Traveller/scripts/Config.cs

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C#
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using System;
using System.IO;
using System.Text;
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using Godot;
using Environment = System.Environment;
namespace ColdMint.scripts;
public static class Config
{
/// <summary>
/// <para>Loot table ID</para>
/// <para>战利品表ID</para>
/// </summary>
public static class LootListId
{
/// <summary>
/// <para>A trophy table for testing</para>
/// <para>测试用的战利品表</para>
/// </summary>
public const string Test = "test";
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}
/// <summary>
/// <para>Difficulty</para>
/// <para>游戏难度</para>
/// </summary>
public static class Difficulty
{
/// <summary>
/// <para>Simple mode</para>
/// <para>简单模式</para>
/// </summary>
public const int Easy = 0;
/// <summary>
/// <para>Normal mode</para>
/// <para>正常模式</para>
/// </summary>
public const int Normal = 1;
/// <summary>
/// <para>Hard mode</para>
/// <para>困难模式</para>
/// </summary>
public const int Hard = 2;
}
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/// <summary>
/// <para>Camp ID</para>
/// <para>阵营ID</para>
/// </summary>
public static class CampId
{
/// <summary>
/// <para>Default camp</para>
/// <para>表示默认阵营</para>
/// </summary>
public const string Default = "Default";
/// <summary>
/// <para>Demon camp</para>
/// <para>魔族阵营</para>
/// </summary>
public const string Mazoku = "Mazoku";
/// <summary>
/// <para>Aborigines</para>
/// <para>原住民</para>
/// </summary>
public const string Aborigines = "Aborigines";
}
/// <summary>
/// <para>Path of the App configuration file</para>
/// <para>App配置文件路径</para>
/// </summary>
public const string AppConfigPath = "res://AppConfig.yaml";
/// <summary>
/// <para>The percentage of speed reduced after a thrown item hits an enemy</para>
/// <para>抛出的物品击中敌人后减少的速度百分比</para>
/// </summary>
public const float ThrownItemsHitEnemiesReduceSpeedByPercentage = 0.5f;
/// <summary>
/// <para>Scale of the room preview view</para>
/// <para>房间预览图的缩放</para>
/// </summary>
public const float RoomPreviewScale = 3f;
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/// <summary>
/// <para>How much blood does a heart represent</para>
/// <para>一颗心代表多少血量</para>
/// </summary>
public const int HeartRepresentsHealthValue = 4;
/// <summary>
/// <para>The name of the mod manifest file</para>
/// <para>模组清单文件的名字</para>
/// </summary>
public const string ModManifestFileName = "ModManifest.yaml";
/// <summary>
/// <para>Text change buffering Time How long does it take to execute the actual event after an event with a text change listener is triggered? (Anti-shake processing time), unit: milliseconds</para>
/// <para>当添加了文本改变监听器的事件被触发后,多长时间后执行实际事件?(防抖处理时长),单位:毫秒</para>
/// </summary>
public const long TextChangesBuffetingDuration = 300;
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/// <summary>
/// <para>Company/Creator name</para>
/// <para>公司/创作者名字</para>
/// </summary>
public const string CompanyName = "ColdMint";
/// <summary>
/// <para>Module life handler name</para>
/// <para>模组生命周期处理器名称</para>
/// </summary>
public const string ModLifecycleHandlerName = "ModLifecycleHandler";
/// <summary>
/// <para>Solution Name</para>
/// <para>解决方案名称</para>
/// </summary>
public const string SolutionName = "ColdMint.Traveler";
/// <summary>
/// <para>How many item slots are there on the shortcut bar</para>
/// <para>快捷栏上有多少个物品槽</para>
/// </summary>
public const int HotBarSize = 9;
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/// <summary>
/// <para>Whether version isolation is enabled</para>
/// <para>是否启用版本隔离</para>
/// </summary>
public static bool EnableVersionIsolation()
{
//By default, we enable version isolation, but special feature identifiers can be set to disable version isolation.
//默认情况,我们启用版本隔离,但是可以设置特殊的功能标识来禁用版本隔离。
return !OS.HasFeature("disableVersionIsolation");
}
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/// <summary>
/// <para>Whether to enable Mod</para>
/// <para>是否启用Mod</para>
/// </summary>
/// <returns></returns>
public static bool EnableMod()
{
return OS.HasFeature("enableMod");
}
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/// <summary>
/// <para>Default version name</para>
/// <para>默认的版本名称</para>
/// </summary>
/// <remarks>
///<para>Used when version isolation is disabled</para>
///<para>在禁用版本隔离时用的</para>
/// </remarks>
public const string DefaultVersionName = "Default";
/// <summary>
/// <para>EmptyVariant</para>
/// <para>空变量</para>
/// </summary>
public static readonly Variant EmptyVariant = new();
/// <summary>
/// <para>Blank string</para>
/// <para>空白字符串</para>
/// </summary>
public static readonly string? EmptyString = null;
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/// <summary>
/// <para>IsDebug</para>
/// <para>是否为Debug模式</para>
/// </summary>
/// <returns></returns>
public static bool IsDebug()
{
return OS.HasFeature("debug");
}
/// <summary>
/// <para>Whether to run on the editor</para>
/// <para>是否在编辑器上运行</para>
/// </summary>
/// <returns></returns>
public static bool IsEditor()
{
return OS.HasFeature("editor");
}
/// <summary>
/// <para>ItemType</para>
/// <para>物品类型</para>
/// </summary>
public static class ItemType
{
/// <summary>
/// <para>Unknown</para>
/// <para>未知的</para>
/// </summary>
public const int Unknown = 0;
/// <summary>
/// <para>Placeholder</para>
/// <para>占位符</para>
/// </summary>
public const int Placeholder = 1;
/// <summary>
/// <para>Packsack</para>
/// <para>背包</para>
/// </summary>
public const int Packsack = 2;
/// <summary>
/// <para>ProjectileWeapon</para>
/// <para>远程武器</para>
/// </summary>
public const int ProjectileWeapon = 3;
/// <summary>
/// <para>Spell</para>
/// <para>法术</para>
/// </summary>
/// <remarks>
///<para>Type of special item used in Projectile weapons</para>
///<para>用于远程武器内的特殊物品类型</para>
/// </remarks>
public const int Spell = 4;
/// <summary>
/// <para>Common item types</para>
/// <para>普通的物品类型</para>
/// </summary>
public const int Item = 5;
}
/// <summary>
/// <para>Room Injector ID</para>
/// <para>房间注入器ID</para>
/// </summary>
public static class RoomInjectionProcessorId
{
/// <summary>
/// <para>Chance</para>
/// <para>概率的</para>
/// </summary>
public const string Chance = "Chance";
/// <summary>
/// <para>TimeInterval</para>
/// <para>时间范围的</para>
/// </summary>
public const string TimeInterval = "TimeInterval";
}
public class ZIndexManager
{
/// <summary>
/// <para>Floating icon</para>
/// <para>悬浮图标</para>
/// </summary>
public const int FloatingIcon = 1;
}
/// <summary>
/// <para>Item data changes the event type</para>
/// <para>物品数据改变事件类型</para>
/// </summary>
public enum ItemDataChangeEventType
{
/// <summary>
/// <para>add</para>
/// <para>添加</para>
/// </summary>
Add,
/// <summary>
/// <para>Quantity Added</para>
/// <para>物品数量增加</para>
/// </summary>
QuantityAdded,
/// <summary>
/// <para>remove</para>
/// <para>移除</para>
/// </summary>
Remove,
/// <summary>
/// <para>Replace</para>
/// <para>被替换</para>
/// </summary>
Replace,
/// <summary>
/// <para>Clear</para>
/// <para>被清空</para>
/// </summary>
Clear
}
public enum OsEnum
{
//unknown
//未知
Unknown,
//Runs on Android (non-web browser)
//在 Android 上运行(非 Web 浏览器)
Android,
//Runs on Linux (non-web browser)
//在 Linux 上运行(非 Web 浏览器)
Linux,
//Runs on macOS (non-Web browser)
//在 macOS 上运行(非 Web 浏览器)
Macos,
//Runs on iOS (non-Web browser)
//在 iOS 上运行(非 Web 浏览器)
Ios,
//Runs on Windows
//在 Windows 上运行
Windows,
//The host operating system is a web browser
//宿主操作系统是网页浏览器
Web,
//Running on editor
//在编辑器内运行
Editor
}
/// <summary>
/// <para>Get what platform is currently running on</para>
/// <para>获取当前在什么平台上运行</para>
/// </summary>
/// <param name="containEditor">
///<para>Whether to include an editor environment</para>
///<para>是否包含编辑器环境</para>
/// </param>
/// <returns></returns>
public static OsEnum GetOs(bool containEditor = false)
{
if (containEditor && OS.HasFeature("editor"))
{
return OsEnum.Editor;
}
if (OS.HasFeature("windows"))
{
return OsEnum.Windows;
}
if (OS.HasFeature("android"))
{
return OsEnum.Android;
}
if (OS.HasFeature("linux"))
{
return OsEnum.Linux;
}
if (OS.HasFeature("web"))
{
return OsEnum.Web;
}
if (OS.HasFeature("macos"))
{
return OsEnum.Macos;
}
if (OS.HasFeature("ios"))
{
return OsEnum.Ios;
}
return OsEnum.Unknown;
}
/// <summary>
/// <para>Get the game version</para>
/// <para>获取游戏版本</para>
/// </summary>
/// <returns></returns>
public static string GetVersion()
{
var stringBuilder = new StringBuilder();
stringBuilder.Append(ProjectSettings.GetSetting("application/config/version").AsString());
stringBuilder.Append(IsDebug() ? "_debug" : "_release");
return stringBuilder.ToString();
}
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/// <summary>
/// <para>GetGameDataDirectory</para>
/// <para>获取游戏数据目录</para>
/// </summary>
/// <returns></returns>
public static string GetGameDataDirectory()
{
if (EnableVersionIsolation())
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{
return Path.Join(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), CompanyName,
ProjectSettings.GetSetting("application/config/name").AsString(),
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ProjectSettings.GetSetting("application/config/version").AsString());
}
else
{
return Path.Join(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData), CompanyName,
ProjectSettings.GetSetting("application/config/name").AsString(),
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DefaultVersionName);
}
}
/// <summary>
/// <para>GetDataBaseDirectory</para>
/// <para>获取数据库文件夹</para>
/// </summary>
/// <returns></returns>
public static string GetDataBaseDirectory()
{
return Path.Join(GetGameDataDirectory(), "Databases");
}
/// <summary>
/// <para>GetModDataDirectory</para>
/// <para>获取模组文件夹</para>
/// </summary>
/// <returns></returns>
public static string GetModDataDirectory()
{
return Path.Join(GetGameDataDirectory(), "Mods");
}
/// <summary>
/// <para>Get the export directory for the level graph</para>
/// <para>获取关卡图的导出目录</para>
/// </summary>
/// <returns></returns>
public static string GetLevelGraphExportDirectory()
{
return Path.Join(GetGameDataDirectory(), "LevelGraphs");
}
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/// <summary>
/// <para>The initial year of creating this game</para>
/// <para>创建此游戏的初始年份</para>
/// </summary>
public const int CreationYear = 2024;
/// <summary>
/// <para>Tile map, dimensions of individual tiles</para>
/// <para>瓦片地图,单个瓦片的尺寸</para>
/// </summary>
public const int CellSize = 32;
/// <summary>
/// <para>The maximum health of the default creature</para>
/// <para>默认生物的最大血量</para>
/// </summary>
public const int DefaultMaxHp = 100;
/// <summary>
/// <para>The default durability of furniture</para>
/// <para>家具的默认耐久度</para>
/// </summary>
public const int DefaultMaxDurability = 50;
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/// <summary>
/// <para>When a creature takes damage, how long to hide the bloodline again</para>
/// <para>生物受到伤害时,要在多长时间后再次隐藏血条</para>
/// </summary>
public static TimeSpan HealthBarDisplaysTime = TimeSpan.FromSeconds(2);
/// <summary>
/// <para>Text size of critical hit damage</para>
/// <para>暴击伤害的文本大小</para>
/// </summary>
public const int CritDamageTextSize = 33;
/// <summary>
/// <para>Crit damage multiplier</para>
/// <para>暴击伤害乘数</para>
/// </summary>
/// <remarks>
///<para>How much damage to increase after a critical strike</para>
///<para>造成暴击后要将伤害提升到原有的多少倍</para>
/// </remarks>
public const float CriticalHitMultiplier = 2f;
/// <summary>
/// <para>Text size of normal damage</para>
/// <para>普通伤害的文本大小</para>
/// </summary>
public const int NormalDamageTextSize = 22;
/// <summary>
/// <para>Horizontal speed of damage numbers</para>
/// <para>伤害数字的水平速度</para>
/// </summary>
public const int HorizontalSpeedOfDamageNumbers = 3;
/// <summary>
/// <para>VerticalVelocityOfDamageNumbers</para>
/// <para>伤害数字的垂直速度</para>
/// </summary>
public const int VerticalVelocityOfDamageNumbers = 5;
public static class OffsetAngleMode
{
/// <summary>
/// <para>Random(Default)</para>
/// <para>随机的(默认)</para>
/// </summary>
public const int Random = 0;
/// <summary>
/// <para>AlwaysSame</para>
/// <para>永远不变的偏移角度</para>
/// </summary>
public const int AlwaysSame = 1;
/// <summary>
/// <para>Cross</para>
/// <para>交叉变换</para>
/// </summary>
public const int Cross = 2;
}
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/// <summary>
/// <para>Physical collision layer number</para>
/// <para>物理碰撞层 序号</para>
/// </summary>
public static class LayerNumber
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{
public const int RoomArea = 1;
/// <summary>
/// <para>Floor</para>
/// <para>地板</para>
/// </summary>
public const int Floor = 2;
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public const int Player = 3;
public const int PickAbleItem = 4;
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public const int Projectile = 5;
/// <summary>
/// <para>Platform</para>
/// <para>平台</para>
/// </summary>
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public const int Platform = 6;
public const int Mob = 7;
/// <summary>
/// <para>Wall</para>
/// <para>墙壁</para>
/// </summary>
public const int Wall = 8;
/// <summary>
/// <para>Furniture</para>
/// <para>家具</para>
/// </summary>
public const int Furniture = 9;
/// <summary>
/// <para>WeaponDamageArea</para>
/// <para>武器伤害区域</para>
/// </summary>
public const int WeaponDamageArea = 10;
public const int Barrier = 11;
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}
/// <summary>
/// <para>TileMapLayerName</para>
/// <para>瓦片节点名称</para>
/// </summary>
public static class TileMapLayerName
{
/// <summary>
/// <para>Ground Layer</para>
/// <para>地面层</para>
/// </summary>
/// <remarks>
///<para>There are collision nodes on which players and creatures can stand.</para>
///<para>拥有碰撞节点,玩家和生物可以站在上面。</para>
/// </remarks>
public const string Ground = "Ground";
/// <summary>
/// <para>Barrier</para>
/// <para>屏障</para>
/// </summary>
public const string Barrier = "Barrier";
/// <summary>
/// <para>Background decorative layer</para>
/// <para>背景装饰层</para>
/// </summary>
public const string BackgroundDecoration = "BackgroundDecoration";
/// <summary>
/// <para>Background wall layer</para>
/// <para>背景墙</para>
/// </summary>
public const string BackgroundWall = "BackgroundWall";
}
public static class RoomDataTag
{
/// <summary>
/// <para>Mark the starting room</para>
/// <para>起点房间的标记</para>
/// </summary>
public const string StartingRoom = "StartingRoom";
}
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/// <summary>
/// <para>Specify the type of damage used in the game</para>
/// <para>指定游戏内使用的伤害类型</para>
/// </summary>
public static class DamageType
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{
/// <summary>
/// <para>physical injury</para>
/// <para>物理伤害</para>
/// </summary>
public const int Physical = 1;
/// <summary>
/// <para>Magic damage</para>
/// <para>魔法伤害</para>
/// </summary>
public const int Magic = 2;
}
}