/// <summary> /// 在指定的地块尝试进行投入 /// </summary> /// <param name="place">要进行投入的地块</param> /// <returns>是否成功扣除所需物品</returns> public bool TryInvest( Place place ) { lock ( place.SyncRoot ) { return place.GetPlayer().Resources.RemoveItems( Items ); } }
/// <summary> /// 从 JSON 数据中读取 /// </summary> /// <param name="place">活动所处地块</param> /// <param name="data">活动数据</param> /// <returns>活动对象</returns> public static PlaceActing FromData( Place place, JObject data ) { if ( place == null ) throw new ArgumentNullException( "place" ); if ( data == null ) return null; var startOn = data.Value<DateTime>( "StartOn" ); var playerId = data.GuidValue( "PlayerID" ); var action = GameHost.GameRules.GetDataItem<ActionDescriptorBase>( data.GuidValue( "ActionDescriptor" ) ); if ( action == null ) return null; return new PlaceActing { PlayerID = playerId, Place = place, StartOn = startOn, ActionDescriptor = action, }; }
/// <summary> /// 保存游戏地块对象 /// </summary> /// <param name="place"></param> private void Save( Place place ) { var filepath = Path.Combine( placesDirectory, place.Coordinate + ".json" ); File.WriteAllText( filepath, place.SaveAsJson() ); }
/// <summary> /// 尝试在指定地块开始这个活动 /// </summary> /// <param name="place">要开始活动的地方</param> /// <returns>正在进行的活动</returns> protected virtual PlaceActing TryStartAt( GamePlayer player, Place place ) { lock ( place ) { if ( place.Acting != null ) throw new InvalidOperationException( "土地上已经存在一个正在进行的活动" ); if ( Requirement.TryInvest( place ) == false ) return null; } return PlaceActing.StartAt( player, place, this ); }
/// <summary> /// 在指定地块开始这个活动 /// </summary> /// <param name="place">要开始活动的地块</param> internal static PlaceActing StartAt( GamePlayer player, Place place, ActionDescriptorBase action ) { if ( place == null ) throw new ArgumentNullException( "place" ); var acting = new PlaceActing { StartOn = DateTime.UtcNow, ActionDescriptor = action, PlayerID = player.Guid, Place = place, }; place.SetActing( acting ); return acting; }
/// <summary> /// 检查指定地块当前是否满足限制。 /// </summary> /// <param name="player">当前操作的玩家</param> /// <param name="place">要检查的地块</param> /// <returns>若不满足限制,返回原因,若满足限制,则返回null</returns> protected virtual string Check( GamePlayer player, Place place ) { if ( player == null ) throw new ArgumentNullException( "player" ); if ( place == null ) throw new ArgumentNullException( "place" ); if ( InTerritory && place.Owner == player.Guid ) return "只能在自己的领土上上开展该活动"; if ( TerrainType != null ) { if ( place.Terrain == null || TerrainType.IsAssignableFrom( place.Terrain.GetType() ) == false ) return "地形不满足活动需求"; } if ( TerrainDescriptors.Any() ) { if ( place.Terrain == null || TerrainDescriptors.Contains( place.Terrain.Descriptor.Guid ) == false ) return "地形不满足活动需求"; } if ( BuildingType != null ) { if ( place.Terrain == null || BuildingType.IsAssignableFrom( place.Building.GetType() ) == false ) return "地形不满足活动需求"; } if ( BuildingDescriptors.Any() ) { if ( place.Terrain == null || BuildingDescriptors.Contains( place.Building.Descriptor.Guid ) == false ) return "地形不满足活动需求"; } if ( UnitType != null ) { if ( place.GetUnits().All( unit => UnitType.IsAssignableFrom( unit.GetType() ) == false ) ) return "单位不满足活动需求"; } if ( UnitDescriptors.Any() ) { if ( place.GetUnits().All( unit => UnitDescriptors.Contains( unit.Descriptor.Guid ) == false ) ) return "单位不满足活动需求"; } return null; }
/// <summary> /// 获取移动到指定位置所需要的移动力 /// </summary> /// <param name="place">抵达位置</param> /// <returns>所需移动力</returns> public virtual decimal MobilityRequired( Place place ) { return 1; }