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- using System;
- using System.Collections.Generic;
- using MaidStatus;
- using UnityEngine;
- using wf;
- namespace Kasizuki
- {
- public static class PlayData
- {
- private static int GetMaidStatus(this Maid maid, string name)
- {
- switch (name)
- {
- case "接待":
- return maid.status.reception;
- case "お世話":
- return maid.status.care;
- case "可憐":
- return maid.status.lovely;
- case "気品":
- return maid.status.elegance;
- case "魅惑":
- return maid.status.charm;
- case "料理":
- return maid.status.cooking;
- case "ボーカル":
- return maid.status.vocal;
- case "ダンス":
- return maid.status.dance;
- case "アピールポイント":
- return maid.status.appealPoint;
- case "淫欲":
- return maid.status.inyoku;
- case "M性":
- return maid.status.mvalue;
- case "変態":
- return maid.status.hentai;
- case "奉仕":
- return maid.status.housi;
- case "指導":
- return maid.status.teachRate;
- case "経験人数":
- return maid.status.sexPlayNumberOfPeople;
- case "人気ランク":
- return maid.status.popularRank;
- case "評価":
- return maid.status.evaluation;
- }
- NDebug.Assert(string.Format("メイドパラメータ名「{0}」は未定義です", name), false);
- return -1;
- }
- public static PlayData.Data GetOptimalConditionData(Maid maid, RoomData.Data roomData, ManDataType manType)
- {
- PlayData.Data result;
- try
- {
- NDebug.Assert(maid != null, "メイドにnullが指定されました");
- NDebug.Assert(roomData != null, "部屋情報にnullが指定されました");
- NDebug.Assert(Enum.IsDefined(typeof(ManDataType), manType), "男種類に不正な値が入りました");
- if (!roomData.enableManTypeDic[manType])
- {
- result = null;
- }
- else
- {
- List<PlayData.Data> playDatas = roomData.GetPlayDatas();
- List<PlayData.Data> list = new List<PlayData.Data>();
- foreach (PlayData.Data data in playDatas)
- {
- if (data.enableManTypeDic[manType])
- {
- if (data.IsCorrectMaid(maid, manType))
- {
- list.Add(data);
- }
- }
- }
- PlayData.Data data2 = null;
- for (int i = 0; i < list.Count; i++)
- {
- if (data2 == null)
- {
- data2 = list[i];
- }
- else if (data2.needLikability < list[i].needLikability)
- {
- data2 = list[i];
- }
- }
- NDebug.Warning(data2 != null, "条件を満たすプレイが一つもない");
- result = data2;
- }
- }
- catch (Exception ex)
- {
- NDebug.Assert(ex.ToString(), false);
- Debug.LogError(ex);
- result = null;
- }
- return result;
- }
- public static int Count
- {
- get
- {
- PlayData.CreateData();
- return PlayData.commonIdManager.idMap.Count;
- }
- }
- public static bool Contains(string name)
- {
- return PlayData.commonIdManager.nameMap.ContainsKey(name);
- }
- public static bool Contains(int id)
- {
- return PlayData.commonIdManager.idMap.ContainsKey(id);
- }
- public static int uniqueNameToId(string uniqueName)
- {
- PlayData.CreateData();
- NDebug.Assert(PlayData.commonIdManager.nameMap.ContainsKey(uniqueName), "傅き.プレイ情報\nユニーク名[" + uniqueName + "]をIDに変換できませんでした");
- return PlayData.commonIdManager.nameMap[uniqueName];
- }
- public static string IdToUniqueName(int id)
- {
- PlayData.CreateData();
- NDebug.Assert(PlayData.commonIdManager.idMap.ContainsKey(id), "傅き.プレイ情報\nID[" + id + "]をユニーク名に変換できませんでした");
- return PlayData.commonIdManager.idMap[id].Key;
- }
- public static PlayData.Data GetData(int id)
- {
- PlayData.CreateData();
- NDebug.Assert(PlayData.basicDatas.ContainsKey(id), "傅き.プレイ情報\nID[" + id + "]のデータは存在しません");
- return PlayData.basicDatas[id];
- }
- public static PlayData.Data GetData(string uniqueName)
- {
- return PlayData.GetData(PlayData.uniqueNameToId(uniqueName));
- }
- public static bool IsEnabled(string uniqueName)
- {
- PlayData.CreateData();
- return PlayData.commonIdManager.enabledIdList.Contains(PlayData.uniqueNameToId(uniqueName));
- }
- public static bool IsEnabled(int id)
- {
- PlayData.CreateData();
- return PlayData.commonIdManager.enabledIdList.Contains(id);
- }
- public static List<PlayData.Data> GetAllDatas(bool onlyEnabled)
- {
- PlayData.CreateData();
- List<PlayData.Data> list = new List<PlayData.Data>();
- foreach (KeyValuePair<int, KeyValuePair<string, string>> keyValuePair in PlayData.commonIdManager.idMap)
- {
- if (!onlyEnabled || PlayData.commonIdManager.enabledIdList.Contains(keyValuePair.Key))
- {
- list.Add(PlayData.basicDatas[keyValuePair.Key]);
- }
- }
- return list;
- }
- public static List<PlayData.Data> GetDatas(Func<PlayData.Data, bool> customCheckFunction)
- {
- PlayData.CreateData();
- List<PlayData.Data> list = new List<PlayData.Data>();
- foreach (KeyValuePair<int, KeyValuePair<string, string>> keyValuePair in PlayData.commonIdManager.idMap)
- {
- PlayData.Data data = PlayData.basicDatas[keyValuePair.Key];
- if (customCheckFunction(data))
- {
- list.Add(data);
- }
- }
- return list;
- }
- public static void CreateData()
- {
- if (PlayData.commonIdManager != null)
- {
- return;
- }
- PlayData.commonIdManager = new CsvCommonIdManager("kasizuki_play", "傅き.プレイ情報", CsvCommonIdManager.Type.IdOnly, null);
- PlayData.basicDatas = new Dictionary<int, PlayData.Data>();
- string[] array = new string[]
- {
- "list"
- };
- KeyValuePair<AFileBase, CsvParser>[] array2 = new KeyValuePair<AFileBase, CsvParser>[array.Length];
- for (int i = 0; i < array2.Length; i++)
- {
- string text = "kasizuki_play_" + array[i] + ".nei";
- AFileBase afileBase = GameUty.FileSystem.FileOpen(text);
- CsvParser csvParser = new CsvParser();
- bool condition = csvParser.Open(afileBase);
- NDebug.Assert(condition, text + "\nopen failed.");
- array2[i] = new KeyValuePair<AFileBase, CsvParser>(afileBase, csvParser);
- }
- foreach (KeyValuePair<int, KeyValuePair<string, string>> keyValuePair in PlayData.commonIdManager.idMap)
- {
- int key = keyValuePair.Key;
- PlayData.Data value = new PlayData.Data(key, array2[0].Value);
- PlayData.basicDatas.Add(key, value);
- }
- foreach (KeyValuePair<AFileBase, CsvParser> keyValuePair2 in array2)
- {
- keyValuePair2.Value.Dispose();
- keyValuePair2.Key.Dispose();
- }
- }
- private const string csvTopCommonName = "kasizuki_play";
- private const string typeNameForErrorLog = "傅き.プレイ情報";
- private static CsvCommonIdManager commonIdManager;
- private static Dictionary<int, PlayData.Data> basicDatas;
- public class Data
- {
- public Data(int uniqueID, CsvParser csv)
- {
- for (int i = 1; i < csv.max_cell_y; i++)
- {
- if (csv.IsCellToExistData(0, i) && csv.GetCellAsInteger(0, i) == uniqueID)
- {
- int cell_x = 1;
- this.ID = uniqueID;
- string cellAsString = csv.GetCellAsString(cell_x++, i);
- this.strScenarioFileName = csv.GetCellAsString(cell_x++, i);
- this.drawName = csv.GetCellAsString(cell_x++, i);
- this.strDescription = csv.GetCellAsString(cell_x++, i);
- List<string> list = new List<string>();
- for (int j = 0; j < 6; j++)
- {
- string cellAsString2 = csv.GetCellAsString(cell_x++, i);
- if (!string.IsNullOrEmpty(cellAsString2))
- {
- list.Add(cellAsString2);
- }
- }
- this.strConditionArray = list.ToArray();
- string cellAsString3 = csv.GetCellAsString(cell_x++, i);
- this.seikeikenEnableDic = new Dictionary<Seikeiken, bool>();
- Seikeiken[] array = new Seikeiken[]
- {
- Seikeiken.No_No,
- Seikeiken.Yes_No,
- Seikeiken.No_Yes,
- Seikeiken.Yes_Yes
- };
- for (int k = 0; k < array.Length; k++)
- {
- string cellAsString4 = csv.GetCellAsString(cell_x++, i);
- if (cellAsString4 == "〇" || cellAsString4 == "○")
- {
- this.seikeikenEnableDic.Add(array[k], true);
- }
- }
- string cellAsString5 = csv.GetCellAsString(cell_x++, i);
- this.needLikability = csv.GetCellAsInteger(cell_x++, i);
- this.workCountEnableDic = new Dictionary<string, bool>();
- SortedDictionary<int, string> dic = WorkCountReplace.GetDic();
- foreach (string key in dic.Values)
- {
- string cellAsString6 = csv.GetCellAsString(cell_x++, i);
- if (cellAsString6 == "〇" || cellAsString6 == "○")
- {
- this.workCountEnableDic.Add(key, true);
- }
- }
- this.relationEnableDic = new Dictionary<Relation, bool>();
- Relation[] array2 = new Relation[]
- {
- Relation.Contact,
- Relation.Trust,
- Relation.Lover
- };
- for (int l = 0; l < array2.Length; l++)
- {
- string cellAsString7 = csv.GetCellAsString(cell_x++, i);
- if (cellAsString7 == "〇" || cellAsString7 == "○")
- {
- this.relationEnableDic.Add(array2[l], true);
- }
- }
- this.SplitParameterBlock(cellAsString3, out this.strNeedParameterArray);
- this.strNeedSkillArray = (string.IsNullOrEmpty(cellAsString5) ? null : cellAsString5.Split(new char[]
- {
- ','
- }));
- this.roomID = RoomData.GetData(cellAsString).ID;
- string cellAsString8 = csv.GetCellAsString(cell_x++, i);
- string[] array3 = null;
- if (!string.IsNullOrEmpty(cellAsString8))
- {
- array3 = cellAsString8.Split(new char[]
- {
- ','
- });
- for (int m = 0; m < array3.Length; m++)
- {
- array3[m] = array3[m].Trim();
- }
- }
- this.strEnablePersonalArray = array3;
- Dictionary<ManDataType, bool> dictionary = new Dictionary<ManDataType, bool>();
- int count = ManData.Count;
- for (int n = 0; n < count; n++)
- {
- string cellAsString9 = csv.GetCellAsString(cell_x, 0);
- ManDataType manType = ManData.GetData(cellAsString9).manType;
- dictionary.Add(manType, csv.GetCellAsString(cell_x++, i) == "○");
- }
- this.enableManTypeDic = new ReadOnlyDictionary<ManDataType, bool>(dictionary);
- }
- }
- }
- public string drawNameTerm
- {
- get
- {
- return "SceneKasizukiMainMenu/プレイタイトル/" + this.ID.ToString();
- }
- }
- public string strDescriptionTerm
- {
- get
- {
- return "SceneKasizukiMainMenu/プレイ内容/" + this.ID.ToString();
- }
- }
- public string[] strConditionArrayTerms
- {
- get
- {
- string[] array = new string[this.strConditionArray.Length];
- for (int i = 0; i < this.strConditionArray.Length; i++)
- {
- array[i] = "SceneKasizukiMainMenu/プレイ条件/" + this.strConditionArray[i];
- }
- return array;
- }
- }
- public bool IsPassed
- {
- get
- {
- string text = Enum.GetName(typeof(SystemDataType), SystemDataType.プレイ実行\uFF3F);
- text += this.ID.ToString();
- bool flag;
- return GameMain.Instance.KasizukiMgr.TryGetSystemData<bool>(text, out flag) && flag;
- }
- set
- {
- string text = Enum.GetName(typeof(SystemDataType), SystemDataType.プレイ実行\uFF3F);
- text += this.ID.ToString();
- GameMain.Instance.KasizukiMgr.SetSystemData<bool>(text, value, false);
- }
- }
- public string GetScenarioFileNameReplace(Maid maid)
- {
- return ScriptManager.ReplacePersonal(maid, this.strScenarioFileName);
- }
- public bool IsCorrectMaid(Maid maid, ManDataType manType)
- {
- return this.IsCorrectLikability(maid, manType) && this.IsCorrectWorkCount(maid) && this.IsCorrectParameter(maid) && this.IsCorrectSkill(maid) && this.IsCorrectSeikeiken(maid) && this.IsCorrectRelation(maid) && this.IsCorrectPersonal(maid);
- }
- public bool IsCorrectParameter(Maid maid)
- {
- if (this.strNeedParameterArray == null)
- {
- return true;
- }
- bool flag = true;
- int num = 0;
- while (num < this.strNeedParameterArray.Length && flag)
- {
- try
- {
- string name = this.strNeedParameterArray[num++];
- string s = this.strNeedParameterArray[num++];
- int maidStatus = maid.GetMaidStatus(name);
- flag &= (maidStatus >= int.Parse(s));
- }
- catch (Exception ex)
- {
- NDebug.Assert(ex.ToString(), false);
- Debug.LogError(ex);
- }
- }
- return flag;
- }
- public bool IsCorrectSkill(Maid maid)
- {
- if (this.strNeedSkillArray == null)
- {
- return true;
- }
- bool flag = true;
- int num = 0;
- while (num < this.strNeedSkillArray.Length && flag)
- {
- try
- {
- flag &= maid.status.yotogiSkill.Contains(int.Parse(this.strNeedSkillArray[num]));
- }
- catch (Exception ex)
- {
- NDebug.Assert(ex.ToString(), false);
- Debug.LogError(ex);
- }
- num++;
- }
- return flag;
- }
- public bool IsCorrectLikability(Maid maid, ManDataType manType)
- {
- int maidLikability = GameMain.Instance.KasizukiMgr.GetMaidLikability(maid, manType);
- return this.needLikability <= maidLikability;
- }
- public bool IsCorrectWorkCount(Maid maid)
- {
- if (this.workCountEnableDic == null || this.workCountEnableDic.Count <= 0)
- {
- return true;
- }
- int maidData = GameMain.Instance.KasizukiMgr.GetMaidData<int>(maid, MaidDataType.仕事回数, true);
- string workCountName = WorkCountReplace.GetWorkCountName(maidData);
- return this.workCountEnableDic.ContainsKey(workCountName);
- }
- public bool IsCorrectSeikeiken(Maid maid)
- {
- Seikeiken seikeiken = maid.status.seikeiken;
- return this.seikeikenEnableDic.ContainsKey(seikeiken);
- }
- public bool IsCorrectRelation(Maid maid)
- {
- if (this.relationEnableDic == null || this.relationEnableDic.Count <= 0)
- {
- return true;
- }
- Relation relation = maid.status.relation;
- return this.relationEnableDic.ContainsKey(relation);
- }
- public bool IsCorrectPersonal(Maid maid)
- {
- if (this.strEnablePersonalArray == null || this.strEnablePersonalArray.Length <= 0)
- {
- return true;
- }
- for (int i = 0; i < this.strEnablePersonalArray.Length; i++)
- {
- if (maid.status.personal.uniqueName == this.strEnablePersonalArray[i])
- {
- return true;
- }
- }
- return false;
- }
- public List<Maid> GetFilteringPlayDataMaidArray(ManDataType manType)
- {
- CharacterMgr characterMgr = GameMain.Instance.CharacterMgr;
- List<Maid> list = new List<Maid>();
- for (int i = 0; i < characterMgr.GetStockMaidCount(); i++)
- {
- Maid stockMaid = characterMgr.GetStockMaid(i);
- if (!(stockMaid == null))
- {
- if (stockMaid.status.heroineType != HeroineType.Transfer)
- {
- if (stockMaid.status.heroineType != HeroineType.Sub)
- {
- if (this.IsCorrectMaid(stockMaid, manType))
- {
- list.Add(stockMaid);
- }
- }
- }
- }
- }
- return list;
- }
- private void SplitParameterBlock(string strParameterBlock, out string[] output)
- {
- if (string.IsNullOrEmpty(strParameterBlock))
- {
- output = null;
- return;
- }
- string[] array = strParameterBlock.Split(new char[]
- {
- ','
- });
- output = new string[array.Length * 2];
- for (int i = 0; i < array.Length; i++)
- {
- string[] array2 = array[i].Split(new char[]
- {
- '|'
- });
- NDebug.Assert(array2.Length == 2, string.Format("kasizukiDataTable.PlayData\n表データの「必要パラメータ条件式」の数が不正です\n{0}", array[i]));
- output[i * 2] = array2[0];
- output[i * 2 + 1] = array2[1];
- }
- }
- private const int CONDITION_COUNT = 6;
- public readonly int ID;
- public readonly int roomID;
- public readonly string strScenarioFileName;
- public readonly string drawName;
- public readonly string strDescription;
- public readonly string[] strConditionArray;
- public readonly Dictionary<Seikeiken, bool> seikeikenEnableDic;
- public readonly string[] strNeedParameterArray;
- public readonly string[] strNeedSkillArray;
- public readonly int needLikability;
- public readonly Dictionary<string, bool> workCountEnableDic;
- public readonly Dictionary<Relation, bool> relationEnableDic;
- public readonly string[] strEnablePersonalArray;
- public readonly ReadOnlyDictionary<ManDataType, bool> enableManTypeDic;
- }
- }
- }
|