From 72b8b52171aee8f1e5a09ce3f044e9bde044dfc3 Mon Sep 17 00:00:00 2001 From: milimoe Date: Tue, 30 Dec 2025 00:46:12 +0800 Subject: [PATCH] =?UTF-8?q?API=20=E4=B8=AD=E6=96=AD=E6=80=A7=E5=8F=98?= =?UTF-8?q?=E6=9B=B4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Effects/SkillEffects/增加混合护盾值.cs | 2 +- .../SkillEffects/增加物理护盾_护盾值型.cs | 2 +- .../SkillEffects/增加物理护盾_特效持续型.cs | 2 +- .../SkillEffects/增加魔法护盾_护盾值型.cs | 2 +- .../SkillEffects/增加魔法护盾_特效持续型.cs | 2 +- .../Effects/SkillEffects/提升友方行动速度.cs | 2 +- .../Effects/SkillEffects/施加免疫.cs | 2 +- .../Effects/SkillEffects/施加持续性弱驱散.cs | 2 +- .../Effects/SkillEffects/施加持续性强驱散.cs | 2 +- .../Effects/SkillEffects/施加概率负面.cs | 2 +- .../Effects/SkillEffects/造成封技.cs | 2 +- .../Effects/SkillEffects/造成气绝.cs | 2 +- .../Effects/SkillEffects/造成眩晕.cs | 2 +- .../Effects/SkillEffects/造成虚弱.cs | 2 +- .../Effects/SkillEffects/降低敌方行动速度.cs | 2 +- OshimaModules/Skills/ColdBlue/嗜血本能.cs | 2 +- OshimaModules/Skills/MagicalGirl/绝对领域.cs | 2 +- OshimaModules/Skills/Mayor/精准打击.cs | 2 +- OshimaModules/Skills/NanGanyu/三重叠加.cs | 2 +- OshimaModules/Skills/NiuNan/变幻之心.cs | 4 ++-- OshimaModules/Skills/Oshima/力量爆发.cs | 2 +- OshimaModules/Skills/QWQAQW/迅捷之势.cs | 2 +- OshimaModules/Skills/QuDuoduo/血之狂欢.cs | 2 +- OshimaModules/Skills/XinYin/天赐之力.cs | 2 +- OshimaModules/Skills/Yang/魔法涌流.cs | 2 +- OshimaModules/Skills/dddovo/平衡强化.cs | 2 +- OshimaModules/Skills/战技/疾风步.cs | 2 +- OshimaModules/Skills/魔法/强音之力.cs | 2 +- OshimaModules/Skills/魔法/强音之力复.cs | 2 +- OshimaModules/Skills/魔法/时间减速复.cs | 2 +- OshimaModules/Skills/魔法/时间减速改.cs | 2 +- OshimaModules/Skills/魔法/灾难冲击波.cs | 2 +- OshimaModules/Skills/魔法/神圣祝福.cs | 2 +- OshimaModules/Skills/魔法/神圣祝福复.cs | 2 +- OshimaModules/Skills/魔法/结晶防护.cs | 2 +- OshimaModules/Skills/魔法/结晶防护复.cs | 2 +- OshimaModules/Skills/魔法/银色荆棘.cs | 2 +- OshimaModules/Skills/魔法/风之守护.cs | 2 +- OshimaModules/Skills/魔法/风之守护复.cs | 2 +- OshimaServers/Service/FunGameActionQueue.cs | 2 +- OshimaWebAPI/Controllers/OshimaController.cs | 22 ++++++++----------- OshimaWebAPI/OshimaWebAPI.cs | 6 ----- 42 files changed, 50 insertions(+), 60 deletions(-) diff --git a/OshimaModules/Effects/SkillEffects/增加混合护盾值.cs b/OshimaModules/Effects/SkillEffects/增加混合护盾值.cs index 431e1a7..d272add 100644 --- a/OshimaModules/Effects/SkillEffects/增加混合护盾值.cs +++ b/OshimaModules/Effects/SkillEffects/增加混合护盾值.cs @@ -27,7 +27,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { target.Shield.Mix += 护盾值; WriteLine($"[ {target} ] 获得了 {护盾值:0.##} 点混合护盾值!"); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.Shield]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.Shield); } } } diff --git a/OshimaModules/Effects/SkillEffects/增加物理护盾_护盾值型.cs b/OshimaModules/Effects/SkillEffects/增加物理护盾_护盾值型.cs index 9767bfb..a529fb7 100644 --- a/OshimaModules/Effects/SkillEffects/增加物理护盾_护盾值型.cs +++ b/OshimaModules/Effects/SkillEffects/增加物理护盾_护盾值型.cs @@ -27,7 +27,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { target.Shield[false] += 护盾值; WriteLine($"[ {target} ] 获得了 {护盾值:0.##} 点物理护盾值!"); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.Shield]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.Shield); } } } diff --git a/OshimaModules/Effects/SkillEffects/增加物理护盾_特效持续型.cs b/OshimaModules/Effects/SkillEffects/增加物理护盾_特效持续型.cs index a30f58a..a58a762 100644 --- a/OshimaModules/Effects/SkillEffects/增加物理护盾_特效持续型.cs +++ b/OshimaModules/Effects/SkillEffects/增加物理护盾_特效持续型.cs @@ -41,7 +41,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects target.Effects.Add(e); e.OnEffectGained(target); e.DispelledType = DispelledType; - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.Shield]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.Shield); } } } diff --git a/OshimaModules/Effects/SkillEffects/增加魔法护盾_护盾值型.cs b/OshimaModules/Effects/SkillEffects/增加魔法护盾_护盾值型.cs index c2d0970..5b25aaf 100644 --- a/OshimaModules/Effects/SkillEffects/增加魔法护盾_护盾值型.cs +++ b/OshimaModules/Effects/SkillEffects/增加魔法护盾_护盾值型.cs @@ -27,7 +27,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { target.Shield[true, MagicType.None] += 护盾值; WriteLine($"[ {target} ] 获得了 {护盾值:0.##} 点魔法护盾值!"); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.Shield]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.Shield); } } } diff --git a/OshimaModules/Effects/SkillEffects/增加魔法护盾_特效持续型.cs b/OshimaModules/Effects/SkillEffects/增加魔法护盾_特效持续型.cs index b3e0f25..4f98778 100644 --- a/OshimaModules/Effects/SkillEffects/增加魔法护盾_特效持续型.cs +++ b/OshimaModules/Effects/SkillEffects/增加魔法护盾_特效持续型.cs @@ -41,7 +41,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects target.Effects.Add(e); e.OnEffectGained(target); e.DispelledType = DispelledType; - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.Shield]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.Shield); } } } diff --git a/OshimaModules/Effects/SkillEffects/提升友方行动速度.cs b/OshimaModules/Effects/SkillEffects/提升友方行动速度.cs index de04764..e9e6c5f 100644 --- a/OshimaModules/Effects/SkillEffects/提升友方行动速度.cs +++ b/OshimaModules/Effects/SkillEffects/提升友方行动速度.cs @@ -46,7 +46,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects target.Effects.Add(e); e.OnEffectGained(target); e.EffectType = EffectType.Haste; - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(target, e.EffectType); GamingQueue?.ChangeCharacterHardnessTime(target, -0.3, true, false); } } diff --git a/OshimaModules/Effects/SkillEffects/施加免疫.cs b/OshimaModules/Effects/SkillEffects/施加免疫.cs index 95a33fd..1a52949 100644 --- a/OshimaModules/Effects/SkillEffects/施加免疫.cs +++ b/OshimaModules/Effects/SkillEffects/施加免疫.cs @@ -82,7 +82,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects break; } } - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType); } } } diff --git a/OshimaModules/Effects/SkillEffects/施加持续性弱驱散.cs b/OshimaModules/Effects/SkillEffects/施加持续性弱驱散.cs index 303b379..ae7f66e 100644 --- a/OshimaModules/Effects/SkillEffects/施加持续性弱驱散.cs +++ b/OshimaModules/Effects/SkillEffects/施加持续性弱驱散.cs @@ -66,7 +66,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects e.DispelledType = DispelledType; e.ParentEffect = ParentEffect; } - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(target, e.EffectType); } } } diff --git a/OshimaModules/Effects/SkillEffects/施加持续性强驱散.cs b/OshimaModules/Effects/SkillEffects/施加持续性强驱散.cs index 65db785..58f7d99 100644 --- a/OshimaModules/Effects/SkillEffects/施加持续性强驱散.cs +++ b/OshimaModules/Effects/SkillEffects/施加持续性强驱散.cs @@ -66,7 +66,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects e.DispelledType = DispelledType; e.ParentEffect = ParentEffect; } - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(target, e.EffectType); } } } diff --git a/OshimaModules/Effects/SkillEffects/施加概率负面.cs b/OshimaModules/Effects/SkillEffects/施加概率负面.cs index c083147..6fecb1e 100644 --- a/OshimaModules/Effects/SkillEffects/施加概率负面.cs +++ b/OshimaModules/Effects/SkillEffects/施加概率负面.cs @@ -144,7 +144,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects { target.Effects.Add(e); e.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(target, e.EffectType); } } } diff --git a/OshimaModules/Effects/SkillEffects/造成封技.cs b/OshimaModules/Effects/SkillEffects/造成封技.cs index 017b90c..9d53e25 100644 --- a/OshimaModules/Effects/SkillEffects/造成封技.cs +++ b/OshimaModules/Effects/SkillEffects/造成封技.cs @@ -34,7 +34,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects 封技 e = new(Skill, caster, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1))); enemy.Effects.Add(e); e.OnEffectGained(enemy); - GamingQueue?.LastRound.ApplyEffects.TryAdd(enemy, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(enemy, e.EffectType); } } } diff --git a/OshimaModules/Effects/SkillEffects/造成气绝.cs b/OshimaModules/Effects/SkillEffects/造成气绝.cs index eac6f49..6ed816d 100644 --- a/OshimaModules/Effects/SkillEffects/造成气绝.cs +++ b/OshimaModules/Effects/SkillEffects/造成气绝.cs @@ -44,7 +44,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects 气绝 e = new(Skill, enemy, caster, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1)), _isPercentage, _durationDamage, _durationDamagePercent); enemy.Effects.Add(e); e.OnEffectGained(enemy); - GamingQueue?.LastRound.ApplyEffects.TryAdd(enemy, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(enemy, e.EffectType); } } } diff --git a/OshimaModules/Effects/SkillEffects/造成眩晕.cs b/OshimaModules/Effects/SkillEffects/造成眩晕.cs index 3ee1c89..ff78893 100644 --- a/OshimaModules/Effects/SkillEffects/造成眩晕.cs +++ b/OshimaModules/Effects/SkillEffects/造成眩晕.cs @@ -37,7 +37,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects 眩晕 e = new(Skill, caster, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1))); enemy.Effects.Add(e); e.OnEffectGained(enemy); - GamingQueue?.LastRound.ApplyEffects.TryAdd(enemy, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(enemy, e.EffectType); } } } diff --git a/OshimaModules/Effects/SkillEffects/造成虚弱.cs b/OshimaModules/Effects/SkillEffects/造成虚弱.cs index 605acaa..be9f7ed 100644 --- a/OshimaModules/Effects/SkillEffects/造成虚弱.cs +++ b/OshimaModules/Effects/SkillEffects/造成虚弱.cs @@ -61,7 +61,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects 虚弱 e = new(Skill, enemy, caster, _durative, _duration + _levelGrowth * (Level - 1), Convert.ToInt32(_durationTurn + _levelGrowth * (Level - 1)), ActualDamageReductionPercent, ActualDEFReductionPercent, ActualMDFReductionPercent, ActualHealingReductionPercent); enemy.Effects.Add(e); e.OnEffectGained(enemy); - GamingQueue?.LastRound.ApplyEffects.TryAdd(enemy, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(enemy, e.EffectType); } } } diff --git a/OshimaModules/Effects/SkillEffects/降低敌方行动速度.cs b/OshimaModules/Effects/SkillEffects/降低敌方行动速度.cs index b17eda0..c8b7ebe 100644 --- a/OshimaModules/Effects/SkillEffects/降低敌方行动速度.cs +++ b/OshimaModules/Effects/SkillEffects/降低敌方行动速度.cs @@ -47,7 +47,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects e.OnEffectGained(target); e.EffectType = EffectType.Slow; e.IsDebuff = true; - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(target, e.EffectType); GamingQueue?.ChangeCharacterHardnessTime(target, 0.3, true, false); } } diff --git a/OshimaModules/Skills/ColdBlue/嗜血本能.cs b/OshimaModules/Skills/ColdBlue/嗜血本能.cs index 1378a55..99c1e4a 100644 --- a/OshimaModules/Skills/ColdBlue/嗜血本能.cs +++ b/OshimaModules/Skills/ColdBlue/嗜血本能.cs @@ -59,7 +59,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.DamageBoost, EffectType.Lifesteal]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.DamageBoost, EffectType.Lifesteal); } } } diff --git a/OshimaModules/Skills/MagicalGirl/绝对领域.cs b/OshimaModules/Skills/MagicalGirl/绝对领域.cs index c3f1269..2df3b3b 100644 --- a/OshimaModules/Skills/MagicalGirl/绝对领域.cs +++ b/OshimaModules/Skills/MagicalGirl/绝对领域.cs @@ -82,7 +82,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.Invulnerable]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.Invulnerable); } } } diff --git a/OshimaModules/Skills/Mayor/精准打击.cs b/OshimaModules/Skills/Mayor/精准打击.cs index 3ea41a0..db332e5 100644 --- a/OshimaModules/Skills/Mayor/精准打击.cs +++ b/OshimaModules/Skills/Mayor/精准打击.cs @@ -66,7 +66,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.CritBoost, EffectType.PenetrationBoost]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.CritBoost, EffectType.PenetrationBoost); } } } diff --git a/OshimaModules/Skills/NanGanyu/三重叠加.cs b/OshimaModules/Skills/NanGanyu/三重叠加.cs index 2a501f9..005879b 100644 --- a/OshimaModules/Skills/NanGanyu/三重叠加.cs +++ b/OshimaModules/Skills/NanGanyu/三重叠加.cs @@ -75,7 +75,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.MPRegen, EffectType.Haste]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.MPRegen, EffectType.Haste); } } } diff --git a/OshimaModules/Skills/NiuNan/变幻之心.cs b/OshimaModules/Skills/NiuNan/变幻之心.cs index 866a507..1eba41a 100644 --- a/OshimaModules/Skills/NiuNan/变幻之心.cs +++ b/OshimaModules/Skills/NiuNan/变幻之心.cs @@ -158,11 +158,11 @@ namespace Oshima.FunGame.OshimaModules.Skills { double 回复的生命 = 生命值回复 * caster.MaxHP; HealToTarget(caster, caster, 回复的生命); - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.Lifesteal]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.Lifesteal); } else if (caster.PrimaryAttribute == PrimaryAttribute.INT) { - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.DamageBoost]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.DamageBoost); } } } diff --git a/OshimaModules/Skills/Oshima/力量爆发.cs b/OshimaModules/Skills/Oshima/力量爆发.cs index a724994..653f336 100644 --- a/OshimaModules/Skills/Oshima/力量爆发.cs +++ b/OshimaModules/Skills/Oshima/力量爆发.cs @@ -66,7 +66,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.DamageBoost]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.DamageBoost); } } } diff --git a/OshimaModules/Skills/QWQAQW/迅捷之势.cs b/OshimaModules/Skills/QWQAQW/迅捷之势.cs index bb2b1a2..8a19f96 100644 --- a/OshimaModules/Skills/QWQAQW/迅捷之势.cs +++ b/OshimaModules/Skills/QWQAQW/迅捷之势.cs @@ -79,7 +79,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.DamageBoost, EffectType.Haste, EffectType.DefenseBoost]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.DamageBoost, EffectType.Haste, EffectType.DefenseBoost); } } } diff --git a/OshimaModules/Skills/QuDuoduo/血之狂欢.cs b/OshimaModules/Skills/QuDuoduo/血之狂欢.cs index 188342a..d70a253 100644 --- a/OshimaModules/Skills/QuDuoduo/血之狂欢.cs +++ b/OshimaModules/Skills/QuDuoduo/血之狂欢.cs @@ -49,7 +49,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.Lifesteal]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.Lifesteal); } } } diff --git a/OshimaModules/Skills/XinYin/天赐之力.cs b/OshimaModules/Skills/XinYin/天赐之力.cs index 27a66e4..b39ffa9 100644 --- a/OshimaModules/Skills/XinYin/天赐之力.cs +++ b/OshimaModules/Skills/XinYin/天赐之力.cs @@ -90,7 +90,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.DamageBoost, EffectType.PenetrationBoost]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.DamageBoost, EffectType.PenetrationBoost); } } } diff --git a/OshimaModules/Skills/Yang/魔法涌流.cs b/OshimaModules/Skills/Yang/魔法涌流.cs index ab8b33b..b031730 100644 --- a/OshimaModules/Skills/Yang/魔法涌流.cs +++ b/OshimaModules/Skills/Yang/魔法涌流.cs @@ -73,7 +73,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.DefenseBoost]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.DefenseBoost); } } } diff --git a/OshimaModules/Skills/dddovo/平衡强化.cs b/OshimaModules/Skills/dddovo/平衡强化.cs index 79e09e4..79c3267 100644 --- a/OshimaModules/Skills/dddovo/平衡强化.cs +++ b/OshimaModules/Skills/dddovo/平衡强化.cs @@ -75,7 +75,7 @@ namespace Oshima.FunGame.OshimaModules.Skills caster.Effects.Add(this); OnEffectGained(caster); } - GamingQueue?.LastRound.ApplyEffects.TryAdd(caster, [EffectType.DamageBoost, EffectType.Lifesteal]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType.DamageBoost, EffectType.Lifesteal); } } } diff --git a/OshimaModules/Skills/战技/疾风步.cs b/OshimaModules/Skills/战技/疾风步.cs index 848066e..1559edd 100644 --- a/OshimaModules/Skills/战技/疾风步.cs +++ b/OshimaModules/Skills/战技/疾风步.cs @@ -78,7 +78,7 @@ namespace Oshima.FunGame.OshimaModules.Skills { if (!caster.Effects.Contains(this)) { - GamingQueue?.LastRound.ApplyEffects.Add(caster, [EffectType]); + GamingQueue?.LastRound.AddApplyEffects(caster, EffectType); 首次伤害 = true; 破隐一击 = false; RemainDuration = Duration; diff --git a/OshimaModules/Skills/魔法/强音之力.cs b/OshimaModules/Skills/魔法/强音之力.cs index c0c2c58..a8fd5dd 100644 --- a/OshimaModules/Skills/魔法/强音之力.cs +++ b/OshimaModules/Skills/魔法/强音之力.cs @@ -76,7 +76,7 @@ namespace Oshima.FunGame.OshimaModules.Skills e.EffectType = EffectType.DamageBoost; e.Source = caster; e.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.DamageBoost]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.DamageBoost); } } } diff --git a/OshimaModules/Skills/魔法/强音之力复.cs b/OshimaModules/Skills/魔法/强音之力复.cs index 4644791..dbeb162 100644 --- a/OshimaModules/Skills/魔法/强音之力复.cs +++ b/OshimaModules/Skills/魔法/强音之力复.cs @@ -91,7 +91,7 @@ namespace Oshima.FunGame.OshimaModules.Skills e.EffectType = EffectType.DamageBoost; e.Source = caster; e.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.DamageBoost]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.DamageBoost); } } } diff --git a/OshimaModules/Skills/魔法/时间减速复.cs b/OshimaModules/Skills/魔法/时间减速复.cs index e2742c4..7ce64ef 100644 --- a/OshimaModules/Skills/魔法/时间减速复.cs +++ b/OshimaModules/Skills/魔法/时间减速复.cs @@ -105,7 +105,7 @@ namespace Oshima.FunGame.OshimaModules.Skills target.Effects.Add(e2); e2.OnEffectGained(target); e2.IsDebuff = true; - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.Slow]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.Slow); } } } diff --git a/OshimaModules/Skills/魔法/时间减速改.cs b/OshimaModules/Skills/魔法/时间减速改.cs index cc7c716..a5a1aa0 100644 --- a/OshimaModules/Skills/魔法/时间减速改.cs +++ b/OshimaModules/Skills/魔法/时间减速改.cs @@ -89,7 +89,7 @@ namespace Oshima.FunGame.OshimaModules.Skills target.Effects.Add(e2); e2.OnEffectGained(target); e2.IsDebuff = true; - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.Slow]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.Slow); } } } diff --git a/OshimaModules/Skills/魔法/灾难冲击波.cs b/OshimaModules/Skills/魔法/灾难冲击波.cs index 7bc0996..fd09c71 100644 --- a/OshimaModules/Skills/魔法/灾难冲击波.cs +++ b/OshimaModules/Skills/魔法/灾难冲击波.cs @@ -92,7 +92,7 @@ namespace Oshima.FunGame.OshimaModules.Skills e.EffectType = EffectType.MagicResistBreak; e.Source = caster; e.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(target, e.EffectType); } } } diff --git a/OshimaModules/Skills/魔法/神圣祝福.cs b/OshimaModules/Skills/魔法/神圣祝福.cs index 9a742d6..7c4e099 100644 --- a/OshimaModules/Skills/魔法/神圣祝福.cs +++ b/OshimaModules/Skills/魔法/神圣祝福.cs @@ -119,7 +119,7 @@ namespace Oshima.FunGame.OshimaModules.Skills e3.EffectType = EffectType.DefenseBoost; e3.Source = caster; e3.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.DamageBoost, EffectType.DefenseBoost]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.DamageBoost, EffectType.DefenseBoost); } } } diff --git a/OshimaModules/Skills/魔法/神圣祝福复.cs b/OshimaModules/Skills/魔法/神圣祝福复.cs index bde0c02..617f10b 100644 --- a/OshimaModules/Skills/魔法/神圣祝福复.cs +++ b/OshimaModules/Skills/魔法/神圣祝福复.cs @@ -134,7 +134,7 @@ namespace Oshima.FunGame.OshimaModules.Skills e3.EffectType = EffectType.DefenseBoost; e3.Source = caster; e3.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.DamageBoost, EffectType.DefenseBoost]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.DamageBoost, EffectType.DefenseBoost); } } } diff --git a/OshimaModules/Skills/魔法/结晶防护.cs b/OshimaModules/Skills/魔法/结晶防护.cs index 64e8ff7..19cf41e 100644 --- a/OshimaModules/Skills/魔法/结晶防护.cs +++ b/OshimaModules/Skills/魔法/结晶防护.cs @@ -98,7 +98,7 @@ namespace Oshima.FunGame.OshimaModules.Skills e2.EffectType = EffectType.DefenseBoost; e2.Source = caster; e2.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.DefenseBoost]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.DefenseBoost); } } } diff --git a/OshimaModules/Skills/魔法/结晶防护复.cs b/OshimaModules/Skills/魔法/结晶防护复.cs index 215b135..0ecd351 100644 --- a/OshimaModules/Skills/魔法/结晶防护复.cs +++ b/OshimaModules/Skills/魔法/结晶防护复.cs @@ -113,7 +113,7 @@ namespace Oshima.FunGame.OshimaModules.Skills e2.EffectType = EffectType.DefenseBoost; e2.Source = caster; e2.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.DefenseBoost]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.DefenseBoost); } } } diff --git a/OshimaModules/Skills/魔法/银色荆棘.cs b/OshimaModules/Skills/魔法/银色荆棘.cs index 9ca7ad2..349be16 100644 --- a/OshimaModules/Skills/魔法/银色荆棘.cs +++ b/OshimaModules/Skills/魔法/银色荆棘.cs @@ -92,7 +92,7 @@ namespace Oshima.FunGame.OshimaModules.Skills } target.Effects.Add(e); e.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [e.EffectType]); + GamingQueue?.LastRound.AddApplyEffects(target, e.EffectType); } } } diff --git a/OshimaModules/Skills/魔法/风之守护.cs b/OshimaModules/Skills/魔法/风之守护.cs index 829490b..b6e10d5 100644 --- a/OshimaModules/Skills/魔法/风之守护.cs +++ b/OshimaModules/Skills/魔法/风之守护.cs @@ -97,7 +97,7 @@ namespace Oshima.FunGame.OshimaModules.Skills e2.EffectType = EffectType.EvadeBoost; e2.Source = caster; e2.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.CritBoost, EffectType.EvadeBoost]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.CritBoost, EffectType.EvadeBoost); } } } diff --git a/OshimaModules/Skills/魔法/风之守护复.cs b/OshimaModules/Skills/魔法/风之守护复.cs index 48d1d01..dbf5f74 100644 --- a/OshimaModules/Skills/魔法/风之守护复.cs +++ b/OshimaModules/Skills/魔法/风之守护复.cs @@ -112,7 +112,7 @@ namespace Oshima.FunGame.OshimaModules.Skills e2.EffectType = EffectType.EvadeBoost; e2.Source = caster; e2.OnEffectGained(target); - GamingQueue?.LastRound.ApplyEffects.TryAdd(target, [EffectType.CritBoost, EffectType.EvadeBoost]); + GamingQueue?.LastRound.AddApplyEffects(target, EffectType.CritBoost, EffectType.EvadeBoost); } } } diff --git a/OshimaServers/Service/FunGameActionQueue.cs b/OshimaServers/Service/FunGameActionQueue.cs index 560a8cc..f8ac47a 100644 --- a/OshimaServers/Service/FunGameActionQueue.cs +++ b/OshimaServers/Service/FunGameActionQueue.cs @@ -342,7 +342,7 @@ namespace Oshima.FunGame.OshimaServers.Service $",击杀来自{actionQueue.GetTeam(actionQueue.LastRound.Actor)}\r\n" : ""); if (showAllRound) { - Character[] showHPMP = [actionQueue.LastRound.Actor, .. actionQueue.LastRound.Targets]; + Character[] showHPMP = [actionQueue.LastRound.Actor, .. actionQueue.LastRound.Targets.Values.SelectMany(c => c)]; foreach (Character character in showHPMP) { roundMsg += $"[ {character} ] 生命值:{character.HP:0.##}/{character.MaxHP:0.##} / 魔法值:{character.MP:0.##}/{character.MaxMP:0.##}\r\n"; diff --git a/OshimaWebAPI/Controllers/OshimaController.cs b/OshimaWebAPI/Controllers/OshimaController.cs index 12f6623..aa865b0 100644 --- a/OshimaWebAPI/Controllers/OshimaController.cs +++ b/OshimaWebAPI/Controllers/OshimaController.cs @@ -11,7 +11,7 @@ namespace Oshima.FunGame.WebAPI.Controllers { [ApiController] [Route("[controller]")] - public class OshimaController : ControllerBase + public class OshimaController(SQLHelper sql) : ControllerBase { [HttpGet("saints")] public Dictionary GetSaints(long group, bool reverse) @@ -22,18 +22,14 @@ namespace Oshima.FunGame.WebAPI.Controllers { try { - SQLHelper? sql = Statics.RunningPlugin.Controller.SQLHelper; - if (sql != null) + sql.Script = "select qq UID, '-' as Times, SC, Remark, Record from saints where `group` = @group order by sc" + (!reverse ? " desc" : ""); + sql.Parameters.Add("group", group); + sql.ExecuteDataSet(); + if (sql.Success) { - sql.Script = "select qq UID, '-' as Times, SC, Remark, Record from saints where `group` = @group order by sc" + (!reverse ? " desc" : ""); - sql.Parameters.Add("group", group); - sql.ExecuteDataSet(); - if (sql.Success) - { - List> data = Utility.DataSetConverter.ConvertFirstTableToDictionary(sql.DataSet); - dict["data"] = data; - return dict; - } + List> data = Utility.DataSetConverter.ConvertFirstTableToDictionary(sql.DataSet); + dict["data"] = data; + return dict; } } catch (Exception e) @@ -46,7 +42,7 @@ namespace Oshima.FunGame.WebAPI.Controllers dict["msg"] = "无法调用此接口。原因:与 SQL 服务器通信失败。"; return dict; } - + [HttpGet("ratings")] public Dictionary GetRatings() { diff --git a/OshimaWebAPI/OshimaWebAPI.cs b/OshimaWebAPI/OshimaWebAPI.cs index 1f80334..af900c4 100644 --- a/OshimaWebAPI/OshimaWebAPI.cs +++ b/OshimaWebAPI/OshimaWebAPI.cs @@ -220,12 +220,6 @@ namespace Oshima.FunGame.WebAPI builder.Services.AddScoped(); builder.Services.AddScoped(); builder.Services.AddScoped(); - builder.Services.AddTransient(provider => - { - SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); - if (sql != null) return sql; - throw new Milimoe.FunGame.SQLServiceException(); - }); // 使用 Configure 从配置源绑定 builder.Services.Configure(builder.Configuration.GetSection("Bot")); }