肉鸽主体框架完善

This commit is contained in:
milimoe 2026-04-08 00:50:26 +08:00
parent 727f13aba6
commit 261a4c4fbd
Signed by: milimoe
GPG Key ID: 9554D37E4B8991D0
4 changed files with 423 additions and 131 deletions

View File

@ -22,13 +22,14 @@ sm.Load();
ItemModule im = new();
im.Load();
Milimoe.FunGame.Testing.Tests.RogueLikeTest rogue = new();
await rogue.RogueLike.StartGame();
FunGameConstant.InitFunGame();
FunGameSimulation.InitFunGameSimulation();
FunGameController controller = new(new Logger<FunGameController>(new LoggerFactory()));
Milimoe.FunGame.Testing.Tests.RogueLikeTest rogue = new(controller);
await rogue.RogueLike.StartGame();
Console.ReadKey();
//foreach (OshimaRegion or in FunGameConstant.Regions)
//{
// Console.WriteLine(or.ToString());

View File

@ -35,28 +35,21 @@ namespace Milimoe.FunGame.Testing.Solutions
{
Running = true;
Dispatcher.StartServer();
AddDialog("", "探索者,欢迎入职【永恒方舟计划】,我是您的专属 AI协助您前往指定任务地点开展勘测工作。请问您的名字是");
string username;
do
DataRequestArgs response = await DataRequest(new("login")
{
username = await GetTextResultsAsync([]);
if (username == "")
Data =
{
WriteLine("请输入不为空的字符串。");
}
}
while (username == "");
DataRequestArgs response = await DataRequest(new("createuser")
{
Data = new()
{
{ "username", username }
{ "uid", 1 }
}
});
if (response.Data.TryGetValue("user", out object? value) && value is User user)
{
User = user;
}
else
{
return;
}
// 初始化菜单指令
Commands["quit"] = async (args) =>
{
@ -93,7 +86,6 @@ namespace Milimoe.FunGame.Testing.Solutions
};
AddCommandAlias("help", "菜单", "h", "帮助");
AddCommandAlias("start", "开局");
AddDialog("柔哥", $"让我再次欢迎您,{username}。入职手续已办理完毕,接下来,您可以使用菜单了。请您记住我的名字:【柔哥】。");
await Help([]);
while (Running)
{
@ -135,10 +127,10 @@ namespace Milimoe.FunGame.Testing.Solutions
}
public delegate Task ReadInput<T>(Dictionary<string, object> args, List<T> results);
public delegate Task<InquiryResponse> ReadInputInGameResponse(InquiryOptions options);
public delegate Task<InquiryResponse> ReadInputInquiryResponse(InquiryOptions options);
public event ReadInput<string>? ReadInputStringHandler;
public event ReadInput<double>? ReadInputNumberHandler;
public event ReadInputInGameResponse? ReadInputInGameResponseHandler;
public event ReadInputInquiryResponse? ReadInputInquiryResponseHandler;
public async Task<List<string>> GetChoiceResultsAsync(InquiryOptions options, Dictionary<string, object> args)
{
@ -200,10 +192,10 @@ namespace Milimoe.FunGame.Testing.Solutions
}
}
public async Task<InquiryResponse> GetInGameResponse(InquiryOptions options)
public async Task<InquiryResponse> GetInquiryResponse(InquiryOptions options)
{
if (ReadInputInGameResponseHandler is null) return new(options);
return await ReadInputInGameResponseHandler.Invoke(options);
if (ReadInputInquiryResponseHandler is null) return new(options);
return await ReadInputInquiryResponseHandler.Invoke(options);
}
public void WriteLine(string message = "")

View File

@ -1,11 +1,17 @@
using Milimoe.FunGame.Core.Api.Utility;
using System.Text;
using Microsoft.Extensions.Logging;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface.Base;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Model;
using Milimoe.FunGame.Testing.Tests;
using Oshima.FunGame.OshimaModules.Characters;
using Oshima.FunGame.OshimaModules.Models;
using Oshima.FunGame.OshimaModules.Regions;
using Oshima.FunGame.OshimaServers.Service;
using Oshima.FunGame.WebAPI.Controllers;
namespace Milimoe.FunGame.Testing.Solutions
{
@ -18,6 +24,8 @@ namespace Milimoe.FunGame.Testing.Solutions
public Dictionary<string, User> Users { get; set; } = [];
public Dictionary<string, RogueLikeGameData> RogueLikeGameDatas { get; set; } = [];
private readonly FunGameController _controller = dispatcher.Controller;
public void ReceiveDataRequest(Guid guid, DataRequestArgs args)
{
Inquiries.Add((guid, args));
@ -25,6 +33,8 @@ namespace Milimoe.FunGame.Testing.Solutions
public void WriteLine(string message = "") => Dispatcher.WriteLine(message);
public void AddDialog(string speaker = "", string message = "") => Dispatcher.AddDialog(speaker, message);
public async Task DataRequestGuard()
{
while (Running)
@ -69,23 +79,56 @@ namespace Milimoe.FunGame.Testing.Solutions
{
case "createuser":
{
AddDialog("", "探索者,欢迎入职【永恒方舟计划】,我是您的专属 AI协助您前往指定任务地点开展勘测工作。请问您的名字是");
string username = "";
if (args.Data.TryGetValue("username", out object? value) && value is string s)
do
{
username = s;
InquiryResponse inquiryResponse = await Dispatcher.GetInquiryResponse(new(InquiryType.TextInput, "请问您的名字是?"));
if (inquiryResponse.TextResult == "")
{
WriteLine("请输入不为空的字符串。");
}
else
{
username = inquiryResponse.TextResult;
}
}
User user = Factory.GetUser(1, username);
Character character = new CustomCharacter(user.Id, username)
while (username == "");
long uid = Users.Count + 1;
PluginConfig pc = FunGameService.GetUserConfig(uid, out _);
User user = Factory.GetUser(uid, username);
Character character = new CustomCharacter(uid, username)
{
Level = 1
};
character.Recovery();
user.Inventory.Characters.Add(character);
user.Inventory.MainCharacter = character;
pc.Add("user", user);
FunGameService.SetUserConfig(uid.ToString(), pc, user);
Users[username] = user;
response.Data["user"] = user;
AddDialog("柔哥", $"让我再次欢迎您,{username}。入职手续已办理完毕,从今以后,您就是【永恒方舟计划】的探员了。请您记住我的名字:【柔哥】,如有任何需要我都会随时提供您帮助。");
break;
}
case "login":
{
long uid = 0;
if (args.Data.TryGetValue("uid", out object? value))
{
uid = Convert.ToInt64(value);
}
PluginConfig pc = FunGameService.GetUserConfig(uid, out _);
if (pc.ContainsKey("user"))
{
User user = FunGameService.GetUser(pc);
Users[user.Username] = user;
response.Data["user"] = user;
AddDialog("柔哥", $"{user.Username},欢迎您回到永恒方舟!");
}
else WriteLine("登录失败,没有找到符合条件的存档。");
}
break;
default:
break;
}
@ -111,12 +154,17 @@ namespace Milimoe.FunGame.Testing.Solutions
break;
case RogueState.InArk:
{
OshimaRegion? region = await ChooseRegion(1);
// 玩家选择第一章的地区从3个1-2★的地区里选一个
OshimaRegion? region = await ChooseRegion(data, 1, 3);
if (region != null)
{
WriteLine("-- 【永恒方舟计划】进程·Ⅰ:启动 --");
data.CurrentRegion = region;
data.Chapter1Region = region;
data.Region1Map = new RogueLikeMap();
data.Region1Map.Load();
data.CurrentMap = data.Region1Map;
SetupGrid(data, data.CurrentMap);
newState = RogueState.Chapter1InArk;
}
else
@ -129,20 +177,24 @@ namespace Milimoe.FunGame.Testing.Solutions
case RogueState.Chapter1InArk:
{
WriteLine("探索前的准备。");
await RestInArk();
newState = RogueState.ExploringChapter1Area1;
await RestInArk(data);
newState = RogueState.ExploringChapter1;
}
break;
case RogueState.Chapter2InArk:
{
WriteLine("回到方舟后,我们得到了新的任务。");
// TODO:提供一个菜单,玩家可以选择第二章的地区(随机从3-4★的地区里抽取3个来选一个
OshimaRegion? region = await ChooseRegion(2);
// 玩家选择第二章的地区从3-4★的地区里随机抽取3个来选一个
OshimaRegion? region = await ChooseRegion(data, 2, 3);
if (region != null)
{
WriteLine("-- 【永恒方舟计划】进程·Ⅱ:启动 --");
data.CurrentRegion = region;
data.Chapter2Region = region;
data.Region2Map = new RogueLikeMap();
data.Region2Map.Load();
data.CurrentMap = data.Region2Map;
SetupGrid(data, data.CurrentMap);
}
else
{
@ -151,18 +203,23 @@ namespace Milimoe.FunGame.Testing.Solutions
WriteLine("结算到目前为止的奖励。");
break;
}
await RestInArk();
newState = RogueState.ExploringChapter2Area1;
await RestInArk(data);
newState = RogueState.ExploringChapter2;
}
break;
case RogueState.Chapter3InArk:
{
OshimaRegion? region = await ChooseRegion(3);
// 玩家选择第三章的地区从3个5★的地区里选一个
OshimaRegion? region = await ChooseRegion(data, 3, 3);
if (region != null)
{
WriteLine("-- 【永恒方舟计划】进程·Ⅲ:启动 --");
data.CurrentRegion = region;
data.Chapter3Region = region;
data.Region3Map = new RogueLikeMap();
data.Region3Map.Load();
data.CurrentMap = data.Region3Map;
SetupGrid(data, data.CurrentMap);
}
else
{
@ -171,34 +228,36 @@ namespace Milimoe.FunGame.Testing.Solutions
WriteLine("结算到目前为止的奖励。");
break;
}
await RestInArk();
newState = RogueState.ExploringChapter3Area1;
await RestInArk(data);
newState = RogueState.ExploringChapter3;
}
break;
case RogueState.FinalInArk:
WriteLine("当你乘坐返回舱回到方舟时,柔哥没有来迎接你,环视一周,你没有看到任何探员。");
WriteLine("在你走出返回舱的那一刹那,你察觉空气中有一股杀气——你很快意识到,方舟遭到了入侵。");
WriteLine("-- 【永恒方舟计划】紧急事件·夺还:启动 --");
newState = RogueState.ExploringArk;
break;
case RogueState.ExploringChapter1Area1:
newState = await ExploreRegion(data, 1, 1);
case RogueState.ExploringChapter1:
newState = await ExploreRegion(data, 1);
break;
case RogueState.ExploringChapter1Area2:
newState = await ExploreRegion(data, 1, 2);
case RogueState.ExploringChapter2:
newState = await ExploreRegion(data, 2);
break;
case RogueState.ExploringChapter2Area1:
newState = await ExploreRegion(data, 2, 1);
case RogueState.ExploringChapter3:
newState = await ExploreRegion(data, 3);
break;
case RogueState.ExploringChapter2Area2:
newState = await ExploreRegion(data, 2, 2);
case RogueState.ArriveChapter1RallyPoint:
newState = await ArriveRallyPoint(data, 1);
break;
case RogueState.ExploringChapter3Area1:
newState = await ExploreRegion(data, 3, 1);
case RogueState.ArriveChapter2RallyPoint:
newState = await ArriveRallyPoint(data, 2);
break;
case RogueState.ExploringChapter3Area2:
newState = await ExploreRegion(data, 3, 2);
case RogueState.ArriveChapter3RallyPoint:
newState = await ArriveRallyPoint(data, 3);
break;
case RogueState.ExploringArk:
await ExploreArk();
await ExploreArk(data);
newState = RogueState.FinalBossBattle;
break;
case RogueState.Chapter1BossBattle:
@ -243,7 +302,7 @@ namespace Milimoe.FunGame.Testing.Solutions
return newState;
}
private async Task<OshimaRegion?> ChooseRegion(int chapter)
private async Task<OshimaRegion?> ChooseRegion(RogueLikeGameData data, int chapter, int candidate)
{
string topic = chapter switch
{
@ -258,9 +317,9 @@ namespace Milimoe.FunGame.Testing.Solutions
};
InquiryOptions options = new(InquiryType.Choice, topic)
{
Choices = FunGameConstant.Regions.Where(predicate).ToDictionary(r => r.Name, r => r.ToString())
Choices = FunGameConstant.Regions.Where(predicate).OrderBy(r => data.Random.Next()).Take(candidate).ToDictionary(r => r.Name, r => r.ToString())
};
InquiryResponse response = await Dispatcher.GetInGameResponse(options);
InquiryResponse response = await Dispatcher.GetInquiryResponse(options);
if (!response.Cancel)
{
if (response.Choices.FirstOrDefault() is string regionName)
@ -275,7 +334,7 @@ namespace Milimoe.FunGame.Testing.Solutions
return null;
}
private async Task<RogueState> ExploreRegion(RogueLikeGameData data, int chapter, int areaSeq)
private async Task<RogueState> ExploreRegion(RogueLikeGameData data, int chapter)
{
RogueState newState = RogueState.Finish;
if (data.CurrentRegion is null)
@ -283,64 +342,107 @@ namespace Milimoe.FunGame.Testing.Solutions
WriteLine("突发!小队和方舟失联了!永恒方舟计划终止。");
return newState;
}
if (areaSeq == 1)
WriteLine("正在降落...");
data.CurrentArea = data.CurrentRegion.Areas.OrderByDescending(o => data.Random.Next()).First();
WriteLine($"在【{data.CurrentRegion.Name}】的【{data.CurrentArea}】区域完成降落!");
List<Quest> quests = GetQuests(data, data.CurrentRegion, 2);
data.CurrentQuests = quests;
AddDialog("柔哥", $"我看到您安全着陆了,现在方舟给您下发任务指令:\r\n{string.Join("\r\n", quests.Select(q => q.ToString()))}");
bool fin = false;
while (!fin)
{
WriteLine("正在降落...");
data.CurrentArea = data.CurrentRegion.Areas.OrderByDescending(o => Random.Shared.Next()).First();
WriteLine($"在【{data.CurrentRegion.Name}】的【{data.CurrentArea}】区域完成降落!");
if (data.CurrentMap != null)
{
DisplayMapInConsole(data.CurrentMap);
}
// TODO:开始探索区域,主要抉择
fin = true;
}
else if (areaSeq == 2)
newState = chapter switch
{
WriteLine("该地区的第一个探索区域任务已完成!正在前往第二个区域……");
data.CurrentArea = data.CurrentRegion.Areas.OrderByDescending(o => Random.Shared.Next()).First(a => a != data.CurrentArea);
WriteLine($"在【{data.CurrentRegion.Name}】的【{data.CurrentArea}】区域完成降落!");
1 => RogueState.ArriveChapter1RallyPoint,
2 => RogueState.ArriveChapter2RallyPoint,
3 => RogueState.ArriveChapter3RallyPoint,
_ => RogueState.Finish,
};
return newState;
}
private static List<Quest> GetQuests(RogueLikeGameData data, OshimaRegion region, int count)
{
List<Quest> quests = [];
int immediateQuestCount = data.Random.Next(count + 1);
int progressiveQuestCount = count - immediateQuestCount;
var list = region.ImmediateQuestList.OrderBy(kv => data.Random.Next()).Take(count);
foreach (var item in list)
{
string name = region.ImmediateQuestList.Keys.OrderBy(o => Random.Shared.Next()).First();
QuestExploration exploration = region.ImmediateQuestList[name];
int difficulty = Random.Shared.Next(3, 11);
Quest quest = new()
{
Id = quests.Count + 1,
Name = name,
Description = exploration.Description,
RegionId = region.Id,
NeedyExploreItemName = exploration.Item,
QuestType = QuestType.Immediate,
Status = QuestState.InProgress
};
quests.Add(quest);
}
else
list = region.ProgressiveQuestList.OrderBy(kv => data.Random.Next()).Take(count);
foreach (var item in list)
{
string name = region.ProgressiveQuestList.Keys.OrderBy(o => Random.Shared.Next()).First();
QuestExploration exploration = region.ProgressiveQuestList[name];
int maxProgress = Random.Shared.Next(3, 11);
Quest quest = new()
{
Id = quests.Count + 1,
Name = name,
Description = string.Format(exploration.Description, maxProgress),
RegionId = region.Id,
NeedyExploreItemName = exploration.Item,
QuestType = QuestType.Progressive,
Progress = 0,
MaxProgress = maxProgress,
Status = QuestState.InProgress
};
quests.Add(quest);
}
return quests;
}
private async Task<RogueState> ArriveRallyPoint(RogueLikeGameData data, int chapter)
{
WriteLine("BOSS房间出现了做好准备再继续出发吧。");
bool fin = false;
while (!fin)
{
// TODO:BOSS房前的准备提供菜单
fin = true;
}
WriteLine("出发!");
RogueState newState = chapter switch
{
1 => RogueState.Chapter1BossBattle,
2 => RogueState.Chapter2BossBattle,
3 => RogueState.Chapter3BossBattle,
_ => RogueState.Finish,
};
if (newState == RogueState.Finish)
{
WriteLine("你误入了神秘地带,与方舟失联,游戏结束。");
return newState;
}
bool fin = false;
while (!fin)
{
// TODO:开始探索区域,主要抉择
fin = true;
}
if (areaSeq == 1)
{
newState = chapter switch
{
1 => RogueState.ExploringChapter1Area2,
2 => RogueState.ExploringChapter2Area2,
3 => RogueState.ExploringChapter3Area2,
_ => RogueState.Finish,
};
}
else if (areaSeq == 2)
{
WriteLine("BOSS房间出现了做好准备再继续出发吧。");
fin = false;
while (!fin)
{
// TODO:BOSS房前的准备提供菜单
fin = true;
}
newState = chapter switch
{
1 => RogueState.Chapter1BossBattle,
2 => RogueState.Chapter2BossBattle,
3 => RogueState.Chapter3BossBattle,
_ => RogueState.Finish,
};
}
else
{
WriteLine("你误入了神秘地带,与方舟失联,游戏结束。");
}
return newState;
}
private async Task RestInArk()
private async Task RestInArk(RogueLikeGameData data)
{
bool fin = false;
while (!fin)
@ -351,16 +453,162 @@ namespace Milimoe.FunGame.Testing.Solutions
WriteLine("出发!");
}
private async Task ExploreArk()
private async Task ExploreArk(RogueLikeGameData data)
{
data.ArkMap = new RogueLikeMap();
data.ArkMap.Load();
data.CurrentMap = data.ArkMap;
SetupGrid(data, data.CurrentMap);
bool fin = false;
while (!fin)
{
if (data.CurrentMap != null)
{
DisplayMapInConsole(data.CurrentMap);
}
// TODO:方舟事变需进行方舟探索和收复功能房间并找到最终BOSS房间
fin = true;
}
WriteLine("出发!");
}
private void DisplayMapInConsole(GameMap map)
{
StringBuilder sb = new();
// 打印列坐标
sb.Append(" ");
for (int x = 0; x < map.Length; x++)
{
sb.Append($" {x} ");
}
for (int y = 0; y < map.Width; y++)
{
// 打印行坐标
sb.AppendLine();
sb.Append($"{y} ");
for (int x = 0; x < map.Length; x++)
{
Grid? grid = map[x, y, 0];
if (grid is null)
{
sb.Append(" ");
continue;
}
// 检查格子上是否有角色
if (grid.Characters.Count > 0)
{
// 取第一个角色首字母
Character character = grid.Characters.First();
string displayChar = character.Name.Length > 0 ? character.Name[0].ToString().ToUpper() : "?";
sb.Append($"[{displayChar}] ");
}
else if (grid.InteractionPoints.Count > 0)
{
InteractionPoint ip = grid.InteractionPoints.First();
string displayChar = ((InteractionPointType)ip.CustomValue).ToString();
displayChar = displayChar.Length > 0 ? displayChar[0].ToString().ToUpper() : "?";
sb.Append($"<{displayChar}> ");
}
else
{
sb.Append(" . ");
}
if (x == map.Length - 1) sb.Append('\t');
}
}
WriteLine(sb.ToString());
}
private static void SetupGrid(RogueLikeGameData data, GameMap map)
{
// 生成交互点8*8的地图生成30个交互点
int count = 30;
Random random = data.Random ?? new();
Grid[] grids = [.. map.Grids.Values.OrderBy(o => random.Next()).Take(count)];
foreach (Grid grid in grids)
{
// 这些交互点就是房间
InteractionPoint ip = new()
{
Id = grid.Id,
CustomValue = random.Next((int)InteractionPointType.MaxValueMark)
};
grid.InteractionPoints.Add(ip);
switch ((InteractionPointType)ip.CustomValue)
{
case InteractionPointType.General:
grid.CharacterEntered += (character) =>
{
};
break;
case InteractionPointType.Elite:
grid.CharacterEntered += (character) =>
{
};
break;
case InteractionPointType.Store:
grid.CharacterEntered += (character) =>
{
};
break;
case InteractionPointType.Treasure:
grid.CharacterEntered += (character) =>
{
};
break;
case InteractionPointType.Rest:
grid.CharacterEntered += (character) =>
{
};
break;
case InteractionPointType.Change:
grid.CharacterEntered += (character) =>
{
};
break;
default:
break;
}
}
Grid? land = map.Grids.Values.OrderBy(g => random.Next()).FirstOrDefault(g => g.InteractionPoints.Count == 0);
if (land != null)
{
map.SetCharacterCurrentGrid(data.Character, land);
}
}
}
public class RogueLikeGameData(Character character, int seed = -1)
{
public RogueState RogueState { get; set; } = RogueState.Init;
public Character Character { get; set; } = character;
public int Chapter { get; set; } = 1;
public OshimaRegion? CurrentRegion { get; set; } = null;
public string CurrentArea { get; set; } = "";
public List<Quest> CurrentQuests { get; set; } = [];
public int RoomId { get; set; } = -1;
public OshimaRegion? Chapter1Region { get; set; } = null;
public OshimaRegion? Chapter2Region { get; set; } = null;
public OshimaRegion? Chapter3Region { get; set; } = null;
public int Seed { get; } = -1;
public Random Random { get; } = seed == -1 ? new() : new(seed);
public GameMap? CurrentMap { get; set; } = null;
public GameMap? Region1Map { get; set; } = null;
public GameMap? Region2Map { get; set; } = null;
public GameMap? Region3Map { get; set; } = null;
public GameMap? ArkMap { get; set; } = null;
}
public enum RogueState
@ -371,12 +619,12 @@ namespace Milimoe.FunGame.Testing.Solutions
Chapter2InArk,
Chapter3InArk,
FinalInArk,
ExploringChapter1Area1,
ExploringChapter1Area2,
ExploringChapter2Area1,
ExploringChapter2Area2,
ExploringChapter3Area1,
ExploringChapter3Area2,
ExploringChapter1,
ArriveChapter1RallyPoint,
ExploringChapter2,
ArriveChapter2RallyPoint,
ExploringChapter3,
ArriveChapter3RallyPoint,
ExploringArk,
Chapter1BossBattle,
Chapter2BossBattle,
@ -384,4 +632,62 @@ namespace Milimoe.FunGame.Testing.Solutions
FinalBossBattle,
Finish
}
public enum InteractionPointType
{
/// <summary>
/// 普通战斗
/// </summary>
General,
/// <summary>
/// 精英
/// </summary>
Elite,
/// <summary>
/// 商店
/// </summary>
Store,
/// <summary>
/// 宝箱
/// </summary>
Treasure,
/// <summary>
/// 休息点
/// </summary>
Rest,
/// <summary>
/// 随机事件
/// </summary>
Change,
/// <summary>
/// 最大值标记,仅用于生成时限定范围
/// </summary>
MaxValueMark
}
public class RogueLikeMap : GameMap
{
public override string Name => "milimoe.fungame.roguelike.map";
public override string Description => "GameMap for RogueLike";
public override string Version => "1.0.0";
public override string Author => "Milimoe";
public override int Length => 8;
public override int Width => 8;
public override int Height => 1;
public override float Size => 3;
public RogueLikeGameData? RogueLikeGameData { get; set; } = default;
public override GameMap InitGamingQueue(IGamingQueue queue)
{
return new RogueLikeMap();
}
}
}

View File

@ -1,7 +1,6 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Model;
using Milimoe.FunGame.Core.Model;
using Milimoe.FunGame.Testing.Solutions;
using Oshima.FunGame.OshimaModules.Regions;
using Oshima.FunGame.WebAPI.Controllers;
namespace Milimoe.FunGame.Testing.Tests
{
@ -13,16 +12,16 @@ namespace Milimoe.FunGame.Testing.Tests
public RogueLike RogueLike { get; set; }
public RogueLikeServer RogueLikeServer { get; set; }
public RogueLikeTest()
public RogueLikeTest(FunGameController controller)
{
RogueLikeDispatcher dispatcher = new();
RogueLikeDispatcher dispatcher = new(controller);
RogueLike = new(dispatcher);
RogueLikeServer = new(dispatcher);
dispatcher.RogueLikeInstance = RogueLike;
dispatcher.RogueLikeServer = RogueLikeServer;
RogueLike.ReadInputStringHandler += RogueLike_ReadInputStringHandler;
RogueLike.ReadInputNumberHandler += RogueLike_ReadInputNumberHandler;
RogueLike.ReadInputInGameResponseHandler += RogueLike_ReadInputInGameResponseHandler;
RogueLike.ReadInputInquiryResponseHandler += RogueLike_ReadInputInGameResponseHandler;
}
/// <summary>
@ -180,8 +179,9 @@ namespace Milimoe.FunGame.Testing.Tests
/// <summary>
/// 仅本地测试原型用,实际使用时需替换为网络层
/// </summary>
public class RogueLikeDispatcher
public class RogueLikeDispatcher(FunGameController controller)
{
public FunGameController Controller { get; set; } = controller;
public RogueLike? RogueLikeInstance { get; set; } = null;
public RogueLikeServer? RogueLikeServer { get; set; } = null;
@ -193,6 +193,12 @@ namespace Milimoe.FunGame.Testing.Tests
RogueLikeInstance.WriteLine(str);
}
public void AddDialog(string speaker, string message)
{
if (RogueLikeInstance is null) return;
RogueLikeInstance.AddDialog(speaker, message);
}
public async Task<List<string>> GetChoiceResultsAsync(InquiryOptions options, Dictionary<string, object> args)
{
if (RogueLikeInstance is null) return [];
@ -211,10 +217,10 @@ namespace Milimoe.FunGame.Testing.Tests
return await RogueLikeInstance.GetTextResultsAsync(args);
}
public async Task<InquiryResponse> GetInGameResponse(InquiryOptions options)
public async Task<InquiryResponse> GetInquiryResponse(InquiryOptions options)
{
if (RogueLikeInstance is null) return new(options);
return await RogueLikeInstance.GetInGameResponse(options);
return await RogueLikeInstance.GetInquiryResponse(options);
}
public async Task DataRequestComplete(Guid guid, DataRequestArgs response)
@ -242,19 +248,6 @@ namespace Milimoe.FunGame.Testing.Tests
}
}
public class RogueLikeGameData(Character character)
{
public RogueState RogueState { get; set; } = RogueState.Init;
public Character Character { get; set; } = character;
public int Chapter { get; set; } = 1;
public OshimaRegion? CurrentRegion { get; set; } = null;
public string CurrentArea { get; set; } = "";
public int RoomId { get; set; } = -1;
public OshimaRegion? Chapter1Region { get; set; } = null;
public OshimaRegion? Chapter2Region { get; set; } = null;
public OshimaRegion? Chapter3Region { get; set; } = null;
}
public class DataRequestArgs(string type)
{
public string RequestType { get; } = type;