添加动态扩展测试

This commit is contained in:
milimoe 2024-10-23 00:10:44 +08:00
parent 8cea6dfa3e
commit 775c90c594
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
16 changed files with 401 additions and 27 deletions

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@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Testing.Effects
public (Skill skill, Character? source, Item? item, double exCdr) : base(skill)
{
ActionQueue = skill.ActionQueue;
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
= exCdr;

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@ -43,7 +43,7 @@ namespace Milimoe.FunGame.Testing.Effects
public (Skill skill, Character? source, Item? item, double reduce) : base(skill)
{
ActionQueue = skill.ActionQueue;
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
= reduce;

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@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Testing.Effects
public (Skill skill, Character? source, Item? item, double exATK) : base(skill)
{
ActionQueue = skill.ActionQueue;
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
= exATK;

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@ -27,7 +27,7 @@ namespace Milimoe.FunGame.Testing.Effects
public (Skill skill, Character? source, Item? item, double reduce) : base(skill)
{
ActionQueue = skill.ActionQueue;
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
= reduce;

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@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Testing.Effects
public (Skill skill, Character? source, Item? item, double exDef) : base(skill)
{
ActionQueue = skill.ActionQueue;
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
= exDef;

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@ -0,0 +1,42 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects
{
public class ExATK : Effect
{
public override long Id => 8001;
public override string Name => "攻击力加成";
public override string Description => $"增加角色 {实际攻击力加成} 点攻击力。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
{
character.ExATK2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExATK2 -= ;
}
public ExATK(Skill skill, Character? source, Item? item) : base(skill)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (skill.OtherArgs.Count > 0)
{
IEnumerable<string> keys = skill.OtherArgs.Keys.Where(s => s.Equals("exatk", StringComparison.CurrentCultureIgnoreCase));
if (keys.Any() && double.TryParse(skill.OtherArgs[keys.First()].ToString(), out double exATK))
{
= exATK;
}
}
}
}
}

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@ -0,0 +1,42 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects
{
public class ExDEF : Effect
{
public override long Id => 8002;
public override string Name => "物理护甲加成";
public override string Description => $"增加角色 {实际物理护甲加成} 点物理护甲。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
{
character.ExDEF2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExDEF2 -= ;
}
public ExDEF(Skill skill, Character? source, Item? item) : base(skill)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (skill.OtherArgs.Count > 0)
{
IEnumerable<string> keys = skill.OtherArgs.Keys.Where(s => s.Equals("exdef", StringComparison.CurrentCultureIgnoreCase));
if (keys.Any() && double.TryParse(skill.OtherArgs[keys.First()].ToString(), out double exDEF))
{
= exDEF;
}
}
}
}
}

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@ -0,0 +1,42 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Effects
{
public class ExSTR : Effect
{
public override long Id => 8003;
public override string Name => "力量加成";
public override string Description => $"增加角色 {实际力量加成} 点力量。" + (!TargetSelf ? $"来自:[ {Source} ]" + (Item != null ? $" 的 [ {Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public override bool TargetSelf => true;
public Item? Item { get; }
private readonly double = 0;
public override void OnEffectGained(Character character)
{
character.ExDEF2 += ;
}
public override void OnEffectLost(Character character)
{
character.ExDEF2 -= ;
}
public ExSTR(Skill skill, Character? source, Item? item) : base(skill)
{
GamingQueue = skill.GamingQueue;
Source = source;
Item = item;
if (skill.OtherArgs.Count > 0)
{
IEnumerable<string> keys = skill.OtherArgs.Keys.Where(s => s.Equals("exstr", StringComparison.CurrentCultureIgnoreCase));
if (keys.Any() && double.TryParse(skill.OtherArgs[keys.First()].ToString(), out double exSTR))
{
= exSTR;
}
}
}
}
}

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@ -22,7 +22,7 @@ namespace Milimoe.FunGame.Testing.Effects
public (Skill skill, Character sourceCharacter, bool durative = false, double duration = 0, int durationTurn = 1) : base(skill)
{
ActionQueue = skill.ActionQueue;
GamingQueue = skill.GamingQueue;
_sourceCharacter = sourceCharacter;
_durative = durative;
_duration = duration;

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@ -17,7 +17,7 @@ namespace Milimoe.FunGame.Testing.Effects
public (Skill skill, Character sourceCharacter) : base(skill)
{
ActionQueue = skill.ActionQueue;
GamingQueue = skill.GamingQueue;
_sourceCharacter = sourceCharacter;
}
}

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@ -9,6 +9,14 @@
<RootNamespace>Milimoe.$(MSBuildProjectName.Replace(" ", "_"))</RootNamespace>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<NoWarn>1701;1702;IDE0130</NoWarn>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<NoWarn>1701;1702;IDE0130</NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="FunGame.Core">
<HintPath>..\..\FunGame.Core\bin\Debug\net8.0\FunGame.Core.dll</HintPath>

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@ -1,3 +1,3 @@
using Milimoe.FunGame.Testing.Tests;
_ = new WebSocketTest();
_ = new SkillJSONTest();

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@ -35,12 +35,12 @@ namespace Milimoe.FunGame.Testing.Skills
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && isNormalAttack && == 0 && ! && ActionQueue != null)
if (character == Skill.Character && isNormalAttack && == 0 && ! && GamingQueue != null)
{
WriteLine($"[ {character} ] 发动了心灵之火!额外进行一次普通攻击!");
= ;
= true;
character.NormalAttack.Attack(ActionQueue, character, enemy);
character.NormalAttack.Attack(GamingQueue, character, enemy);
}
if (character == Skill.Character && )

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@ -20,7 +20,7 @@ namespace Addons
public override string Author => "FunGamer";
protected override bool BeforeLoad()
protected override bool BeforeLoad(params object[] objs)
{
EntityModuleConfig<Character> config = new(ExampleGameModuleConstant.Example, ExampleGameModuleConstant.ExampleCharacter)
{

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@ -1,9 +1,10 @@
using System.Text;
using Milimoe.FunGame.Testing.Items;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Common.Addon;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Model;
using Milimoe.FunGame.Testing.Items;
using Milimoe.FunGame.Testing.Skills;
namespace Milimoe.FunGame.Testing.Tests
@ -293,11 +294,11 @@ namespace Milimoe.FunGame.Testing.Tests
if (PrintOut) characters.ForEach(c => Console.WriteLine(c.GetInfo()));
// 创建顺序表并排序
ActionQueue actionQueue = new(characters, WriteLine);
ActionQueue ActionQueue = new(characters, WriteLine);
if (PrintOut) Console.WriteLine();
// 显示初始顺序表
actionQueue.DisplayQueue();
ActionQueue.DisplayQueue();
if (PrintOut) Console.WriteLine();
// 总游戏时长
@ -305,7 +306,7 @@ namespace Milimoe.FunGame.Testing.Tests
// 开始空投
Msg = "";
(actionQueue, totalTime);
(ActionQueue, totalTime);
if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
// 总回合数
@ -327,15 +328,15 @@ namespace Milimoe.FunGame.Testing.Tests
foreach (Character c in characters.Where(c => c != winner && c.HP > 0))
{
WriteLine("[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
actionQueue.DeathCalculation(winner, c);
ActionQueue.DeathCalculation(winner, c);
}
actionQueue.EndGameInfo(winner);
ActionQueue.EndGameInfo(winner);
result.Add(Msg);
break;
}
// 检查是否有角色可以行动
Character? characterToAct = actionQueue.NextCharacter();
Character? characterToAct = ActionQueue.NextCharacter();
// 处理回合
if (characterToAct != null)
@ -343,23 +344,23 @@ namespace Milimoe.FunGame.Testing.Tests
WriteLine($"=== Round {i++} ===");
WriteLine("现在是 [ " + characterToAct + " ] 的回合!");
bool isGameEnd = actionQueue.ProcessTurn(characterToAct);
bool isGameEnd = ActionQueue.ProcessTurn(characterToAct);
if (isGameEnd)
{
result.Add(Msg);
break;
}
actionQueue.DisplayQueue();
ActionQueue.DisplayQueue();
WriteLine("");
}
// 模拟时间流逝
totalTime += actionQueue.TimeLapse();
totalTime += ActionQueue.TimeLapse();
if (actionQueue.Eliminated.Count > deaths)
if (ActionQueue.Eliminated.Count > deaths)
{
deaths = actionQueue.Eliminated.Count;
deaths = ActionQueue.Eliminated.Count;
if (!isWeb)
{
string roundMsg = Msg;
@ -386,10 +387,10 @@ namespace Milimoe.FunGame.Testing.Tests
int top = isWeb ? 12 : 6;
Msg = $"=== 伤害排行榜 TOP{top} ===\r\n";
int count = 1;
foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.TotalDamage).Select(d => d.Key))
foreach (Character character in ActionQueue.CharacterStatistics.OrderByDescending(d => d.Value.TotalDamage).Select(d => d.Key))
{
StringBuilder builder = new();
CharacterStatistics stats = actionQueue.CharacterStatistics[character];
CharacterStatistics stats = ActionQueue.CharacterStatistics[character];
builder.AppendLine($"{count}. [ {character.ToStringWithLevel()} ] {stats.Kills} / {stats.Assists}");
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}");
@ -457,9 +458,9 @@ namespace Milimoe.FunGame.Testing.Tests
// 显示每个角色的信息
if (isWeb)
{
for (i = actionQueue.Eliminated.Count - 1; i >= 0; i--)
for (i = ActionQueue.Eliminated.Count - 1; i >= 0; i--)
{
Character character = actionQueue.Eliminated[i];
Character character = ActionQueue.Eliminated[i];
result.Add($"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
}
}

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@ -0,0 +1,239 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Testing.Effects;
using Milimoe.FunGame.Testing.Items;
using Milimoe.FunGame.Testing.Skills;
using MilimoeFunGame.Testing.Characters;
namespace Milimoe.FunGame.Testing.Tests
{
internal class SkillJSONTest
{
public SkillJSONTest()
{
//EntityModuleConfig<Character> config = new(nameof(SkillJSONTest), nameof(Character))
//{
// { "Oshima", OshimaCharacters.Oshima },
// { "Xinyin", OshimaCharacters.Xinyin },
// { "Yang", OshimaCharacters.Yang },
// { "NanGanyu", OshimaCharacters.NanGanyu },
// { "NiuNan", OshimaCharacters.NiuNan },
// { "Mayor", OshimaCharacters.Mayor },
// { "马猴烧酒", OshimaCharacters.马猴烧酒 },
// { "QingXiang", OshimaCharacters.QingXiang },
// { "QWQAQW", OshimaCharacters.QWQAQW },
// { "ColdBlue", OshimaCharacters.ColdBlue },
// { "绿拱门", OshimaCharacters.绿拱门 },
// { "QuDuoduo", OshimaCharacters.QuDuoduo }
//};
//config.SaveConfig();
EntityModuleConfig<Skill> config2 = new(nameof(SkillJSONTest), nameof(Skill));
Character c = Factory.GetCharacter();
List<Skill> listSkill = [];
listSkill.Add(new (c));
foreach (Skill s in listSkill)
{
config2.Add(s.Name, s);
}
config2.SaveConfig();
config2.LoadConfig();
foreach (string key in config2.Keys)
{
Skill prev = config2[key];
Skill? next = GetSkill(prev.Id, prev.Name, prev.SkillType);
if (next != null)
{
config2[key] = next;
}
Skill skill = config2[key];
foreach (Effect effect in skill.Effects.ToList())
{
Effect? newEffect = GetEffect(effect.Id, effect.Name, skill);
if (newEffect != null)
{
skill.Effects.Remove(effect);
skill.Effects.Add(newEffect);
}
}
}
Console.WriteLine(string.Join("\r\n", config2.Values));
EntityModuleConfig<Item> config3 = new(nameof(SkillJSONTest), nameof(Item)); ;
//EntityModuleConfig<Item> config3 = new(nameof(SkillJSONTest), nameof(Item))
//{
// { "攻击之爪10", new 攻击之爪10() }
//};
//config3.SaveConfig();
config3.LoadConfig();
foreach (string key in config3.Keys)
{
Item prev = config3[key];
Item? next = GetItem(prev.Id, prev.Name, prev.ItemType);
if (next != null)
{
prev.SetPropertyToItemModuleNew(next);
config3[key] = next;
}
Item item = config3[key];
HashSet<Skill> skills = item.Skills.Passives;
if (item.Skills.Active != null) skills.Add(item.Skills.Active);
foreach (Skill skill in skills.ToList())
{
Skill? newSkill = GetSkill(skill.Id, skill.Name, skill.SkillType);
if (newSkill != null)
{
if (newSkill.IsActive)
{
item.Skills.Active = newSkill;
}
else
{
item.Skills.Passives.Remove(skill);
item.Skills.Passives.Add(newSkill);
}
}
Skill s = newSkill ?? skill;
foreach (Effect effect in s.Effects.ToList())
{
Effect? newEffect = GetEffect(effect.Id, effect.Name, skill);
if (newEffect != null)
{
skill.Effects.Remove(effect);
skill.Effects.Add(newEffect);
}
}
}
}
Console.WriteLine(string.Join("\r\n", config3.Values));
}
public static Item? GetItem(long id, string name, ItemType type)
{
if (type == ItemType.Accessory)
{
switch ((AccessoryID)id)
{
case AccessoryID.10:
return new 10();
case AccessoryID.30:
return new 30();
case AccessoryID.50:
return new 50();
}
}
return null;
}
public static Skill? GetSkill(long id, string name, SkillType type)
{
if (type == SkillType.Magic)
{
switch ((MagicID)id)
{
case MagicID.:
return new ();
}
}
if (type == SkillType.Skill)
{
switch ((SkillID)id)
{
case SkillID.:
return new ();
}
}
if (type == SkillType.SuperSkill)
{
switch ((SuperSkillID)id)
{
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
case SuperSkillID.:
return new ();
}
}
if (type == SkillType.Passive)
{
switch ((PassiveID)id)
{
case PassiveID.META马:
return new META马();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
case PassiveID.:
return new ();
}
switch ((ItemPassiveID)id)
{
case ItemPassiveID.:
return new ();
}
}
return null;
}
public static Effect? GetEffect(long id, string name, Skill skill)
{
switch (id)
{
case 8001:
return new ExATK(skill, null, null);
case 8002:
return new ExDEF(skill, null, null);
case 8003:
return new ExSTR(skill, null, null);
default:
break;
}
return null;
}
}
}