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https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-20 10:59:33 +08:00
应用 GamingObject
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@ -455,7 +455,7 @@ namespace Oshima.FunGame.OshimaServers
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throw new NotImplementedException();
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}
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public override bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] Args)
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public override bool StartServer(GamingObject obj, params object[] args)
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{
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throw new NotImplementedException();
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}
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@ -90,12 +90,9 @@ namespace Oshima.FunGame.OshimaServers
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return result;
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}
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private readonly struct ModuleServerWorker(Room room, List<User> users, IServerModel roomMaster, Dictionary<string, IServerModel> serverModels)
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private readonly struct ModuleServerWorker(GamingObject obj)
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{
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public Room Room { get; } = room;
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public List<User> Users { get; } = users;
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public IServerModel RoomMaster { get; } = roomMaster;
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public Dictionary<string, IServerModel> All { get; } = serverModels;
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public GamingObject GamingObject { get; } = obj;
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public List<User> ConnectedUser { get; } = [];
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public Dictionary<string, Dictionary<string, object>> UserData { get; } = [];
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public Dictionary<User, Character> PickCharacters { get; } = [];
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@ -103,22 +100,21 @@ namespace Oshima.FunGame.OshimaServers
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private ConcurrentDictionary<string, ModuleServerWorker> Workers { get; } = [];
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public override bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] Args)
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public override bool StartServer(GamingObject obj, params object[] args)
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{
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// 因为模组是单例的,需要为这个房间创建一个工作类接收参数,不能直接用本地变量处理
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ModuleServerWorker worker = new(Room, Users, RoomMasterServerModel, ServerModels);
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Workers[Room.Roomid] = worker;
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TaskUtility.NewTask(async () => await StartGame(worker)).OnError(Controller.Error);
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ModuleServerWorker worker = new(obj);
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TaskUtility.NewTask(async () => await StartGame(obj, worker)).OnError(Controller.Error);
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return true;
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}
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private async Task StartGame(ModuleServerWorker worker)
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private async Task StartGame(GamingObject obj, ModuleServerWorker worker)
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{
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try
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{
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while (true)
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{
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if (worker.ConnectedUser.Count == worker.All.Count)
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if (worker.ConnectedUser.Count == obj.All.Count)
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{
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break;
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}
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@ -130,7 +126,7 @@ namespace Oshima.FunGame.OshimaServers
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Dictionary<string, object> data = [];
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// 抽取角色
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foreach (User user in worker.Users)
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foreach (User user in obj.Users)
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{
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List<Character> list = [.. Characters.Where(c => !characterPickeds.Contains(c))];
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Character cr = list[Random.Shared.Next(list.Count - 1)];
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@ -138,7 +134,7 @@ namespace Oshima.FunGame.OshimaServers
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characterPickeds.Add(cr);
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characters.Add(user, cr.Copy());
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Controller.WriteLine(msg);
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SendAllGamingMessage(worker, data, msg);
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SendAllGamingMessage(obj, data, msg);
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}
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int clevel = 60;
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@ -167,12 +163,12 @@ namespace Oshima.FunGame.OshimaServers
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FunGameService.AddCharacterSkills(c, 1, slevel, slevel);
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SendAllGamingMessage(worker, data, c.GetInfo());
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SendAllGamingMessage(obj, data, c.GetInfo());
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}
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ActionQueue actionQueue = new(inGameCharacters, false, (str) =>
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{
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SendAllGamingMessage(worker, data, str);
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SendAllGamingMessage(obj, data, str);
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});
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// 总游戏时长
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@ -189,7 +185,7 @@ namespace Oshima.FunGame.OshimaServers
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{
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if (i == 998)
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{
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SendAllGamingMessage(worker, data, $"=== 终局审判 ===");
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SendAllGamingMessage(obj, data, $"=== 终局审判 ===");
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Dictionary<Character, double> 他们的血量百分比 = [];
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foreach (Character c in inGameCharacters)
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{
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@ -197,10 +193,10 @@ namespace Oshima.FunGame.OshimaServers
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}
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double max = 他们的血量百分比.Values.Max();
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Character winner = 他们的血量百分比.Keys.Where(c => 他们的血量百分比[c] == max).First();
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SendAllGamingMessage(worker, data, "[ " + winner + " ] 成为了天选之人!!");
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SendAllGamingMessage(obj, data, "[ " + winner + " ] 成为了天选之人!!");
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foreach (Character c in inGameCharacters.Where(c => c != winner && c.HP > 0))
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{
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SendAllGamingMessage(worker, data, "[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
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SendAllGamingMessage(obj, data, "[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
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actionQueue.DeathCalculation(winner, c);
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}
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actionQueue.EndGameInfo(winner);
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@ -213,8 +209,8 @@ namespace Oshima.FunGame.OshimaServers
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// 处理回合
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if (characterToAct != null)
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{
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SendAllGamingMessage(worker, data, $"=== Round {i++} ===");
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SendAllGamingMessage(worker, data, "现在是 [ " + characterToAct + " ] 的回合!");
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SendAllGamingMessage(obj, data, $"=== Round {i++} ===");
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SendAllGamingMessage(obj, data, "现在是 [ " + characterToAct + " ] 的回合!");
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if (actionQueue.Queue.Count == 0)
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{
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@ -239,11 +235,11 @@ namespace Oshima.FunGame.OshimaServers
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}
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}
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SendAllGamingMessage(worker, data, "--- End ---");
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SendAllGamingMessage(worker, data, "总游戏时长:" + Calculation.Round2Digits(totalTime));
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SendAllGamingMessage(obj, data, "--- End ---");
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SendAllGamingMessage(obj, data, "总游戏时长:" + Calculation.Round2Digits(totalTime));
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// 赛后统计
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SendAllGamingMessage(worker, data, "=== 伤害排行榜 ===");
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SendAllGamingMessage(obj, data, "=== 伤害排行榜 ===");
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int top = inGameCharacters.Count;
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int count = 1;
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foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.TotalDamage).Select(d => d.Key))
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@ -256,7 +252,7 @@ namespace Oshima.FunGame.OshimaServers
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builder.AppendLine($"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}");
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SendAllGamingMessage(worker, data, builder.ToString());
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SendAllGamingMessage(obj, data, builder.ToString());
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CharacterStatistics? totalStats = CharacterStatistics.Where(kv => kv.Key.GetName() == character.GetName()).Select(kv => kv.Value).FirstOrDefault();
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if (totalStats != null)
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@ -311,7 +307,7 @@ namespace Oshima.FunGame.OshimaServers
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for (i = actionQueue.Eliminated.Count - 1; i >= 0; i--)
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{
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Character character = actionQueue.Eliminated[i];
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SendAllGamingMessage(worker, data, $"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
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SendAllGamingMessage(obj, data, $"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
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}
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lock (StatsConfig)
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@ -324,13 +320,9 @@ namespace Oshima.FunGame.OshimaServers
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}
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// 结束
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await Send(worker.All.Values, SocketMessageType.EndGame, worker.Room, worker.Users);
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foreach (IServerModel model in worker.All.Values)
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{
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model.NowGamingServer = null;
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}
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SendEndGame(obj);
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worker.ConnectedUser.Clear();
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Workers.Remove(worker.Room.Roomid, out _);
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Workers.Remove(obj.Room.Roomid, out _);
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}
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catch (Exception e)
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{
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@ -354,12 +346,12 @@ namespace Oshima.FunGame.OshimaServers
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}
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}
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private void SendAllGamingMessage(ModuleServerWorker worker, Dictionary<string, object> data, string str, bool showmessage = false)
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private void SendAllGamingMessage(GamingObject obj, Dictionary<string, object> data, string str, bool showmessage = false)
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{
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data.Clear();
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data.Add("msg", str);
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data.Add("showmessage", showmessage);
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_ = SendGamingMessage(worker.All.Values, GamingType.UpdateInfo, data);
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_ = SendGamingMessage(obj.All.Values, GamingType.UpdateInfo, data);
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}
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public override void AfterLoad(params object[] args)
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