Files
DanhengServer-OpenSource/Common/Database/Avatar/AvatarData.cs
2025-11-22 22:09:56 +08:00

763 lines
26 KiB
C#

using EggLink.DanhengServer.Data;
using EggLink.DanhengServer.Data.Excel;
using EggLink.DanhengServer.Database.Inventory;
using EggLink.DanhengServer.Database.Player;
using EggLink.DanhengServer.Enums.Avatar;
using EggLink.DanhengServer.Enums.Item;
using EggLink.DanhengServer.Proto;
using EggLink.DanhengServer.Util;
using SqlSugar;
using LineupInfo = EggLink.DanhengServer.Database.Lineup.LineupInfo;
namespace EggLink.DanhengServer.Database.Avatar;
[SugarTable("Avatar")]
public class AvatarData : BaseDatabaseDataHelper
{
[SugarColumn(IsJson = true)] public List<OldAvatarInfo> Avatars { get; set; } = [];
[SugarColumn(IsJson = true)] public List<FormalAvatarInfo> FormalAvatars { get; set; } = [];
[SugarColumn(IsJson = true)] public List<SpecialAvatarInfo> TrialAvatars { get; set; } = [];
[SugarColumn(IsJson = true)] public List<int> AssistAvatars { get; set; } = [];
[SugarColumn(IsJson = true)] public List<int> DisplayAvatars { get; set; } = [];
public string DatabaseVersion { get; set; } = "0";
}
public abstract class BaseAvatarInfo
{
public int BaseAvatarId { get; set; }
public int AvatarId { get; set; } // special avatar id / base avatar id
public int Promotion { get; set; }
public int Level { get; set; }
public int CurrentHp { get; set; } = 10000;
public int CurrentSp { get; set; }
public int ExtraLineupHp { get; set; } = 10000;
public int ExtraLineupSp { get; set; }
public Dictionary<int, PathInfo> PathInfos { get; set; } = [];
public void SetCurHp(int value, bool isExtraLineup)
{
if (isExtraLineup)
ExtraLineupHp = value;
else
CurrentHp = value;
}
public void SetCurSp(int value, bool isExtraLineup)
{
if (isExtraLineup)
ExtraLineupSp = value;
else
CurrentSp = value;
}
public int GetCurHp(bool isExtraLineup)
{
return isExtraLineup ? ExtraLineupHp : CurrentHp;
}
public int GetCurSp(bool isExtraLineup)
{
return isExtraLineup ? ExtraLineupSp : CurrentSp;
}
public PathInfo GetCurPathInfo()
{
if (PathInfos.TryGetValue(AvatarId, out var info)) return info;
PathInfos.Add(AvatarId, new PathInfo(AvatarId));
return PathInfos[AvatarId];
}
public PathInfo? GetPathInfo(int pathId)
{
if (PathInfos.TryGetValue(pathId, out var value)) return value;
return null;
}
public abstract BattleAvatar ToBattleProto(PlayerDataCollection collection,
AvatarType avatarType = AvatarType.AvatarFormalType);
public abstract LineupAvatar ToLineupInfo(int slot, LineupInfo info,
AvatarType avatarType = AvatarType.AvatarFormalType);
public abstract Proto.Avatar ToProto();
}
public class FormalAvatarInfo : BaseAvatarInfo
{
public FormalAvatarInfo()
{
// only for db
}
public FormalAvatarInfo(int baseAvatarId, int avatarId, bool addSkills)
{
// TODO add skills
BaseAvatarId = baseAvatarId;
AvatarId = avatarId;
if (addSkills) CheckPathSkillTree();
}
public int Exp { get; set; }
public int Rewards { get; set; }
public long Timestamp { get; set; }
public bool IsMarked { get; set; } = false;
public bool HasTakenReward(int promotion)
{
return (Rewards & (1 << promotion)) != 0;
}
public void ValidateHero(Gender gender)
{
foreach (var pathInfo in PathInfos.ToArray())
{
if (!GameData.MultiplePathAvatarConfigData.TryGetValue(pathInfo.Key, out var path)) continue;
if (path.Gender == GenderTypeEnum.GENDER_NONE) continue;
if (path.Gender == (GenderTypeEnum)gender) continue;
PathInfos.Remove(pathInfo.Key);
}
}
public void CheckPathSkillTree()
{
if (!GameData.AvatarConfigData.TryGetValue(AvatarId, out var excel)) return;
if (PathInfos.ContainsKey(AvatarId)) return;
if (excel.DefaultSkillTree[0].Count == 0) return;
// create path info
var path = new PathInfo(AvatarId);
path.GetSkillTree();
PathInfos.Add(AvatarId, path);
}
public void TakeReward(int promotion)
{
Rewards |= 1 << promotion;
}
public override Proto.Avatar ToProto()
{
var proto = new Proto.Avatar
{
BaseAvatarId = (uint)BaseAvatarId,
Level = (uint)Level,
Exp = (uint)Exp,
Promotion = (uint)Promotion,
Rank = (uint)GetCurPathInfo().Rank,
FirstMetTimeStamp = (ulong)Timestamp,
IsMarked = IsMarked,
DressedSkinId = (uint)GetCurPathInfo().Skin,
CurEnhanceId = (uint)GetCurPathInfo().EnhanceId
};
foreach (var item in GetCurPathInfo().Relic)
proto.EquipRelicList.Add(new EquipRelic
{
RelicUniqueId = (uint)item.Value,
Type = (uint)item.Key
});
if (GetCurPathInfo().EquipId != 0) proto.EquipmentUniqueId = (uint)GetCurPathInfo().EquipId;
foreach (var skill in GetCurPathInfo().GetSkillTree())
proto.SkilltreeList.Add(new AvatarSkillTree
{
PointId = (uint)skill.Key,
Level = (uint)skill.Value
});
for (var i = 0; i < Promotion; i++)
if (HasTakenReward(i))
proto.HasTakenPromotionRewardList.Add((uint)i);
return proto;
}
public override LineupAvatar ToLineupInfo(int slot, LineupInfo info,
AvatarType avatarType = AvatarType.AvatarFormalType)
{
return new LineupAvatar
{
Id = (uint)BaseAvatarId,
Slot = (uint)slot,
AvatarType = avatarType,
Hp = info.IsExtraLineup() ? (uint)ExtraLineupHp : (uint)CurrentHp,
SpBar = new SpBarInfo
{
CurSp = info.IsExtraLineup() ? (uint)ExtraLineupSp : (uint)CurrentSp,
MaxSp = 10000
}
};
}
#region Battle Proto
public override BattleAvatar ToBattleProto(PlayerDataCollection collection, AvatarType avatarType = AvatarType.AvatarFormalType)
{
var proto = CreateBaseProto(collection, avatarType);
var isUpgradable = IsUpgradableType(avatarType);
if (!GameData.AvatarConfigData.TryGetValue(AvatarId, out var avatarConf))
return proto;
if (isUpgradable)
ApplyMaxLevel(proto);
ProcessSkills(proto, isUpgradable);
ProcessRelics(proto, collection, isUpgradable);
ProcessEquipment(proto, collection, isUpgradable, avatarConf);
return proto;
}
private BattleAvatar CreateBaseProto(PlayerDataCollection collection, AvatarType avatarType)
{
var isBattle = collection.LineupInfo.LineupType != 0;
return new BattleAvatar
{
Id = (uint)AvatarId,
AvatarType = avatarType,
Level = (uint)Level,
Promotion = (uint)Promotion,
Rank = (uint)GetCurPathInfo().Rank,
Index = (uint)collection.LineupInfo.GetSlot(BaseAvatarId),
Hp = (uint)GetCurHp(isBattle),
SpBar = new SpBarInfo { CurSp = (uint)GetCurSp(isBattle), MaxSp = 10000 },
WorldLevel = (uint)collection.PlayerData.WorldLevel,
AvatarEnhanceId = (uint)GetCurPathInfo().EnhanceId
};
}
private static bool IsUpgradableType(AvatarType avatarType) =>
avatarType is AvatarType.AvatarGridFightType or AvatarType.AvatarUpgradeAvailableType;
private static void ApplyMaxLevel(BattleAvatar proto)
{
proto.Level = 80;
proto.Promotion = 6;
}
private void ProcessSkills(BattleAvatar proto, bool isUpgradable)
{
foreach (var (skillId, level) in GetCurPathInfo().GetSkillTree())
{
var finalLevel = isUpgradable ? GetUpgradedSkillLevel(skillId, level) : level;
proto.SkilltreeList.Add(new AvatarSkillTree
{
PointId = (uint)skillId,
Level = (uint)finalLevel
});
}
}
private static int GetUpgradedSkillLevel(int skillId, int currentLevel)
{
var maxLevel = GameData.AvatarSkillTreeConfigData.GetValueOrDefault(skillId * 100 + currentLevel)?.MaxLevel ?? 1;
return Math.Max(Math.Max(1, maxLevel - 2), currentLevel);
}
private void ProcessRelics(BattleAvatar proto, PlayerDataCollection collection, bool isUpgradable)
{
var relicUpgradeType = GameData.UpgradeAvatarSubTypeData.GetValueOrDefault((uint)AvatarId)?.SubType
?? UpgradeAvatarSubRelicTypeEnum.Base;
var relicRecommend = GameData.AvatarRelicRecommendData.GetValueOrDefault((uint)AvatarId);
// Ensure all relic slots exist
var equippedRelics = GetCurPathInfo().Relic;
for (var slot = 1; slot <= 6; slot++)
equippedRelics.TryAdd(slot, 0);
foreach (var (slot, relicId) in equippedRelics)
{
var relic = CreateRelicForSlot(slot, relicId, collection, isUpgradable, relicUpgradeType, relicRecommend);
if (relic != null)
proto.RelicList.Add(relic);
}
}
private BattleRelic? CreateRelicForSlot(int slot, int relicId, PlayerDataCollection collection,
bool isUpgradable, UpgradeAvatarSubRelicTypeEnum upgradeType, AvatarRelicRecommendExcel? recommend)
{
var item = collection.InventoryData.RelicItems.Find(x => x.UniqueId == relicId);
// Use existing relic if not upgradable or already maxed
if (item != null && (!isUpgradable || item.Level >= 15 || recommend == null))
return CreateRelicFromItem(item);
// Create internal relic for upgrade scenario
return isUpgradable ? CreateInternalRelic(slot, upgradeType, recommend) : null;
}
private static BattleRelic CreateRelicFromItem(ItemData item)
{
var relic = new BattleRelic
{
Id = (uint)item.ItemId,
UniqueId = (uint)item.UniqueId,
Level = (uint)item.Level,
MainAffixId = (uint)item.MainAffix
};
item.SubAffixes.ForEach(sub => relic.SubAffixList.Add(sub.ToProto()));
return relic;
}
private BattleRelic? CreateInternalRelic(int slot, UpgradeAvatarSubRelicTypeEnum upgradeType, AvatarRelicRecommendExcel? recommend)
{
if (recommend == null) return null;
var slotType = (RelicTypeEnum)slot;
var relicSet = GetRecommendedRelicSet(slot, recommend);
var relicInfo = GetRelicUpgradeInfo(upgradeType, slotType);
var relicItem = FindRelicConfig(relicSet, slotType);
if (relicInfo == null || relicItem == null) return null;
var mainAffixId = GetMainAffixId(slot, recommend, relicItem);
if (mainAffixId == 0) return null;
return BuildBattleRelic(relicItem, mainAffixId, relicInfo);
}
private static uint GetRecommendedRelicSet(int slot, AvatarRelicRecommendExcel recommend) =>
slot <= 4 ? recommend.Set4IDList.First() : recommend.Set2IDList.First();
private UpgradeAvatarSubRelicExcel? GetRelicUpgradeInfo(UpgradeAvatarSubRelicTypeEnum upgradeType, RelicTypeEnum slotType) =>
GameData.UpgradeAvatarSubRelicData.GetValueOrDefault(upgradeType, [])
.GetValueOrDefault(RarityEnum.CombatPowerRelicRarity5, [])
.GetValueOrDefault(15u, [])
.GetValueOrDefault(slotType);
private static RelicConfigExcel? FindRelicConfig(uint relicSet, RelicTypeEnum slotType) =>
GameData.RelicConfigData.Values.FirstOrDefault(x =>
x.SetID == relicSet && x.Rarity == RarityEnum.CombatPowerRelicRarity5 && x.Type == slotType);
private uint GetMainAffixId(int slot, AvatarRelicRecommendExcel recommend, RelicConfigExcel relicItem)
{
var mainAffix = recommend.PropertyList.FirstOrDefault(x => x.RelicType == (RelicTypeEnum)slot)?.PropertyType;
if (mainAffix == null)
return GetRandomRelicMainAffix(relicItem.ID);
return (uint)(GameData.RelicMainAffixData[relicItem.MainAffixGroup].Values
.FirstOrDefault(x => x.Property == mainAffix)?.AffixID ?? 0);
}
private static BattleRelic BuildBattleRelic(RelicConfigExcel relicItem, uint mainAffixId, UpgradeAvatarSubRelicExcel relicInfo)
{
var battleRelic = new BattleRelic
{
Id = (uint)relicItem.ID,
Level = 15,
MainAffixId = mainAffixId
};
foreach (var relic in relicInfo.SubAffixes)
{
var subAffixConf = GameData.RelicSubAffixData[relicItem.SubAffixGroup].Values
.FirstOrDefault(x => x.Property == relic.AffixProperty);
if (subAffixConf == null) continue;
battleRelic.SubAffixList.Add(new RelicAffix
{
AffixId = (uint)subAffixConf.AffixID,
Cnt = relic.AffixCount,
Step = (uint)(relic.AffixCount * subAffixConf.StepNum)
});
}
return battleRelic;
}
private void ProcessEquipment(BattleAvatar proto, PlayerDataCollection collection, bool isUpgradable, AvatarConfigExcel avatarConf)
{
var equipId = GetCurPathInfo().EquipId;
var equipData = GetCurPathInfo().EquipData;
if (equipId != 0)
{
var item = collection.InventoryData.EquipmentItems.Find(x => x.UniqueId == equipId);
if (item != null)
proto.EquipmentList.Add(CreateEquipmentFromItem(item, isUpgradable, avatarConf));
}
else if (equipData != null)
{
proto.EquipmentList.Add(CreateEquipmentFromData(equipData));
}
else if (isUpgradable)
{
var internalEquip = CreateInternalEquipment(avatarConf);
if (internalEquip != null)
proto.EquipmentList.Add(internalEquip);
}
}
private BattleEquipment CreateEquipmentFromItem(ItemData item, bool isUpgradable, AvatarConfigExcel avatarConf)
{
var (itemId, level, promotion, rank) = (item.ItemId, item.Level, item.Promotion, item.Rank);
if (isUpgradable)
(itemId, level, promotion, rank) = UpgradeEquipment(itemId, rank, avatarConf);
return new BattleEquipment
{
Id = (uint)itemId,
Level = (uint)level,
Promotion = (uint)promotion,
Rank = (uint)rank
};
}
private (int itemId, int level, int promotion, int rank) UpgradeEquipment(int itemId, int rank, AvatarConfigExcel avatarConf)
{
if (GameData.EquipmentConfigData.TryGetValue(itemId, out var equipConf) &&
equipConf.Rarity is RarityEnum.CombatPowerLightconeRarity3)
{
if (GameData.UpgradeAvatarEquipmentData.TryGetValue(avatarConf.AvatarBaseType, out var equipInfo))
{
itemId = (int)equipInfo.EquipmentId;
equipConf = GameData.EquipmentConfigData.GetValueOrDefault(itemId);
}
return (itemId, 80, equipConf?.MaxPromotion ?? 6, 1);
}
return (itemId, 80, 6, rank);
}
private static BattleEquipment CreateEquipmentFromData(ItemData data) => new()
{
Id = (uint)data.ItemId,
Level = (uint)data.Level,
Promotion = (uint)data.Promotion,
Rank = (uint)data.Rank
};
private static BattleEquipment? CreateInternalEquipment(AvatarConfigExcel avatarConf)
{
if (!GameData.UpgradeAvatarEquipmentData.TryGetValue(avatarConf.AvatarBaseType, out var equipInfo))
return null;
return new BattleEquipment
{
Id = equipInfo.EquipmentId,
Level = 80,
Promotion = 6,
Rank = 1
};
}
public uint GetRandomRelicMainAffix(int itemId)
{
GameData.RelicConfigData.TryGetValue(itemId, out var config);
if (config == null) return 0;
GameData.RelicMainAffixData.TryGetValue(config.MainAffixGroup, out var affixes);
if (affixes == null) return 0;
List<uint> affixList = [];
affixList.AddRange(from affix in affixes.Values select (uint)affix.AffixID);
return affixList.RandomElement();
}
#endregion
public ChallengePeakAvatar ToPeakAvatarProto()
{
return new ChallengePeakAvatar
{
AvatarId = (uint)AvatarId,
EquipmentUniqueId = (uint)GetCurPathInfo().EquipId,
RelicList =
{
GetCurPathInfo().Relic.Select(relic => new EquipRelic
{
Type = (uint)relic.Key,
RelicUniqueId = (uint)relic.Value
})
}
};
}
public List<MultiPathAvatarInfo> ToAvatarPathProto()
{
var res = new List<MultiPathAvatarInfo>();
foreach (var pathInfo in PathInfos.Values)
{
var proto = new MultiPathAvatarInfo
{
AvatarId = (MultiPathAvatarType)pathInfo.PathId,
Rank = (uint)pathInfo.Rank,
PathEquipmentId = (uint)pathInfo.EquipId,
DressedSkinId = (uint)pathInfo.Skin,
CurEnhanceId = (uint)GetCurPathInfo().EnhanceId
};
foreach (var skill in pathInfo.GetSkillTree())
proto.MultiPathSkillTree.Add(new AvatarSkillTree
{
PointId = (uint)skill.Key,
Level = (uint)skill.Value
});
foreach (var relic in pathInfo.Relic)
proto.EquipRelicList.Add(new EquipRelic
{
Type = (uint)relic.Key,
RelicUniqueId = (uint)relic.Value
});
res.Add(proto);
}
return res;
}
public DisplayAvatarDetailInfo ToDetailProto(int pos, PlayerDataCollection collection)
{
var proto = new DisplayAvatarDetailInfo
{
AvatarId = (uint)AvatarId,
Level = (uint)Level,
Exp = (uint)Exp,
Promotion = (uint)Promotion,
Rank = (uint)GetCurPathInfo().Rank,
Pos = (uint)pos,
DressedSkinId = (uint)GetCurPathInfo().Skin
};
var inventory = collection.InventoryData;
foreach (var item in GetCurPathInfo().Relic)
{
var relic = inventory.RelicItems.Find(x => x.UniqueId == item.Value)!;
proto.RelicList.Add(relic.ToDisplayRelicProto());
}
if (GetCurPathInfo().EquipId != 0)
{
var equip = inventory.EquipmentItems.Find(x => x.UniqueId == GetCurPathInfo().EquipId)!;
proto.Equipment = equip.ToDisplayEquipmentProto();
}
foreach (var skill in GetCurPathInfo().GetSkillTree())
proto.SkilltreeList.Add(new AvatarSkillTree
{
PointId = (uint)skill.Key,
Level = (uint)skill.Value
});
return proto;
}
}
public class SpecialAvatarInfo : BaseAvatarInfo
{
public int SpecialAvatarId { get; set; }
public void CheckLevel(int worldLevel)
{
if (!GameData.SpecialAvatarData.TryGetValue(AvatarId * 10 + worldLevel, out var specialAvatar))
if (!GameData.SpecialAvatarData.TryGetValue(AvatarId * 10 + 1, out specialAvatar))
return;
Level = specialAvatar.Level;
Promotion = specialAvatar.Promotion;
GetCurPathInfo().Rank = specialAvatar.Rank;
GetCurPathInfo().EquipData = new ItemData
{
ItemId = specialAvatar.EquipmentID,
Level = specialAvatar.EquipmentLevel,
Promotion = specialAvatar.EquipmentPromotion,
Rank = specialAvatar.EquipmentRank
};
}
public override Proto.Avatar ToProto()
{
var proto = new Proto.Avatar
{
BaseAvatarId = (uint)BaseAvatarId,
Level = (uint)Level,
Promotion = (uint)Promotion,
Rank = (uint)GetCurPathInfo().Rank,
DressedSkinId = (uint)GetCurPathInfo().Skin
};
foreach (var item in GetCurPathInfo().Relic)
proto.EquipRelicList.Add(new EquipRelic
{
RelicUniqueId = (uint)item.Value,
Type = (uint)item.Key
});
if (GetCurPathInfo().EquipId != 0) proto.EquipmentUniqueId = (uint)GetCurPathInfo().EquipId;
foreach (var skill in GetCurPathInfo().GetSkillTree())
proto.SkilltreeList.Add(new AvatarSkillTree
{
PointId = (uint)skill.Key,
Level = (uint)skill.Value
});
return proto;
}
public override LineupAvatar ToLineupInfo(int slot, LineupInfo info,
AvatarType avatarType = AvatarType.AvatarFormalType)
{
return new LineupAvatar
{
Id = (uint)SpecialAvatarId,
Slot = (uint)slot,
AvatarType = avatarType,
Hp = info.IsExtraLineup() ? (uint)ExtraLineupHp : (uint)CurrentHp,
SpBar = new SpBarInfo
{
CurSp = info.IsExtraLineup() ? (uint)ExtraLineupSp : (uint)CurrentSp,
MaxSp = 10000
}
};
}
public override BattleAvatar ToBattleProto(PlayerDataCollection collection,
AvatarType avatarType = AvatarType.AvatarFormalType)
{
var proto = new BattleAvatar
{
Id = (uint)SpecialAvatarId,
AvatarType = avatarType,
Level = (uint)Level,
Promotion = (uint)Promotion,
Rank = (uint)GetCurPathInfo().Rank,
Index = (uint)collection.LineupInfo.GetSlot(BaseAvatarId),
Hp = (uint)GetCurHp(collection.LineupInfo.LineupType != 0),
SpBar = new SpBarInfo
{
CurSp = (uint)GetCurSp(collection.LineupInfo.LineupType != 0),
MaxSp = 10000
},
WorldLevel = (uint)collection.PlayerData.WorldLevel
};
foreach (var skill in GetCurPathInfo().GetSkillTree())
proto.SkilltreeList.Add(new AvatarSkillTree
{
PointId = (uint)skill.Key,
Level = (uint)skill.Value
});
foreach (var relic in GetCurPathInfo().Relic)
{
var item = collection.InventoryData.RelicItems?.Find(item => item.UniqueId == relic.Value);
if (item != null)
{
var protoRelic = new BattleRelic
{
Id = (uint)item.ItemId,
UniqueId = (uint)item.UniqueId,
Level = (uint)item.Level,
MainAffixId = (uint)item.MainAffix
};
if (item.SubAffixes.Count >= 1)
foreach (var subAffix in item.SubAffixes)
protoRelic.SubAffixList.Add(subAffix.ToProto());
proto.RelicList.Add(protoRelic);
}
}
if (GetCurPathInfo().EquipId != 0)
{
var item = collection.InventoryData.EquipmentItems.Find(item => item.UniqueId == GetCurPathInfo().EquipId);
if (item != null)
proto.EquipmentList.Add(new BattleEquipment
{
Id = (uint)item.ItemId,
Level = (uint)item.Level,
Promotion = (uint)item.Promotion,
Rank = (uint)item.Rank
});
}
else if (GetCurPathInfo().EquipData != null)
{
proto.EquipmentList.Add(new BattleEquipment
{
Id = (uint)GetCurPathInfo().EquipData!.ItemId,
Level = (uint)GetCurPathInfo().EquipData!.Level,
Promotion = (uint)GetCurPathInfo().EquipData!.Promotion,
Rank = (uint)GetCurPathInfo().EquipData!.Rank
});
}
return proto;
}
}
public class OldAvatarInfo
{
public int AvatarId { get; set; }
public int PathId { get; set; }
public int Level { get; set; }
public int Exp { get; set; }
public int Promotion { get; set; }
public int Rewards { get; set; }
public long Timestamp { get; set; }
public int CurrentHp { get; set; } = 10000;
public int CurrentSp { get; set; }
public int ExtraLineupHp { get; set; } = 10000;
public int ExtraLineupSp { get; set; }
public bool IsMarked { get; set; } = false;
public Dictionary<int, int> SkillTree { get; set; } = [];
public Dictionary<int, Dictionary<int, int>> SkillTreeExtra { get; set; } =
[]; // for hero heroId -> skillId -> level
public Dictionary<int, PathInfo> PathInfoes { get; set; } = [];
}
public class PathInfo(int pathId)
{
public int PathId { get; set; } = pathId;
public int Skin { get; set; }
public int Rank { get; set; }
public int EquipId { get; set; } = 0;
public Dictionary<int, int> Relic { get; set; } = [];
public ItemData? EquipData { get; set; } // for special avatar
public int EnhanceId { get; set; }
public Dictionary<int, EnhanceInfo> EnhanceInfos { get; set; } = [];
public Dictionary<int, int> GetSkillTree()
{
if (EnhanceInfos.TryGetValue(EnhanceId, out var enhance)) return enhance.SkillTree;
EnhanceInfos[EnhanceId] = new EnhanceInfo(EnhanceId);
// create default skill tree
var avatarExcel = GameData.AvatarConfigData.GetValueOrDefault(PathId);
if (avatarExcel == null) return [];
var skills = avatarExcel.DefaultSkillTree.GetValueOrDefault(EnhanceId);
if (skills == null) return [];
foreach (var skill in skills) EnhanceInfos[EnhanceId].SkillTree.Add(skill.PointID, skill.Level);
return EnhanceInfos[EnhanceId].SkillTree;
}
}
public class EnhanceInfo(int enhanceId)
{
public int EnhanceId { get; set; } = enhanceId;
public Dictionary<int, int> SkillTree { get; set; } = [];
}
public record PlayerDataCollection(PlayerData PlayerData, InventoryData InventoryData, LineupInfo LineupInfo);