/**
* Grasscutter Tools
* Copyright (C) 2022 jie65535
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Affero General Public License as published
* by the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Affero General Public License for more details.
*
* You should have received a copy of the GNU Affero General Public License
* along with this program. If not, see .
*
**/
using System.ComponentModel;
using System.Linq;
using Newtonsoft.Json;
using Newtonsoft.Json.Converters;
namespace GrasscutterTools.Game.Gacha
{
///
/// https://github.com/Grasscutters/Grasscutter/pull/639
///
internal class GachaBanner3
{
///
/// 备注
///
[JsonProperty("comment")]
public string Comment { get; set; }
///
/// 卡池类型
/// 100 初行祈愿
/// 200 常驻祈愿
/// 301 角色活动祈愿1
/// 302 武器活动祈愿
/// 400 角色活动祈愿2
///
[JsonProperty("gachaType")]
public int GachaType { get; set; } = 400;
///
/// 这个id需要每个池子不一样,如果你想添加大量卡池,
/// 请按照每次增加固定数值的id进行添加,比如:2100,2200,2300....
///
[JsonProperty("scheduleId")]
public int ScheduleId { get; set; } = 800;
///
/// 这个是卡池的预制路径id
///
[JsonProperty("prefabPath")]
public string PrefabPath { get; set; } = "GachaShowPanel_A007";
///
/// 这个是抽卡的预览背景路径id
///
[JsonProperty("previewPrefabPath"), JsonIgnore]
public string PreviewPrefabPath { get; set; } = "UI_Tab_GachaShowPanel_A007";
///
/// 这个是抽卡的标题路径id,有可能与之前两项的id不同
/// (一般这3项的id只需保持一致即可,就是A0xx,xx为同一id)
///
[JsonProperty("titlePath")]
public string TitlePath { get; set; } = "UI_GACHA_SHOW_PANEL_A007_TITLE";
///
/// 这个表示祈愿用的道具,224是相遇之缘,223是纠缠之缘 - 选择一个作为该卡池的抽卡道具
/// (提示:请不要随便修改祈愿道具除了蓝球和粉球,有可能会引发bug,比如修改成摩拉抽卡可能导致卡住)
///
[JsonProperty("costItemId")]
public int CostItemId { get; set; } = 224;
///
/// 抽卡消耗
///
[JsonProperty("coseItemAmount"), DefaultValue(1)]
public int CoseItemAmount { get; set; } = 1;
///
/// 这个表示十连祈愿用的道具,224是相遇之缘,223是纠缠之缘 - 选择一个作为该卡池的抽卡道具
/// (提示:请不要随便修改祈愿道具除了蓝球和粉球,有可能会引发bug,比如修改成摩拉抽卡可能导致卡住)
///
[JsonProperty("costItemId10")]
public int CostItemId10 { get; set; }
///
/// 十连抽卡消耗
///
[JsonProperty("coseItemAmount10"), DefaultValue(10)]
public int CoseItemAmount10 { get; set; } = 10;
///
/// 开始时间(Unix时间戳)
///
[JsonProperty("beginTime")]
public int BeginTime { get; set; } = 0;
///
/// 结束时间(Unix时间戳)
///
[JsonProperty("endTime")]
public int EndTime { get; set; } = 1924992000;
///
/// 卡池顺序
///
[JsonProperty("sortId")]
public int SortId { get; set; } = 1000;
///
/// 抽卡次数限制
///
[JsonProperty("gachaTimesLimit"), DefaultValue(int.MaxValue)]
public int GachaTimesLimit { get; set; } = int.MaxValue;
///
/// 4星的up角色或物品
///
[JsonProperty("rateUpItems4")]
public int[] RateUpItems4 { get; set; } = { };
///
/// 5星的up物品或者角色
///
[JsonProperty("rateUpItems5")]
public int[] RateUpItems5 { get; set; } = { };
///
/// 3星普通池
///
[JsonProperty("fallbackItems3")]
public int[] FallbackItems3 { get; set; } = { 11301, 11302, 11306, 12301, 12302, 12305, 13303, 14301, 14302, 14304, 15301, 15302, 15304 };
///
/// 4星普通角色池
///
[JsonProperty("fallbackItems4Pool1")]
public int[] FallbackItems4Pool1 { get; set; } = { 1014, 1020, 1023, 1024, 1025, 1027, 1031, 1032, 1034, 1036, 1039, 1043, 1044, 1045, 1048, 1053, 1055, 1056, 1064 };
///
/// 4星普通武器池
///
[JsonProperty("fallbackItems4Pool2")]
public int[] FallbackItems4Pool2 { get; set; } = { 11401, 11402, 11403, 11405, 12401, 12402, 12403, 12405, 13401, 13407, 14401, 14402, 14403, 14409, 15401, 15402, 15403, 15405 };
///
/// 5星普通角色池
///
[JsonProperty("fallbackItems5Pool1")]
public int[] FallbackItems5Pool1 { get; set; } = { 1003, 1016, 1042, 1035, 1041 };
///
/// 5星普通角色池
///
[JsonProperty("fallbackItems5Pool2")]
public int[] FallbackItems5Pool2 { get; set; } = { 11501, 11502, 12501, 12502, 13502, 13505, 14501, 14502, 15501, 15502 };
///
/// 是否从奖池中移除玩家星座等级6级以上的角色
///
[JsonProperty("removeC6FromPool"), DefaultValue(false)]
public bool RemoveC6FromPool { get; set; } = false;
///
/// 自动从普通池中移除UP池物品或角色
///
[JsonProperty("autoStripRateUpFromFallback"), DefaultValue(true)]
public bool AutoStripRateUpFromFallback { get; set; } = true;
///
/// 4星权重
///
[JsonProperty("weights4")]
public int[,] Weights4 { get; set; } = { { 1, 510 }, { 8, 510 }, { 10, 10000 } };
///
/// 5星权重
///
[JsonProperty("weights5")]
public int[,] Weights5 { get; set; } = { { 1, 75 }, { 73, 150 }, { 90, 10000 } };
///
/// 4星平衡奖池权重(即中的是武器还是角色)
///
[JsonProperty("poolBalanceWeights4")]
public int[,] PoolBalanceWeights4 { get; set; } = { { 1, 255 }, { 17, 255 }, { 21, 10455 } };
///
/// 5星平衡奖池权重(即中的是武器还是角色)
///
[JsonProperty("poolBalanceWeights5")]
public int[,] PoolBalanceWeights5 { get; set; } = { { 1, 30 }, { 147, 150 }, { 181, 10230 } };
///
/// 4星事件概率(抽中后,摇1~100随机数,如果大于该值则抽中up池)
///
[JsonProperty("eventChance4"), DefaultValue(50)]
public int EventChance4 { get; set; } = 50;
///
/// 5星事件概率(抽中后,摇1~100随机数,如果大于该值则抽中up池)
///
[JsonProperty("eventChance5"), DefaultValue(50)]
public int EventChance5 { get; set; } = 50;
///
/// 这个有3种类型,standard表示常驻池,event表示限时角色祈愿池,
/// weapon表示限时武器祈愿池,选择一种类型的卡池
///
[JsonProperty("bannerType"), JsonConverter(typeof(StringEnumConverter)), DefaultValue(BannerType.STANDARD)]
public BannerType BannerType { get; set; } = BannerType.STANDARD;
public override string ToString()
{
return $"[{GachaType}|{ScheduleId}] 5*:[{string.Join(",", RateUpItems5.Select(GetName))}] 4*:[{string.Join(",", RateUpItems4.Select(GetName))}]";
}
private static string GetName(int id)
{
var a = GameData.Avatars[id];
return a == ItemMap.EmptyName ? GameData.Weapons[id] : a;
}
}
}