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.Testing.Skills; namespace Milimoe.FunGame.Testing.Tests { public class FunGameSimulation { public static List Characters { get; } = []; public static bool IsRuning { get; set; } = false; public static bool IsWeb { get; set; } = false; public static bool PrintOut { get; set; } = false; public static string Msg { get; set; } = ""; public static List StartGame(bool printout, bool isWeb = false) { PrintOut = printout; IsWeb = isWeb; try { if (IsRuning) return ["游戏正在模拟中,请勿重复请求!"]; List result = []; int deaths = 0; Msg = ""; IsRuning = true; // M = 0, W = 7, P1 = 1, P3 = 1 // M = 1, W = 6, P1 = 2, P3 = 0 // M = 2, W = 4, P1 = 0, P3 = 2 // M = 2, W = 5, P1 = 0, P3 = 0 // M = 3, W = 3, P1 = 1, P3 = 1 // M = 4, W = 2, P1 = 2, P3 = 0 // M = 5, W = 0, P1 = 0, P3 = 2 // M = 5, W = 1, P1 = 0, P3 = 0 List list = new(Characters); if (list.Count > 11) { if (PrintOut) Console.WriteLine(); if (PrintOut) Console.WriteLine("Start!!!"); if (PrintOut) Console.WriteLine(); Character character1 = list[0].Copy(); Character character2 = list[1].Copy(); Character character3 = list[2].Copy(); Character character4 = list[3].Copy(); Character character5 = list[4].Copy(); Character character6 = list[5].Copy(); Character character7 = list[6].Copy(); Character character8 = list[7].Copy(); Character character9 = list[8].Copy(); Character character10 = list[9].Copy(); Character character11 = list[10].Copy(); Character character12 = list[11].Copy(); List characters = [ character1, character2, character3, character4, character5, character6, character7, character8, character9, character10, character11, character12 ]; int clevel = 60; int slevel = 6; int mlevel = 8; // 升级和赋能 for (int index = 0; index < characters.Count; index++) { Character c = characters[index]; c.Level = clevel; c.NormalAttack.Level = mlevel; Skill 冰霜攻击 = new 冰霜攻击(c) { Level = mlevel }; c.Skills.Add(冰霜攻击); Skill 疾风步 = new 疾风步(c) { Level = slevel }; c.Skills.Add(疾风步); if (c == character1) { Skill META马 = new META马(c) { Level = 1 }; c.Skills.Add(META马); Skill 力量爆发 = new 力量爆发(c) { Level = mlevel }; c.Skills.Add(力量爆发); } if (c == character2) { Skill 心灵之火 = new 心灵之火(c) { Level = 1 }; c.Skills.Add(心灵之火); Skill 天赐之力 = new 天赐之力(c) { Level = slevel }; c.Skills.Add(天赐之力); } if (c == character3) { Skill 魔法震荡 = new 魔法震荡(c) { Level = 1 }; c.Skills.Add(魔法震荡); Skill 魔法涌流 = new 魔法涌流(c) { Level = slevel }; c.Skills.Add(魔法涌流); } if (c == character4) { Skill 灵能反射 = new 灵能反射(c) { Level = 1 }; c.Skills.Add(灵能反射); Skill 三重叠加 = new 三重叠加(c) { Level = slevel }; c.Skills.Add(三重叠加); } if (c == character5) { Skill 智慧与力量 = new 智慧与力量(c) { Level = 1 }; c.Skills.Add(智慧与力量); Skill 变幻之心 = new 变幻之心(c) { Level = slevel }; c.Skills.Add(变幻之心); } if (c == character6) { Skill 致命打击 = new 致命打击(c) { Level = 1 }; c.Skills.Add(致命打击); Skill 精准打击 = new 精准打击(c) { Level = slevel }; c.Skills.Add(精准打击); } if (c == character7) { Skill 毁灭之势 = new 毁灭之势(c) { Level = 1 }; c.Skills.Add(毁灭之势); Skill 绝对领域 = new 绝对领域(c) { Level = slevel }; c.Skills.Add(绝对领域); } if (c == character8) { Skill 枯竭打击 = new 枯竭打击(c) { Level = 1 }; c.Skills.Add(枯竭打击); Skill 能量毁灭 = new 能量毁灭(c) { Level = slevel }; c.Skills.Add(能量毁灭); } if (c == character9) { Skill 玻璃大炮 = new 玻璃大炮(c) { Level = 1 }; c.Skills.Add(玻璃大炮); Skill 迅捷之势 = new 迅捷之势(c) { Level = slevel }; c.Skills.Add(迅捷之势); } if (c == character10) { Skill 累积之压 = new 累积之压(c) { Level = 1 }; c.Skills.Add(累积之压); Skill 嗜血本能 = new 嗜血本能(c) { Level = slevel }; c.Skills.Add(嗜血本能); } if (c == character11) { Skill 敏捷之刃 = new 敏捷之刃(c) { Level = 1 }; c.Skills.Add(敏捷之刃); Skill 平衡强化 = new 平衡强化(c) { Level = slevel }; c.Skills.Add(平衡强化); } if (c == character12) { Skill 弱者猎手 = new 弱者猎手(c) { Level = 1 }; c.Skills.Add(弱者猎手); Skill 血之狂欢 = new 血之狂欢(c) { Level = slevel }; c.Skills.Add(血之狂欢); } } // 显示角色信息 if (PrintOut) characters.ForEach(c => Console.WriteLine(c.GetInfo())); // 创建顺序表并排序 ActionQueue actionQueue = new(characters, WriteLine); if (PrintOut) Console.WriteLine(); // 显示初始顺序表 actionQueue.DisplayQueue(); if (PrintOut) Console.WriteLine(); // 总游戏时长 double totalTime = 0; // 开始空投 Msg = ""; 空投(actionQueue, totalTime); if (isWeb) result.Add("=== 空投 ===\r\n" + Msg); // 总回合数 int i = 1; while (i < 999) { Msg = ""; if (i == 998) { WriteLine($"=== 终局审判 ==="); Dictionary 他们的血量百分比 = []; foreach (Character c in characters) { 他们的血量百分比.TryAdd(c, Calculation.Round4Digits(c.HP / c.MaxHP)); } double max = 他们的血量百分比.Values.Max(); Character winner = 他们的血量百分比.Keys.Where(c => 他们的血量百分比[c] == max).First(); WriteLine("[ " + winner + " ] 成为了天选之人!!"); foreach (Character c in characters.Where(c => c != winner && c.HP > 0)) { WriteLine("[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。"); actionQueue.DeathCalculation(winner, c); } actionQueue.EndGameInfo(winner); result.Add(Msg); break; } // 检查是否有角色可以行动 Character? characterToAct = actionQueue.NextCharacter(); // 处理回合 if (characterToAct != null) { WriteLine($"=== Round {i++} ==="); WriteLine("现在是 [ " + characterToAct + " ] 的回合!"); bool isGameEnd = actionQueue.ProcessTurn(characterToAct); if (isGameEnd) { result.Add(Msg); break; } actionQueue.DisplayQueue(); WriteLine(""); } // 模拟时间流逝 totalTime += actionQueue.TimeLapse(); if (actionQueue.Eliminated.Count > deaths) { deaths = actionQueue.Eliminated.Count; if (!isWeb) { string roundMsg = Msg; string[] strs = roundMsg.Split("==== 角色状态 ===="); if (strs.Length > 0) { roundMsg = strs[0]; } result.Add(roundMsg); } else result.Add(Msg); } } if (PrintOut) { Console.WriteLine("--- End ---"); Console.WriteLine("总游戏时长:" + Calculation.Round2Digits(totalTime)); Console.WriteLine(""); } // 赛后统计 WriteLine("=== 伤害排行榜 ==="); int top = isWeb ? 12 : 6; Msg = $"=== 伤害排行榜 TOP{top} ===\r\n"; int count = 1; foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.TotalDamage).Select(d => d.Key)) { StringBuilder builder = new(); CharacterStatistics stats = actionQueue.CharacterStatistics[character]; builder.AppendLine($"{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}"); 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}"); if (count++ <= top) { WriteLine(builder.ToString()); } else { if (PrintOut) Console.WriteLine(builder.ToString()); } } result.Add(Msg); // 显示每个角色的信息 if (isWeb) { for (i = actionQueue.Eliminated.Count - 1; i >= 0; i--) { Character character = actionQueue.Eliminated[i]; result.Add($"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}"); } } IsRuning = false; } return result; } catch (Exception ex) { IsRuning = false; Console.WriteLine(ex); return [ex.ToString()]; } } public static void WriteLine(string str) { Msg += str + "\r\n"; if (PrintOut) Console.WriteLine(str); } public static void 空投(ActionQueue queue, double totalTime) { Item[] 这次发放的空投; if (totalTime == 0) { WriteLine("社区送温暖了,现在向所有人发放 [ 攻击之爪 +50 ]!!"); foreach (Character character in queue.Queue) { 这次发放的空投 = [new 攻击之爪50()]; foreach (Item item in 这次发放的空投) { queue.Equip(character, EquipItemToSlot.Accessory1, item); } } } } public static void LoadModules() { PluginLoader plugins = PluginLoader.LoadPlugins([]); foreach (string plugin in plugins.Plugins.Keys) { Console.WriteLine(plugin + " is loaded."); } Dictionary plugindllsha512 = []; foreach (string pfp in PluginLoader.PluginFilePaths.Keys) { string text = Encryption.FileSha512(PluginLoader.PluginFilePaths[pfp]); plugindllsha512.Add(pfp, text); if (PrintOut) Console.WriteLine(pfp + $" is {text}."); } GameModuleLoader modules = GameModuleLoader.LoadGameModules(FunGameInfo.FunGame.FunGame_Desktop, []); foreach (CharacterModule cm in modules.Characters.Values) { foreach (Character c in cm.Characters) { if (PrintOut) Console.WriteLine(c.Name); Characters.Add(c); } } Dictionary moduledllsha512 = []; foreach (string mfp in GameModuleLoader.ModuleFilePaths.Keys) { string text = Encryption.FileSha512(GameModuleLoader.ModuleFilePaths[mfp]); moduledllsha512.Add(mfp, text); if (PrintOut) Console.WriteLine(mfp + $" is {text}."); } foreach (string moduledll in moduledllsha512.Keys) { string server = moduledllsha512[moduledll]; if (plugindllsha512.TryGetValue(moduledll, out string? client) && client != "" && server == client) { Console.WriteLine(moduledll + $" is checked pass."); } } } } }