应用 GamingObject

This commit is contained in:
milimoe 2025-03-14 01:40:10 +08:00
parent b6a155de4b
commit 5da35bc5f9
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
2 changed files with 26 additions and 34 deletions

View File

@ -455,7 +455,7 @@ namespace Oshima.FunGame.OshimaServers
throw new NotImplementedException();
}
public override bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] Args)
public override bool StartServer(GamingObject obj, params object[] args)
{
throw new NotImplementedException();
}

View File

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