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PartyEquipmentDistributor.cs
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using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Bannerlord.DynamicTroop.Comparers;
using Bannerlord.DynamicTroop.Extensions;
using log4net.Core;
using SandBox.Missions.MissionLogics;
using TaleWorlds.CampaignSystem.Party;
using TaleWorlds.CampaignSystem.Roster;
using TaleWorlds.Core;
using TaleWorlds.Library;
using TaleWorlds.LinQuick;
using TaleWorlds.MountAndBlade;
namespace Bannerlord.DynamicTroop;
public class PartyEquipmentDistributor {
private readonly ConcurrentDictionary<EquipmentElement, int> _equipmentToAssign;
private readonly List<HorseAndHarness> _horseAndHarnesses = new();
private readonly ItemRoster? _itemRoster;
private readonly Mission _mission;
private readonly MobileParty _party;
public readonly List<Assignment> Assignments = new();
public PartyEquipmentDistributor(Mission mission, MobileParty party, ItemRoster itemRoster) {
_mission = mission;
_party = party;
_itemRoster = itemRoster;
_equipmentToAssign = new ConcurrentDictionary<EquipmentElement, int>(new EquipmentElementComparer());
}
public PartyEquipmentDistributor(Mission mission, MobileParty party, IDictionary<EquipmentElement, int> equipmentToAssign) {
_mission = mission;
_party = party;
_itemRoster = null;
_equipmentToAssign = new ConcurrentDictionary<EquipmentElement, int>(equipmentToAssign, new EquipmentElementComparer());
}
public PartyEquipmentDistributor(Mission mission, MobileParty party, Dictionary<ItemObject, int> objectToAssign) {
_mission = mission;
_party = party;
_itemRoster = null;
_equipmentToAssign = new ConcurrentDictionary<EquipmentElement, int>(new EquipmentElementComparer());
foreach (var kv in objectToAssign) {
if (kv.Key != null) {
EquipmentElement element = new(kv.Key);
if (_equipmentToAssign.TryGetValue(element, out var existingCount)) { _equipmentToAssign[element] = existingCount + kv.Value; }
else { _ = _equipmentToAssign.TryAdd(element, kv.Value); }
}
}
}
public void RunAsync() {
foreach (var troop in _party.MemberRoster.GetTroopRoster()) {
for (var i = 0; i < troop.Number - troop.WoundedNumber; i++) {
if (!troop.Character.IsHero) { Assignments.Add(new Assignment(troop.Character)); }
}
}
Assignments.Sort((x, y) => y.CompareTo(x));
if (_itemRoster != null) {
foreach (var kv in _itemRoster) {
if (kv is not { IsEmpty: false, EquipmentElement.IsEmpty: false }) { continue; }
// 尝试获取已存在的数量
if (!_equipmentToAssign.TryGetValue(kv.EquipmentElement, out var existingAmount)) {
// 如果键不存在,添加新的键值对
_ = _equipmentToAssign.TryAdd(kv.EquipmentElement, kv.Amount);
}
else {
// 如果键已存在,更新数量
_equipmentToAssign[kv.EquipmentElement] = existingAmount + kv.Amount;
}
}
}
DoAssignAsync();
}
private void GenerateHorseAndHarnessList() {
Dictionary<int, List<(EquipmentElement Key, int Cnt)>> horsesDict = new();
Dictionary<int, List<(EquipmentElement Key, int Cnt)>> harnessDict = new();
List<(EquipmentElement Key, int Cnt)> saddles = new();
PopulateDictionaries(_equipmentToAssign, horsesDict, harnessDict, saddles);
SortEquipmentDictionaries(horsesDict, harnessDict, saddles);
GenerateHorseAndHarnessPairs(horsesDict, harnessDict, saddles);
}
private static void PopulateDictionaries(IEnumerable<KeyValuePair<EquipmentElement, int>> equipment,
IDictionary<int, List<(EquipmentElement Key, int Cnt)>> horsesDict,
IDictionary<int, List<(EquipmentElement Key, int Cnt)>> harnessDict,
ICollection<(EquipmentElement Key, int Cnt)> saddles) {
foreach (var kvp in equipment) {
switch (kvp.Key.Item) {
case { HasHorseComponent: true, ItemType: ItemObject.ItemTypeEnum.Horse }:
AddToDict(horsesDict, kvp.Key, kvp.Value);
break;
case { HasArmorComponent: true, ItemType: ItemObject.ItemTypeEnum.HorseHarness }:
AddToDict(harnessDict, kvp.Key, kvp.Value);
break;
case {
HasArmorComponent : false,
HasSaddleComponent: true,
ItemType : ItemObject.ItemTypeEnum.HorseHarness
}:
saddles.Add((kvp.Key, kvp.Value));
break;
}
}
}
private static void AddToDict(IDictionary<int, List<(EquipmentElement Key, int Cnt)>> dict, EquipmentElement element, int cnt) {
var familyType = element.Item.HorseComponent?.Monster?.FamilyType ?? element.Item.ArmorComponent?.FamilyType ?? -1;
if (!dict.TryGetValue(familyType, out var list)) {
list = new List<(EquipmentElement Key, int Cnt)>();
dict[familyType] = list;
}
list.Add((element, cnt));
}
private static void SortEquipmentDictionaries(Dictionary<int, List<(EquipmentElement Key, int Cnt)>> horsesDict, Dictionary<int, List<(EquipmentElement Key, int Cnt)>> harnessDict, List<(EquipmentElement Key, int Cnt)> saddles) {
SortDict(horsesDict, CompareEquipment);
SortDict(harnessDict, CompareEquipment);
saddles.Sort(CompareEquipment);
return;
static int CompareEquipment((EquipmentElement Key, int Cnt) x, (EquipmentElement Key, int Cnt) y) {
var tierCompare = y.Key.Item.Tier.CompareTo(x.Key.Item.Tier);
return tierCompare != 0 ? tierCompare : y.Key.Item.Value.CompareTo(x.Key.Item.Value);
}
}
private static void SortDict(Dictionary<int, List<(EquipmentElement Key, int Cnt)>> dict, Comparison<(EquipmentElement Key, int Cnt)> comparer) {
foreach (var key in dict.Keys) { dict[key].Sort(comparer); }
}
private void GenerateHorseAndHarnessPairs(Dictionary<int, List<(EquipmentElement Key, int Cnt)>> horsesDict, IDictionary<int, List<(EquipmentElement Key, int Cnt)>> harnessDict, IList<(EquipmentElement Key, int Cnt)> saddles) {
foreach (var kvp in horsesDict) {
var familyType = kvp.Key;
var horses = kvp.Value.ToArrayQ();
var harnesses = harnessDict.TryGetValue(familyType, out var harnessesList) ? harnessesList.ToArrayQ() : Array.Empty<(EquipmentElement Key, int Cnt)>();
int horseIndex = 0, harnessIndex = 0;
while (horseIndex < horses.Length) {
(var horseItem, var horseCnt) = horses[horseIndex];
var harnessItem = harnessIndex < harnesses.Length ? harnesses[harnessIndex].Key : new EquipmentElement(null);
var harnessCnt = harnessIndex < harnesses.Length ? harnesses[harnessIndex].Cnt : 0;
if (horseCnt > 0) {
HorseAndHarness hah = new(horseItem, harnessItem);
_horseAndHarnesses.Add(hah);
horses[horseIndex] = (horseItem, --horseCnt);
if (harnessCnt > 0) { harnesses[harnessIndex] = (harnessItem, --harnessCnt); }
}
if (horseCnt == 0) { horseIndex++; }
if (harnessCnt == 0 && harnessIndex < harnesses.Length) { harnessIndex++; }
}
}
AssignSaddlesToHorseAndHarnesses(_horseAndHarnesses, saddles);
_horseAndHarnesses.Sort((x, y) => y.CompareTo(x));
}
private static void AssignSaddlesToHorseAndHarnesses(IEnumerable<HorseAndHarness> horseAndHarnesses, IList<(EquipmentElement Key, int Cnt)> saddles) {
var saddleIndex = 0;
foreach (var hoh in horseAndHarnesses.WhereQ(h => h.Harness == null)) {
if (saddleIndex >= saddles.Count) { break; }
(var saddleItem, var saddleCnt) = saddles[saddleIndex];
if (saddleCnt <= 0) { continue; }
hoh.Harness = saddleItem;
saddles[saddleIndex] = (saddleItem, --saddleCnt);
if (saddleCnt == 0) { saddleIndex++; }
}
}
private void DoAssignAsync() {
var tasks = new List<Task> {
Task.Run(() => {
Global.Log($"Assigning HeadArmor for {_party.Name}", Colors.Green, Level.Debug);
AssignEquipmentType(ItemObject.ItemTypeEnum.HeadArmor);
}),
Task.Run(() => {
Global.Log($"Assigning HandArmor for {_party.Name}", Colors.Green, Level.Debug);
AssignEquipmentType(ItemObject.ItemTypeEnum.HandArmor);
}),
Task.Run(() => {
Global.Log($"Assigning BodyArmor for {_party.Name}", Colors.Green, Level.Debug);
AssignEquipmentType(ItemObject.ItemTypeEnum.BodyArmor);
}),
Task.Run(() => {
Global.Log($"Assigning LegArmor for {_party.Name}", Colors.Green, Level.Debug);
AssignEquipmentType(ItemObject.ItemTypeEnum.LegArmor);
}),
Task.Run(() => {
Global.Log($"Assigning Cape for {_party.Name}", Colors.Green, Level.Debug);
AssignEquipmentType(ItemObject.ItemTypeEnum.Cape);
}),
Task.Run(() => {
if (!_mission.IsSiegeBattle && !_mission.HasMissionBehavior<HideoutMissionController>()) {
GenerateHorseAndHarnessList();
AssignHorseAndHarness();
}
}),
Task.Run(() => {
AssignWeaponByWeaponClass(true);
AssignWeaponByWeaponClass(false);
AssignWeaponByItemEnumType(true);
AssignWeaponByItemEnumType(false);
})
};
Task.WhenAll(tasks).GetAwaiter().GetResult();
Global.Debug($"Async distribution for {_party.Name} finished");
AssignWeaponToUnarmed();
if (ModSettings.Instance?.AssignExtraEquipments ?? true) {
AssignExtraArrows();
AssignExtraBolts();
AssignExtraShield();
AssignExtraThrownWeapon();
AssignExtraTwoHandedWeaponOrPolearms();
}
}
private void AssignHorseAndHarness() {
Global.Debug($"Assigning Horse and Harness for {_party.Name}");
var currentIndex = 0;
foreach (var assignment in Assignments) {
if (!assignment.IsMounted) { continue; }
if (currentIndex >= _horseAndHarnesses.Count) { break; }
var horseAndHarness = _horseAndHarnesses[currentIndex++];
assignment.SetEquipment(EquipmentIndex.Horse, horseAndHarness.Horse);
Global.Debug($"assign horse {horseAndHarness.Horse.Item.Name} to {assignment.Character.Name}#{assignment.Index} for {_party.Name}");
if (!horseAndHarness.Harness.HasValue) { continue; }
assignment.SetEquipment(EquipmentIndex.HorseHarness, horseAndHarness.Harness.Value);
Global.Debug($"assign horse harness {horseAndHarness.Harness.Value.Item.Name} to {assignment.Character.Name}#{assignment.Index} for {_party.Name}");
}
}
private void AssignWeaponToUnarmed() {
Global.Log($"AssignWeaponToUnarmed for {_party.Name}", Colors.Green, Level.Debug);
var unarmedAssignments = Assignments.WhereQ(assignment => assignment.IsUnarmed).ToListQ();
foreach (var assignment in unarmedAssignments) {
Global.Warn($"Found unarmed unit Index {assignment.Index} for {_party.Name}");
var weapon = GetOneRandomMeleeWeapon(assignment);
if (weapon.HasValue) {
assignment.SetEquipment(EquipmentIndex.Weapon0, weapon.Value);
_equipmentToAssign[weapon.Value]--;
}
else { Global.Warn($"Cannot find random melee weapon for {assignment.Index} for {_party.Name}"); }
}
}
/// <summary>
/// 根据给定的装备筛选条件和分配筛选条件为角色分配额外装备。
/// </summary>
/// <param name="equipmentFilter"> 装备筛选函数,用于决定哪些装备可以被分配。 </param>
/// <param name="assignmentFilter"> 分配筛选函数,用于决定哪些角色可以接收装备。 </param>
private void AssignExtraEquipment(EquipmentFilter equipmentFilter, AssignmentFilter assignmentFilter) {
var equipmentQuery = _equipmentToAssign
.AsParallel()
.WhereQ(equipment => equipment.Key is { IsEmpty: false, Item: not null } && equipment.Value > 0 && equipmentFilter(equipment))
.OrderByDescending(equipment => equipment.Key.Item.Tier)
.ThenByDescending(equipment => equipment.Key.Item.Value);
LinkedList<KeyValuePair<EquipmentElement, int>> equipmentDeque = new(equipmentQuery);
if (!equipmentDeque.AnyQ()) { return; }
foreach (var assignment in Assignments) {
if (assignmentFilter(assignment)) {
var slot = assignment.EmptyWeaponSlot;
if (!slot.HasValue) { continue; }
var equipmentNode = equipmentDeque.First;
var equipment = equipmentNode.Value;
var equipmentItem = equipment.Key;
var equipmentItemCount = equipment.Value;
assignment.SetEquipment(slot.Value, equipmentItem);
Global.Debug($"extra equipment {equipmentItem} assigned to {assignment.Character.StringId}#{assignment.Index} on slot {slot.Value} for {_party.Name}");
equipmentItemCount--;
if (_equipmentToAssign[equipmentItem] > 0) { _equipmentToAssign[equipmentItem]--; }
if (equipmentItemCount > 0) { equipmentNode.Value = new KeyValuePair<EquipmentElement, int>(equipmentItem, equipmentItemCount); }
else { equipmentDeque.RemoveFirst(); }
if (!equipmentDeque.AnyQ()) { return; }
}
}
}
// 使用示例
private void AssignExtraShield() {
Global.Log($"AssignExtraShield for {_party.Name}", Colors.Green, Level.Debug);
AssignExtraEquipment(ShieldFilter, ShieldAssignmentFilter);
return;
static bool ShieldFilter(KeyValuePair<EquipmentElement, int> equipment) {
return equipment.Key is { IsEmpty: false, Item.ItemType: ItemObject.ItemTypeEnum.Shield } && equipment.Value > 0;
}
static bool ShieldAssignmentFilter(Assignment assignment) {
return assignment is { CanBeShielded: true, IsShielded: false };
}
}
private void AssignExtraThrownWeapon() {
Global.Log($"AssignExtraThrownWeapon for {_party.Name}", Colors.Green, Level.Debug);
AssignExtraEquipment(ThrownFilter, ThrownAssignmentFilter);
return;
static bool ThrownFilter(KeyValuePair<EquipmentElement, int> equipment) {
return equipment.Key is { IsEmpty: false, Item: { } item } && item.IsThrowing() && equipment.Value > 0;
}
static bool ThrownAssignmentFilter(Assignment assignment) {
return !assignment.HaveThrown;
}
}
private void AssignExtraArrows() {
Global.Log($"AssignExtraArrows for {_party.Name}", Colors.Green, Level.Debug);
AssignExtraEquipment(ArrowFilter, ArrowAssignmentFilter);
return;
static bool ArrowFilter(KeyValuePair<EquipmentElement, int> equipment) {
return equipment.Key is { IsEmpty: false, Item: { } item } && item.IsArrow() && equipment.Value > 0;
}
static bool ArrowAssignmentFilter(Assignment assignment) {
return assignment.IsArcher;
}
}
private void AssignExtraBolts() {
Global.Log($"AssignExtraBolts for {_party.Name}", Colors.Green, Level.Debug);
AssignExtraEquipment(BoltFilter, BoltAssignmentFilter);
return;
static bool BoltFilter(KeyValuePair<EquipmentElement, int> equipment) {
return equipment.Key is { IsEmpty: false, Item: { } item } && item.IsBolt() && equipment.Value > 0;
}
static bool BoltAssignmentFilter(Assignment assignment) {
return assignment.IsCrossBowMan;
}
}
private void AssignExtraTwoHandedWeaponOrPolearms() {
Global.Log($"AssignExtraTwoHandedWeaponOrPolearms for {_party.Name}", Colors.Green, Level.Debug);
AssignExtraEquipment(Filter, AssignmentFilter);
return;
static bool Filter(KeyValuePair<EquipmentElement, int> equipment) {
return equipment.Key is { IsEmpty: false, Item: { } item } && (item.IsTwoHanded() || item.IsPolearm()) && equipment.Value > 0;
}
static bool AssignmentFilter(Assignment assignment) {
return !assignment.HaveTwoHandedWeaponOrPolearms;
}
}
private EquipmentElement? GetOneRandomMeleeWeapon(Assignment assignment) {
var weapons = _equipmentToAssign
.WhereQ(equipment => equipment.Key is { IsEmpty: false, Item: { } item } &&
_equipmentToAssign[equipment.Key] > 0 &&
item.HasWeaponComponent &&
item.IsSuitableForCharacter(assignment.Character) &&
!item.IsThrowing() &&
(item.IsTwoHanded() || item.IsOneHanded() || item.IsPolearm()) &&
(!assignment.IsMounted || item.IsSuitableForMount()))
.ToArrayQ();
if (!weapons.AnyQ()) { return null; }
Global.Log($"(random) weapon {weapons.First().Key.Item.StringId} assigned for {_party.Name}", Colors.Green, Level.Debug);
_equipmentToAssign[weapons.First().Key]--;
return weapons.First().Key;
}
private void AssignEquipmentType(ItemObject.ItemTypeEnum itemType) {
var armours = _equipmentToAssign.AsParallel().WhereQ(kv => kv.Value > 0 && !kv.Key.IsEmpty && kv.Key.Item != null && kv.Key.Item.ItemType == itemType).ToArrayQ();
Array.Sort(armours, (x, y) => y.Key.Item.CompareArmor(x.Key.Item));
foreach (var assignment in Assignments) {
if (itemType is ItemObject.ItemTypeEnum.Horse or ItemObject.ItemTypeEnum.HorseHarness && !assignment.IsMounted) { continue; }
var currentItemIndex = Array.FindIndex(armours, i => i.Value > 0);
if (currentItemIndex == -1) {
break; // 没有更多可用装备时退出循环
}
var currentItem = armours[currentItemIndex];
var index = Helper.ItemEnumTypeToEquipmentIndex(itemType);
if (!index.HasValue) { continue; }
assignment.SetEquipment(index.Value, currentItem.Key);
Global.Log($"assign equipment {currentItem.Key.Item.StringId} type {itemType} to {assignment.Character.StringId}#{assignment.Index} on slot {index.Value} for {_party.Name}", Colors.Green, Level.Debug);
// 减少当前物品的数量
var newValue = currentItem.Value - 1;
armours[currentItemIndex] = new KeyValuePair<EquipmentElement, int>(currentItem.Key, newValue);
_equipmentToAssign[currentItem.Key]--;
}
}
private void AssignWeaponByWeaponClass(bool strict) {
Global.Log($"AssignWeaponByWeaponClass strict={strict} for {_party.Name}", Colors.Green, Level.Debug);
foreach (var assignment in Assignments) {
AssignWeaponByWeaponClassBySlot(EquipmentIndex.Weapon0, assignment, assignment.IsMounted, strict);
AssignWeaponByWeaponClassBySlot(EquipmentIndex.Weapon1, assignment, assignment.IsMounted, strict);
AssignWeaponByWeaponClassBySlot(EquipmentIndex.Weapon2, assignment, assignment.IsMounted, strict);
AssignWeaponByWeaponClassBySlot(EquipmentIndex.Weapon3, assignment, assignment.IsMounted, strict);
}
}
/// <summary>
/// 根据武器大类型和指定的装备槽位为角色分配武器。
/// </summary>
/// <param name="slot"> 装备槽位,表示需要分配武器的具体位置。 </param>
/// <param name="assignment"> 包含角色和参考装备信息的分配对象。 </param>
/// <param name="mounted"> 指示角色是否骑乘状态,影响武器选择。 </param>
/// <param name="strict"> 是否启用严格模式。 </param>
private void AssignWeaponByWeaponClassBySlot(EquipmentIndex slot, Assignment assignment, bool mounted, bool strict) {
Global.Log($"AssignWeaponByWeaponClassBySlot slot={slot} character={assignment.Character.StringId}#{assignment.Index} mounted={mounted} strict={strict} for {_party.Name}", Colors.Green, Level.Debug);
var referenceWeapon = assignment.ReferenceEquipment.GetEquipmentFromSlot(slot);
var weapon = assignment.GetEquipmentFromSlot(slot);
if (weapon is { IsEmpty: false, Item: not null } || referenceWeapon.IsEmpty || referenceWeapon.Item == null) { return; }
var availableWeapon = _equipmentToAssign
.AsParallel()
.WhereQ(equipment => IsWeaponSuitable(equipment.Key, referenceWeapon.Item, assignment, strict))
.OrderByDescending(equipment => (int)equipment.Key.Item.Tier + equipment.Key.Item.CalculateWeaponTierBonus(mounted))
.ThenByDescending(equipment => equipment.Key.Item.Value)
.Take(1)
.ToListQ();
AssignWeaponIfAvailable(slot, assignment, availableWeapon);
}
private void AssignWeaponByItemEnumType(bool strict) {
Global.Log($"AssignWeaponByItemEnumType strict={strict} for {_party.Name}", Colors.Green, Level.Debug);
foreach (var assignment in Assignments) {
AssignWeaponByItemEnumTypeBySlot(EquipmentIndex.Weapon0, assignment, assignment.IsMounted, strict);
AssignWeaponByItemEnumTypeBySlot(EquipmentIndex.Weapon1, assignment, assignment.IsMounted, strict);
AssignWeaponByItemEnumTypeBySlot(EquipmentIndex.Weapon2, assignment, assignment.IsMounted, strict);
AssignWeaponByItemEnumTypeBySlot(EquipmentIndex.Weapon3, assignment, assignment.IsMounted, strict);
}
}
private void AssignWeaponByItemEnumTypeBySlot(EquipmentIndex slot, Assignment assignment, bool mounted, bool strict) {
Global.Log($"AssignWeaponByItemEnumTypeBySlot slot={slot} character={assignment.Character.StringId}#{assignment.Index} mounted={mounted} strict={strict} for {_party.Name}", Colors.Green, Level.Debug);
var referenceWeapon = assignment.ReferenceEquipment.GetEquipmentFromSlot(slot);
var weapon = assignment.GetEquipmentFromSlot(slot);
if (weapon is { IsEmpty: false, Item: not null } || referenceWeapon.IsEmpty || referenceWeapon.Item == null) { return; }
var availableWeapon = _equipmentToAssign
.AsParallel()
.WhereQ(equipment => IsWeaponSuitableByType(equipment, referenceWeapon.Item.ItemType, assignment, strict))
.OrderByDescending(equipment => (int)equipment.Key.Item.Tier + equipment.Key.Item.CalculateWeaponTierBonus(mounted))
.ThenByDescending(equipment => equipment.Key.Item.Value)
.Take(1)
.ToListQ();
AssignWeaponIfAvailable(slot, assignment, availableWeapon);
}
// 封装判断逻辑
private bool IsWeaponSuitable(EquipmentElement equipment, ItemObject referenceWeapon, Assignment assignment, bool strict) {
if (equipment.IsEmpty ||
equipment.Item == null ||
!equipment.Item.HasWeaponComponent ||
_equipmentToAssign[equipment] <= 0 ||
!equipment.Item.IsSuitableForCharacter(assignment.Character) ||
!Global.HaveSameWeaponClass(Global.GetWeaponClass(equipment.Item), Global.GetWeaponClass(referenceWeapon))) { return false; }
var isSuitableForMount = equipment.Item.IsSuitableForMount();
var isCouchable = equipment.Item.IsCouchable();
if (strict) {
if (!Global.FullySameWeaponClass(equipment.Item, referenceWeapon)) { return false; }
if (assignment.IsMounted) {
// 严格模式下骑马:必须适合骑乘;如果是长杆武器,则必须可进行骑枪冲刺
return isSuitableForMount && (!equipment.Item.IsPolearm() || isCouchable);
}
// 严格模式下非骑马:不可选择可进行骑枪冲刺的武器
return !isCouchable;
}
// 非严格模式下:骑马的不能选择不适合骑乘的武器,非骑马的可以选择任意武器
return !assignment.IsMounted || isSuitableForMount;
}
// 封装判断逻辑
private bool IsWeaponSuitableByType(KeyValuePair<EquipmentElement, int> equipment, ItemObject.ItemTypeEnum itemType, Assignment assignment, bool strict) {
if (equipment.Key.IsEmpty || equipment.Key.Item == null || !equipment.Key.Item.HasWeaponComponent || _equipmentToAssign[equipment.Key] <= 0 || !equipment.Key.Item.IsSuitableForCharacter(assignment.Character) || equipment.Key.Item.ItemType != itemType) {
return false;
}
var isSuitableForMount = equipment.Key.Item.IsSuitableForMount();
var isCouchable = equipment.Key.Item.IsCouchable();
if (strict) {
if (assignment.IsMounted) {
// 严格模式下骑马:必须适合骑乘;如果是长杆武器,则必须可进行骑枪冲刺
return isSuitableForMount && (!equipment.Key.Item.IsPolearm() || isCouchable);
}
// 严格模式下非骑马:不可选择可进行骑枪冲刺的武器
return !isCouchable;
}
// 非严格模式下:骑马的不能选择不适合骑乘的武器,非骑马的可以选择任意武器
return !assignment.IsMounted || isSuitableForMount;
}
// 封装武器分配逻辑
private void AssignWeaponIfAvailable(EquipmentIndex slot, Assignment assignment, List<KeyValuePair<EquipmentElement, int>> availableWeapon) {
if (!availableWeapon.AnyQ()) { return; }
Global.Log($"weapon {availableWeapon.First().Key.Item.StringId} assigned to {assignment.Character.StringId}#{assignment.Index} for {_party.Name}", Colors.Green, Level.Debug);
assignment.SetEquipment(slot, availableWeapon.First().Key);
_equipmentToAssign[availableWeapon.First().Key]--;
}
public void Spawn(Equipment equipment) {
// 确保 PartyArmories 包含特定的 _party.Id
if (!EveryoneCampaignBehavior.PartyArmories.TryGetValue(_party.Id, out var partyArmory)) {
partyArmory = new Dictionary<ItemObject, int>();
EveryoneCampaignBehavior.PartyArmories[_party.Id] = partyArmory;
}
foreach (var slot in Global.EquipmentSlots) {
var element = equipment.GetEquipmentFromSlot(slot);
if (element is not { IsEmpty: false, Item: not null }) { continue; }
if (partyArmory.TryGetValue(element.Item, out var itemCount) && itemCount > 0) {
// 武器库中有足够的物品,分配一个并减少数量
partyArmory[element.Item] = itemCount - 1;
Global.Log($"Spawned item {element.Item.StringId}", Colors.Green, Level.Debug);
}
else {
// 武器库中没有足够的物品或者该物品不存在
Global.Log($"Insufficient or no items to spawn {element.Item.StringId}", Colors.Red, Level.Warn);
}
}
}
public void ReturnItem(ItemObject? item, int count) {
if (item == null || count <= 0) {
Global.Log("Invalid item or count for return.", Colors.Red, Level.Warn);
return;
}
// 确保 PartyArmories 包含特定的 _party.Id
if (!EveryoneCampaignBehavior.PartyArmories.TryGetValue(_party.Id, out var partyArmory)) {
partyArmory = new Dictionary<ItemObject, int>();
EveryoneCampaignBehavior.PartyArmories[_party.Id] = partyArmory;
}
// 如果武器库中已经有这个物品,增加数量;否则,添加新的条目
partyArmory[item] = partyArmory.TryGetValue(item, out var existingCount) ? existingCount + count : count;
Global.Log($"Returned {count} of item {item.StringId} to party {_party.Name}.", Colors.Green, Level.Debug);
}
private delegate bool EquipmentFilter(KeyValuePair<EquipmentElement, int> equipment);
private delegate bool AssignmentFilter(Assignment assignment);
}