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https://github.com/milimoe/FunGame-Testing.git
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新版测试
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@ -25,13 +25,15 @@ FunGameSimulation.InitFunGameSimulation();
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await FunGameBO5.StartBO5();
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await FunGameBO5.StartBO5();
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//while (true)
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while (true)
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//{
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{
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// await FunGameSimulation.StartSimulationGame(false, false, true);
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await FunGameSimulation.StartSimulationGame(true, false, true);
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// await FunGameSimulation.StartSimulationGame(false, false, false);
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Console.ReadKey();
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//}
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await FunGameSimulation.StartSimulationGame(true, false, false);
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Console.ReadKey();
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}
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await FunGameTesting.StartGame(true, false);
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//await FunGameTesting.StartGame(true, false);
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//strings.ForEach(Console.WriteLine);
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//strings.ForEach(Console.WriteLine);
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@ -114,21 +114,21 @@ namespace Milimoe.FunGame.Testing.Tests
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}
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}
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// 创建顺序表并排序
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// 创建顺序表并排序
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ActionQueue actionQueue = new(characters, false, WriteLine)
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MixGamingQueue gamingQueue = new(characters, WriteLine)
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{
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{
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GameplayEquilibriumConstant = OshimaGameModuleConstant.GameplayEquilibriumConstant
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GameplayEquilibriumConstant = OshimaGameModuleConstant.GameplayEquilibriumConstant
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};
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};
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if (PrintOut) Console.WriteLine();
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if (PrintOut) Console.WriteLine();
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// 绑定事件
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// 绑定事件
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actionQueue.TurnStart += ActionQueue_TurnStart;
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gamingQueue.TurnStart += GamingQueue_TurnStart;
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actionQueue.DecideAction += ActionQueue_DecideAction;
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gamingQueue.DecideAction += GamingQueue_DecideAction;
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actionQueue.SelectNormalAttackTargets += ActionQueue_SelectNormalAttackTargets;
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gamingQueue.SelectNormalAttackTargets += GamingQueue_SelectNormalAttackTargets;
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actionQueue.SelectSkill += ActionQueue_SelectSkill;
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gamingQueue.SelectSkill += GamingQueue_SelectSkill;
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actionQueue.SelectSkillTargets += ActionQueue_SelectSkillTargets;
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gamingQueue.SelectSkillTargets += GamingQueue_SelectSkillTargets;
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actionQueue.SelectItem += ActionQueue_SelectItem;
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gamingQueue.SelectItem += GamingQueue_SelectItem;
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actionQueue.QueueUpdated += ActionQueue_QueueUpdated;
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gamingQueue.QueueUpdated += GamingQueue_QueueUpdated;
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actionQueue.TurnEnd += ActionQueue_TurnEnd;
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gamingQueue.TurnEnd += GamingQueue_TurnEnd;
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// 总游戏时长
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// 总游戏时长
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double totalTime = 0;
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double totalTime = 0;
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@ -141,7 +141,7 @@ namespace Milimoe.FunGame.Testing.Tests
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int qShoes = 0;
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int qShoes = 0;
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int qAccessory = 0;
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int qAccessory = 0;
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WriteLine($"社区送温暖了,现在随机发放空投!!");
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WriteLine($"社区送温暖了,现在随机发放空投!!");
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DropItems(actionQueue, qMagicCardPack, qWeapon, qArmor, qShoes, qAccessory);
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DropItems(gamingQueue, qMagicCardPack, qWeapon, qArmor, qShoes, qAccessory);
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WriteLine("");
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WriteLine("");
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if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
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if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
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double nextDropItemTime = 40;
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double nextDropItemTime = 40;
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@ -170,15 +170,15 @@ namespace Milimoe.FunGame.Testing.Tests
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if (PrintOut) characters.ForEach(c => Console.WriteLine(c.GetInfo()));
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if (PrintOut) characters.ForEach(c => Console.WriteLine(c.GetInfo()));
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// 因赋予了装备,所以清除排序重新排
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// 因赋予了装备,所以清除排序重新排
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actionQueue.ClearQueue();
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gamingQueue.ClearQueue();
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actionQueue.InitCharacterQueue(characters);
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gamingQueue.InitCharacterQueue(characters);
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actionQueue.SetCharactersToAIControl(false, characters);
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gamingQueue.SetCharactersToAIControl(false, characters);
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actionQueue.SetCharactersToAIControl(true, player);
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gamingQueue.SetCharactersToAIControl(true, player);
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actionQueue.CustomData.Add("player", player);
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gamingQueue.CustomData.Add("player", player);
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if (PrintOut) Console.WriteLine();
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if (PrintOut) Console.WriteLine();
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// 显示初始顺序表
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// 显示初始顺序表
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actionQueue.DisplayQueue();
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gamingQueue.DisplayQueue();
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if (PrintOut) Console.WriteLine();
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if (PrintOut) Console.WriteLine();
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// 总回合数
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// 总回合数
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@ -196,7 +196,7 @@ namespace Milimoe.FunGame.Testing.Tests
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}
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}
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effects.Add(effectID, isActive);
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effects.Add(effectID, isActive);
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}
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}
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actionQueue.InitRoundRewards(maxRound, 1, effects, id => FunGameConstant.RoundRewards[(EffectID)id]);
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gamingQueue.InitRoundRewards(maxRound, 1, effects, id => FunGameConstant.RoundRewards[(EffectID)id]);
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int i = 1;
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int i = 1;
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while (i < maxRound)
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while (i < maxRound)
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@ -216,15 +216,15 @@ namespace Milimoe.FunGame.Testing.Tests
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foreach (Character c in characters.Where(c => c != winner && c.HP > 0))
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foreach (Character c in characters.Where(c => c != winner && c.HP > 0))
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{
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{
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WriteLine("[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
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WriteLine("[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
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await actionQueue.DeathCalculationAsync(winner, c);
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await gamingQueue.DeathCalculationAsync(winner, c);
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}
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}
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await actionQueue.EndGameInfo(winner);
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await gamingQueue.EndGameInfo(winner);
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result.Add(Msg);
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result.Add(Msg);
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break;
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break;
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}
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}
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// 检查是否有角色可以行动
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// 检查是否有角色可以行动
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Character? characterToAct = await actionQueue.NextCharacterAsync();
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Character? characterToAct = await gamingQueue.NextCharacterAsync();
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// 处理回合
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// 处理回合
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if (characterToAct != null)
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if (characterToAct != null)
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@ -232,7 +232,7 @@ namespace Milimoe.FunGame.Testing.Tests
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WriteLine($"=== Round {i++} ===");
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WriteLine($"=== Round {i++} ===");
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WriteLine("现在是 [ " + characterToAct + " ] 的回合!");
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WriteLine("现在是 [ " + characterToAct + " ] 的回合!");
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bool isGameEnd = await actionQueue.ProcessTurnAsync(characterToAct);
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bool isGameEnd = await gamingQueue.ProcessTurnAsync(characterToAct);
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if (isGameEnd)
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if (isGameEnd)
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{
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{
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@ -240,19 +240,19 @@ namespace Milimoe.FunGame.Testing.Tests
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break;
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break;
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}
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}
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if (isWeb) actionQueue.DisplayQueue();
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if (isWeb) gamingQueue.DisplayQueue();
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WriteLine("");
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WriteLine("");
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}
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}
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string roundMsg = "";
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string roundMsg = "";
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if (actionQueue.LastRound.HasKill)
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if (gamingQueue.LastRound.HasKill)
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{
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{
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roundMsg = Msg;
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roundMsg = Msg;
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Msg = "";
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Msg = "";
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}
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}
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// 模拟时间流逝
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// 模拟时间流逝
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double timeLapse = await actionQueue.TimeLapse();
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double timeLapse = await gamingQueue.TimeLapse();
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totalTime += timeLapse;
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totalTime += timeLapse;
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nextDropItemTime -= timeLapse;
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nextDropItemTime -= timeLapse;
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@ -270,7 +270,7 @@ namespace Milimoe.FunGame.Testing.Tests
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// 空投
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// 空投
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Msg = "";
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Msg = "";
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WriteLine($"社区送温暖了,现在随机发放空投!!");
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WriteLine($"社区送温暖了,现在随机发放空投!!");
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DropItems(actionQueue, qMagicCardPack, qWeapon, qArmor, qShoes, qAccessory);
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DropItems(gamingQueue, qMagicCardPack, qWeapon, qArmor, qShoes, qAccessory);
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WriteLine("");
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WriteLine("");
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if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
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if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
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nextDropItemTime = 40;
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nextDropItemTime = 40;
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@ -300,22 +300,22 @@ namespace Milimoe.FunGame.Testing.Tests
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if (PrintOut)
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if (PrintOut)
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{
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{
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Console.WriteLine("--- End ---");
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Console.WriteLine("--- End ---");
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Console.WriteLine($"总游戏时长:{totalTime:0.##} {actionQueue.GameplayEquilibriumConstant.InGameTime}");
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Console.WriteLine($"总游戏时长:{totalTime:0.##} {gamingQueue.GameplayEquilibriumConstant.InGameTime}");
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Console.WriteLine("");
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Console.WriteLine("");
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}
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}
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// 赛后统计
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// 赛后统计
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FunGameService.GetCharacterRating(actionQueue.CharacterStatistics, false, actionQueue.EliminatedTeams);
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FunGameService.GetCharacterRating(gamingQueue.CharacterStatistics, false, []);
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// 统计技术得分,评选 MVP
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// 统计技术得分,评选 MVP
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Character? mvp = actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key).FirstOrDefault();
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Character? mvp = gamingQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key).FirstOrDefault();
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StringBuilder mvpBuilder = new();
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StringBuilder mvpBuilder = new();
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if (mvp != null)
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if (mvp != null)
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{
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{
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CharacterStatistics stats = actionQueue.CharacterStatistics[mvp];
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CharacterStatistics stats = gamingQueue.CharacterStatistics[mvp];
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stats.MVPs++;
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stats.MVPs++;
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mvpBuilder.AppendLine($"[ {mvp.ToStringWithLevel()} ]");
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mvpBuilder.AppendLine($"[ {mvp.ToStringWithLevel()} ]");
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mvpBuilder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
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mvpBuilder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(gamingQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
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mvpBuilder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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mvpBuilder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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mvpBuilder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
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mvpBuilder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
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mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
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mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
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@ -323,7 +323,7 @@ namespace Milimoe.FunGame.Testing.Tests
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mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}");
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mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}");
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}
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}
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int top = isWeb ? actionQueue.CharacterStatistics.Count : 0; // 回执多少个角色的统计信息
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int top = isWeb ? gamingQueue.CharacterStatistics.Count : 0; // 回执多少个角色的统计信息
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int count = 1;
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int count = 1;
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if (isWeb)
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if (isWeb)
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{
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{
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@ -344,12 +344,12 @@ namespace Milimoe.FunGame.Testing.Tests
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}
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}
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}
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}
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foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key))
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foreach (Character character in gamingQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key))
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{
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{
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StringBuilder builder = new();
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StringBuilder builder = new();
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CharacterStatistics stats = actionQueue.CharacterStatistics[character];
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CharacterStatistics stats = gamingQueue.CharacterStatistics[character];
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builder.AppendLine($"{(isWeb ? count + ". " : "")}[ {character.ToStringWithLevel()} ]");
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builder.AppendLine($"{(isWeb ? count + ". " : "")}[ {character.ToStringWithLevel()} ]");
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builder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
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builder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(gamingQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
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builder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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builder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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builder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
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builder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
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builder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
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builder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
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@ -375,9 +375,9 @@ namespace Milimoe.FunGame.Testing.Tests
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// 显示每个角色的信息
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// 显示每个角色的信息
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if (isWeb)
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if (isWeb)
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{
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{
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for (i = actionQueue.Eliminated.Count - 1; i >= 0; i--)
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for (i = gamingQueue.Eliminated.Count - 1; i >= 0; i--)
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{
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{
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Character character = actionQueue.Eliminated[i];
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Character character = gamingQueue.Eliminated[i];
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result.Add($"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
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result.Add($"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
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}
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}
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}
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}
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@ -403,7 +403,7 @@ namespace Milimoe.FunGame.Testing.Tests
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}
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}
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}
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}
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private static async Task ActionQueue_QueueUpdated(ActionQueue queue, List<Character> characters, Character character, double hardnessTime, QueueUpdatedReason reason, string msg)
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private static async Task GamingQueue_QueueUpdated(GamingQueue queue, List<Character> characters, Character character, double hardnessTime, QueueUpdatedReason reason, string msg)
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{
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{
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if (IsPlayer_OnlyTest(queue, character))
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if (IsPlayer_OnlyTest(queue, character))
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{
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{
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@ -424,7 +424,7 @@ namespace Milimoe.FunGame.Testing.Tests
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await Task.CompletedTask;
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await Task.CompletedTask;
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}
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}
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private static async Task<bool> ActionQueue_TurnStart(ActionQueue queue, Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items)
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private static async Task<bool> GamingQueue_TurnStart(GamingQueue queue, Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items)
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{
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{
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if (IsPlayer_OnlyTest(queue, character))
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if (IsPlayer_OnlyTest(queue, character))
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{
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{
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@ -436,7 +436,7 @@ namespace Milimoe.FunGame.Testing.Tests
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return true;
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return true;
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}
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}
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private static async Task<List<Character>> ActionQueue_SelectNormalAttackTargets(ActionQueue queue, Character character, NormalAttack attack, List<Character> enemys, List<Character> teammates)
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private static async Task<List<Character>> GamingQueue_SelectNormalAttackTargets(GamingQueue queue, Character character, NormalAttack attack, List<Character> enemys, List<Character> teammates)
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{
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{
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List<Character> characters = [];
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List<Character> characters = [];
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if (IsPlayer_OnlyTest(queue, character))
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if (IsPlayer_OnlyTest(queue, character))
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@ -506,7 +506,7 @@ namespace Milimoe.FunGame.Testing.Tests
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return characters;
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return characters;
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}
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}
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private static async Task<Item?> ActionQueue_SelectItem(ActionQueue queue, Character character, List<Item> items)
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private static async Task<Item?> GamingQueue_SelectItem(GamingQueue queue, Character character, List<Item> items)
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{
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{
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Item? item = null;
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Item? item = null;
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if (IsPlayer_OnlyTest(queue, character))
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if (IsPlayer_OnlyTest(queue, character))
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@ -538,7 +538,7 @@ namespace Milimoe.FunGame.Testing.Tests
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return item;
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return item;
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}
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}
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private static async Task<List<Character>> ActionQueue_SelectSkillTargets(ActionQueue queue, Character caster, Skill skill, List<Character> enemys, List<Character> teammates)
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private static async Task<List<Character>> GamingQueue_SelectSkillTargets(GamingQueue queue, Character caster, Skill skill, List<Character> enemys, List<Character> teammates)
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{
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{
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List<Character> characters = [];
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List<Character> characters = [];
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if (IsPlayer_OnlyTest(queue, caster))
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if (IsPlayer_OnlyTest(queue, caster))
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@ -608,7 +608,7 @@ namespace Milimoe.FunGame.Testing.Tests
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return characters;
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return characters;
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}
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}
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private static async Task<Skill?> ActionQueue_SelectSkill(ActionQueue queue, Character character, List<Skill> skills)
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private static async Task<Skill?> GamingQueue_SelectSkill(GamingQueue queue, Character character, List<Skill> skills)
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{
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{
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Skill? skill = null;
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Skill? skill = null;
|
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if (IsPlayer_OnlyTest(queue, character))
|
if (IsPlayer_OnlyTest(queue, character))
|
||||||
@ -640,7 +640,7 @@ namespace Milimoe.FunGame.Testing.Tests
|
|||||||
return skill;
|
return skill;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static async Task ActionQueue_TurnEnd(ActionQueue queue, Character character)
|
private static async Task GamingQueue_TurnEnd(GamingQueue queue, Character character)
|
||||||
{
|
{
|
||||||
if (IsRoundHasPlayer_OnlyTest(queue, character))
|
if (IsRoundHasPlayer_OnlyTest(queue, character))
|
||||||
{
|
{
|
||||||
@ -651,7 +651,7 @@ namespace Milimoe.FunGame.Testing.Tests
|
|||||||
await Task.CompletedTask;
|
await Task.CompletedTask;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static async Task<CharacterActionType> ActionQueue_DecideAction(ActionQueue queue, Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items)
|
private static async Task<CharacterActionType> GamingQueue_DecideAction(GamingQueue queue, Character character, List<Character> enemys, List<Character> teammates, List<Skill> skills, List<Item> items)
|
||||||
{
|
{
|
||||||
CharacterActionType type = CharacterActionType.None;
|
CharacterActionType type = CharacterActionType.None;
|
||||||
if (IsPlayer_OnlyTest(queue, character))
|
if (IsPlayer_OnlyTest(queue, character))
|
||||||
@ -704,12 +704,12 @@ namespace Milimoe.FunGame.Testing.Tests
|
|||||||
return type;
|
return type;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static bool IsPlayer_OnlyTest(ActionQueue queue, Character current)
|
private static bool IsPlayer_OnlyTest(GamingQueue queue, Character current)
|
||||||
{
|
{
|
||||||
return queue.CustomData.TryGetValue("player", out object? value) && value is Character player && player == current;
|
return queue.CustomData.TryGetValue("player", out object? value) && value is Character player && player == current;
|
||||||
}
|
}
|
||||||
|
|
||||||
private static bool IsRoundHasPlayer_OnlyTest(ActionQueue queue, Character current)
|
private static bool IsRoundHasPlayer_OnlyTest(GamingQueue queue, Character current)
|
||||||
{
|
{
|
||||||
return queue.CustomData.TryGetValue("player", out object? value) && value is Character player && (player == current || (current.CharacterState != CharacterState.Casting && queue.LastRound.Targets.Any(c => c == player)));
|
return queue.CustomData.TryGetValue("player", out object? value) && value is Character player && (player == current || (current.CharacterState != CharacterState.Casting && queue.LastRound.Targets.Any(c => c == player)));
|
||||||
}
|
}
|
||||||
@ -720,7 +720,7 @@ namespace Milimoe.FunGame.Testing.Tests
|
|||||||
if (PrintOut) Console.WriteLine(str);
|
if (PrintOut) Console.WriteLine(str);
|
||||||
}
|
}
|
||||||
|
|
||||||
public static void DropItems(ActionQueue queue, int mQuality, int wQuality, int aQuality, int sQuality, int acQuality)
|
public static void DropItems(GamingQueue queue, int mQuality, int wQuality, int aQuality, int sQuality, int acQuality)
|
||||||
{
|
{
|
||||||
foreach (Character character in queue.Queue)
|
foreach (Character character in queue.Queue)
|
||||||
{
|
{
|
||||||
|
|||||||
@ -1,6 +1,7 @@
|
|||||||
using Milimoe.FunGame.Core.Api.Utility;
|
using Milimoe.FunGame.Core.Api.Utility;
|
||||||
using Milimoe.FunGame.Core.Entity;
|
using Milimoe.FunGame.Core.Entity;
|
||||||
using Milimoe.FunGame.Core.Library.Constant;
|
using Milimoe.FunGame.Core.Library.Constant;
|
||||||
|
using Milimoe.FunGame.Core.Model;
|
||||||
using Oshima.FunGame.OshimaServers.Service;
|
using Oshima.FunGame.OshimaServers.Service;
|
||||||
|
|
||||||
namespace Milimoe.FunGame.Testing.Tests
|
namespace Milimoe.FunGame.Testing.Tests
|
||||||
@ -148,12 +149,12 @@ namespace Milimoe.FunGame.Testing.Tests
|
|||||||
team2.Members.ForEach(c => c.Recovery());
|
team2.Members.ForEach(c => c.Recovery());
|
||||||
FunGameActionQueue queue = new();
|
FunGameActionQueue queue = new();
|
||||||
List<string> msgs = await queue.StartTeamGame(teams, -1, 30);
|
List<string> msgs = await queue.StartTeamGame(teams, -1, 30);
|
||||||
foreach (Character character in queue.ActionQueue.CharacterStatistics.Keys)
|
foreach (Character character in queue.GamingQueue.CharacterStatistics.Keys)
|
||||||
{
|
{
|
||||||
FunGameTesting.UpdateStatistics(stats[character.User], queue.ActionQueue.CharacterStatistics[character]);
|
FunGameTesting.UpdateStatistics(stats[character.User], queue.GamingQueue.CharacterStatistics[character]);
|
||||||
}
|
}
|
||||||
Console.WriteLine(string.Join("\r\n\r\n", msgs[^2..]));
|
Console.WriteLine(string.Join("\r\n\r\n", msgs[^2..]));
|
||||||
foreach (Team team in queue.ActionQueue.EliminatedTeams)
|
foreach (Team team in ((TeamGamingQueue)queue.GamingQueue).EliminatedTeams)
|
||||||
{
|
{
|
||||||
if (team.IsWinner && team.Name == userTeams[u1]) teamScore[u1]++;
|
if (team.IsWinner && team.Name == userTeams[u1]) teamScore[u1]++;
|
||||||
if (team.IsWinner && team.Name == userTeams[u2]) teamScore[u2]++;
|
if (team.IsWinner && team.Name == userTeams[u2]) teamScore[u2]++;
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user