mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2025-12-05 16:16:36 +00:00
420 lines
25 KiB
C#
420 lines
25 KiB
C#
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.Core.Model;
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using Oshima.Core.Constant;
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using Oshima.FunGame.OshimaModules.Characters;
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using Oshima.FunGame.OshimaModules.Effects.PassiveEffects;
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using Oshima.FunGame.OshimaModules.Models;
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using Oshima.FunGame.OshimaModules.Regions;
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using Oshima.FunGame.OshimaModules.Skills;
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using Oshima.FunGame.OshimaServers.Model;
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using Oshima.FunGame.OshimaServers.Service;
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namespace Milimoe.FunGame.Testing.Tests
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{
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internal class CharacterTest
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{
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public static async Task CharacterTest1()
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{
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GamingQueue queue = new(Console.WriteLine);
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Character character = new CustomCharacter(0, "");
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character.SetLevel(60);
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Console.WriteLine(character.GetInfo());
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Item item = FunGameConstant.Equipment.Where(i => i.Id == 12515).First();
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character.Equip(item);
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Console.WriteLine(character.GetInfo());
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Character teammate = new MagicalGirl();
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Console.ReadKey();
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teammate.SetLevel(60);
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Skill skill = new 毁灭之势(teammate);
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teammate.Skills.Add(skill);
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skill.GamingQueue = queue;
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skill.Character = teammate;
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skill.Level++;
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skill = new 绝对领域(teammate);
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teammate.Skills.Add(skill);
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skill.GamingQueue = queue;
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skill.Character = teammate;
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skill.Level += 6;
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skill.OnSkillCasted(queue, teammate, [character]);
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skill.OnSkillCasted(queue, teammate, [character]);
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Character enemy = new CustomCharacter(1, "敌人");
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Console.ReadKey();
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enemy.SetLevel(60);
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skill = new 混沌烙印(enemy);
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skill.GamingQueue = queue;
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skill.Level += 8;
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skill.OnSkillCasted(queue, enemy, [teammate]);
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queue.CharacterStatistics[teammate] = new CharacterStatistics();
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queue.AddCharacter(teammate, 10);
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await queue.TimeLapse();
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Console.WriteLine(teammate.GetInfo());
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skill = new 虚弱领域(enemy);
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skill.GamingQueue = queue;
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skill.Level += 8;
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skill.OnSkillCasted(queue, enemy, [character]);
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character.UnEquip(EquipSlotType.Armor);
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Console.WriteLine(character.GetInfo());
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Console.ReadKey();
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character.Equip(item);
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Console.WriteLine(character.GetInfo());
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Console.ReadKey();
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Effect e = character.Effects.First(e => e is 虚弱);
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character.Effects.Remove(e);
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e.OnEffectLost(character);
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Console.WriteLine(character.GetInfo());
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Console.ReadKey();
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character.UnEquip(EquipSlotType.Armor);
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Console.WriteLine(character.GetInfo());
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Console.ReadKey();
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}
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public static async Task CharacterTest2()
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{
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int times = 0;
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int approval = 0;
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InstanceType instanceType = InstanceType.Explore;
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Character character1 = new CustomCharacter(1, "测试1-Carry", primaryAttribute: PrimaryAttribute.AGI)
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{
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Id = 2,
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Level = 50,
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FirstRoleType = RoleType.Core,
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InitialHP = 65,
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};
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Character character2 = new CustomCharacter(1, "测试A-Tank", primaryAttribute: PrimaryAttribute.STR)
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{
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Id = 3,
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Level = 50,
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FirstRoleType = RoleType.Guardian,
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InitialHP = 85,
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};
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Character character3 = new CustomCharacter(1, "测试α-Support", primaryAttribute: PrimaryAttribute.INT)
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{
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Id = 10,
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Level = 50,
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FirstRoleType = RoleType.Support,
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SecondRoleType = RoleType.Vanguard,
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InitialHP = 65,
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};
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Character character4 = new CustomCharacter(1, "测试Ⅰ-Medic", primaryAttribute: PrimaryAttribute.INT)
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{
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Id = 4,
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Level = 50,
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FirstRoleType = RoleType.Medic,
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InitialHP = 65,
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};
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character1.NormalAttack.Level = 8;
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character2.NormalAttack.Level = 8;
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character3.NormalAttack.Level = 8;
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character4.NormalAttack.Level = 8;
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character1.Recovery();
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character2.Recovery();
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character3.Recovery();
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character4.Recovery();
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FunGameService.AddCharacterSkills(character1, 1, 6, 6);
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FunGameService.AddCharacterSkills(character2, 1, 6, 6);
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FunGameService.AddCharacterSkills(character3, 1, 6, 6);
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FunGameService.AddCharacterSkills(character4, 1, 6, 6);
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DropItemByCharacterRoleType(character1);
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DropItemByCharacterRoleType(character2);
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DropItemByCharacterRoleType(character3);
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DropItemByCharacterRoleType(character4);
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FunGameService.SetCharacterPrimaryAttribute(character1);
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FunGameService.SetCharacterPrimaryAttribute(character2);
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FunGameService.SetCharacterPrimaryAttribute(character3);
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FunGameService.SetCharacterPrimaryAttribute(character4);
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Console.WriteLine(character1.GetInfo());
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Console.WriteLine(character2.GetInfo());
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Console.WriteLine(character3.GetInfo());
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Console.WriteLine(character4.GetInfo());
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User user = Factory.GetUser(1, "测试用户");
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if (character1.EquipSlot.MagicCardPack != null) user.Inventory.Items.Add(character1.EquipSlot.MagicCardPack);
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if (character1.EquipSlot.Weapon != null) user.Inventory.Items.Add(character1.EquipSlot.Weapon);
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if (character1.EquipSlot.Armor != null) user.Inventory.Items.Add(character1.EquipSlot.Armor);
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if (character1.EquipSlot.Shoes != null) user.Inventory.Items.Add(character1.EquipSlot.Shoes);
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if (character1.EquipSlot.Accessory1 != null) user.Inventory.Items.Add(character1.EquipSlot.Accessory1);
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if (character1.EquipSlot.Accessory2 != null) user.Inventory.Items.Add(character1.EquipSlot.Accessory2);
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if (character2.EquipSlot.MagicCardPack != null) user.Inventory.Items.Add(character2.EquipSlot.MagicCardPack);
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if (character2.EquipSlot.Weapon != null) user.Inventory.Items.Add(character2.EquipSlot.Weapon);
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if (character2.EquipSlot.Armor != null) user.Inventory.Items.Add(character2.EquipSlot.Armor);
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if (character2.EquipSlot.Shoes != null) user.Inventory.Items.Add(character2.EquipSlot.Shoes);
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if (character2.EquipSlot.Accessory1 != null) user.Inventory.Items.Add(character2.EquipSlot.Accessory1);
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if (character2.EquipSlot.Accessory2 != null) user.Inventory.Items.Add(character2.EquipSlot.Accessory2);
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if (character3.EquipSlot.MagicCardPack != null) user.Inventory.Items.Add(character3.EquipSlot.MagicCardPack);
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if (character3.EquipSlot.Weapon != null) user.Inventory.Items.Add(character3.EquipSlot.Weapon);
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if (character3.EquipSlot.Armor != null) user.Inventory.Items.Add(character3.EquipSlot.Armor);
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if (character3.EquipSlot.Shoes != null) user.Inventory.Items.Add(character3.EquipSlot.Shoes);
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if (character3.EquipSlot.Accessory1 != null) user.Inventory.Items.Add(character3.EquipSlot.Accessory1);
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if (character3.EquipSlot.Accessory2 != null) user.Inventory.Items.Add(character3.EquipSlot.Accessory2);
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if (character4.EquipSlot.MagicCardPack != null) user.Inventory.Items.Add(character4.EquipSlot.MagicCardPack);
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if (character4.EquipSlot.Weapon != null) user.Inventory.Items.Add(character4.EquipSlot.Weapon);
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if (character4.EquipSlot.Armor != null) user.Inventory.Items.Add(character4.EquipSlot.Armor);
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if (character4.EquipSlot.Shoes != null) user.Inventory.Items.Add(character4.EquipSlot.Shoes);
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if (character4.EquipSlot.Accessory1 != null) user.Inventory.Items.Add(character4.EquipSlot.Accessory1);
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if (character4.EquipSlot.Accessory2 != null) user.Inventory.Items.Add(character4.EquipSlot.Accessory2);
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user.Inventory.Characters.Add(character1);
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user.Inventory.Characters.Add(character2);
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user.Inventory.Characters.Add(character3);
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user.Inventory.Characters.Add(character4);
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user.Inventory.Squad = [character1.Id, character2.Id, character3.Id, character4.Id];
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Character[] squad = [character1, character2, character3, character4];
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while (true)
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{
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character1.Recovery();
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character2.Recovery();
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character3.Recovery();
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character4.Recovery();
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RemoveEffect(character1);
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RemoveEffect(character2);
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RemoveEffect(character3);
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RemoveEffect(character4);
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times++;
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Console.WriteLine($"账户金币:{user.Inventory.Credits},钻石:{user.Inventory.Materials}.");
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if (instanceType == InstanceType.Explore)
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{
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OshimaRegion region = FunGameConstant.Regions.OrderBy(o => Random.Shared.Next()).First();
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ExploreModel model = new()
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{
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RegionId = region.Id,
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CharacterIds = [1, 2, 3, 4],
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StartTime = DateTime.Now
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};
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approval += ((int)region.Difficulty + 1) * 4;
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Console.WriteLine($"第 {times} 次探索,难度:{CharacterSet.GetRarityTypeName(region.Difficulty)},消耗 {((int)region.Difficulty + 1) * 4} 探索许可,累计已消耗 {approval} 探索许可。");
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await FunGameService.GenerateExploreModel(model, region, [1, 2, 3, 4], user);
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Console.WriteLine(FunGameService.GetExploreInfo(model, user.Inventory.Characters, FunGameConstant.Regions));
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Console.WriteLine(model.String);
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PluginConfig pc2 = new("exploring", user.Id.ToString());
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pc2.LoadConfig();
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FunGameService.SettleExploreAll(pc2, user, true);
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pc2.SaveConfig();
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}
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else if (instanceType == InstanceType.Currency)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:金币秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.Material)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:钻石秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.EXP)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:经验秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.RegionItem)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:地区锻造材料秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.CharacterLevelBreak)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:角色突破材料秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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else if (instanceType == InstanceType.SkillLevelUp)
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{
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int difficulty = Random.Shared.Next(1, 6);
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approval += difficulty * 4;
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Console.WriteLine($"第 {times} 次探索,秘境:技能升级材料秘境,难度:{CharacterSet.GetRarityTypeName((RarityType)(difficulty - 1))},消耗 {difficulty * 4} 探索许可,累计已使用 {approval} 探索许可。");
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Console.WriteLine(await FunGameService.FightInstance(instanceType, difficulty, user, squad));
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}
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Console.WriteLine($"账户金币:{user.Inventory.Credits},钻石:{user.Inventory.Materials}.");
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ConsoleKey key = Console.ReadKey().Key;
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if (key == ConsoleKey.Escape)
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{
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break;
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}
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else if (key == ConsoleKey.F3)
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{
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character1.Items.Clear();
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character2.Items.Clear();
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character3.Items.Clear();
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character4.Items.Clear();
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DropItemByCharacterRoleType(character1);
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DropItemByCharacterRoleType(character2);
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DropItemByCharacterRoleType(character3);
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DropItemByCharacterRoleType(character4);
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FunGameService.SetCharacterPrimaryAttribute(character1);
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FunGameService.SetCharacterPrimaryAttribute(character2);
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FunGameService.SetCharacterPrimaryAttribute(character3);
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FunGameService.SetCharacterPrimaryAttribute(character4);
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Console.WriteLine(character1.GetInfo());
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Console.WriteLine(character2.GetInfo());
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Console.WriteLine(character3.GetInfo());
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Console.WriteLine(character4.GetInfo());
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if (character1.EquipSlot.MagicCardPack != null) user.Inventory.Items.Add(character1.EquipSlot.MagicCardPack);
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if (character1.EquipSlot.Weapon != null) user.Inventory.Items.Add(character1.EquipSlot.Weapon);
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if (character1.EquipSlot.Armor != null) user.Inventory.Items.Add(character1.EquipSlot.Armor);
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if (character1.EquipSlot.Shoes != null) user.Inventory.Items.Add(character1.EquipSlot.Shoes);
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if (character1.EquipSlot.Accessory1 != null) user.Inventory.Items.Add(character1.EquipSlot.Accessory1);
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if (character1.EquipSlot.Accessory2 != null) user.Inventory.Items.Add(character1.EquipSlot.Accessory2);
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if (character2.EquipSlot.MagicCardPack != null) user.Inventory.Items.Add(character2.EquipSlot.MagicCardPack);
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if (character2.EquipSlot.Weapon != null) user.Inventory.Items.Add(character2.EquipSlot.Weapon);
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if (character2.EquipSlot.Armor != null) user.Inventory.Items.Add(character2.EquipSlot.Armor);
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if (character2.EquipSlot.Shoes != null) user.Inventory.Items.Add(character2.EquipSlot.Shoes);
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if (character2.EquipSlot.Accessory1 != null) user.Inventory.Items.Add(character2.EquipSlot.Accessory1);
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if (character2.EquipSlot.Accessory2 != null) user.Inventory.Items.Add(character2.EquipSlot.Accessory2);
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if (character3.EquipSlot.MagicCardPack != null) user.Inventory.Items.Add(character3.EquipSlot.MagicCardPack);
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if (character3.EquipSlot.Weapon != null) user.Inventory.Items.Add(character3.EquipSlot.Weapon);
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if (character3.EquipSlot.Armor != null) user.Inventory.Items.Add(character3.EquipSlot.Armor);
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if (character3.EquipSlot.Shoes != null) user.Inventory.Items.Add(character3.EquipSlot.Shoes);
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if (character3.EquipSlot.Accessory1 != null) user.Inventory.Items.Add(character3.EquipSlot.Accessory1);
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if (character3.EquipSlot.Accessory2 != null) user.Inventory.Items.Add(character3.EquipSlot.Accessory2);
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if (character4.EquipSlot.MagicCardPack != null) user.Inventory.Items.Add(character4.EquipSlot.MagicCardPack);
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if (character4.EquipSlot.Weapon != null) user.Inventory.Items.Add(character4.EquipSlot.Weapon);
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if (character4.EquipSlot.Armor != null) user.Inventory.Items.Add(character4.EquipSlot.Armor);
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if (character4.EquipSlot.Shoes != null) user.Inventory.Items.Add(character4.EquipSlot.Shoes);
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if (character4.EquipSlot.Accessory1 != null) user.Inventory.Items.Add(character4.EquipSlot.Accessory1);
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if (character4.EquipSlot.Accessory2 != null) user.Inventory.Items.Add(character4.EquipSlot.Accessory2);
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}
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else if (key == ConsoleKey.Z)
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{
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instanceType = InstanceType.Explore;
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Console.WriteLine("已切换至探索模式。");
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}
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else if (key == ConsoleKey.X)
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{
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instanceType = InstanceType.Currency;
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Console.WriteLine("已切换至金币秘境模式。");
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}
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else if (key == ConsoleKey.C)
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{
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instanceType = InstanceType.Material;
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Console.WriteLine("已切换至钻石秘境模式。");
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}
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else if (key == ConsoleKey.A)
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{
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instanceType = InstanceType.EXP;
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Console.WriteLine("已切换至经验秘境模式。");
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}
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else if (key == ConsoleKey.S)
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{
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instanceType = InstanceType.RegionItem;
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Console.WriteLine("已切换至地区锻造材料秘境模式。");
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}
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else if (key == ConsoleKey.D)
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{
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instanceType = InstanceType.CharacterLevelBreak;
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Console.WriteLine("已切换至角色突破材料秘境模式。");
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}
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else if (key == ConsoleKey.F)
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{
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instanceType = InstanceType.SkillLevelUp;
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Console.WriteLine("已切换至技能升级材料秘境模式。");
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}
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}
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}
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public static void RemoveEffect(Character character)
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{
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Effect[] effects = [.. character.Effects];
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foreach (Effect effect in effects)
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{
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if (effect.IsInEffect && effect.DurativeWithoutDuration || (effect.Durative && effect.Duration > 0) || effect.DurationTurn > 0)
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{
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character.Effects.Remove(effect);
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effect.OnEffectLost(character);
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}
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}
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}
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public static void DropItemByCharacterRoleType(Character character)
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{
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long[] magicIds;
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(int str, int agi, int intelligence)[] values;
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Item? m, w, a, s, ac1, ac2;
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switch (character.FirstRoleType)
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{
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case RoleType.Core:
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// 核心
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magicIds = [1031, 1002, 1003];
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values = [(0, 39, 0), (0, 40, 0), (0, 41, 0)];
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m = FunGameService.GenerateMagicCardPack(3, QualityType.Gold, magicIds, values);
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if (m != null) character.Equip(m);
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w = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 11573);
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if (w != null) character.Equip(w);
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a = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 12526);
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if (a != null) character.Equip(a);
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s = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 13525);
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if (s != null) character.Equip(s);
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ac1 = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 14545);
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if (ac1 != null) character.Equip(ac1);
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ac2 = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 14545);
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if (ac2 != null) character.Equip(ac2);
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|
break;
|
|
case RoleType.Guardian:
|
|
// 近卫
|
|
magicIds = [1004, 1038, 1010];
|
|
values = [(39, 0, 0), (40, 0, 0), (41, 0, 0)];
|
|
m = FunGameService.GenerateMagicCardPack(3, QualityType.Gold, magicIds, values);
|
|
if (m != null) character.Equip(m);
|
|
w = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 11579);
|
|
if (w != null) character.Equip(w);
|
|
a = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 12525);
|
|
if (a != null) character.Equip(a);
|
|
s = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 13526);
|
|
if (s != null) character.Equip(s);
|
|
ac1 = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 14552);
|
|
if (ac1 != null) character.Equip(ac1);
|
|
ac2 = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 14552);
|
|
if (ac2 != null) character.Equip(ac2);
|
|
break;
|
|
case RoleType.Support:
|
|
// 辅助
|
|
magicIds = [1049, 1020, 1031];
|
|
values = [(37, 0, 2), (0, 10, 30), (0, 10, 31)];
|
|
m = FunGameService.GenerateMagicCardPack(3, QualityType.Gold, magicIds, values);
|
|
if (m != null) character.Equip(m);
|
|
w = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 11578);
|
|
if (w != null) character.Equip(w);
|
|
a = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 12526);
|
|
if (a != null) character.Equip(a);
|
|
s = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 13523);
|
|
if (s != null) character.Equip(s);
|
|
ac1 = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 14542);
|
|
if (ac1 != null) character.Equip(ac1);
|
|
ac2 = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 14542);
|
|
if (ac2 != null) character.Equip(ac2);
|
|
break;
|
|
case RoleType.Medic:
|
|
// 治疗
|
|
magicIds = [1012, 1044, 1045];
|
|
values = [(0, 0, 39), (0, 0, 40), (0, 0, 41)];
|
|
m = FunGameService.GenerateMagicCardPack(3, QualityType.Gold, magicIds, values);
|
|
if (m != null) character.Equip(m);
|
|
w = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 11578);
|
|
if (w != null) character.Equip(w);
|
|
a = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 12525);
|
|
if (a != null) character.Equip(a);
|
|
s = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 13523);
|
|
if (s != null) character.Equip(s);
|
|
ac1 = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 14548);
|
|
if (ac1 != null) character.Equip(ac1);
|
|
ac2 = FunGameConstant.Equipment.FirstOrDefault(i => i.Id == 14548);
|
|
if (ac2 != null) character.Equip(ac2);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
foreach (Skill magic in character.Skills)
|
|
{
|
|
if (magic.IsMagic) magic.Level = 8;
|
|
}
|
|
}
|
|
}
|
|
}
|