mirror of
https://github.com/waynebian01/Shigure.git
synced 2026-09-03 07:15:24 +08:00
- Updated Priest.json to enhance spell mappings and reorganize configuration structure. - Modified Rogue.json to streamline spell definitions and added new abilities. - Revised Shaman.json to consolidate spell lists and improve clarity. - Enhanced Warlock.json with updated spell names and improved configuration layout. - Adjusted Warrior.json to refine spell mappings and added additional abilities. - Cleaned up common.json by removing redundant fields related to team type and talents.
76 lines
2.3 KiB
C#
76 lines
2.3 KiB
C#
using System.Globalization;
|
|
|
|
namespace Shigure;
|
|
|
|
internal static class ModuleSpecialActions
|
|
{
|
|
public const string PauseSpell = "暂停";
|
|
public const string FailedSpell = "插入法术";
|
|
public const string OneKeySpell = "一键法术";
|
|
|
|
public static bool IsPauseSpell(string? spell)
|
|
{
|
|
return string.Equals(spell?.Trim(), PauseSpell, StringComparison.Ordinal);
|
|
}
|
|
|
|
public static bool IsFailedSpell(string? spell)
|
|
{
|
|
return string.Equals(spell?.Trim(), FailedSpell, StringComparison.Ordinal);
|
|
}
|
|
|
|
public static bool IsOneKeySpell(string? spell)
|
|
{
|
|
return string.Equals(spell?.Trim(), OneKeySpell, StringComparison.Ordinal);
|
|
}
|
|
|
|
public static string? GetFailedSpell(GameState state, IReadOnlyDictionary<int, string>? failedSpellMap)
|
|
{
|
|
var failedSpellId = state.GetInt(FailedSpell);
|
|
if (failedSpellMap is null || !failedSpellMap.TryGetValue(failedSpellId, out var spellName))
|
|
{
|
|
return null;
|
|
}
|
|
|
|
return state.Spells.TryGetValue(spellName, out var cooldown)
|
|
&& IsZero(cooldown)
|
|
? spellName
|
|
: null;
|
|
}
|
|
|
|
public static string? GetOneKeySpell(GameState state, IReadOnlyDictionary<int, string>? oneKeySpellMap)
|
|
{
|
|
var oneKeyAssist = state.GetInt("一键辅助");
|
|
return oneKeySpellMap is not null && oneKeySpellMap.TryGetValue(oneKeyAssist, out var spellName)
|
|
? spellName
|
|
: null;
|
|
}
|
|
|
|
private static bool IsZero(object? value)
|
|
{
|
|
return value switch
|
|
{
|
|
int i => i == 0,
|
|
long l => l == 0,
|
|
float f => Math.Abs(f) < float.Epsilon,
|
|
double d => Math.Abs(d) < double.Epsilon,
|
|
decimal m => m == 0,
|
|
bool b => !b,
|
|
string s => TryParseZero(s, out var isZero) && isZero,
|
|
_ => false
|
|
};
|
|
}
|
|
|
|
private static bool TryParseZero(string text, out bool isZero)
|
|
{
|
|
isZero = false;
|
|
if (!double.TryParse(text, NumberStyles.Float, CultureInfo.InvariantCulture, out var parsed)
|
|
&& !double.TryParse(text, NumberStyles.Float, CultureInfo.CurrentCulture, out parsed))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
isZero = Math.Abs(parsed) < double.Epsilon;
|
|
return true;
|
|
}
|
|
}
|