mirror of
https://github.com/milimoe/FunGame-Testing.git
synced 2026-04-20 05:25:02 +00:00
694 lines
28 KiB
C#
694 lines
28 KiB
C#
using System.Text;
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using Microsoft.Extensions.Logging;
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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.Interface.Base;
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using Milimoe.FunGame.Core.Library.Common.Addon;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Model;
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using Milimoe.FunGame.Testing.Tests;
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using Oshima.FunGame.OshimaModules.Characters;
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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.OshimaServers.Service;
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using Oshima.FunGame.WebAPI.Controllers;
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namespace Milimoe.FunGame.Testing.Solutions
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{
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public class RogueLikeServer(RogueLikeDispatcher dispatcher)
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{
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public bool Running => Dispatcher.Running;
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public Task? Guard { get; set; } = null;
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public RogueLikeDispatcher Dispatcher { get; set; } = dispatcher;
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public ConcurrentQueue<(Guid Guid, DataRequestArgs Args)> Inquiries { get; } = [];
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public Dictionary<string, User> Users { get; set; } = [];
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public Dictionary<string, RogueLikeGameData> RogueLikeGameDatas { get; set; } = [];
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private readonly FunGameController _controller = dispatcher.Controller;
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public void ReceiveDataRequest(Guid guid, DataRequestArgs args)
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{
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Inquiries.Add((guid, args));
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}
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public void WriteLine(string message = "") => Dispatcher.WriteLine(message);
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public void AddDialog(string speaker = "", string message = "") => Dispatcher.AddDialog(speaker, message);
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public async Task DataRequestGuard()
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{
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while (Running)
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{
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if (!Inquiries.IsEmpty && Inquiries.GetFirst(out var obj))
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{
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DataRequestArgs response = await HandleDataRequest(obj.Args);
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await DataRequestCallback(obj.Guid, response);
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}
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await Task.Delay(50);
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}
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}
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public async Task CreateGameLoop(string username)
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{
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Users.TryGetValue(username, out User? user);
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user ??= General.UnknownUserInstance;
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Character character = user.Inventory.MainCharacter;
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RogueLikeGameData data = new(character);
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RogueLikeGameDatas[username] = data;
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await GameLoop(data);
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}
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private async Task GameLoop(RogueLikeGameData data)
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{
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while (data.RogueState != RogueState.Finish)
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{
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data.RogueState = await NextRogueState(data, data.RogueState);
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if (data.RogueState == RogueState.Init)
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{
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data.RogueState = RogueState.Finish;
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}
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await Task.Delay(100);
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}
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}
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private async Task<DataRequestArgs> HandleDataRequest(DataRequestArgs args)
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{
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DataRequestArgs response = new(args.RequestType);
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switch (response.RequestType)
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{
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case "createuser":
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{
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AddDialog("???", "探索者,欢迎入职【永恒方舟计划】,我是您的专属 AI,协助您前往指定任务地点开展勘测工作。请问您的名字是?");
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string username = "";
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do
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{
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InquiryResponse inquiryResponse = await Dispatcher.GetInquiryResponse(new(InquiryType.TextInput, "请问您的名字是?"));
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if (inquiryResponse.TextResult == "")
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{
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WriteLine("请输入不为空的字符串。");
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}
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else
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{
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username = inquiryResponse.TextResult;
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}
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}
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while (username == "");
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long uid = Users.Count + 1;
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PluginConfig pc = FunGameService.GetUserConfig(uid, out _);
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User user = Factory.GetUser(uid, username);
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Character character = new CustomCharacter(uid, username)
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{
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Level = 1
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};
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character.Recovery();
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user.Inventory.Characters.Add(character);
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user.Inventory.MainCharacter = character;
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pc.Add("user", user);
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FunGameService.SetUserConfig(uid.ToString(), pc, user);
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Users[username] = user;
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response.Data["user"] = user;
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AddDialog("柔哥", $"让我再次欢迎您,{username}。入职手续已办理完毕,从今以后,您就是【永恒方舟计划】的探员了。请您记住我的名字:【柔哥】,如有任何需要我都会随时提供您帮助。");
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break;
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}
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case "login":
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{
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long uid = 0;
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if (args.Data.TryGetValue("uid", out object? value))
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{
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uid = Convert.ToInt64(value);
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}
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PluginConfig pc = FunGameService.GetUserConfig(uid, out _);
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if (pc.ContainsKey("user"))
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{
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User user = FunGameService.GetUser(pc);
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Users[user.Username] = user;
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response.Data["user"] = user;
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AddDialog("柔哥", $"{user.Username},欢迎您回到永恒方舟!");
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}
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else WriteLine("登录失败,没有找到符合条件的存档。");
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}
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break;
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default:
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break;
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}
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return response;
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}
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private async Task DataRequestCallback(Guid guid, DataRequestArgs response)
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{
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await Dispatcher.DataRequestComplete(guid, response);
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}
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private async Task<RogueState> NextRogueState(RogueLikeGameData data, RogueState state)
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{
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RogueState newState = RogueState.Init;
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switch (state)
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{
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case RogueState.Init:
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{
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newState = RogueState.InArk;
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}
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break;
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case RogueState.InArk:
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{
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// 玩家选择第一章的地区(从3个1-2★的地区里选一个)
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OshimaRegion? region = await ChooseRegion(data, 1, 3);
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if (region != null)
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{
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WriteLine("-- 【永恒方舟计划】进程·Ⅰ:启动 --");
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data.CurrentRegion = region;
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data.Chapter1Region = region;
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data.Region1Map = new RogueLikeMap();
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data.Region1Map.Load();
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data.CurrentMap = data.Region1Map;
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SetupGrid(data, data.CurrentMap);
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newState = RogueState.Chapter1InArk;
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}
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else
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{
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WriteLine("未选择地区,永恒方舟计划终止。");
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newState = RogueState.Finish;
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}
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}
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break;
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case RogueState.Chapter1InArk:
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{
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WriteLine("探索前的准备。");
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await RestInArk(data);
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newState = RogueState.ExploringChapter1;
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}
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break;
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case RogueState.Chapter2InArk:
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{
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WriteLine("回到方舟后,我们得到了新的任务。");
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// 玩家选择第二章的地区(从3-4★的地区里随机抽取3个来选一个)
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OshimaRegion? region = await ChooseRegion(data, 2, 3);
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if (region != null)
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{
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WriteLine("-- 【永恒方舟计划】进程·Ⅱ:启动 --");
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data.CurrentRegion = region;
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data.Chapter2Region = region;
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data.Region2Map = new RogueLikeMap();
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data.Region2Map.Load();
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data.CurrentMap = data.Region2Map;
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SetupGrid(data, data.CurrentMap);
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}
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else
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{
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WriteLine("未选择地区,永恒方舟计划终止。");
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newState = RogueState.Finish;
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WriteLine("结算到目前为止的奖励。");
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break;
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}
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await RestInArk(data);
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newState = RogueState.ExploringChapter2;
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}
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break;
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case RogueState.Chapter3InArk:
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{
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// 玩家选择第三章的地区(从3个5★的地区里选一个)
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OshimaRegion? region = await ChooseRegion(data, 3, 3);
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if (region != null)
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{
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WriteLine("-- 【永恒方舟计划】进程·Ⅲ:启动 --");
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data.CurrentRegion = region;
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data.Chapter3Region = region;
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data.Region3Map = new RogueLikeMap();
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data.Region3Map.Load();
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data.CurrentMap = data.Region3Map;
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SetupGrid(data, data.CurrentMap);
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}
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else
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{
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WriteLine("未选择地区,永恒方舟计划终止。");
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newState = RogueState.Finish;
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WriteLine("结算到目前为止的奖励。");
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break;
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}
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await RestInArk(data);
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newState = RogueState.ExploringChapter3;
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}
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break;
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case RogueState.FinalInArk:
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WriteLine("当你乘坐返回舱回到方舟时,柔哥没有来迎接你,环视一周,你没有看到任何探员。");
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WriteLine("在你走出返回舱的那一刹那,你察觉空气中有一股杀气——你很快意识到,方舟遭到了入侵。");
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WriteLine("-- 【永恒方舟计划】紧急事件·夺还:启动 --");
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newState = RogueState.ExploringArk;
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break;
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case RogueState.ExploringChapter1:
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newState = await ExploreRegion(data, 1);
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break;
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case RogueState.ExploringChapter2:
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newState = await ExploreRegion(data, 2);
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break;
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case RogueState.ExploringChapter3:
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newState = await ExploreRegion(data, 3);
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break;
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case RogueState.ArriveChapter1RallyPoint:
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newState = await ArriveRallyPoint(data, 1);
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break;
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case RogueState.ArriveChapter2RallyPoint:
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newState = await ArriveRallyPoint(data, 2);
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break;
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case RogueState.ArriveChapter3RallyPoint:
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newState = await ArriveRallyPoint(data, 3);
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break;
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case RogueState.ExploringArk:
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await ExploreArk(data);
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newState = RogueState.FinalBossBattle;
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break;
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case RogueState.Chapter1BossBattle:
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{
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WriteLine("剧情过后,战斗一触即发。");
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// TODO:调用FunGameActionQueue的战斗系统
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WriteLine("战胜了BOSS,返回方舟汇报工作,并进行战后整备!");
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newState = RogueState.Chapter2InArk;
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}
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break;
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case RogueState.Chapter2BossBattle:
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{
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WriteLine("剧情过后,战斗一触即发。");
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// TODO:调用FunGameActionQueue的战斗系统
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WriteLine("战胜了BOSS,返回方舟汇报工作,并进行战后整备!");
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newState = RogueState.Chapter3InArk;
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}
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break;
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case RogueState.Chapter3BossBattle:
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{
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WriteLine("剧情过后,战斗一触即发。");
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// TODO:调用FunGameActionQueue的战斗系统
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WriteLine("战胜了BOSS,返回方舟汇报工作,并进行战后整备!");
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newState = RogueState.FinalInArk;
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}
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break;
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case RogueState.FinalBossBattle:
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{
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WriteLine("剧情过后,战斗一触即发。");
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// TODO:调用FunGameActionQueue的战斗系统
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WriteLine("战胜了BOSS,永恒方舟成功夺还!");
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WriteLine("本次【永恒方舟计划】成功!");
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newState = RogueState.Finish;
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}
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break;
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case RogueState.Finish:
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break;
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default:
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break;
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}
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return newState;
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}
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private async Task<OshimaRegion?> ChooseRegion(RogueLikeGameData data, int chapter, int candidate)
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{
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string topic = chapter switch
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{
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1 => "选择初始探索地区",
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_ => "选择下一个探索地区",
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};
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Func<OshimaRegion, bool> predicate = chapter switch
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{
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2 => r => (int)r.Difficulty >= (int)RarityType.ThreeStar && (int)r.Difficulty <= (int)RarityType.FourStar,
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3 => r => (int)r.Difficulty == (int)RarityType.FiveStar,
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_ => r => (int)r.Difficulty <= (int)RarityType.TwoStar
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};
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InquiryOptions options = new(InquiryType.Choice, topic)
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{
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Choices = FunGameConstant.Regions.Where(predicate).OrderBy(r => data.Random.Next()).Take(candidate).ToDictionary(r => r.Name, r => r.ToString())
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};
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InquiryResponse response = await Dispatcher.GetInquiryResponse(options);
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if (!response.Cancel)
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{
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if (response.Choices.FirstOrDefault() is string regionName)
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{
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OshimaRegion? region = FunGameConstant.Regions.FirstOrDefault(r => r.Name == regionName);
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if (region != null && region.Areas.Count > 0)
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{
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return region;
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}
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}
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}
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return null;
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}
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private async Task<RogueState> ExploreRegion(RogueLikeGameData data, int chapter)
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{
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RogueState newState = RogueState.Finish;
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if (data.CurrentRegion is null)
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{
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WriteLine("突发!小队和方舟失联了!永恒方舟计划终止。");
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return newState;
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}
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WriteLine("正在降落...");
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data.CurrentArea = data.CurrentRegion.Areas.OrderByDescending(o => data.Random.Next()).First();
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WriteLine($"在【{data.CurrentRegion.Name}】的【{data.CurrentArea}】区域完成降落!");
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List<Quest> quests = GetQuests(data, data.CurrentRegion, 2);
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data.CurrentQuests = quests;
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AddDialog("柔哥", $"我看到您安全着陆了,现在方舟给您下发任务指令:\r\n{string.Join("\r\n", quests.Select(q => q.ToString()))}");
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bool fin = false;
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while (!fin)
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{
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if (data.CurrentMap != null)
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{
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DisplayMapInConsole(data.CurrentMap);
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}
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// TODO:开始探索区域,主要抉择
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fin = true;
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}
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newState = chapter switch
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{
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1 => RogueState.ArriveChapter1RallyPoint,
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2 => RogueState.ArriveChapter2RallyPoint,
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3 => RogueState.ArriveChapter3RallyPoint,
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_ => RogueState.Finish,
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};
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return newState;
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}
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private static List<Quest> GetQuests(RogueLikeGameData data, OshimaRegion region, int count)
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{
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List<Quest> quests = [];
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int immediateQuestCount = data.Random.Next(count + 1);
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int progressiveQuestCount = count - immediateQuestCount;
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var list = region.ImmediateQuestList.OrderBy(kv => data.Random.Next()).Take(count);
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foreach (var item in list)
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{
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string name = region.ImmediateQuestList.Keys.OrderBy(o => Random.Shared.Next()).First();
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QuestExploration exploration = region.ImmediateQuestList[name];
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int difficulty = Random.Shared.Next(3, 11);
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Quest quest = new()
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{
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Id = quests.Count + 1,
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Name = name,
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Description = exploration.Description,
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RegionId = region.Id,
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NeedyExploreItemName = exploration.Item,
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QuestType = QuestType.Immediate,
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Status = QuestState.InProgress
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};
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quests.Add(quest);
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}
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list = region.ProgressiveQuestList.OrderBy(kv => data.Random.Next()).Take(count);
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foreach (var item in list)
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{
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string name = region.ProgressiveQuestList.Keys.OrderBy(o => Random.Shared.Next()).First();
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QuestExploration exploration = region.ProgressiveQuestList[name];
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int maxProgress = Random.Shared.Next(3, 11);
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Quest quest = new()
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{
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Id = quests.Count + 1,
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Name = name,
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Description = string.Format(exploration.Description, maxProgress),
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RegionId = region.Id,
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NeedyExploreItemName = exploration.Item,
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QuestType = QuestType.Progressive,
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Progress = 0,
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MaxProgress = maxProgress,
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Status = QuestState.InProgress
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};
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quests.Add(quest);
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}
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return quests;
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}
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private async Task<RogueState> ArriveRallyPoint(RogueLikeGameData data, int chapter)
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{
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WriteLine("BOSS房间出现了!做好准备再继续出发吧。");
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bool fin = false;
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while (!fin)
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{
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// TODO:BOSS房前的准备,提供菜单
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fin = true;
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}
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WriteLine("出发!");
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RogueState newState = chapter switch
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{
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1 => RogueState.Chapter1BossBattle,
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2 => RogueState.Chapter2BossBattle,
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3 => RogueState.Chapter3BossBattle,
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_ => RogueState.Finish,
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};
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if (newState == RogueState.Finish)
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{
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WriteLine("你误入了神秘地带,与方舟失联,游戏结束。");
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return newState;
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}
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return newState;
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}
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private async Task RestInArk(RogueLikeGameData data)
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{
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bool fin = false;
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while (!fin)
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{
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// TODO:战后整备,提供菜单回复和提升等
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fin = true;
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}
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WriteLine("出发!");
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}
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private async Task ExploreArk(RogueLikeGameData data)
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{
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data.ArkMap = new RogueLikeMap();
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data.ArkMap.Load();
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data.CurrentMap = data.ArkMap;
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SetupGrid(data, data.CurrentMap);
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bool fin = false;
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while (!fin)
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{
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if (data.CurrentMap != null)
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{
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DisplayMapInConsole(data.CurrentMap);
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}
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// TODO:方舟事变,需进行方舟探索和收复功能房间并找到最终BOSS房间
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fin = true;
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}
|
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WriteLine("出发!");
|
||
}
|
||
|
||
private void DisplayMapInConsole(GameMap map)
|
||
{
|
||
StringBuilder sb = new();
|
||
|
||
// 打印列坐标
|
||
sb.Append(" ");
|
||
for (int x = 0; x < map.Length; x++)
|
||
{
|
||
sb.Append($" {x} ");
|
||
}
|
||
|
||
for (int y = 0; y < map.Width; y++)
|
||
{
|
||
// 打印行坐标
|
||
sb.AppendLine();
|
||
sb.Append($"{y} ");
|
||
|
||
for (int x = 0; x < map.Length; x++)
|
||
{
|
||
Grid? grid = map[x, y, 0];
|
||
|
||
if (grid is null)
|
||
{
|
||
sb.Append(" ");
|
||
continue;
|
||
}
|
||
|
||
// 检查格子上是否有角色
|
||
if (grid.Characters.Count > 0)
|
||
{
|
||
// 取第一个角色首字母
|
||
Character character = grid.Characters.First();
|
||
string displayChar = character.Name.Length > 0 ? character.Name[0].ToString().ToUpper() : "?";
|
||
sb.Append($"[{displayChar}] ");
|
||
}
|
||
else if (grid.InteractionPoints.Count > 0)
|
||
{
|
||
InteractionPoint ip = grid.InteractionPoints.First();
|
||
string displayChar = ((InteractionPointType)ip.CustomValue).ToString();
|
||
displayChar = displayChar.Length > 0 ? displayChar[0].ToString().ToUpper() : "?";
|
||
sb.Append($"<{displayChar}> ");
|
||
}
|
||
else
|
||
{
|
||
sb.Append(" . ");
|
||
}
|
||
if (x == map.Length - 1) sb.Append('\t');
|
||
}
|
||
}
|
||
|
||
WriteLine(sb.ToString());
|
||
}
|
||
|
||
private static void SetupGrid(RogueLikeGameData data, GameMap map)
|
||
{
|
||
// 生成交互点,8*8的地图,生成30个交互点
|
||
int count = 30;
|
||
Random random = data.Random ?? new();
|
||
Grid[] grids = [.. map.Grids.Values.OrderBy(o => random.Next()).Take(count)];
|
||
foreach (Grid grid in grids)
|
||
{
|
||
// 这些交互点就是房间
|
||
InteractionPoint ip = new()
|
||
{
|
||
Id = grid.Id,
|
||
CustomValue = random.Next((int)InteractionPointType.MaxValueMark)
|
||
};
|
||
grid.InteractionPoints.Add(ip);
|
||
switch ((InteractionPointType)ip.CustomValue)
|
||
{
|
||
case InteractionPointType.General:
|
||
grid.CharacterEntered += (character) =>
|
||
{
|
||
|
||
};
|
||
break;
|
||
case InteractionPointType.Elite:
|
||
grid.CharacterEntered += (character) =>
|
||
{
|
||
|
||
};
|
||
break;
|
||
case InteractionPointType.Store:
|
||
grid.CharacterEntered += (character) =>
|
||
{
|
||
|
||
};
|
||
break;
|
||
case InteractionPointType.Treasure:
|
||
grid.CharacterEntered += (character) =>
|
||
{
|
||
|
||
};
|
||
break;
|
||
case InteractionPointType.Rest:
|
||
grid.CharacterEntered += (character) =>
|
||
{
|
||
|
||
};
|
||
break;
|
||
case InteractionPointType.Change:
|
||
grid.CharacterEntered += (character) =>
|
||
{
|
||
|
||
};
|
||
break;
|
||
default:
|
||
break;
|
||
}
|
||
}
|
||
Grid? land = map.Grids.Values.OrderBy(g => random.Next()).FirstOrDefault(g => g.InteractionPoints.Count == 0);
|
||
if (land != null)
|
||
{
|
||
map.SetCharacterCurrentGrid(data.Character, land);
|
||
}
|
||
}
|
||
}
|
||
|
||
public class RogueLikeGameData(Character character, int seed = -1)
|
||
{
|
||
public RogueState RogueState { get; set; } = RogueState.Init;
|
||
public Character Character { get; set; } = character;
|
||
public int Chapter { get; set; } = 1;
|
||
public OshimaRegion? CurrentRegion { get; set; } = null;
|
||
public string CurrentArea { get; set; } = "";
|
||
public List<Quest> CurrentQuests { get; set; } = [];
|
||
public int RoomId { get; set; } = -1;
|
||
public OshimaRegion? Chapter1Region { get; set; } = null;
|
||
public OshimaRegion? Chapter2Region { get; set; } = null;
|
||
public OshimaRegion? Chapter3Region { get; set; } = null;
|
||
public int Seed { get; } = -1;
|
||
public Random Random { get; } = seed == -1 ? new() : new(seed);
|
||
public GameMap? CurrentMap { get; set; } = null;
|
||
public GameMap? Region1Map { get; set; } = null;
|
||
public GameMap? Region2Map { get; set; } = null;
|
||
public GameMap? Region3Map { get; set; } = null;
|
||
public GameMap? ArkMap { get; set; } = null;
|
||
}
|
||
|
||
public enum RogueState
|
||
{
|
||
Init,
|
||
InArk,
|
||
Chapter1InArk,
|
||
Chapter2InArk,
|
||
Chapter3InArk,
|
||
FinalInArk,
|
||
ExploringChapter1,
|
||
ArriveChapter1RallyPoint,
|
||
ExploringChapter2,
|
||
ArriveChapter2RallyPoint,
|
||
ExploringChapter3,
|
||
ArriveChapter3RallyPoint,
|
||
ExploringArk,
|
||
Chapter1BossBattle,
|
||
Chapter2BossBattle,
|
||
Chapter3BossBattle,
|
||
FinalBossBattle,
|
||
Finish
|
||
}
|
||
|
||
public enum InteractionPointType
|
||
{
|
||
/// <summary>
|
||
/// 普通战斗
|
||
/// </summary>
|
||
General,
|
||
/// <summary>
|
||
/// 精英
|
||
/// </summary>
|
||
Elite,
|
||
/// <summary>
|
||
/// 商店
|
||
/// </summary>
|
||
Store,
|
||
/// <summary>
|
||
/// 宝箱
|
||
/// </summary>
|
||
Treasure,
|
||
/// <summary>
|
||
/// 休息点
|
||
/// </summary>
|
||
Rest,
|
||
/// <summary>
|
||
/// 随机事件
|
||
/// </summary>
|
||
Change,
|
||
/// <summary>
|
||
/// 最大值标记,仅用于生成时限定范围
|
||
/// </summary>
|
||
MaxValueMark
|
||
}
|
||
|
||
public class RogueLikeMap : GameMap
|
||
{
|
||
public override string Name => "milimoe.fungame.roguelike.map";
|
||
|
||
public override string Description => "GameMap for RogueLike";
|
||
|
||
public override string Version => "1.0.0";
|
||
|
||
public override string Author => "Milimoe";
|
||
|
||
public override int Length => 8;
|
||
|
||
public override int Width => 8;
|
||
|
||
public override int Height => 1;
|
||
|
||
public override float Size => 3;
|
||
|
||
public RogueLikeGameData? RogueLikeGameData { get; set; } = default;
|
||
|
||
public override GameMap InitGamingQueue(IGamingQueue queue)
|
||
{
|
||
return new RogueLikeMap();
|
||
}
|
||
}
|
||
}
|