使用新版随机回合奖励

This commit is contained in:
milimoe 2025-04-15 00:32:19 +08:00
parent 11fe82ea71
commit aca9210128
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
2 changed files with 18 additions and 61 deletions

View File

@ -22,8 +22,8 @@ im.Load();
FunGameService.InitFunGame();
FunGameSimulation.InitFunGameSimulation();
List<string> strings = await Milimoe.FunGame.Testing.Tests.FunGameSimulation.StartGame(true, false);
strings.ForEach(Console.WriteLine);
await Milimoe.FunGame.Testing.Tests.FunGameSimulation.StartGame(true, false);
//strings.ForEach(Console.WriteLine);
//_ = new Milimoe.FunGame.Testing.Tests.ActivityExample();

View File

@ -99,7 +99,9 @@ namespace Milimoe.FunGame.Testing.Tests
if (int.TryParse(input, out int id) && characters.FirstOrDefault(c => c.Id == id) is Character c)
{
player = c;
Console.WriteLine($"选择了 [ {player} ]");
Console.WriteLine($"选择了 [ {player} ]\r\n{player.GetInfo()}");
Console.WriteLine($"按任意键继续. . .");
Console.ReadKey();
break;
}
}
@ -179,7 +181,18 @@ namespace Milimoe.FunGame.Testing.Tests
int maxRound = 999;
// 随机回合奖励
Dictionary<int, List<Skill>> roundRewards = FunGameService.GenerateRoundRewards(maxRound);
Dictionary<long, bool> effects = [];
foreach (EffectID id in FunGameConstant.RoundRewards.Keys)
{
long effectID = (long)id;
bool isActive = false;
if (effectID > (long)EffectID.Active_Start)
{
isActive = true;
}
effects.Add(effectID, isActive);
}
actionQueue.InitRoundRewards(maxRound, 1, effects, id => FunGameConstant.RoundRewards[(EffectID)id]);
int i = 1;
while (i < maxRound)
@ -212,67 +225,11 @@ namespace Milimoe.FunGame.Testing.Tests
// 处理回合
if (characterToAct != null)
{
// 获取回合奖励
List<Skill> skillRewards = [];
if (roundRewards.TryGetValue(i, out List<Skill>? effectList) && effectList != null)
{
skillRewards = [.. effectList];
}
WriteLine($"=== Round {i++} ===");
WriteLine("现在是 [ " + characterToAct + " ] 的回合!");
// 实际的回合奖励
List<Skill> realSkillRewards = [];
if (skillRewards.Count > 0)
{
foreach (Skill skill in skillRewards)
{
Dictionary<string, object> effectArgs = [];
if (FunGameConstant.RoundRewards.TryGetValue((EffectID)skill.Id, out Dictionary<string, object>? dict) && dict != null)
{
effectArgs = new(dict);
}
Dictionary<string, object> args = new()
{
{ "skill", skill },
{ "values", effectArgs }
};
skill.GamingQueue = actionQueue;
skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>(skill.Id, "", args));
skill.Character = characterToAct;
skill.Level = 1;
actionQueue.LastRound.RoundRewards.Add(skill);
WriteLine($"[ {characterToAct} ] 获得了回合奖励!{skill.Description}".Trim());
if (skill.IsActive)
{
actionQueue.LastRound.Targets.Add(characterToAct);
skill.OnSkillCasted(actionQueue, characterToAct, [characterToAct]);
}
else
{
characterToAct.Skills.Add(skill);
realSkillRewards.Add(skill);
}
}
}
bool isGameEnd = await actionQueue.ProcessTurnAsync(characterToAct);
if (realSkillRewards.Count > 0)
{
foreach (Skill skill in realSkillRewards)
{
foreach (Effect e in skill.Effects)
{
e.OnEffectLost(characterToAct);
characterToAct.Effects.Remove(e);
}
characterToAct.Skills.Remove(skill);
skill.Character = null;
}
}
if (isGameEnd)
{
result.Add(Msg);