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ascnet/AscNet.Common/Database/Character.cs

175 lines
6.3 KiB
C#

using MongoDB.Bson;
using MongoDB.Bson.Serialization.Attributes;
using MongoDB.Driver;
using AscNet.Table.share.character;
using AscNet.Table.share.character.skill;
using AscNet.Common.MsgPack;
using AscNet.Common.Util;
namespace AscNet.Common.Database
{
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
public class Character
{
public static readonly IMongoCollection<Character> collection = Common.db.GetCollection<Character>("characters");
private uint NextEquipId => Equips.MaxBy(x => x.Id)?.Id + 1 ?? 1;
public static Character FromUid(long uid)
{
return collection.AsQueryable().FirstOrDefault(x => x.Uid == uid) ?? Create(uid);
}
private static Character Create(long uid)
{
Character character = new()
{
Uid = uid,
Characters = new(),
Equips = new(),
Fashions = new()
};
// Lucia havers by default
character.AddCharacter(1021001);
collection.InsertOne(character);
return character;
}
public void AddCharacter(uint id)
{
CharacterTable? character = CharacterTableReader.Instance.FromId((int)id);
CharacterSkillTable? characterSkill = CharacterSkillTableReader.Instance.FromCharacterId((int)id);
if (character is null || characterSkill is null)
throw new ArgumentException("Invalid character id!", nameof(id));
if (Characters.FirstOrDefault(x => x.Id == character.Id) is not null)
throw new ArgumentException("Character already obtained!", nameof(id));
NotifyCharacterDataList.NotifyCharacterDataListCharacterData characterData = new()
{
Id = (uint)character.Id,
Level = 1,
Exp = 0,
Quality = 1,
InitQuality = 1,
Star = 0,
Grade = 1,
FashionId = (uint)character.DefaultNpcFashtionId,
CreateTime = DateTimeOffset.Now.ToUnixTimeSeconds(),
TrustLv = 1,
TrustExp = 0,
Ability = 0,
LiberateLv = 1,
CharacterHeadInfo = new()
{
HeadFashionId = (uint)character.DefaultNpcFashtionId,
HeadFashionType = 0
}
};
characterData.SkillList.AddRange(characterSkill.SkillGroupId.Take(8).Select(x => new NotifyCharacterDataList.NotifyCharacterDataListCharacterData.NotifyCharacterDataListCharacterDataSkill()
{
Id = uint.Parse(x.ToString().Take(6).ToArray()),
Level = 1
}));
Fashions.Add(new()
{
Id = character.DefaultNpcFashtionId,
IsLock = false
});
if (character.EquipId > 0)
AddEquip((uint)character.EquipId, character.Id);
Characters.Add(characterData);
}
public UpgradeCharacterResult UpgradeCharacterSkillGroup(uint skillGroupId, int count)
{
List<uint> affectedCharacters = new();
int totalCoinCost = 0;
int totalSkillPointCost = 0;
IEnumerable<int> affectedSkills = CharacterSkillGroupTableReader.Instance.All.Where(x => x.Id == skillGroupId).SelectMany(x => x.SkillId);
foreach (var skillId in affectedSkills)
{
foreach (var character in Characters.Where(x => x.SkillList.Any(x => x.Id == skillId)))
{
var characterSkill = character.SkillList.First(x => x.Id == skillId);
int targetLevel = characterSkill.Level + count;
while (characterSkill.Level < targetLevel)
{
var skillUpgrade = CharacterSkillUpgradeTableReader.Instance.All.FirstOrDefault(x => x.SkillId == skillId && Miscs.ParseIntOr(x.Level) == characterSkill.Level);
totalCoinCost += Miscs.ParseIntOr(skillUpgrade?.UseCoin);
totalSkillPointCost += Miscs.ParseIntOr(skillUpgrade?.UseSkillPoint);
characterSkill.Level++;
}
affectedCharacters.Add(character.Id);
}
}
return new UpgradeCharacterResult()
{
AffectedCharacters = affectedCharacters,
CoinCost = totalCoinCost,
SkillPointCost = totalSkillPointCost
};
}
public void AddEquip(uint equipId, int characterId = 0)
{
NotifyEquipDataList.NotifyEquipDataListEquipData equipData = new()
{
Id = NextEquipId,
TemplateId = equipId,
CharacterId = characterId,
Level = 1,
Exp = 0,
Breakthrough = 0,
ResonanceInfo = new(),
UnconfirmedResonanceInfo = new(),
AwakeSlotList = new(),
IsLock = false,
CreateTime = (uint)DateTimeOffset.Now.ToUnixTimeSeconds(),
IsRecycle = false
};
Equips.Add(equipData);
}
public void Save()
{
collection.ReplaceOne(Builders<Character>.Filter.Eq(x => x.Id, Id), this);
}
[BsonId]
public ObjectId Id { get; set; }
[BsonElement("uid")]
[BsonRequired]
public long Uid { get; set; }
[BsonElement("characters")]
[BsonRequired]
public List<NotifyCharacterDataList.NotifyCharacterDataListCharacterData> Characters { get; set; }
[BsonElement("equips")]
[BsonRequired]
public List<NotifyEquipDataList.NotifyEquipDataListEquipData> Equips { get; set; }
[BsonElement("fashions")]
[BsonRequired]
public List<FashionList> Fashions { get; set; }
}
public struct UpgradeCharacterResult
{
public int CoinCost { get; init; }
public int SkillPointCost { get; init; }
public List<uint> AffectedCharacters { get; init; }
}
}