namespace SepCore.Battle
{
///
/// 玩家输入快照,是进入本场战斗时的值快照。
/// 装备计算由单局角色快照构建器完成;战斗内核不读取角色存档、装备栏或背包。
///
public sealed class BattlePlayerInput
{
///
/// 角色配置标识;同时用于把结果回写到单局角色状态。
///
public readonly int CharacterId;
///
/// 当前战备中的顺序。
///
public readonly int PartyOrder;
///
/// 单局临时状态中的当前 HP。
///
public readonly int CurrentHp;
///
/// 单局临时状态中的当前 MP。
///
public readonly int CurrentMp;
///
/// 已结算装备加成的最终 HP 上限。
///
public readonly int MaxHp;
///
/// 已结算装备加成的最终 MP 上限。
///
public readonly int MaxMp;
///
/// 已结算装备加成的最终攻击。
///
public readonly int Atk;
///
/// 已结算装备加成的最终魔力。
///
public readonly int Mat;
///
/// 已结算装备加成的最终速度。
///
public readonly int Speed;
///
/// 普通攻击行动配置 ID。
///
public readonly int AttackActionId;
///
/// 该角色首版唯一技能行动配置 ID。
///
public readonly int SkillActionId;
public BattlePlayerInput(int characterId, int partyOrder, int currentHp, int currentMp,
int maxHp, int maxMp, int atk, int mat, int speed, int attackActionId, int skillActionId)
{
CharacterId = characterId;
PartyOrder = partyOrder;
CurrentHp = currentHp;
CurrentMp = currentMp;
MaxHp = maxHp;
MaxMp = maxMp;
Atk = atk;
Mat = mat;
Speed = speed;
AttackActionId = attackActionId;
SkillActionId = skillActionId;
}
}
}