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@@ -353,3 +353,173 @@ |
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| Key3 | 能开启3教的门 |不得分| 能开启3教的门 |不得分| |
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| Key5 | 能开启5教的门 |不得分| 能开启3教的门 |不得分| |
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| Key6 | 能开启6教的门 |不得分| 能开启3教的门 |不得分| |
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## 游戏数据 |
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### 基本常数 |
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~~~csharp |
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public const int numOfStepPerSecond = 20; // 每秒行走的步数 |
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public const int frameDuration = 50; // 每帧时长 |
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public const int checkInterval = 50; // 检查位置标志、补充子弹的帧时长 |
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public const long gameDuration = 600000; // 游戏时长600000ms = 10min |
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public const int MinSpeed = 1; // 最小速度 |
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public const int MaxSpeed = int.MaxValue; // 最大速度 |
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#endregion |
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#region 地图相关 |
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public const int numOfPosGridPerCell = 1000; // 每格的【坐标单位】数 |
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public const int lengthOfMap = 50000; // 地图长度 |
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public const int rows = 50; // 行数 |
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public const int cols = 50; // 列数 |
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public const int numOfBirthPoint = 5; |
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public const int numOfGenerator = 9; |
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public const int numOfChest = 8; |
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public static XY GetCellCenterPos(int x, int y) // 求格子的中心坐标 |
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{ |
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XY ret = new(x * numOfPosGridPerCell + numOfPosGridPerCell / 2, y * numOfPosGridPerCell + numOfPosGridPerCell / 2); |
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return ret; |
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} |
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public static int PosGridToCellX(XY pos) // 求坐标所在的格子的x坐标 |
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{ |
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return pos.x / numOfPosGridPerCell; |
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} |
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public static int PosGridToCellY(XY pos) // 求坐标所在的格子的y坐标 |
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{ |
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return pos.y / numOfPosGridPerCell; |
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} |
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public static XY PosGridToCellXY(XY pos) // 求坐标所在的格子的y坐标 |
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{ |
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return new XY(pos.x / numOfPosGridPerCell, pos.y / numOfPosGridPerCell); |
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} |
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public static bool IsInTheSameCell(XY pos1, XY pos2) |
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{ |
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return PosGridToCellX(pos1) == PosGridToCellX(pos2) && PosGridToCellY(pos1) == PosGridToCellY(pos2); |
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} |
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public static bool ApproachToInteract(XY pos1, XY pos2) |
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{ |
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return Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) <= 1 && Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2)) <= 1; |
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} |
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public static bool ApproachToInteractInACross(XY pos1, XY pos2) |
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{ |
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return (Math.Abs(PosGridToCellX(pos1) - PosGridToCellX(pos2)) + Math.Abs(PosGridToCellY(pos1) - PosGridToCellY(pos2))) <= 1; |
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} |
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~~~ |
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### 角色相关 |
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~~~csharp |
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public const int numOfStudent = 4; |
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public const int characterRadius = numOfPosGridPerCell / 2 / 5 * 4; // 人物半径 |
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public const int basicTreatSpeed = 100; |
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public const int basicFixSpeed = 100; |
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public const int basicSpeedOfOpeningOrLocking = 3280; |
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public const int basicStudentSpeedOfClimbingThroughWindows = 611; |
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public const int basicGhostSpeedOfClimbingThroughWindows = 1270; |
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public const int basicSpeedOfOpenChest = 1000; |
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public const int basicHp = 3000000; // 初始血量 |
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public const int basicMaxGamingAddiction = 60000;//基本完全沉迷时间 |
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public const int BeginGamingAddiction = 10003; |
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public const int MidGamingAddiction = 30000; |
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public const int basicTreatmentDegree = 1500000; |
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public const int basicTimeOfRescue = 1000; |
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public const int basicMoveSpeed = 1270; // 基本移动速度,单位:s-1 |
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public const int characterMaxSpeed = 12000; // 最大速度 |
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public const int basicBulletMoveSpeed = 2700; // 基本子弹移动速度,单位:s-1 |
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public const double basicConcealment = 1.0; |
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public const int basicAlertnessRadius = 30700; |
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public const int basicViewRange = 5 * numOfPosGridPerCell; |
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public const int maxNumOfPropInPropInventory = 3; |
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~~~ |
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### 得分相关 |
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~~~csharp |
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public static int TrickerScoreAttackStudent(int damage) |
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{ |
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return damage * 100 / basicApOfGhost; |
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} |
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public const int TrickerScoreStudentBeAddicted = 50; |
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public const int TrickerScoreStudentBeStunned = 25; |
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public const int TrickerScoreStudentDie = 1000; |
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public static int StudentScoreFix(int degreeOfFix) |
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{ |
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return degreeOfFix; |
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} |
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public const int StudentScoreFixed = 25; |
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public static int StudentScorePinDown(int timeOfPiningDown) |
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{ |
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return 0; |
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} |
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public const int StudentScoreTrickerBeStunned = 25; |
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public const int StudentScoreRescue = 100; |
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public static int StudentScoreTreat(int degree) |
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{ |
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return degree; |
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} |
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public const int StudentScoreEscape = 1000; |
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public const int ScorePropRemainHp = 20; |
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public const int ScorePropUseShield = 20; |
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public const int ScorePropUseSpear = 20; |
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public const int ScorePropAddAp = 10; |
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public const int ScorePropAddHp = 50; |
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~~~ |
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### 攻击与子弹相关 |
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~~~csharp |
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public const int basicApOfGhost = 1500000; // 捣蛋鬼攻击力 |
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public const int MinAP = 0; // 最小攻击力 |
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public const int MaxAP = int.MaxValue; // 最大攻击力 |
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public const int basicCD = 3000; // 初始子弹冷却 |
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public const int basicCastTime = 500;//基本前摇时间 |
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public const int basicBackswing = 818;//基本后摇时间 |
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public const int basicRecoveryFromHit = 4300;//基本命中攻击恢复时长 |
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public const int basicStunnedTimeOfStudent = 4130; |
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public const int bulletRadius = 200; // 默认子弹半径 |
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public const int basicBulletNum = 3; // 基本初始子弹量 |
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public const double basicRemoteAttackRange = 9000; // 基本远程攻击范围 |
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public const double basicAttackShortRange = 2700; // 基本近程攻击范围 |
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public const double basicBulletBombRange = 3000; // 基本子弹爆炸范围 |
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~~~ |
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### 技能相关 |
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~~~csharp |
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public const int maxNumOfSkill = 3; |
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public const int commonSkillCD = 30000; // 普通技能标准冷却时间 |
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public const int commonSkillTime = 10000; // 普通技能标准持续时间 |
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~~~ |
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### 道具相关 |
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~~~csharp |
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public const int MinPropTypeNum = 1; |
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public const int MaxPropTypeNum = 10; |
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public const int PropRadius = numOfPosGridPerCell / 2; |
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public const int PropMoveSpeed = 3000; |
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public const int PropMaxMoveDistance = 15 * numOfPosGridPerCell; |
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public const long PropProduceTime = 10000; |
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public const int PropDuration = 10000; |
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public const int ApPropAdd = basicApOfGhost * 12 / 10; |
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public const int ApSpearAdd = basicApOfGhost * 6 / 10; |
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public const int RemainHpWhenAddLife = 100; |
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public const int numOfKeyEachArea = 2; |
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public const int numOfPropTypeNotKey = 4; |
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public const int numOfTeachingBuilding = 3; |
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~~~ |
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### 物体相关 |
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~~~csharp |
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public const int degreeOfFixedGenerator = 10300000; |
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public const int degreeOfLockingOrOpeningTheDoor = 10000; |
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public const int degreeOfOpeningChest = 10000; |
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public const int degreeOfOpenedDoorway = 18000; |
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public const int maxNumOfPropInChest = 2; |
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public const int numOfGeneratorRequiredForRepair = 7; |
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public const int numOfGeneratorRequiredForEmergencyExit = 3; |
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~~~ |