor, (int)currentHealthCeiling + 1);
CurrentHealthBoost = _random.Next((int)currentHealthFloor, (int)currentHealthCeiling + 1);
base.Use(gameSession);
}
}
#endregion
#region Equipment
public abstract class Equipment : Item
{
protected int _roomId;
protected bool _fromShop;
public int? Durability;
public Equipment(string name, string description, int? id, int? durability, int roomId, bool fromShop) : base(name, description, id, true)
{
_roomId = roomId;
_fromShop = fromShop;
Durability = durability;
}
}
#region Weapon
public abstract class Weapon : Equipment
{
public int Damage;
public Weapon(string name, string description, int? id, int? durability, int damage, int roomId, bool fromShop)
: base(name, description, id, durability, roomId, fromShop)
{
Damage = damage;
}
public abstract int Attack(GameSession gameSession);
}
public class Fists : Weapon
{
public static readonly Fists DefaultFists = new Fists();
private const int _baseDamage = 10;
private const int _selfHarmProbabilityDivider = 2;
public Fists() : base("КУЛАКИ", "То, что есть (почти) у каждого. Базовое оружие самозащиты. Может быть больно.", null, null, _baseDamage, 0, false) { }
public override int Attack(GameSession gameSession)
{
var (min, max) = GameBalance.ApplySpread(_baseDamage, gameSession.CurrentRoom!.Number);
int damage = _random.Next(min, max + 1);
if (_random.Next(_selfHarmProbabilityDivider) == 0)
gameSession.CurrentHealth -= damage / 2;
return damage;
}
}
public abstract class Sword : Weapon
{
public Sword(string name, string description, IItemIdFactory itemIdFactory, int roomId, bool fromShop, int durability, int damage) : base(name, description, itemIdFactory.Id(), null, 0, roomId, fromShop)
{
Initialize(durability, damage);
}
protected void Initialize(int durability, int damage)
{
var (minDurability, maxDurability) = GameBalance.ApplySpread(durability, _roomId);
Durability = _random.Next(minDurability, maxDurability + 1);
var (minDamage, maxDamage) = GameBalance.ApplySpread(damage, _roomId);
Damage = _random.Next(minDamage, maxDamage + 1);
if (_fromShop)
{
Durability = GameBalance.ApplyShopMultiplier((int)Durability!);
Damage = GameBalance.ApplyShopMultiplier(Damage);
}
CalculateCost();
}
public override int Attack(GameSession gameSession)
{
Durability--;
CalculateCost();
if (Durability <= 0) BreakDown(gameSession);
return Damage;
}
public void BreakDown(GameSession gameSession)
{
gameSession.RemoveWeapon();
}
private void CalculateCost()
{
Cost = 1 + ((Durability * Damage) / 10);
}
}
public class RustSword : Sword
{
private const int _baseDurability = 8;
private const int _baseDamage = 15;
public RustSword(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("РЖАВЫЙ МЕЧ", "Очень старый меч. Лучше, чем ничего.", itemIdFactory, roomId, fromShop, _baseDurability, _baseDamage) { }
}
public class IronSword : Sword
{
private const int _baseDurability = 18;
private const int _baseDamage = 26;
public IronSword(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("ЖЕЛЕЗНЫЙ МЕЧ", "Добротное оружие воина. На лезвии оттиск \"304\".Номер, наверное.", itemIdFactory, roomId, fromShop, _baseDurability, _baseDamage) { }
}
public class SilverSword : Sword
{
private const int _baseDurability = 13;
private const int _baseDamage = 53;
public SilverSword(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("СЕРЕБРЯНЫЙ МЕЧ", "Редкий меч из особого серебряного сплава. Эффективный, но менее прочный.", itemIdFactory, roomId, fromShop, _baseDurability, _baseDamage) { }
}
public class GlassSword : Sword
{
private const int _baseDurability = 1;
private const int _baseDamage = 115;
public GlassSword(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("СТЕКЛЯННЫЙ МЕЧ", "Скорее объект искусства, чем оружие. Очень хрупкий, но невероятно сильный.", itemIdFactory, roomId, fromShop, _baseDurability, _baseDamage) { }
}
public abstract class Wand : Weapon
{
public Wand(string name, string description, IItemIdFactory itemIdFactory, int roomId, bool fromShop, int damage) : base(name, description, itemIdFactory.Id(), null, 0, roomId, fromShop)
{
Initialize(damage);
}
protected void Initialize(int damage)
{
var (min, max) = GameBalance.ApplySpread(damage, _roomId);
Damage = _random.Next(min, max + 1);
if (_fromShop)
{
Damage = GameBalance.ApplyShopMultiplier(Damage);
}
Cost = Damage * 3;
}
public override int Attack(GameSession gameSession)
{
return Damage;
}
}
public class MagicWand : Wand
{
private const int _baseDamage = 21;
public MagicWand(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("ВОЛШЕБНЫЙ ЖЕЗЛ", "Простое магическое оружие. Может использовать каждый.", itemIdFactory, roomId, fromShop, _baseDamage) { }
}
public class RandomWand : Wand
{
private const int _baseDamage = 41;
public RandomWand(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("ЖЕЗЛ СЛУЧАЙНОСТЕЙ", "Странное магическое оружие. Становится сильнее со временем.", itemIdFactory, roomId, fromShop, _baseDamage) { }
public override int Attack(GameSession gameSession)
{
int damage = (int)(Damage * GameBalance.ApplyGain(_roomId));
return _random.Next(damage + 1);
}
}
#endregion
#region Armor
public abstract class Armor : Equipment
{
public int DamageBlock;
public Armor(string name, string description, int id, int roomId, bool fromShop, int durability, int damageBlock) : base(name, description, id, durability, roomId, fromShop)
{
Initialize(durability, damageBlock);
}
protected void Initialize(int durability, int damageBlock)
{
Durability = _random.Next(
(int)(durability * GameBalance.SpreadFloor),
(int)(durability * GameBalance.SpreadCeiling + 1));
var (min, max) = GameBalance.ApplySpread(damageBlock, _roomId);
DamageBlock = _random.Next(min, max + 1);
if (_fromShop)
{
Durability = GameBalance.ApplyShopMultiplier((int)Durability!);
DamageBlock = GameBalance.ApplyShopMultiplier(DamageBlock);
}
CalculateCost();
}
public int Block(GameSession gameSession)
{
Durability--;
CalculateCost();
if (Durability <= 0) BreakDown(gameSession);
return DamageBlock;
}
protected abstract void BreakDown(GameSession gameSession);
private void CalculateCost()
{
Cost = 1 + ((Durability * DamageBlock) / 10);
}
}
public abstract class Helm : Armor
{
public Helm(string name, string description, IItemIdFactory itemIdFactory, int roomId, bool fromShop, int durability, int damageBlock)
: base(name, description, itemIdFactory.Id(), roomId, fromShop, durability, damageBlock) { }
protected override void BreakDown(GameSession gameSession)
{
gameSession.RemoveHelm();
}
}
public class WoodenBucket : Helm
{
private const int _baseDurability = 3;
private const int _baseDamageBlock = 2;
public WoodenBucket(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("ДЕРЕВЯННОЕ ВЕДРО", "Старое дырявое ведро. Кто в своём уме наденет его на голову?", itemIdFactory, roomId, fromShop, _baseDurability, _baseDamageBlock) { }
}
public class LeatherHelm : Helm
{
private const int _baseDurability = 12;
private const int _baseDamageBlock = 4;
public LeatherHelm(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("КОЖАННЫЙ ШЛЕМ", "Изысканный чёрный шлем мастера подземелия.", itemIdFactory, roomId, fromShop, _baseDurability, _baseDamageBlock) { }
}
public class IronHelm : Helm
{
private const int _baseDurability = 18;
private const int _baseDamageBlock = 6;
public IronHelm(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("ЖЕЛЕЗНЫЙ ШЛЕМ", "Крепкий шлем из качественного металла.", itemIdFactory, roomId, fromShop, _baseDurability, _baseDamageBlock) { }
}
public abstract class Chestplate : Armor
{
public Chestplate(string name, string description, IItemIdFactory itemIdFactory, int roomId, bool fromShop, int durability, int damageBlock)
: base(name, description, itemIdFactory.Id(), roomId, fromShop, durability, damageBlock) { }
protected override void BreakDown(GameSession gameSession)
{
gameSession.RemoveChestplate();
}
}
public class LeatherVest : Chestplate
{
private const int _baseDurability = 24;
private const int _baseDamageBlock = 8;
public LeatherVest(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("КОЖАННАЯ КУРТКА", "Лёгкая куртка из плотной кожи.", itemIdFactory, roomId, fromShop, _baseDurability, _baseDamageBlock) { }
}
public class IronCuirass : Chestplate
{
private const int _baseDurability = 36;
private const int _baseDamageBlock = 12;
public IronCuirass(IItemIdFactory itemIdFactory, int roomId, bool fromShop)
: base("ЖЕЛЕЗНАЯ КИРАСА", "Тяжёлая и прочная. Имеет небольшой оттиск \"304\" на внутренней части.", itemIdFactory, roomId, fromShop, _baseDurability, _baseDamageBlock) { }
}
#endregion
#endregion
#region IdFactory
public interface IIdFactory
{
int Id();
void Reset();
}
#endregion
#region ItemIdFactory
public interface IItemIdFactory : IIdFactory { };
public class ItemIdFactory : IItemIdFactory
{
private int ItemId = 0;
public int Id()
{
return Interlocked.Increment(ref ItemId);
}
public void Reset()
{
ItemId = 0;
}
}
#endregion
#region ItemFactory
public interface IItemFactory
{
public Item? CreateRoomItem(int roomId);
public Item? CreateChestItem(int roomId);
public Item? CreateShopItem(int roomId);
}
public class ItemFactory : IItemFactory
{
private readonly IItemIdFactory _itemIdFactory;
private readonly IEnemyFactory _enemyFactory;
private Random _random = Random.Shared;
private const double _roomOtherPercent = 70;
private const double _roomWeaponPercent = 10;
private const double _roomArmorPercent = 5;
private const double _roomHealPercent = 15;
private const double _chestOtherPercent = 45;
private const double _chestWeaponPercent = 20;
private const double _chestArmorPercent = 10;
private const double _chestHealPercent = 25;
private const double _shopOtherPercent = 18;
private const double _shopWeaponPercent = 28;
private const double _shopArmorPercent = 27;
private const double _shopHealPercent = 27;
public ItemFactory(IItemIdFactory itemIdFactory, IEnemyFactory enemyFactory)
{
_itemIdFactory = itemIdFactory;
_enemyFactory = enemyFactory;
}
private Item? SelectRandom(List<(int Weight, Func<Item?> Creator)> options)
{
// Суммируем все веса
int totalWeight = options.Sum(option => option.Weight);
// Защита от пустого списка или нулевых весов
if (totalWeight <= 0)
return null;
// Генерируем случайное число в диапазоне [0, totalWeight)
int roll = _random.Next(totalWeight);
int accumulated = 0;
// Ищем предмет, в чей диапазон попало число
foreach (var (weight, creator) in options)
{
if (roll < accumulated + weight)
return creator(); // Создаём предмет только когда он выбран
accumulated += weight;
}
// На случай ошибок округления (очень редко)
return options[^1].Creator();
}
private void AddWeightedGroup(
List<(int Weight, Func<Item?> Creator)> options,
int roomId,
double groupWeightPercent,
params (Func<int, double> WeightCalc, Func<Item?> Creator)[] items)
{
// 1. Считаем "сырые" веса для предметов в группе (без отрицательных значений)
var rawWeights = items.Select(item => Math.Max(0, item.WeightCalc(roomId))).ToArray();
// 2. Сумма всех весов в группе
double groupSum = rawWeights.Sum();
// 3. Если группа пустая - пропускаем
if (groupSum <= 0)
return;
// 4. Добавляем каждый предмет с нормализованным весом
for (int i = 0; i < items.Length; i++)
{
double rawWeight = rawWeights[i];
if (rawWeight <= 0)
continue; // Пропускаем предметы с нулевым весом
// Абсолютный вес = (вес_группы_в_процентах) * (вес_предмета / сумма_весов_группы)
int absoluteWeight = (int)(groupWeightPercent * (rawWeight / groupSum));
if (absoluteWeight > 0)
options.Add((absoluteWeight, items[i].Creator));
}
}
public Item? CreateRoomItem(int roomId)
{
//int rustSwordWeight = roomId < 100 ? (int)((-0.89 * roomId) + 89) : 0;
//int ironSwordWeight = (int)((0.25 * roomId) + 5);
//int silverSwordWeight = (int)(0.15 * roomId);
//int glassSwordWeight = 1;
//int magicWandWeight = (int)((0.25 * roomId) + 5);
//int randomWandWeight = (int)(0.04 * roomId);
//double weaponWieghts = rustSwordWeight + ironSwordWeight + silverSwordWeight + magicWandWeight + randomWandWeight;
//double weaponMultiplier = (10 * 20 - glassSwordWeight) / weaponWieghts;
//int woodenBucketWeight = roomId < 50 ? (int)((-1.7 * roomId) + 85) : 0;
//int leatherHelm = (int)(0.35 * roomId + 10);
//int ironHelm = (int)(0.2 * roomId);
//int leatherVest = (int)(0.2 * roomId + 5);
//int ironCuirass = (int)(0.1 * roomId);
//double armorWeight = woodenBucketWeight + leatherHelm + ironHelm + leatherVest + ironCuirass;
//double armorMultiplier = (5 * 20) / armorWeight;
//int bandageWeight = roomId < 100 ? (int)(-0.34 * roomId + 67) : 33 * 20;
//int regenWeight = (int)(0.22 * roomId + 22);
//int powerWeight = (int)(0.11 * roomId + 10);
//int randomWeight = (int)(0.01 * roomId + 1);
//double healWeight = bandageWeight + regenWeight + powerWeight + randomWeight;
//double healMultiplier = (15 * 20) / healWeight;
//List<(int Weight, Func<Item?> Item)> roomItems = new()
//{
// (30 * 20, () => null),
// (6 * 20, () => new Key(_itemIdFactory,roomId)),
// (14 * 20, () => new BagOfCoins(_itemIdFactory,roomId)),
// (20 * 20, () => new Chest(_itemIdFactory,this,_enemyFactory,roomId)),
// //10, Weapon
// ((int)(weaponMultiplier * rustSwordWeight), () => new RustSword(_itemIdFactory,roomId,false)),
// ((int)(weaponMultiplier * ironSwordWeight), () => new IronSword(_itemIdFactory,roomId,false)),
// ((int)(weaponMultiplier * silverSwordWeight), () => new SilverSword(_itemIdFactory,roomId,false)),
// (glassSwordWeight, () => new GlassSword(_itemIdFactory,roomId,false)),
// ((int)(weaponMultiplier * magicWandWeight), () => new MagicWand(_itemIdFactory,roomId,false)),
// ((int)(weaponMultiplier * randomWandWeight), () => new RandomWand(_itemIdFactory,roomId,false)),
// //5, Armor
// ((int)(armorMultiplier * woodenBucketWeight), () => new WoodenBucket(_itemIdFactory,roomId,false)),
// ((int)(armorMultiplier * leatherHelm), () => new LeatherHelm(_itemIdFactory,roomId,false)),
// ((int)(armorMultiplier * ironHelm), () => new IronHelm(_itemIdFactory,roomId,false)),
// ((int)(armorMultiplier * leatherVest), () => new LeatherVest(_itemIdFactory,roomId,false)),
// ((int)(armorMultiplier * ironCuirass), () => new IronСuirass(_itemIdFactory,roomId,false)),
// //15, Heal
// ((int)(healMultiplier * bandageWeight), () => new Bandage(_itemIdFactory,roomId,false)),
// ((int)(healMultiplier * regenWeight), () => new RegenPotion(_itemIdFactory,roomId,false)),
// ((int)(healMultiplier * powerWeight), () => new PowerPotion(_itemIdFactory,roomId,false)),
// ((int)(healMultiplier * randomWeight), () => new RandomPotion(_itemIdFactory,roomId,false)),
//};
////Выбор
//int weightsSum = roomItems.Sum(x => x.Weight);
//int roll = _random.Next(weightsSum);
//int accumulated = 0;
//foreach (var option in roomItems)
//{
// if (roll < accumulated + option.Weight) return option.Item();
// accumulated += option.Weight;
//}
//return null;
var options = new List<(int Weight, Func<Item?> Creator)>();
// Группа "Прочее" (70%)
AddWeightedGroup(options, roomId, _roomOtherPercent,
// Относительные веса внутри группы (не в процентах)
(_ => 30, () => null),
(_ => 6, () => new Key(_itemIdFactory, roomId)),
(_ => 14, () => new BagOfCoins(_itemIdFactory, roomId)),
(_ => 20, () => new Chest(_itemIdFactory, this, _enemyFactory, roomId))
);
// Группа "Оружие" (10%)
AddWeightedGroup(options, roomId, _roomWeaponPercent,
(r => r < 100 ? -0.89 * r + 89 : 0, () => new RustSword(_itemIdFactory, roomId, false)),
(r => 0.25 * r + 5, () => new IronSword(_itemIdFactory, roomId, false)),
(r => 0.15 * r, () => new SilverSword(_itemIdFactory, roomId, false)),
(_ => 1, () => new GlassSword(_itemIdFactory, roomId, false)),
(r => 0.25 * r + 5, () => new MagicWand(_itemIdFactory, roomId, false)),
(r => 0.04 * r, () => new RandomWand(_itemIdFactory, roomId, false))
);
// Группа "Броня" (5%)
AddWeightedGroup(options, roomId, _roomArmorPercent,
(r => r < 50 ? -1.7 * r + 85 : 0, () => new WoodenBucket(_itemIdFactory, roomId, false)),
(r => 0.35 * r + 10, () => new LeatherHelm(_itemIdFactory, roomId, false)),
(r => 0.2 * r, () => new IronHelm(_itemIdFactory, roomId, false)),
(r => 0.2 * r + 5, () => new LeatherVest(_itemIdFactory, roomId, false)),
(r => 0.1 * r, () => new IronCuirass(_itemIdFactory, roomId, false))
);
// Группа "Зелья" (15%)
AddWeightedGroup(options, roomId, _roomHealPercent,
(r => r < 100 ? -0.34 * r + 67 : 0, () => new Bandage(_itemIdFactory, roomId, false)),
(r => 0.22 * r + 22, () => new RegenPotion(_itemIdFactory, roomId, false)),
(r => 0.11 * r + 10, () => new PowerPotion(_itemIdFactory, roomId, false)),
(r => 0.01 * r + 1, () => new RandomPotion(_itemIdFactory, roomId, false))
);
return SelectRandom(options);
}
public Item? CreateChestItem(int roomId)
{
var options = new List<(int Weight, Func<Item?> Creator)>();
AddWeightedGroup(options, roomId, _chestOtherPercent,
(_ => 10, () => new Key(_itemIdFactory, roomId)),
(_ => 30, () => new BagOfCoins(_itemIdFactory, roomId)),
(_ => 5, () => new Map(_itemIdFactory))
);
AddWeightedGroup(options, roomId, _chestWeaponPercent,
(r => r < 50 ? -0.8 * r + 40 : 0, () => new RustSword(_itemIdFactory, roomId, false)),
(r => 0.25 * r + 15, () => new IronSword(_itemIdFactory, roomId, false)),
(r => 0.1 * r + 5, () => new SilverSword(_itemIdFactory, roomId, false)),
(_ => 5, () => new GlassSword(_itemIdFactory, roomId, false)),
(r => 0.05 * r + 25, () => new MagicWand(_itemIdFactory, roomId, false)),
(_ => 10, () => new RandomWand(_itemIdFactory, roomId, false))
);
AddWeightedGroup(options, roomId, _chestArmorPercent,
(r => -0.15 * r + 55, () => new LeatherHelm(_itemIdFactory, roomId, false)),
(r => 0.15 * r + 25, () => new IronHelm(_itemIdFactory, roomId, false)),
(r => -0.04 * r + 14, () => new LeatherVest(_itemIdFactory, roomId, false)),
(r => 0.04 * r + 6, () => new IronCuirass(_itemIdFactory, roomId, false))
);
AddWeightedGroup(options, roomId, _chestHealPercent,
(_ => 60, () => new RegenPotion(_itemIdFactory, roomId, false)),
(_ => 30, () => new PowerPotion(_itemIdFactory, roomId, false)),
(_ => 10, () => new RandomPotion(_itemIdFactory, roomId, false))
);
return SelectRandom(options);
}
public Item? CreateShopItem(int roomId)
{
var options = new List<(int Weight, Func<Item?> Creator)>();
AddWeightedGroup(options, roomId, _shopOtherPercent,
(_ => 14, () => new Key(_itemIdFactory, roomId)),
(_ => 4, () => new Map(_itemIdFactory))
);
AddWeightedGroup(options, roomId, _shopWeaponPercent,
(r => r < 30 ? -r + 30 : 0, () => new RustSword(_itemIdFactory, roomId, true)),
(r => 0.15 * r + 20, () => new IronSword(_itemIdFactory, roomId, true)),
(r => 0.15 * r + 5, () => new SilverSword(_itemIdFactory, roomId, true)),
(_ => 30, () => new MagicWand(_itemIdFactory, roomId, true)),
(_ => 15, () => new RandomWand(_itemIdFactory, roomId, true))
);
AddWeightedGroup(options, roomId, _shopArmorPercent,
(r => r < 30 ? -1.67 * r + 50 : 0, () => new WoodenBucket(_itemIdFactory, roomId, true)),
(r => 0.025 * r + 27.5, () => new LeatherHelm(_itemIdFactory, roomId, true)),
(r => 0.375 * r + 12.5, () => new IronHelm(_itemIdFactory, roomId, true)),
(r => 0.01 * r + 7, () => new LeatherVest(_itemIdFactory, roomId, true)),
(r => 0.09 * r + 3, () => new IronCuirass(_itemIdFactory, roomId, true))
);
AddWeightedGroup(options, roomId, _shopHealPercent,
(r => r < 200 ? -0.15 * r + 30 : 0, () => new Bandage(_itemIdFactory, roomId, true)),
(r => 0.1 * r + 40, () => new RegenPotion(_itemIdFactory, roomId, true)),
(r => 0.05 * r + 20, () => new PowerPotion(_itemIdFactory, roomId, true)),
(_ => 10, () => new RandomPotion(_itemIdFactory, roomId, true))
);
return SelectRandom(options);
}
}
#endregion
#endregion
#region Enemy
public interface IEnemyIdFactory : IIdFactory { };
public class EnemyIdFactory : IEnemyIdFactory
{
private int _enemyId = 0;
public int Id()
{
return Interlocked.Increment(ref _enemyId);
}
public void Reset()
{
_enemyId = 0;
}
}
public abstract class Enemy : GameObject
{
public int Id { get; protected set; }
public int Health { get; protected set; } = 0;
public int Damage { get; protected set; } = 0;
public int DamageBlock { get; protected set; } = 0;
private int _roomId;
protected Random _random = Random.Shared;
public Enemy(string name, string description, int roomId, IEnemyIdFactory enemyIdFactory, int health, int damage, int damageBlock)
{
_roomId = roomId;
Name = name;
Description = description;
Id = enemyIdFactory!.Id();
Initialize(health, damage, damageBlock);
}
public virtual void Initialize(int health, int damage, int damageBlock)
{
var (minHealth, maxHealth) = GameBalance.ApplySpread(health, _roomId);
Health = _random.Next(minHealth, maxHealth + 1);
var (minDamage, maxDamage) = GameBalance.ApplySpread(damage, _roomId);
Damage = _random.Next(minDamage, maxDamage + 1);
var (minDamageBlock, maxDamageBlock) = GameBalance.ApplySpread(damageBlock, _roomId);
DamageBlock = _random.Next(minDamageBlock, maxDamageBlock + 1);
}
public virtual int Attack()
{
return Damage;
}
public virtual int GetDamage(int damage, Room? room = null)
{
if (damage > DamageBlock) Health -= damage - DamageBlock;
return Health;
}
}
public class Skeletor : Enemy
{
private const int _baseHealth = 20;
private const int _baseDamage = 10;
private const int _baseDamageBlock = 2;
public Skeletor(int roomId, IEnemyIdFactory enemyIdFactory)
: base("СКЕЛЕТОР", "Чей-то скелет, наделёный возможностью двигаться.", roomId, enemyIdFactory, _baseHealth, _baseDamage, _baseDamageBlock) { }
}
public class SkeletorArcher : Enemy
{
private const int _baseHealth = 10;
private const int _baseDamage = 20;
private const int _baseDamageBlock = 1;
public SkeletorArcher(int roomId, IEnemyIdFactory enemyIdFactory)
: base("СКЕЛЕТОР-ЛУЧНИК", "Из тех, кто при жизни умел обращаться с луком.", roomId, enemyIdFactory, _baseHealth, _baseDamage, _baseDamageBlock) { }
}
public class Deadman : Enemy
{
private const int _baseHealth = 50;
private const int _baseDamage = 5;
private const int _baseDamageBlock = 3;