2024-09-15 23:50:56 +08:00

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C#
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using System.Text;
using 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 bool IsRuning { get; set; } = false;
public static bool PrintOut { get; set; } = false;
public static string Msg { get; set; } = "";
public static List<string> StartGame(bool printout)
{
PrintOut = printout;
try
{
if (IsRuning) return ["游戏正在模拟中,请勿重复请求!"];
List<string> result = [];
int deaths = 0;
Msg = "";
IsRuning = true;
PluginLoader plugins = PluginLoader.LoadPlugins([]);
foreach (string plugin in plugins.Plugins.Keys)
{
Console.WriteLine(plugin + " is loaded.");
}
Dictionary<string, string> 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}.");
}
List<Character> list = [];
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);
list.Add(c);
}
}
Dictionary<string, string> 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.");
}
}
// 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
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<Character> characters = [
character1, character2, character3, character4,
character5, character6, character7, character8,
character9, character10, character11, character12
];
int clevel = 25;
int slevel = 3;
int mlevel = 4;
// 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 = new (c)
{
Level = mlevel
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
if (c == character1)
{
Skill META马 = new META马(c)
{
Level = 1
};
c.Skills.Add(META马);
Skill = new (c)
{
Level = mlevel
};
c.Skills.Add();
}
if (c == character2)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character3)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character4)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character5)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character6)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character7)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character8)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character9)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character10)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character11)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character12)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
}
// 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;
(actionQueue, totalTime);
// 总回合数
int i = 1;
while (i < 999)
{
Msg = "";
if (i == 998)
{
WriteLine($"=== 终局审判 ===");
Dictionary<Character, double> = [];
foreach (Character c in characters)
{
.TryAdd(c, Calculation.Round4Digits(c.HP / c.MaxHP));
}
double max = .Values.Max();
Character winner = .Keys.Where(c => [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($"=== Round {i++} ===");
WriteLine("现在是 [ " + characterToAct + " ] 的回合!");
bool isGameEnd = actionQueue.ProcessTurn(characterToAct);
if (isGameEnd)
{
result.Add(Msg);
break;
}
actionQueue.DisplayQueue();
WriteLine("");
}
// 模拟时间流逝
totalTime += actionQueue.TimeLapse();
if (actionQueue.Eliminated.Count > deaths)
{
deaths = actionQueue.Eliminated.Count;
string roundMsg = Msg;
string[] strs = roundMsg.Split("==== 角色状态 ====");
if (strs.Length > 0)
{
roundMsg = strs[0];
}
result.Add(roundMsg);
}
}
if (PrintOut)
{
Console.WriteLine("--- End ---");
Console.WriteLine("总游戏时长:" + Calculation.Round2Digits(totalTime));
Console.WriteLine("");
}
// 赛后统计
WriteLine("==== 伤害排行榜 TOP6 ====");
Msg = "==== 伤害排行榜 TOP6 ====\r\n";
// 显示前四的角色统计
int count = 1;
foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.TotalDamage).Select(d => d.Key))
{
StringBuilder builder = new();
CharacterStatistics stats = actionQueue.CharacterStatistics[character];
builder.AppendLine($"{count}. [ {character.ToStringWithLevel()} ]");
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} / 每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
builder.Append($"总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
if (count++ <= 6)
{
WriteLine(builder.ToString());
}
else
{
if (PrintOut) Console.WriteLine(builder.ToString());
}
}
result.Add(Msg);
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 (ActionQueue queue, double totalTime)
{
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)
{
Item = new 50();
queue.Equip(character, EquipItemToSlot.Accessory1, );
}
}
}
}
}