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https://github.com/oshima-studios/OshimaGameModule.git
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使用新版随机回合奖励
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@ -57,7 +57,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
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public override double AlterActualDamageAfterCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult, ref bool isEvaded, Dictionary<Effect, double> totalDamageBonus)
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{
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if (character == Skill.Character && 首次伤害)
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if (character == Skill.Character && damageResult != DamageResult.Evaded && 首次伤害)
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{
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首次伤害 = false;
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破隐一击 = true;
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@ -49,7 +49,18 @@ namespace Oshima.FunGame.OshimaServers.Service
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int maxRound = 999;
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// 随机回合奖励
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Dictionary<int, List<Skill>> roundRewards = FunGameService.GenerateRoundRewards(maxRound);
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Dictionary<long, bool> effects = [];
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foreach (EffectID id in FunGameConstant.RoundRewards.Keys)
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{
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long effectID = (long)id;
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bool isActive = false;
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if (effectID > (long)EffectID.Active_Start)
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{
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isActive = true;
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}
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effects.Add(effectID, isActive);
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}
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actionQueue.InitRoundRewards(maxRound, 1, effects, id => FunGameConstant.RoundRewards[(EffectID)id]);
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int i = 1;
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while (i < maxRound)
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@ -82,67 +93,11 @@ namespace Oshima.FunGame.OshimaServers.Service
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// 处理回合
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if (characterToAct != null)
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{
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// 获取回合奖励
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List<Skill> skillRewards = [];
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if (roundRewards.TryGetValue(i, out List<Skill>? effectList) && effectList != null)
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{
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skillRewards = [.. effectList];
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}
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WriteLine($"=== Round {i++} ===");
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WriteLine($"现在是 [ {characterToAct} ] 的回合!");
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// 实际的回合奖励
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List<Skill> realSkillRewards = [];
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if (skillRewards.Count > 0)
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{
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foreach (Skill skill in skillRewards)
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{
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Dictionary<string, object> effectArgs = [];
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if (FunGameConstant.RoundRewards.TryGetValue((EffectID)skill.Id, out Dictionary<string, object>? dict) && dict != null)
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{
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effectArgs = new(dict);
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}
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Dictionary<string, object> args = new()
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{
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{ "skill", skill },
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{ "values", effectArgs }
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};
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skill.GamingQueue = actionQueue;
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skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>(skill.Id, "", args));
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skill.Character = characterToAct;
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skill.Level = 1;
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actionQueue.LastRound.RoundRewards.Add(skill);
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WriteLine($"[ {characterToAct} ] 获得了回合奖励!{skill.Description}".Trim());
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if (skill.IsActive)
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{
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actionQueue.LastRound.Targets.Add(characterToAct);
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skill.OnSkillCasted(actionQueue, characterToAct, [characterToAct]);
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}
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else
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{
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characterToAct.Skills.Add(skill);
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realSkillRewards.Add(skill);
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}
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}
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}
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bool isGameEnd = await actionQueue.ProcessTurnAsync(characterToAct);
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if (realSkillRewards.Count > 0)
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{
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foreach (Skill skill in realSkillRewards)
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{
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foreach (Effect e in skill.Effects)
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{
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e.OnEffectLost(characterToAct);
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characterToAct.Effects.Remove(e);
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}
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characterToAct.Skills.Remove(skill);
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skill.Character = null;
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}
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}
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if (isGameEnd)
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{
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Result.Add(_msg);
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@ -308,7 +263,18 @@ namespace Oshima.FunGame.OshimaServers.Service
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int maxRound = 9999;
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// 随机回合奖励
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Dictionary<int, List<Skill>> roundRewards = FunGameService.GenerateRoundRewards(maxRound);
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Dictionary<long, bool> effects = [];
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foreach (EffectID id in FunGameConstant.RoundRewards.Keys)
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{
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long effectID = (long)id;
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bool isActive = false;
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if (effectID > (long)EffectID.Active_Start)
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{
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isActive = true;
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}
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effects.Add(effectID, isActive);
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}
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actionQueue.InitRoundRewards(maxRound, 1, effects, id => FunGameConstant.RoundRewards[(EffectID)id]);
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int i = 1;
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while (i < maxRound)
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@ -326,67 +292,11 @@ namespace Oshima.FunGame.OshimaServers.Service
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// 处理回合
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if (characterToAct != null)
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{
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// 获取回合奖励
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List<Skill> skillRewards = [];
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if (roundRewards.TryGetValue(i, out List<Skill>? effectList) && effectList != null)
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{
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skillRewards = [.. effectList];
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}
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WriteLine($"=== Round {i++} ===");
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WriteLine("现在是 [ " + characterToAct + "(" + (actionQueue.GetTeam(characterToAct)?.Name ?? "") + ")" + " ] 的回合!");
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// 实际的回合奖励
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List<Skill> realSkillRewards = [];
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if (skillRewards.Count > 0)
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{
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foreach (Skill skill in skillRewards)
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{
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Dictionary<string, object> effectArgs = [];
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if (FunGameConstant.RoundRewards.TryGetValue((EffectID)skill.Id, out Dictionary<string, object>? dict) && dict != null)
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{
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effectArgs = new(dict);
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}
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Dictionary<string, object> args = new()
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{
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{ "skill", skill },
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{ "values", effectArgs }
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};
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skill.GamingQueue = actionQueue;
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skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>(skill.Id, "", args));
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skill.Character = characterToAct;
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skill.Level = 1;
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actionQueue.LastRound.RoundRewards.Add(skill);
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WriteLine($"[ {characterToAct} ] 获得了回合奖励!{skill.Description}".Trim());
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if (skill.IsActive)
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{
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actionQueue.LastRound.Targets.Add(characterToAct);
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skill.OnSkillCasted(actionQueue, characterToAct, [characterToAct]);
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}
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else
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{
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characterToAct.Skills.Add(skill);
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realSkillRewards.Add(skill);
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}
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}
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}
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bool isGameEnd = await actionQueue.ProcessTurnAsync(characterToAct);
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if (realSkillRewards.Count > 0)
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{
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foreach (Skill skill in realSkillRewards)
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{
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foreach (Effect e in skill.Effects)
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{
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e.OnEffectLost(characterToAct);
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characterToAct.Effects.Remove(e);
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}
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characterToAct.Skills.Remove(skill);
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skill.Character = null;
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}
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}
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if (isGameEnd)
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{
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Result.Add(_msg);
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@ -221,7 +221,7 @@ namespace Oshima.FunGame.OshimaServers.Service
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}
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};
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public static Dictionary<EffectID, Dictionary<string, object>> RoundRewards { get; } = new()
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public static Dictionary<EffectID, Dictionary<string, object>> RoundRewards => new()
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{
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{
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EffectID.ExATK,
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@ -213,7 +213,18 @@ namespace Oshima.FunGame.OshimaServers.Service
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int maxRound = isTeam ? 9999 : 999;
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// 随机回合奖励
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Dictionary<int, List<Skill>> roundRewards = FunGameService.GenerateRoundRewards(maxRound);
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Dictionary<long, bool> effects = [];
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foreach (EffectID id in FunGameConstant.RoundRewards.Keys)
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{
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long effectID = (long)id;
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bool isActive = false;
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if (effectID > (long)EffectID.Active_Start)
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{
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isActive = true;
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}
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effects.Add(effectID, isActive);
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}
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actionQueue.InitRoundRewards(maxRound, 1, effects, id => FunGameConstant.RoundRewards[(EffectID)id]);
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int i = 1;
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while (i < maxRound)
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@ -254,67 +265,11 @@ namespace Oshima.FunGame.OshimaServers.Service
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// 处理回合
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if (characterToAct != null)
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{
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// 获取回合奖励
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List<Skill> skillRewards = [];
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if (roundRewards.TryGetValue(i, out List<Skill>? effectList) && effectList != null)
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{
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skillRewards = [.. effectList];
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}
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WriteLine($"=== Round {i++} ===");
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WriteLine("现在是 [ " + characterToAct + (isTeam ? "(" + (actionQueue.GetTeam(characterToAct)?.Name ?? "") + ")" : "") + " ] 的回合!");
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// 实际的回合奖励
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List<Skill> realSkillRewards = [];
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if (skillRewards.Count > 0)
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{
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foreach (Skill skill in skillRewards)
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{
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Dictionary<string, object> effectArgs = [];
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if (FunGameConstant.RoundRewards.TryGetValue((EffectID)skill.Id, out Dictionary<string, object>? dict) && dict != null)
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{
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effectArgs = new(dict);
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}
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Dictionary<string, object> args = new()
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{
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{ "skill", skill },
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{ "values", effectArgs }
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};
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skill.GamingQueue = actionQueue;
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skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>(skill.Id, "", args));
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skill.Character = characterToAct;
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skill.Level = 1;
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actionQueue.LastRound.RoundRewards.Add(skill);
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WriteLine($"[ {characterToAct} ] 获得了回合奖励!{skill.Description}".Trim());
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if (skill.IsActive)
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{
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actionQueue.LastRound.Targets.Add(characterToAct);
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skill.OnSkillCasted(actionQueue, characterToAct, [characterToAct]);
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}
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else
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{
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characterToAct.Skills.Add(skill);
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realSkillRewards.Add(skill);
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}
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}
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}
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bool isGameEnd = await actionQueue.ProcessTurnAsync(characterToAct);
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if (realSkillRewards.Count > 0)
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{
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foreach (Skill skill in realSkillRewards)
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{
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foreach (Effect e in skill.Effects)
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{
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e.OnEffectLost(characterToAct);
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characterToAct.Effects.Remove(e);
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}
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characterToAct.Skills.Remove(skill);
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skill.Character = null;
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}
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}
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if (isGameEnd)
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{
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result.Add(Msg);
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