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https://github.com/milimoe/FunGame-Testing.git
synced 2025-04-20 19:29:34 +08:00
修复生命值回复问题
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4a138031a1
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7a565b0a33
@ -18,6 +18,8 @@ im.Load();
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FunGameService.InitFunGame();
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FunGameSimulation.InitFunGameSimulation();
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_ = new Milimoe.FunGame.Testing.Tests.ActivityExample();
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//List<string> strings = FunGameSimulation.StartGame(true, false, true);
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//strings.ForEach(Console.WriteLine);
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189
Library/Solutions/Activity.cs
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189
Library/Solutions/Activity.cs
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@ -0,0 +1,189 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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namespace Milimoe.FunGame.Testing.Solutions
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{
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public enum ActivityState
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{
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Future,
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Upcoming,
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InProgress,
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Ended
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}
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public enum RedeemResult
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{
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Success,
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StockNotEnough,
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PointsNotEnough
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}
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public class Activity(long id, string name, DateTime startTime, DateTime endTime)
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{
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public long Id { get; set; } = id;
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public string Name { get; set; } = name;
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public DateTime StartTime { get; set; } = startTime;
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public DateTime EndTime { get; set; } = endTime;
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public ActivityState State { get; private set; } = ActivityState.Future;
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public List<Quest> Quests { get; set; } = [];
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public Store Store { get; set; } = new Store();
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// 事件
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public event EventHandler<ActivityStateChangedEventArgs>? ActivityStateChanged;
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public event EventHandler<UserAccessEventArgs>? UserAccessCheck;
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public void UpdateState()
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{
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ActivityState newState;
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DateTime now = DateTime.Now;
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if (now < StartTime)
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{
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newState = ActivityState.Future;
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}
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else if (now >= StartTime && now < StartTime.AddHours(1))
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{
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newState = ActivityState.Upcoming;
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}
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else if (now >= StartTime && now < EndTime)
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{
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newState = ActivityState.InProgress;
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}
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else
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{
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newState = ActivityState.Ended;
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}
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if (State != newState)
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{
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State = newState;
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OnActivityStateChanged(new ActivityStateChangedEventArgs(State));
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}
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}
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protected virtual void OnActivityStateChanged(ActivityStateChangedEventArgs e)
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{
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ActivityStateChanged?.Invoke(this, e);
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}
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public bool AllowUserAccess(long userId)
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{
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UserAccessEventArgs args = new(userId, State, StartTime, EndTime);
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UserAccessCheck?.Invoke(this, args);
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return args.AllowAccess;
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}
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public void AddQuest(Quest quest)
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{
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Quests.Add(quest);
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}
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public void RemoveQuest(Quest quest)
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{
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Quests.Remove(quest);
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}
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public void UpdateQuestStatus(long questId, QuestState newStatus)
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{
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var quest = Quests.FirstOrDefault(q => q.Id == questId);
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if (quest != null)
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{
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quest.Status = newStatus;
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// 可选:触发任务状态更新事件
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}
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}
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}
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public class ActivityStateChangedEventArgs(ActivityState newState) : EventArgs
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{
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public ActivityState NewState { get; } = newState;
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}
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public class UserAccessEventArgs(long userId, ActivityState activityState, DateTime startTime, DateTime endTime) : EventArgs
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{
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public long UserId { get; } = userId;
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public ActivityState ActivityState { get; } = activityState;
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public DateTime StartTime { get; } = startTime;
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public DateTime EndTime { get; } = endTime;
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public bool AllowAccess { get; set; } = false; // 默认不允许访问
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}
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public class Points(long userId, int amount = 0)
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{
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public long UserId { get; set; } = userId;
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public int Amount { get; set; } = amount;
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public void AddPoints(int amount)
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{
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Amount += amount;
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}
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public void RemovePoints(int amount)
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{
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if (Amount >= amount)
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{
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Amount -= amount;
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}
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else
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{
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throw new InvalidOperationException("积分不足!");
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}
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}
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}
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public class Store
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{
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public List<Item> Items { get; set; } = [];
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public Dictionary<long, int> ItemPrices { get; set; } = []; // ItemId, Price
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public Dictionary<long, int> ItemStocks { get; set; } = []; // ItemId, Stock
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/// <summary>
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/// 添加物品到商店
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/// </summary>
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/// <param name="item">物品</param>
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/// <param name="price">价格</param>
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/// <param name="stock">库存</param>
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public void AddItem(Item item, int price, int stock)
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{
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Items.Add(item);
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ItemPrices[item.Id] = price;
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ItemStocks[item.Id] = stock;
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}
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public void RemoveItem(Item item)
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{
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Items.Remove(item);
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ItemPrices.Remove(item.Id);
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ItemStocks.Remove(item.Id);
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}
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public RedeemResult TryRedeemItem(Points points, long itemId)
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{
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if (!ItemPrices.TryGetValue(itemId, out int price))
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{
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throw new ArgumentException($"商品 {itemId} 不存在!");
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}
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if (!ItemStocks.TryGetValue(itemId, out int stock))
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{
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throw new ArgumentException($"商品 {itemId} 不存在!");
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}
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if (stock <= 0)
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{
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return RedeemResult.StockNotEnough; // 库存不足
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}
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if (points.Amount < price)
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{
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return RedeemResult.PointsNotEnough; // 积分不足
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}
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points.RemovePoints(price);
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ItemStocks[itemId]--; // 减少库存
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// 可选:记录兑换记录
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return RedeemResult.Success; // 兑换成功
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}
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}
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}
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@ -24,7 +24,7 @@ namespace ConverterExample
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return new();
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}
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public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Address result)
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public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Address result, Dictionary<string, object> convertingContext)
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{
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result ??= new();
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switch (propertyName)
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@ -57,7 +57,7 @@ namespace ConverterExample
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return new();
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}
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public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Person result)
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public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Person result, Dictionary<string, object> convertingContext)
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{
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result ??= new();
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switch (propertyName)
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113
Library/Tests/ActivityExample.cs
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113
Library/Tests/ActivityExample.cs
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@ -0,0 +1,113 @@
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Testing.Solutions;
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namespace Milimoe.FunGame.Testing.Tests
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{
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public class ActivityExample
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{
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public ActivityExample()
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{
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// 创建活动
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Activity activity = new(1, "新年活动", new DateTime(2025, 1, 1, 0, 0, 0), new DateTime(2025, 1, 15, 23, 59, 59));
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// 添加任务
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Quest continuousQuest = new()
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{
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Id = 1,
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Name = "每日登录",
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Description = "每日登录游戏",
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EstimatedMinutes = 1,
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Awards = new Dictionary<string, int> { { "积分", 10 } },
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QuestType = QuestType.Continuous
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};
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Quest immediateQuest = new()
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{
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Id = 2,
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Name = "新手引导",
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Description = "完成新手引导",
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Awards = new Dictionary<string, int> { { "积分", 20 } },
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QuestType = QuestType.Immediate
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};
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Quest progressiveQuest = new()
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{
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Id = 3,
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Name = "击败Boss",
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Description = "击败Boss",
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Awards = new Dictionary<string, int> { { "积分", 30 } },
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QuestType = QuestType.Progressive,
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MaxProgress = 10,
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Progress = 5
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};
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activity.AddQuest(continuousQuest);
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activity.AddQuest(immediateQuest);
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activity.AddQuest(progressiveQuest);
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// 添加商店物品
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Item item1 = Factory.GetItem();
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item1.Id = 1;
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item1.Name = "金币";
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item1.Description = "游戏金币";
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Item item2 = Factory.GetItem();
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item2.Id = 2;
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item2.Name = "道具";
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item2.Description = "游戏道具";
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activity.Store.AddItem(item1, 100, 10);
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activity.Store.AddItem(item2, 200, 10);
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// 订阅活动状态改变事件
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activity.ActivityStateChanged += (sender, e) =>
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{
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Console.WriteLine($"活动状态已改变为:{e.NewState}");
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};
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// 订阅用户访问检查事件
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activity.UserAccessCheck += (sender, e) =>
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{
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if (e.ActivityState == ActivityState.InProgress)
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{
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e.AllowAccess = true; // 只有进行中状态才允许访问
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}
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else
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{
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Console.WriteLine($"用户 {e.UserId} 尝试访问活动,但当前状态为 {e.ActivityState},不允许访问。");
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}
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};
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// 模拟用户访问
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long userId = 123;
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Points points = new(userId, 30000);
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while (true)
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{
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activity.UpdateState(); // 定时更新活动状态
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if (activity.AllowUserAccess(userId))
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{
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Console.WriteLine(string.Join("\r\n", activity.Quests));
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Console.WriteLine($"用户 {userId} 成功访问活动!");
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// 模拟用户兑换物品
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RedeemResult result = activity.Store.TryRedeemItem(points, 1);
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switch (result)
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{
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case RedeemResult.Success:
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Console.WriteLine($"用户 {userId} 成功兑换了 {item1.Name}!");
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break;
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case RedeemResult.StockNotEnough:
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Console.WriteLine($"用户 {userId} 兑换 {item1.Name} 失败,库存不足!");
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break;
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case RedeemResult.PointsNotEnough:
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Console.WriteLine($"用户 {userId} 兑换 {item1.Name} 失败,积分不足!");
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break;
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}
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Console.WriteLine($"用户 {userId} 当前积分:{points.Amount}");
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}
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//Thread.Sleep(1000); // 每秒检查一次
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Console.ReadLine();
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}
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}
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}
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}
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