diff --git a/Library/Tests/FunGame.cs b/Library/Tests/FunGame.cs index 9566c65..a960d19 100644 --- a/Library/Tests/FunGame.cs +++ b/Library/Tests/FunGame.cs @@ -316,10 +316,11 @@ namespace Milimoe.FunGame.Testing.Tests stats.MVPs++; mvpBuilder.AppendLine($"[ {mvp.ToStringWithLevel()} ]"); mvpBuilder.AppendLine($"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 : "")}"); - mvpBuilder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}"); - mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}"); - mvpBuilder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}"); - mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}"); + mvpBuilder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}"); + mvpBuilder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}"); + mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}"); + mvpBuilder.AppendLine($"总承受伤害:{stats.TotalTakenDamage:0.##} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 总承受魔法伤害:{stats.TotalTakenMagicDamage:0.##}"); + mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}"); } int top = isWeb ? actionQueue.CharacterStatistics.Count : 0; // 回执多少个角色的统计信息 @@ -349,10 +350,11 @@ namespace Milimoe.FunGame.Testing.Tests CharacterStatistics stats = actionQueue.CharacterStatistics[character]; builder.AppendLine($"{(isWeb ? count + ". " : "")}[ {character.ToStringWithLevel()} ]"); builder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}"); - builder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}"); - builder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}"); - builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}"); - builder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}"); + builder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}"); + builder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}"); + builder.AppendLine($"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.##}"); + builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage:0.##} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 总承受魔法伤害:{stats.TotalTakenMagicDamage:0.##}"); + builder.Append($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}"); if (count++ <= top) { WriteLine(builder.ToString()); @@ -795,9 +797,11 @@ namespace Milimoe.FunGame.Testing.Tests totalStats.TotalTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage + stats.TotalTakenPhysicalDamage); totalStats.TotalTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage + stats.TotalTakenMagicDamage); totalStats.TotalTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage + stats.TotalTakenRealDamage); + totalStats.TotalHeal = Calculation.Round2Digits(totalStats.TotalHeal + stats.TotalHeal); totalStats.LiveRound += stats.LiveRound; totalStats.ActionTurn += stats.ActionTurn; totalStats.LiveTime = Calculation.Round2Digits(totalStats.LiveTime + stats.LiveTime); + totalStats.ControlTime = Calculation.Round2Digits(totalStats.ControlTime + stats.ControlTime); totalStats.TotalEarnedMoney += stats.TotalEarnedMoney; totalStats.Kills += stats.Kills; totalStats.Deaths += stats.Deaths; @@ -826,9 +830,11 @@ namespace Milimoe.FunGame.Testing.Tests totalStats.AvgTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage / totalStats.Plays); totalStats.AvgTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage / totalStats.Plays); totalStats.AvgTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage / totalStats.Plays); + totalStats.AvgHeal = Calculation.Round2Digits(totalStats.TotalHeal / totalStats.Plays); totalStats.AvgLiveRound = totalStats.LiveRound / totalStats.Plays; totalStats.AvgActionTurn = totalStats.ActionTurn / totalStats.Plays; totalStats.AvgLiveTime = Calculation.Round2Digits(totalStats.LiveTime / totalStats.Plays); + totalStats.AvgControlTime = Calculation.Round2Digits(totalStats.ControlTime / totalStats.Plays); totalStats.AvgEarnedMoney = totalStats.TotalEarnedMoney / totalStats.Plays; totalStats.Winrates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Wins) / Convert.ToDouble(totalStats.Plays)); totalStats.Top3rates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Top3s) / Convert.ToDouble(totalStats.Plays));