Version 3.0 | 版本 3.0
Realm of Aethermoor is a modern take on classic text-based RPG adventures, built with .NET WinForms and featuring a sophisticated event-driven architecture with dependency injection. Experience a rich fantasy world where your choices shape your destiny through immersive storytelling, strategic combat, and character progression, all powered by a clean, maintainable codebase.
艾瑟摩尔王国是一款基于经典文字冒险RPG的现代化游戏,使用 .NET WinForms 构建,具有复杂的事件驱动架构和依赖注入。通过沉浸式的故事叙述、策略性战斗和角色成长,体验一个丰富的奇幻世界,所有这些都由干净、可维护的代码库提供支持。
- Event-Driven Design | 事件驱动设计: Complete separation of concerns with 25+ event types | 通过25+事件类型完全分离关注点
- .NET Generic Host | .NET通用主机: Microsoft's dependency injection container | 微软的依赖注入容器
- Manager Pattern | 管理器模式: 6 specialized managers for different game aspects | 6个专门的管理器处理不同游戏方面
- GameCoordinatorService | 游戏协调服务: Advanced service for complex multi-manager operations | 复杂多管理器操作的高级服务
- Decorator Pattern | 装饰器模式: Logging and validation decorators for managers | 管理器的日志和验证装饰器
- 4 Unique Classes | 4个独特职业: Warrior (战士), Mage (法师), Rogue (盗贼), Cleric (牧师)
- Customizable Names | 自定义姓名: Create your unique hero | 创造您独特的英雄
- Class-Specific Stats | 职业专属属性: Each class has unique starting attributes | 每个职业都有独特的初始属性
- Turn-Based Combat | 回合制战斗: Strategic battles with attack, defend, and flee options | 具有攻击、防御和逃跑选项的策略性战斗
- Equipment System | 装备系统: Weapons and armor affect your combat effectiveness | 武器和护甲影响您的战斗效果
- Enemy Variety | 敌人种类: Face wolves, boars, goblins, orcs, and dragons | 面对狼、野猪、哥布林、兽人和巨龙
- 4 Skill Categories | 4个技能类别: Combat (战斗), Magic (魔法), Defense (防御), Utility (实用)
- 14 Unique Skills | 14个独特技能: Learn powerful abilities to enhance your character | 学习强大技能来增强您的角色
- Skill Points | 技能点数: Earn points through leveling and spend them wisely | 通过升级获得点数并明智地使用
- Prerequisites | 前置条件: Advanced skills require mastering basic ones first | 高级技能需要先掌握基础技能
- Interactive Map | 交互式地图: Visual world map with location details | 带有位置详情的可视化世界地图
- 6 Unique Locations | 6个独特地点: From peaceful villages to dangerous dragon lairs | 从和平村庄到危险的龙穴
- Random Encounters | 随机遭遇: Dynamic encounter system with level-based chances | 基于等级几率的动态遭遇系统
- Professional Inventory UI | 专业物品栏界面: Color-coded items with detailed descriptions | 带有详细描述的彩色编码物品
- Item Categories | 物品类别: Weapons (武器), Armor (护甲), Potions (药水), Quest Items (任务物品)
- Equipment Management | 装备管理: Easy equip/unequip with stat preview | 轻松装备/卸下并预览属性
- Multiple Save Slots | 多个存档槽位: Create and manage multiple game saves | 创建和管理多个游戏存档
- Auto-Save Feature | 自动存档功能: Timestamped automatic saves | 带时间戳的自动存档
- Safe Directory | 安全目录: Saves stored in Documents/RealmOfAethermoor | 存档保存在文档/RealmOfAethermoor中
- Modern WinForms Design | 现代WinForms设计: Professional split-panel layout | 专业的分割面板布局
- Multiple Themes | 多种主题: Classic, Modern, Fantasy, Dark, High Contrast | 经典、现代、奇幻、黑暗、高对比度
- Keyboard Shortcuts | 键盘快捷键: Quick access to common actions | 快速访问常用操作
- Real-time Stats | 实时状态: Live health, experience, and character info | 实时健康、经验和角色信息
- TreeView-Based JSON Editor | 基于TreeView的JSON编辑器: Visual editing of game data | 游戏数据的可视化编辑
- Real-time Validation | 实时验证: Type checking and data integrity | 类型检查和数据完整性
- Add/Delete Nodes | 添加/删除节点: Modify game content easily | 轻松修改游戏内容
- Professional Interface | 专业界面: Color-coded icons and hierarchical display | 彩色编码图标和分层显示
- auto-explore | 自动探索: Automatically explore random directions | 自动探索随机方向
- optimize-character | 优化角色: Auto-equip best available items | 自动装备最佳可用物品
- batch-use | 批量使用 <类型>: Use all items of specified type | 使用指定类型的所有物品
- skill-combo | 技能连击: Execute multiple skills in sequence | 按顺序执行多个技能
- .NET 9.0 Runtime | .NET 9.0 运行时
- Windows 10/11 | Windows 10/11
- Minimum 4GB RAM | 最少4GB内存
-
Clone the repository | 克隆仓库:
git clone https://github.com/yourusername/WinFormsApp1.git cd WinFormsApp1
-
Build the project | 构建项目:
dotnet build --configuration Release
-
Run the game | 运行游戏:
dotnet run
Download the latest release from the Releases page and run the executable directly.
从 发布页面 下载最新版本并直接运行可执行文件。
-
Create Your Character | 创建角色
- Choose from 4 unique classes | 从4个独特职业中选择
- Enter your hero's name | 输入您英雄的姓名
- Review starting stats | 查看初始属性
-
Learn the Commands | 学习命令
Movement | 移动: north, south, east, west, go [direction] Interaction | 交互: look, take [item], use [item] Combat | 战斗: attack [enemy], defend, flee Character | 角色: inventory, stats, skills Game | 游戏: save [name], load [name], help, quit Advanced | 高级: auto-explore, optimize-character, batch-use <type>
-
Explore the World | 探索世界
- Use
look
to examine your surroundings | 使用look
查看周围环境 - Pick up items with
take [item]
| 用take [物品]
拾取物品 - Fight enemies to gain experience | 战斗敌人获得经验
- Use
-
Manage Your Character | 管理角色
- Open inventory with
inventory
or Tab key | 用inventory
或Tab键打开背包 - Check stats with
stats
command | 用stats
命令查看属性 - Learn skills with
skills
command | 用skills
命令学习技能
- Open inventory with
Access through the Advanced menu in the main window | 通过主窗口的高级菜单访问
- Validate Game State | 验证游戏状态: Check for data consistency issues | 检查数据一致性问题
- Comprehensive Status | 综合状态: View detailed system information | 查看详细系统信息
- Synchronize Managers | 同步管理器: Ensure all systems are in sync | 确保所有系统同步
- Perform Maintenance | 执行维护: Automated system cleanup and optimization | 自动系统清理和优化
- Level Up with Rewards | 升级奖励: Automated leveling with bonus gold | 自动升级并获得奖励金币
- Auto Explore | 自动探索: Intelligent exploration with encounter handling | 智能探索并处理遭遇
- Character Optimization | 角色优化: Automatic equipment optimization | 自动装备优化
- Combat Skills | 战斗技能: Enhance your fighting prowess | 提升您的战斗能力
- Magic Skills | 魔法技能: Learn powerful spells | 学习强大法术
- Defense Skills | 防御技能: Improve your survivability | 提高您的生存能力
- Utility Skills | 实用技能: Unlock special abilities | 解锁特殊能力
Access through Tools → Asset Editor
| 通过 工具 → 资源编辑器
访问
- Edit items, enemies, locations, and character classes | 编辑物品、敌人、地点和角色职业
- Visual TreeView interface for JSON data | JSON数据的可视化TreeView界面
- Real-time validation and error checking | 实时验证和错误检查
WinFormsApp1/
├── src/ # Source code | 源代码
│ ├── Forms/ # UI Forms | 界面表单
│ │ ├── Form1.cs # Main game window | 主游戏窗口
│ │ ├── InventoryForm.cs # Inventory management | 背包管理
│ │ ├── MapForm.cs # World map display | 世界地图显示
│ │ ├── SkillTreeForm.cs # Skill tree interface | 技能树界面
│ │ ├── SettingsForm.cs # Game settings | 游戏设置
│ │ └── AssetEditorForm.cs # Asset editor | 资源编辑器
│ ├── Controls/ # Custom controls | 自定义控件
│ │ ├── CharacterStatsControl.cs # Character stats display | 角色属性显示
│ │ ├── ProgressDisplayControl.cs # Progress bars | 进度条
│ │ ├── QuickActionsControl.cs # Quick action buttons | 快速操作按钮
│ │ ├── SkillTreeControl.cs # Skill tree TreeView | 技能树TreeView
│ │ └── JsonAssetEditorControl.cs # JSON editor control | JSON编辑器控件
│ ├── Game/ # Game logic | 游戏逻辑
│ │ └── GameEngine.cs # Legacy game engine (refactored) | 传统游戏引擎(已重构)
│ ├── Managers/ # Business logic managers | 业务逻辑管理器
│ │ ├── BaseManager.cs # Base manager class | 基础管理器类
│ │ ├── EventManager.cs # Central event bus | 中央事件总线
│ │ ├── GameManager.cs # Game state management | 游戏状态管理
│ │ ├── PlayerManager.cs # Player progression | 玩家进度
│ │ ├── CombatManager.cs # Combat system | 战斗系统
│ │ ├── InventoryManager.cs # Inventory operations | 背包操作
│ │ ├── LocationManager.cs # World navigation | 世界导航
│ │ ├── SkillManager.cs # Skill tree logic | 技能树逻辑
│ │ └── SaveManager.cs # Save/Load operations | 存档/读档操作
│ ├── Services/ # Advanced services | 高级服务
│ │ └── GameCoordinatorService.cs # Multi-manager coordination | 多管理器协调
│ ├── Extensions/ # Dependency injection extensions | 依赖注入扩展
│ │ └── ServiceCollectionExtensions.cs # Service registration | 服务注册
│ ├── Interfaces/ # Manager interfaces | 管理器接口
│ │ ├── IBaseManager.cs # Base manager interface | 基础管理器接口
│ │ ├── IGameManager.cs # Game manager interface | 游戏管理器接口
│ │ ├── IPlayerManager.cs # Player manager interface | 玩家管理器接口
│ │ ├── ICombatManager.cs # Combat manager interface | 战斗管理器接口
│ │ ├── IInventoryManager.cs # Inventory manager interface | 背包管理器接口
│ │ ├── ILocationManager.cs # Location manager interface | 位置管理器接口
│ │ ├── ISkillManager.cs # Skill manager interface | 技能管理器接口
│ │ └── IGameCoordinatorService.cs # Coordinator service interface | 协调服务接口
│ ├── Events/ # Event definitions | 事件定义
│ │ ├── BaseEvents.cs # Base event classes | 基础事件类
│ │ ├── GameStateEvents.cs # Game state events | 游戏状态事件
│ │ ├── PlayerEvents.cs # Player-related events | 玩家相关事件
│ │ ├── CombatEvents.cs # Combat events | 战斗事件
│ │ ├── InventoryEvents.cs # Inventory events | 背包事件
│ │ ├── LocationEvents.cs # Location events | 位置事件
│ │ └── SkillEvents.cs # Skill events | 技能事件
│ ├── Models/ # Data models | 数据模型
│ │ ├── GameModels.cs # Game entities | 游戏实体
│ │ └── JsonDataModels.cs # JSON data structures | JSON数据结构
│ ├── Data/ # Data management | 数据管理
│ │ └── DataLoader.cs # JSON data loader | JSON数据加载器
│ └── Dialogs/ # Dialog windows | 对话框窗口
│ ├── CharacterCreationDialog.cs # Character creation | 角色创建
│ ├── ThemeSelectionDialog.cs # Theme selection | 主题选择
│ └── AddNodeDialog.cs # Add JSON node | 添加JSON节点
├── Assets/ # Game assets | 游戏资源
│ └── Data/ # JSON data files | JSON数据文件
│ ├── CharacterClasses.json # Character class definitions | 角色职业定义
│ ├── Items.json # Item database | 物品数据库
│ ├── Enemies.json # Enemy definitions | 敌人定义
│ └── Locations.json # Game world locations | 游戏世界地点
├── Tests/ # Unit tests | 单元测试
│ ├── Unit/ # Unit tests | 单元测试
│ ├── Integration/ # Integration tests | 集成测试
│ └── UI/ # UI tests | UI测试
├── docs/ # Documentation | 文档
│ ├── README.md # This file | 本文件
│ ├── REFACTORING_PLAN.md # Event-driven refactoring plan | 事件驱动重构计划
│ └── REFACTORING_PROGRESS.md # Progress tracking | 进度跟踪
└── WinFormsApp1.csproj # Project file | 项目文件
- Character creation system | 角色创建系统
- Turn-based combat | 回合制战斗
- Inventory management | 背包管理
- Save/Load system | 存档/读档系统
- Skill tree with TreeView | 带TreeView的技能树
- World map with visual interface | 带可视化界面的世界地图
- Equipment system | 装备系统
- Custom controls architecture | 自定义控件架构
- Asset editor with TreeView JSON editing | 带TreeView JSON编辑的资源编辑器
- Event-driven architecture | 事件驱动架构
- Dependency injection with .NET Generic Host | 使用.NET通用主机的依赖注入
- Manager pattern with 6 specialized managers | 6个专门管理器的管理器模式
- GameCoordinatorService for complex operations | 复杂操作的游戏协调服务
- Advanced command system | 高级命令系统
- Enhanced combat animations | 增强战斗动画
- Quest system implementation | 任务系统实现
- Advanced NPC interactions | 高级NPC交互
📋 Detailed Refactoring Plan | 📋 详细重构计划 📊 Progress Tracking | 📊 进度跟踪
- Implement EventManager (central event bus) | 实现EventManager(中央事件总线)
- Create base manager classes and interfaces | 创建基础管理器类和接口
- Extract GameManager from GameEngine | 从GameEngine提取GameManager
- Implement PlayerManager for character progression | 实现PlayerManager用于角色进度
- Set up dependency injection container | 设置依赖注入容器
- Implement CombatManager for battle logic | 实现CombatManager用于战斗逻辑
- Create InventoryManager for item operations | 创建InventoryManager用于物品操作
- Build LocationManager for world navigation | 构建LocationManager用于世界导航
- Develop SkillManager for skill tree logic | 开发SkillManager用于技能树逻辑
- Refactor GameEngine to use managers | 重构GameEngine使用管理器
- Update all forms to use event-driven architecture | 更新所有表单使用事件驱动架构
- Remove direct GameEngine dependencies from UI | 移除UI对GameEngine的直接依赖
- Implement proper data binding with events | 实现事件的适当数据绑定
- Enhance custom controls for event handling | 增强自定义控件的事件处理
- Add GameCoordinatorService for complex operations | 添加复杂操作的游戏协调服务
- Implement .NET Generic Host dependency injection | 实现.NET通用主机依赖注入
- Create decorator pattern for logging and validation | 创建日志和验证的装饰器模式
- Add advanced command system | 添加高级命令系统
- Quest system with branching storylines | 带分支故事线的任务系统
- Advanced NPC dialogue system | 高级NPC对话系统
- Dynamic world events | 动态世界事件
- Achievement system | 成就系统
- Plugin system for mods | 模组插件系统
- Performance monitoring and optimization | 性能监控和优化
- Automated testing framework | 自动化测试框架
- Configuration management system | 配置管理系统
- Multiplayer support | 多人游戏支持
- Voice narration | 语音叙述
- Data validation tool | 数据验证工具
- Import/Export game data | 导入/导出游戏数据
- Mobile companion app | 移动伴侣应用
The game uses a sophisticated event-driven architecture that provides complete separation of concerns and loose coupling between components.
游戏使用复杂的事件驱动架构,提供完全的关注点分离和组件之间的松耦合。
-
EventManager | 事件管理器
- Central event bus for all game communications | 所有游戏通信的中央事件总线
- Type-safe event publishing and subscription | 类型安全的事件发布和订阅
- Thread-safe operations | 线程安全操作
-
Manager Pattern | 管理器模式
- GameManager: Game state and flow control | 游戏状态和流程控制
- PlayerManager: Character progression and stats | 角色进度和属性
- CombatManager: Battle logic and mechanics | 战斗逻辑和机制
- InventoryManager: Item management and equipment | 物品管理和装备
- LocationManager: World navigation and exploration | 世界导航和探索
- SkillManager: Skill tree and abilities | 技能树和能力
-
GameCoordinatorService | 游戏协调服务
- Orchestrates complex operations across multiple managers | 协调多个管理器的复杂操作
- Provides advanced features like auto-exploration and character optimization | 提供自动探索和角色优化等高级功能
- Implements validation and maintenance operations | 实现验证和维护操作
The application uses Microsoft's .NET Generic Host for dependency injection, providing:
应用程序使用微软的.NET通用主机进行依赖注入,提供:
- Service Lifetime Management | 服务生命周期管理: Singleton, Transient, and Scoped services | 单例、瞬态和作用域服务
- Interface-Based Design | 基于接口的设计: All managers implement interfaces for testability | 所有管理器实现接口以便测试
- Decorator Pattern | 装饰器模式: Logging and validation decorators | 日志和验证装饰器
- Clean Architecture | 清洁架构: Separation of concerns and dependency inversion | 关注点分离和依赖倒置
The system includes 25+ event types organized into categories:
系统包括25+种事件类型,分为以下类别:
- Game State Events | 游戏状态事件: Game start, pause, end | 游戏开始、暂停、结束
- Player Events | 玩家事件: Level up, stat changes, health updates | 升级、属性变化、健康更新
- Combat Events | 战斗事件: Combat start/end, damage, flee attempts | 战斗开始/结束、伤害、逃跑尝试
- Inventory Events | 背包事件: Item add/remove, equipment changes | 物品添加/移除、装备变化
- Location Events | 位置事件: Movement, exploration, encounters | 移动、探索、遭遇
- Skill Events | 技能事件: Skill learning, usage, point changes | 技能学习、使用、点数变化
- C# Naming Conventions | C#命名约定: PascalCase for public members | 公共成员使用PascalCase
- Comment Standards | 注释标准: XML documentation for public APIs | 公共API使用XML文档
- File Organization | 文件组织: Logical folder structure by functionality | 按功能逻辑文件夹结构
- Separation of Concerns | 关注点分离: UI, game logic, and data are separate | UI、游戏逻辑和数据分离
- Event-Driven Design | 事件驱动设计: Managers communicate via events | 管理器通过事件通信
- Data-Driven Content | 数据驱动内容: Game content defined in JSON files | 游戏内容在JSON文件中定义
- Dependency Injection | 依赖注入: Loose coupling through DI container | 通过DI容器松耦合
- Interface Segregation | 接口隔离: Small, focused interfaces | 小而专注的接口
- Single Responsibility | 单一职责: Each manager has a specific purpose | 每个管理器都有特定目的
- Publisher-Subscriber | 发布者-订阅者: Loose coupling between components | 组件之间的松耦合
- Command Pattern | 命令模式: Encapsulated game actions | 封装的游戏动作
- Observer Pattern | 观察者模式: UI updates via events | 通过事件更新UI
- Mediator Pattern | 中介者模式: EventManager coordinates communication | EventManager协调通信
- Fork the repository | 分叉仓库
- Create a feature branch | 创建功能分支:
git checkout -b feature/new-feature
- Follow coding standards | 遵循编码标准
- Write tests for new features | 为新功能编写测试
- Ensure event-driven design | 确保事件驱动设计
- Submit a pull request | 提交拉取请求
- Classic | 经典: Traditional green-on-black terminal | 传统绿字黑底终端
- Modern | 现代: Clean white background | 干净的白色背景
- Fantasy | 奇幻: Mystical purple and gold | 神秘的紫色和金色
- Dark | 黑暗: Easy on the eyes dark theme | 护眼的黑暗主题
- High Contrast | 高对比度: Accessibility-focused design | 注重无障碍的设计
- JSON Data Files | JSON数据文件: Easily modify game content | 轻松修改游戏内容
- Asset Editor | 资源编辑器: Visual tool for content creation | 内容创建的可视化工具
- Custom Skills | 自定义技能: Add new abilities and effects | 添加新能力和效果
- New Locations | 新地点: Expand the game world | 扩展游戏世界
- Event-Based Plugins | 基于事件的插件: Extend functionality via events (V3.0) | 通过事件扩展功能 (V3.0)
- .NET 9.0 | .NET 9.0
- WinForms | WinForms
- Microsoft.Extensions.Hosting | 微软扩展主机: .NET Generic Host for dependency injection | .NET通用主机用于依赖注入
- Microsoft.Extensions.Logging | 微软扩展日志: Structured logging throughout the application | 整个应用程序的结构化日志
- Microsoft.Extensions.DependencyInjection | 微软扩展依赖注入: Service container and lifetime management | 服务容器和生命周期管理
- System.Text.Json for data serialization | System.Text.Json 用于数据序列化
- TreeView for hierarchical data display | TreeView 用于分层数据显示
- Custom UserControls for modular UI | 自定义用户控件 用于模块化UI
- Event-Driven Architecture with 25+ event types | 事件驱动架构 包含25+种事件类型
- Manager Pattern with specialized business logic managers | 管理器模式 包含专门的业务逻辑管理器
- Event-Driven Architecture | 事件驱动架构: Complete decoupling through events | 通过事件完全解耦
- Dependency Injection | 依赖注入: .NET Generic Host container | .NET通用主机容器
- Manager Pattern | 管理器模式: Specialized managers for different concerns | 不同关注点的专门管理器
- Decorator Pattern | 装饰器模式: Logging and validation decorators | 日志和验证装饰器
- Service Locator | 服务定位器: GameCoordinatorService for complex operations | 复杂操作的游戏协调服务
- Command Pattern | 命令模式: Encapsulated game commands | 封装的游戏命令
- Observer Pattern | 观察者模式: Event-based UI updates | 基于事件的UI更新
- Memory Efficient | 内存高效: Optimized for minimal resource usage | 优化最小资源使用
- Fast Loading | 快速加载: JSON data cached for performance | JSON数据缓存以提高性能
- Responsive UI | 响应式UI: Async operations prevent blocking | 异步操作防止阻塞
- Event Optimization | 事件优化: Efficient event routing and filtering | 高效的事件路由和过滤
- Lazy Loading | 延迟加载: Managers initialized on demand | 按需初始化管理器
- Thread Safety | 线程安全: Thread-safe event publishing | 线程安全的事件发布
- SOLID Principles | SOLID原则: Single responsibility, open/closed, etc. | 单一职责、开闭原则等
- Clean Architecture | 清洁架构: Separation of concerns and dependency inversion | 关注点分离和依赖倒置
- Interface Segregation | 接口隔离: Small, focused interfaces | 小而专注的接口
- Dependency Inversion | 依赖倒置: Depend on abstractions, not concretions | 依赖抽象而非具体实现
- Event Sourcing | 事件溯源: All state changes through events | 所有状态变化通过事件
- Testability | 可测试性: Interface-based design for easy mocking | 基于接口的设计便于模拟
- README.md | README.md: Main project documentation | 主要项目文档
- REFACTORING_PLAN.md | REFACTORING_PLAN.md: Event-driven architecture migration plan | 事件驱动架构迁移计划
- REFACTORING_PROGRESS.md | REFACTORING_PROGRESS.md: Progress tracking for V3.0 refactoring | V3.0重构进度跟踪
- Event System | 事件系统: Complete guide to the event-driven architecture | 事件驱动架构完整指南
- Manager Pattern | 管理器模式: How the 6 specialized managers work together | 6个专门管理器如何协同工作
- Dependency Injection | 依赖注入: .NET Generic Host implementation details | .NET通用主机实现详情
- GameCoordinatorService | 游戏协调服务: Advanced multi-manager operations | 高级多管理器操作
- Creating Custom Events | 创建自定义事件: How to add new event types | 如何添加新事件类型
- Manager Implementation | 管理器实现: Building new managers | 构建新管理器
- Service Registration | 服务注册: Adding services to DI container | 向DI容器添加服务
- Advanced Commands | 高级命令: Implementing complex game operations | 实现复杂游戏操作
- API Reference | API参考: Complete manager and event documentation | 完整的管理器和事件文档
- Plugin Development Guide | 插件开发指南: How to create mods and extensions | 如何创建模组和扩展
- Testing Guide | 测试指南: Unit and integration testing patterns | 单元和集成测试模式
- Performance Optimization | 性能优化: Best practices for game performance | 游戏性能最佳实践
- In-Game Help | 游戏内帮助: Press F1 or type
help
| 按F1或输入help
- Advanced Menu | 高级菜单: Use Advanced → Validate Game State for troubleshooting | 使用高级→验证游戏状态进行故障排除
- GitHub Issues | GitHub问题: Report bugs and request features | 报告错误和请求功能
- Documentation | 文档: Comprehensive guides and tutorials | 全面的指南和教程
- Discord Server | Discord服务器: Join our community discussions | 加入我们的社区讨论
- Reddit | Reddit: r/RealmOfAethermoor for tips and tricks | r/RealmOfAethermoor 获取技巧和窍门
- YouTube | YouTube: Video tutorials and gameplay | 视频教程和游戏玩法
- Event System | 事件系统: Propose new event types or improvements | 提议新事件类型或改进
- Manager Extensions | 管理器扩展: Suggest new manager functionality | 建议新管理器功能
- Performance Improvements | 性能改进: Optimize event handling or DI patterns | 优化事件处理或DI模式
- Documentation | 文档: Help improve architecture documentation | 帮助改进架构文档
This project is licensed under the MIT License - see the LICENSE file for details.
本项目采用MIT许可证 - 详情请查看 LICENSE 文件。
- Classic RPG Games | 经典RPG游戏: Inspired by timeless text adventures | 受永恒文字冒险启发
- .NET Community | .NET社区: For excellent documentation and support | 提供优秀文档和支持
- Microsoft | 微软: For the excellent .NET Generic Host and dependency injection framework | 提供优秀的.NET通用主机和依赖注入框架
- Event-Driven Architecture Pioneers | 事件驱动架构先驱: For inspiring clean, maintainable code patterns | 启发干净、可维护的代码模式
- Contributors | 贡献者: Thank you to all who helped improve this project | 感谢所有帮助改进此项目的人
Happy Adventuring! | 祝您冒险愉快! 🗡️✨
Experience the power of modern architecture in classic RPG gaming! 在经典RPG游戏中体验现代架构的力量!
Last updated: December 2024 | 最后更新:2024年12月