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Realm of Aethermoor | 艾瑟摩尔王国

A Classic Text-Based RPG Adventure | 经典文字冒险RPG游戏

Version 3.0 | 版本 3.0

WinForms C# License Architecture DI


📖 Overview | 概述

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。


✨ Features | 特色功能

🏗️ Advanced Architecture | 高级架构 (NEW! | 新功能!)

  • 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

🎭 Character Creation & Classes | 角色创建与职业

  • 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

⚔️ Combat System | 战斗系统

  • 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

🌟 Skill Tree System | 技能树系统

  • 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

🗺️ World Exploration | 世界探索

  • 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

🎒 Inventory & Items | 物品栏与道具

  • 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

💾 Save System | 存档系统

  • 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

🎨 User Interface | 用户界面

  • 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

🛠️ Asset Editor | 资源编辑器

  • 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

🔧 Advanced Commands | 高级命令 (NEW! | 新功能!)

  • 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

🚀 Installation | 安装

Prerequisites | 前置要求

  • .NET 9.0 Runtime | .NET 9.0 运行时
  • Windows 10/11 | Windows 10/11
  • Minimum 4GB RAM | 最少4GB内存

Quick Setup | 快速设置

  1. Clone the repository | 克隆仓库:

    git clone https://github.com/yourusername/WinFormsApp1.git
    cd WinFormsApp1
  2. Build the project | 构建项目:

    dotnet build --configuration Release
  3. Run the game | 运行游戏:

    dotnet run

Alternative | 备选方案

Download the latest release from the Releases page and run the executable directly.

发布页面 下载最新版本并直接运行可执行文件。


🎮 Gameplay Guide | 游戏指南

Getting Started | 开始游戏

  1. 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
  2. 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>
    
  3. 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
  4. 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

Advanced Features | 高级功能

Advanced Menu System | 高级菜单系统

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

GameCoordinatorService Features | 游戏协调服务功能

  • 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

Skill Tree System | 技能树系统

  • 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

Asset Editor | 资源编辑器

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

📁 Project Structure | 项目结构

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

🎯 Development Roadmap | 开发路线图

✅ Completed Features | 已完成功能

  • 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

🚧 In Progress | 进行中

  • 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

Version 3.0 - Event-Driven Architecture | 版本 3.0 - 事件驱动架构 (COMPLETED! | 已完成!)

📋 Detailed Refactoring Plan | 📋 详细重构计划 📊 Progress Tracking | 📊 进度跟踪

✅ Phase 1: Foundation | 第一阶段:基础 (100% Complete | 100%完成)

  • 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

✅ Phase 2: Core Managers | 第二阶段:核心管理器 (100% Complete | 100%完成)

  • 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

✅ Phase 3: UI Refactoring | 第三阶段:UI重构 (100% Complete | 100%完成)

  • 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

✅ Phase 4: Advanced Features | 第四阶段:高级功能 (100% Complete | 100%完成)

  • 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

🔮 Version 4.0 - Advanced Features | 版本 4.0 - 高级功能 (PLANNED | 计划中)

Phase 1: Enhanced Gameplay | 第一阶段:增强游戏玩法

  • 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

Phase 2: Technical Improvements | 第二阶段:技术改进

  • 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

📋 Planned Features | 计划功能

  • 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

🏗️ Architecture Overview | 架构概述

Event-Driven Design | 事件驱动设计

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。

Core Components | 核心组件

  1. 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
  2. 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
  3. 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

Dependency Injection | 依赖注入

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

Event Types | 事件类型

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

🛠️ Development Guidelines | 开发指南

Code Style | 代码风格

  • 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

Architecture Principles | 架构原则

  • 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

Event-Driven Patterns | 事件驱动模式

  • 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

Contributing | 贡献

  1. Fork the repository | 分叉仓库
  2. Create a feature branch | 创建功能分支: git checkout -b feature/new-feature
  3. Follow coding standards | 遵循编码标准
  4. Write tests for new features | 为新功能编写测试
  5. Ensure event-driven design | 确保事件驱动设计
  6. Submit a pull request | 提交拉取请求

🎨 Customization | 自定义

Themes | 主题

  • 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

Modding Support | 模组支持

  • 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)

🔧 Technical Specifications | 技术规格

Technologies Used | 使用技术

  • .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

Architecture Patterns | 架构模式

  • 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

Performance | 性能

  • 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

Code Quality | 代码质量

  • 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

📚 Documentation | 文档

Available Documents | 可用文档

Architecture Documentation | 架构文档

  • 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

Code Examples | 代码示例

  • 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

Upcoming Documentation | 即将推出的文档

  • 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

📞 Support & Community | 支持与社区

Getting Help | 获取帮助

  • 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

Community | 社区

  • 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

Contributing to Architecture | 架构贡献

  • 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

📄 License | 许可证

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。


🙏 Acknowledgments | 致谢

  • 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

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A Classic Text-Based RPG Adventure | 经典文字冒险RPG游戏

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