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适配驱散系统;添加辅助数据统计
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@ -9,6 +9,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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public override string Name => "封技";
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public override string Description => $"此角色被封技了,不能使用技能(魔法、战技和爆发技)。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.Silence;
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public override DispelledType DispelledType => DispelledType.Strong;
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public override Character Source => _sourceCharacter;
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public override bool Durative => _durative;
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public override double Duration => _duration;
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@ -9,6 +9,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.PassiveEffects
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public override string Name => "眩晕";
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public override string Description => $"此角色被眩晕了,不能行动。来自:[ {Source} ] 的 [ {Skill.Name} ]";
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public override EffectType EffectType => EffectType.Stun;
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public override DispelledType DispelledType => DispelledType.Strong;
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public override Character Source => _sourceCharacter;
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public override bool Durative => _durative;
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public override double Duration => _duration;
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@ -1,4 +1,5 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.PassiveEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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@ -8,6 +9,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}敌人造成封技 {封技时间},无法使用技能(魔法、战技和爆发技),并打断当前施法。";
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public override DispelledType DispelledType => DispelledType.Strong;
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private string 封技时间 => _durative && _duration > 0 ? 实际封技时间 + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际封技时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
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private double 实际封技时间 => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
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@ -1,4 +1,5 @@
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.FunGame.OshimaModules.Effects.PassiveEffects;
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namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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@ -8,6 +9,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $"至多 {Skill.CanSelectTargetCount} 个" : "")}敌人造成眩晕 {眩晕时间}。";
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public override DispelledType DispelledType => DispelledType.Strong;
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private string 眩晕时间 => _durative && _duration > 0 ? 实际眩晕时间 + $" {GameplayEquilibriumConstant.InGameTime}" : (!_durative && _durationTurn > 0 ? 实际眩晕时间 + " 回合" : $"0 {GameplayEquilibriumConstant.InGameTime}");
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private double 实际眩晕时间 => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
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@ -9,6 +9,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override long Id => (long)PassiveID.累积之压;
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public override string Name => "累积之压";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public 累积之压(Character? character = null) : base(SkillType.Passive, character)
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{
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@ -26,6 +27,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"造成伤害时会标记目标,攻击具有标记的敌人将对其造成眩晕 1 回合,并回收标记,额外对该角色造成 {系数 * 100:0.##}% 最大生命值的物理伤害。";
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public override string DispelDescription => "可驱散性:眩晕需强驱散";
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public double 系数 { get; set; } = 0.12;
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private bool 是否是嵌套伤害 = false;
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@ -28,7 +28,6 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override string Description => $"{Duration:0.##} {GameplayEquilibriumConstant.InGameTime}内无法受到任何伤害,且敏捷提升 {系数 * 100:0.##}% [ {敏捷提升:0.##} ]。此技能会消耗至少 100 点能量,每额外消耗 10 能量,持续时间提升 1 {GameplayEquilibriumConstant.InGameTime}。";
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public override bool Durative => true;
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public override double Duration => 释放时的能量值 >= 100 ? 13 + (释放时的能量值 - 100) * 0.1 : 14;
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public override DispelType DispelType => DispelType.DurativeStrong;
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public override DispelledType DispelledType => DispelledType.CannotBeDispelled;
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private double 系数 => 0.2 + 0.015 * (Level - 1);
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@ -9,6 +9,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override long Id => (long)PassiveID.魔法震荡;
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public override string Name => "魔法震荡";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public 魔法震荡(Character? character = null) : base(SkillType.Passive, character)
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{
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@ -27,6 +28,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override string Name => Skill.Name;
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public override string Description => $"对处于完全行动不能、行动受限、战斗不能、技能受限、攻击受限状态的敌人额外造成 {系数 * 100:0.##}% 力量 [ {伤害加成:0.##} ] 点伤害;造成魔法伤害时使敌人眩晕 1 回合,冷却 {基础冷却时间:0.##} {GameplayEquilibriumConstant.InGameTime}。" +
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(冷却时间 > 0 ? $"(正在冷却:剩余 {冷却时间:0.##} {GameplayEquilibriumConstant.InGameTime})" : "");
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public override string DispelDescription => "可驱散性:眩晕需强驱散";
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public double 冷却时间 { get; set; } = 0;
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public double 基础冷却时间 { get; set; } = 10;
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private static double 系数 => 4;
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@ -8,6 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override long Id => (long)SkillID.疾风步;
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public override string Name => "疾风步";
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public override string Description => Effects.Count > 0 ? Effects.First().Description : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public override double EPCost => 60;
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public override double CD => 35;
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public override double HardnessTime { get; set; } = 5;
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@ -25,6 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override long Id => Skill.Id;
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public override string Name => Skill.Name;
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public override string Description => $"进入不可选中状态,获得 100 行动速度,提高 8% 暴击率,持续 {Duration:0.##} {GameplayEquilibriumConstant.InGameTime}。破隐一击:在持续时间内,首次造成伤害会附加 {系数 * 100:0.##}% 敏捷 [ {伤害加成:0.##} ] 的强化伤害,并解除不可选中状态。";
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public override string DispelDescription => "不可选中状态生效期间,此技能不可驱散,否则可弱驱散";
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public override bool Durative => true;
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public override double Duration => 12 + (1 * (Level - 1));
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@ -9,6 +9,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override long Id => (long)MagicID.反魔法领域;
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public override string Name => "反魔法领域";
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public override string Description => Effects.Count > 0 ? string.Join("\r\n", Effects.Select(e => e.Description)) : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public override double MPCost
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{
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get
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@ -9,6 +9,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override long Id => (long)MagicID.次元上升;
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public override string Name => "次元上升";
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public override string Description => Effects.Count > 0 ? string.Join("\r\n", Effects.Select(e => e.Description)) : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First(e => e is 造成眩晕).DispelDescription : "";
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public override double MPCost => Level > 0 ? 70 + (75 * (Level - 1)) : 70;
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public override double CD => 100;
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public override double CastTime => 12;
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@ -9,6 +9,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override long Id => (long)MagicID.沉默十字;
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public override string Name => "沉默十字";
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public override string Description => Effects.Count > 0 ? string.Join("\r\n", Effects.Select(e => e.Description)) : "";
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public override string DispelDescription => Effects.Count > 0 ? Effects.First().DispelDescription : "";
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public override double MPCost
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{
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get
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@ -159,10 +159,11 @@ namespace Oshima.FunGame.OshimaServers.Service
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stats.MVPs++;
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mvpBuilder.AppendLine($"[ {mvp.ToStringWithLevel()} ]");
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mvpBuilder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
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mvpBuilder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
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mvpBuilder.AppendLine($"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}");
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mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
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mvpBuilder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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mvpBuilder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
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mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
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mvpBuilder.AppendLine($"总承受伤害:{stats.TotalTakenDamage:0.##} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 总承受魔法伤害:{stats.TotalTakenMagicDamage:0.##}");
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mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}");
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}
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int top = isWeb ? actionQueue.CharacterStatistics.Count : 2; // 回执多少个角色的统计信息
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@ -175,10 +176,11 @@ namespace Oshima.FunGame.OshimaServers.Service
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CharacterStatistics stats = actionQueue.CharacterStatistics[character];
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builder.AppendLine($"{count + ". "}[ {character.ToStringWithLevel()} ]");
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builder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
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builder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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builder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
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builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}");
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builder.AppendLine($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
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builder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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builder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
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builder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
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builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage:0.##} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 总承受魔法伤害:{stats.TotalTakenMagicDamage:0.##}");
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builder.AppendLine($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}");
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builder.Append($"生命值:{character.HP:0.##}/{character.MaxHP:0.##} / 魔法值:{character.MP:0.##}/{character.MaxMP:0.##}");
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if (count++ <= top)
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{
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@ -364,10 +366,11 @@ namespace Oshima.FunGame.OshimaServers.Service
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mvpBuilder.AppendLine($"=== 本场比赛最佳角色 ===");
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mvpBuilder.AppendLine($"{(team != null ? "[ " + team.Name + " ] " : "")}[ {mvp.ToStringWithLevel()} ]");
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mvpBuilder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
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mvpBuilder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
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mvpBuilder.AppendLine($"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}");
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mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
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mvpBuilder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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mvpBuilder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
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mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
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mvpBuilder.AppendLine($"总承受伤害:{stats.TotalTakenDamage:0.##} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 总承受魔法伤害:{stats.TotalTakenMagicDamage:0.##}");
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mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}");
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}
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// 赛后数据
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@ -139,7 +139,8 @@ namespace Oshima.FunGame.OshimaServers.Service
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{ General.GameplayEquilibriumConstant.InGameMaterial, 210 },
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{ nameof(技能卷轴), 6 },
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{ nameof(智慧之果), 6 },
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{ nameof(奥术符文), 2 }
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{ nameof(奥术符文), 2 },
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{ nameof(混沌之核), 1 }
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}
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}
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};
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@ -356,10 +356,11 @@ namespace Oshima.FunGame.OshimaServers.Service
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stats.MVPs++;
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mvpBuilder.AppendLine($"{(isTeam ? "[ " + actionQueue.GetTeamFromEliminated(mvp)?.Name + " ] " : "")}[ {mvp.ToStringWithLevel()} ]");
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mvpBuilder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
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mvpBuilder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
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mvpBuilder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}");
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mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
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mvpBuilder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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mvpBuilder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
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mvpBuilder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
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mvpBuilder.AppendLine($"总承受伤害:{stats.TotalTakenDamage:0.##} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 总承受魔法伤害:{stats.TotalTakenMagicDamage:0.##}");
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mvpBuilder.Append($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}");
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}
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int top = isWeb ? actionQueue.CharacterStatistics.Count : 0; // 回执多少个角色的统计信息
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@ -405,10 +406,11 @@ namespace Oshima.FunGame.OshimaServers.Service
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CharacterStatistics stats = actionQueue.CharacterStatistics[character];
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builder.AppendLine($"{(isWeb ? count + "." : ("[ " + actionQueue.GetTeamFromEliminated(character)?.Name + " ]" ?? ""))} [ {character.ToStringWithLevel()} ]");
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builder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
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builder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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builder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
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builder.AppendLine($"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}");
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builder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
|
||||
builder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
|
||||
builder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
|
||||
builder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
|
||||
builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage:0.##} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 总承受魔法伤害:{stats.TotalTakenMagicDamage:0.##}");
|
||||
builder.Append($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}");
|
||||
if (count++ <= top)
|
||||
{
|
||||
WriteLine(builder.ToString());
|
||||
@ -433,10 +435,11 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
CharacterStatistics stats = actionQueue.CharacterStatistics[character];
|
||||
builder.AppendLine($"{(isWeb ? count + ". " : "")}[ {character.ToStringWithLevel()} ]");
|
||||
builder.AppendLine($"技术得分:{stats.Rating:0.0#} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
|
||||
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}");
|
||||
builder.AppendLine($"存活时长:{stats.LiveTime:0.##} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
|
||||
builder.AppendLine($"控制时长:{stats.ControlTime:0.##} / 总计治疗:{stats.TotalHeal:0.##}");
|
||||
builder.AppendLine($"总计伤害:{stats.TotalDamage:0.##} / 总计物理伤害:{stats.TotalPhysicalDamage:0.##} / 总计魔法伤害:{stats.TotalMagicDamage:0.##}");
|
||||
builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage:0.##} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 总承受魔法伤害:{stats.TotalTakenMagicDamage:0.##}");
|
||||
builder.Append($"每秒伤害:{stats.DamagePerSecond:0.##} / 每回合伤害:{stats.DamagePerTurn:0.##}");
|
||||
if (count++ <= top)
|
||||
{
|
||||
WriteLine(builder.ToString());
|
||||
@ -601,9 +604,11 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
totalStats.TotalTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage + stats.TotalTakenPhysicalDamage);
|
||||
totalStats.TotalTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage + stats.TotalTakenMagicDamage);
|
||||
totalStats.TotalTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage + stats.TotalTakenRealDamage);
|
||||
totalStats.TotalHeal = Calculation.Round2Digits(totalStats.TotalHeal + stats.TotalHeal);
|
||||
totalStats.LiveRound += stats.LiveRound;
|
||||
totalStats.ActionTurn += stats.ActionTurn;
|
||||
totalStats.LiveTime = Calculation.Round2Digits(totalStats.LiveTime + stats.LiveTime);
|
||||
totalStats.ControlTime = Calculation.Round2Digits(totalStats.ControlTime + stats.ControlTime);
|
||||
totalStats.TotalEarnedMoney += stats.TotalEarnedMoney;
|
||||
totalStats.Kills += stats.Kills;
|
||||
totalStats.Deaths += stats.Deaths;
|
||||
@ -632,9 +637,11 @@ namespace Oshima.FunGame.OshimaServers.Service
|
||||
totalStats.AvgTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage / totalStats.Plays);
|
||||
totalStats.AvgTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage / totalStats.Plays);
|
||||
totalStats.AvgTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage / totalStats.Plays);
|
||||
totalStats.AvgHeal = Calculation.Round2Digits(totalStats.TotalHeal / totalStats.Plays);
|
||||
totalStats.AvgLiveRound = totalStats.LiveRound / totalStats.Plays;
|
||||
totalStats.AvgActionTurn = totalStats.ActionTurn / totalStats.Plays;
|
||||
totalStats.AvgLiveTime = Calculation.Round2Digits(totalStats.LiveTime / totalStats.Plays);
|
||||
totalStats.AvgControlTime = Calculation.Round2Digits(totalStats.ControlTime / totalStats.Plays);
|
||||
totalStats.AvgEarnedMoney = totalStats.TotalEarnedMoney / totalStats.Plays;
|
||||
totalStats.Winrates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Wins) / Convert.ToDouble(totalStats.Plays));
|
||||
totalStats.Top3rates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Top3s) / Convert.ToDouble(totalStats.Plays));
|
||||
|
@ -59,9 +59,11 @@ namespace Oshima.FunGame.WebAPI.Controllers
|
||||
builder.AppendLine($"总计承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 场均:{stats.AvgTakenPhysicalDamage:0.##}");
|
||||
builder.AppendLine($"总计承受魔法伤害:{stats.TotalTakenMagicDamage:0.##} / 场均:{stats.AvgTakenMagicDamage:0.##}");
|
||||
builder.AppendLine($"总计承受真实伤害:{stats.TotalTakenRealDamage:0.##} / 场均:{stats.AvgTakenRealDamage:0.##}");
|
||||
builder.AppendLine($"总计治疗:{stats.TotalHeal:0.##} / 场均:{stats.AvgHeal:0.##}");
|
||||
builder.AppendLine($"总计存活回合数:{stats.LiveRound} / 场均:{stats.AvgLiveRound}");
|
||||
builder.AppendLine($"总计行动回合数:{stats.ActionTurn} / 场均:{stats.AvgActionTurn}");
|
||||
builder.AppendLine($"总计存活时长:{stats.LiveTime:0.##} / 场均:{stats.AvgLiveTime:0.##}");
|
||||
builder.AppendLine($"总计控制时长:{stats.ControlTime:0.##} / 场均:{stats.AvgControlTime:0.##}");
|
||||
builder.AppendLine($"总计赚取金钱:{stats.TotalEarnedMoney} / 场均:{stats.AvgEarnedMoney}");
|
||||
builder.AppendLine($"每回合伤害:{stats.DamagePerRound:0.##}");
|
||||
builder.AppendLine($"每行动回合伤害:{stats.DamagePerTurn:0.##}");
|
||||
@ -114,9 +116,11 @@ namespace Oshima.FunGame.WebAPI.Controllers
|
||||
builder.AppendLine($"总计承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 场均:{stats.AvgTakenPhysicalDamage:0.##}");
|
||||
builder.AppendLine($"总计承受魔法伤害:{stats.TotalTakenMagicDamage:0.##} / 场均:{stats.AvgTakenMagicDamage:0.##}");
|
||||
builder.AppendLine($"总计承受真实伤害:{stats.TotalTakenRealDamage:0.##} / 场均:{stats.AvgTakenRealDamage:0.##}");
|
||||
builder.AppendLine($"总计治疗:{stats.TotalHeal:0.##} / 场均:{stats.AvgHeal:0.##}");
|
||||
builder.AppendLine($"总计存活回合数:{stats.LiveRound} / 场均:{stats.AvgLiveRound}");
|
||||
builder.AppendLine($"总计行动回合数:{stats.ActionTurn} / 场均:{stats.AvgActionTurn}");
|
||||
builder.AppendLine($"总计存活时长:{stats.LiveTime:0.##} / 场均:{stats.AvgLiveTime:0.##}");
|
||||
builder.AppendLine($"总计控制时长:{stats.ControlTime:0.##} / 场均:{stats.AvgControlTime:0.##}");
|
||||
builder.AppendLine($"总计赚取金钱:{stats.TotalEarnedMoney} / 场均:{stats.AvgEarnedMoney}");
|
||||
builder.AppendLine($"每回合伤害:{stats.DamagePerRound:0.##}");
|
||||
builder.AppendLine($"每行动回合伤害:{stats.DamagePerTurn:0.##}");
|
||||
|
Loading…
x
Reference in New Issue
Block a user