修复生命值回复问题

This commit is contained in:
milimoe 2025-01-09 01:21:19 +08:00
parent 4a138031a1
commit 7a565b0a33
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
4 changed files with 306 additions and 2 deletions

View File

@ -18,6 +18,8 @@ im.Load();
FunGameService.InitFunGame();
FunGameSimulation.InitFunGameSimulation();
_ = new Milimoe.FunGame.Testing.Tests.ActivityExample();
//List<string> strings = FunGameSimulation.StartGame(true, false, true);
//strings.ForEach(Console.WriteLine);

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@ -0,0 +1,189 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Milimoe.FunGame.Testing.Solutions
{
public enum ActivityState
{
Future,
Upcoming,
InProgress,
Ended
}
public enum RedeemResult
{
Success,
StockNotEnough,
PointsNotEnough
}
public class Activity(long id, string name, DateTime startTime, DateTime endTime)
{
public long Id { get; set; } = id;
public string Name { get; set; } = name;
public DateTime StartTime { get; set; } = startTime;
public DateTime EndTime { get; set; } = endTime;
public ActivityState State { get; private set; } = ActivityState.Future;
public List<Quest> Quests { get; set; } = [];
public Store Store { get; set; } = new Store();
// 事件
public event EventHandler<ActivityStateChangedEventArgs>? ActivityStateChanged;
public event EventHandler<UserAccessEventArgs>? UserAccessCheck;
public void UpdateState()
{
ActivityState newState;
DateTime now = DateTime.Now;
if (now < StartTime)
{
newState = ActivityState.Future;
}
else if (now >= StartTime && now < StartTime.AddHours(1))
{
newState = ActivityState.Upcoming;
}
else if (now >= StartTime && now < EndTime)
{
newState = ActivityState.InProgress;
}
else
{
newState = ActivityState.Ended;
}
if (State != newState)
{
State = newState;
OnActivityStateChanged(new ActivityStateChangedEventArgs(State));
}
}
protected virtual void OnActivityStateChanged(ActivityStateChangedEventArgs e)
{
ActivityStateChanged?.Invoke(this, e);
}
public bool AllowUserAccess(long userId)
{
UserAccessEventArgs args = new(userId, State, StartTime, EndTime);
UserAccessCheck?.Invoke(this, args);
return args.AllowAccess;
}
public void AddQuest(Quest quest)
{
Quests.Add(quest);
}
public void RemoveQuest(Quest quest)
{
Quests.Remove(quest);
}
public void UpdateQuestStatus(long questId, QuestState newStatus)
{
var quest = Quests.FirstOrDefault(q => q.Id == questId);
if (quest != null)
{
quest.Status = newStatus;
// 可选:触发任务状态更新事件
}
}
}
public class ActivityStateChangedEventArgs(ActivityState newState) : EventArgs
{
public ActivityState NewState { get; } = newState;
}
public class UserAccessEventArgs(long userId, ActivityState activityState, DateTime startTime, DateTime endTime) : EventArgs
{
public long UserId { get; } = userId;
public ActivityState ActivityState { get; } = activityState;
public DateTime StartTime { get; } = startTime;
public DateTime EndTime { get; } = endTime;
public bool AllowAccess { get; set; } = false; // 默认不允许访问
}
public class Points(long userId, int amount = 0)
{
public long UserId { get; set; } = userId;
public int Amount { get; set; } = amount;
public void AddPoints(int amount)
{
Amount += amount;
}
public void RemovePoints(int amount)
{
if (Amount >= amount)
{
Amount -= amount;
}
else
{
throw new InvalidOperationException("积分不足!");
}
}
}
public class Store
{
public List<Item> Items { get; set; } = [];
public Dictionary<long, int> ItemPrices { get; set; } = []; // ItemId, Price
public Dictionary<long, int> ItemStocks { get; set; } = []; // ItemId, Stock
/// <summary>
/// 添加物品到商店
/// </summary>
/// <param name="item">物品</param>
/// <param name="price">价格</param>
/// <param name="stock">库存</param>
public void AddItem(Item item, int price, int stock)
{
Items.Add(item);
ItemPrices[item.Id] = price;
ItemStocks[item.Id] = stock;
}
public void RemoveItem(Item item)
{
Items.Remove(item);
ItemPrices.Remove(item.Id);
ItemStocks.Remove(item.Id);
}
public RedeemResult TryRedeemItem(Points points, long itemId)
{
if (!ItemPrices.TryGetValue(itemId, out int price))
{
throw new ArgumentException($"商品 {itemId} 不存在!");
}
if (!ItemStocks.TryGetValue(itemId, out int stock))
{
throw new ArgumentException($"商品 {itemId} 不存在!");
}
if (stock <= 0)
{
return RedeemResult.StockNotEnough; // 库存不足
}
if (points.Amount < price)
{
return RedeemResult.PointsNotEnough; // 积分不足
}
points.RemovePoints(price);
ItemStocks[itemId]--; // 减少库存
// 可选:记录兑换记录
return RedeemResult.Success; // 兑换成功
}
}
}

View File

@ -24,7 +24,7 @@ namespace ConverterExample
return new();
}
public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Address result)
public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Address result, Dictionary<string, object> convertingContext)
{
result ??= new();
switch (propertyName)
@ -57,7 +57,7 @@ namespace ConverterExample
return new();
}
public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Person result)
public override void ReadPropertyName(ref Utf8JsonReader reader, string propertyName, JsonSerializerOptions options, ref Person result, Dictionary<string, object> convertingContext)
{
result ??= new();
switch (propertyName)

View File

@ -0,0 +1,113 @@
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Testing.Solutions;
namespace Milimoe.FunGame.Testing.Tests
{
public class ActivityExample
{
public ActivityExample()
{
// 创建活动
Activity activity = new(1, "新年活动", new DateTime(2025, 1, 1, 0, 0, 0), new DateTime(2025, 1, 15, 23, 59, 59));
// 添加任务
Quest continuousQuest = new()
{
Id = 1,
Name = "每日登录",
Description = "每日登录游戏",
EstimatedMinutes = 1,
Awards = new Dictionary<string, int> { { "积分", 10 } },
QuestType = QuestType.Continuous
};
Quest immediateQuest = new()
{
Id = 2,
Name = "新手引导",
Description = "完成新手引导",
Awards = new Dictionary<string, int> { { "积分", 20 } },
QuestType = QuestType.Immediate
};
Quest progressiveQuest = new()
{
Id = 3,
Name = "击败Boss",
Description = "击败Boss",
Awards = new Dictionary<string, int> { { "积分", 30 } },
QuestType = QuestType.Progressive,
MaxProgress = 10,
Progress = 5
};
activity.AddQuest(continuousQuest);
activity.AddQuest(immediateQuest);
activity.AddQuest(progressiveQuest);
// 添加商店物品
Item item1 = Factory.GetItem();
item1.Id = 1;
item1.Name = "金币";
item1.Description = "游戏金币";
Item item2 = Factory.GetItem();
item2.Id = 2;
item2.Name = "道具";
item2.Description = "游戏道具";
activity.Store.AddItem(item1, 100, 10);
activity.Store.AddItem(item2, 200, 10);
// 订阅活动状态改变事件
activity.ActivityStateChanged += (sender, e) =>
{
Console.WriteLine($"活动状态已改变为:{e.NewState}");
};
// 订阅用户访问检查事件
activity.UserAccessCheck += (sender, e) =>
{
if (e.ActivityState == ActivityState.InProgress)
{
e.AllowAccess = true; // 只有进行中状态才允许访问
}
else
{
Console.WriteLine($"用户 {e.UserId} 尝试访问活动,但当前状态为 {e.ActivityState},不允许访问。");
}
};
// 模拟用户访问
long userId = 123;
Points points = new(userId, 30000);
while (true)
{
activity.UpdateState(); // 定时更新活动状态
if (activity.AllowUserAccess(userId))
{
Console.WriteLine(string.Join("\r\n", activity.Quests));
Console.WriteLine($"用户 {userId} 成功访问活动!");
// 模拟用户兑换物品
RedeemResult result = activity.Store.TryRedeemItem(points, 1);
switch (result)
{
case RedeemResult.Success:
Console.WriteLine($"用户 {userId} 成功兑换了 {item1.Name}");
break;
case RedeemResult.StockNotEnough:
Console.WriteLine($"用户 {userId} 兑换 {item1.Name} 失败,库存不足!");
break;
case RedeemResult.PointsNotEnough:
Console.WriteLine($"用户 {userId} 兑换 {item1.Name} 失败,积分不足!");
break;
}
Console.WriteLine($"用户 {userId} 当前积分:{points.Amount}");
}
//Thread.Sleep(1000); // 每秒检查一次
Console.ReadLine();
}
}
}
}