添加决斗

This commit is contained in:
milimoe 2024-12-10 01:35:00 +08:00
parent ddd0b88e62
commit 7b245ee263
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
5 changed files with 447 additions and 220 deletions

View File

@ -27,7 +27,7 @@ namespace Oshima.Core.Controllers
bool web = isweb ?? true;
bool team = isteam ?? false;
bool all = showall ?? false;
return FunGameSimulation.StartGame(false, web, team, all);
return FunGameActionQueue.StartSimulationGame(false, web, team, all);
}
[HttpGet("stats")]
@ -36,7 +36,7 @@ namespace Oshima.Core.Controllers
if (id != null && id > 0 && id <= FunGameService.Characters.Count)
{
Character character = FunGameService.Characters[Convert.ToInt32(id) - 1];
if (FunGameSimulation.CharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
if (FunGameActionQueue.CharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
{
StringBuilder builder = new();
@ -66,14 +66,14 @@ namespace Oshima.Core.Controllers
builder.AppendLine($"总计前三数:{stats.Top3s}");
builder.AppendLine($"总计败场数:{stats.Loses}");
List<string> names = [.. FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())];
List<string> names = [.. FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())];
builder.AppendLine($"MVP次数{stats.MVPs}#{names.IndexOf(character.GetName()) + 1}");
names = [.. FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
names = [.. FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%#{names.IndexOf(character.GetName()) + 1}");
builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
names = [.. FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
names = [.. FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
builder.AppendLine($"技术得分:{stats.Rating:0.0#}#{names.IndexOf(character.GetName()) + 1}");
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}");
@ -90,7 +90,7 @@ namespace Oshima.Core.Controllers
if (id != null && id > 0 && id <= FunGameService.Characters.Count)
{
Character character = FunGameService.Characters[Convert.ToInt32(id) - 1];
if (FunGameSimulation.TeamCharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
if (FunGameActionQueue.TeamCharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
{
StringBuilder builder = new();
@ -120,11 +120,11 @@ namespace Oshima.Core.Controllers
builder.AppendLine($"总计胜场数:{stats.Wins}");
builder.AppendLine($"总计败场数:{stats.Loses}");
List<string> names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())];
List<string> names = [.. FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())];
builder.AppendLine($"MVP次数{stats.MVPs}#{names.IndexOf(character.GetName()) + 1}");
names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
names = [.. FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%#{names.IndexOf(character.GetName()) + 1}");
names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
names = [.. FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
builder.AppendLine($"技术得分:{stats.Rating:0.0#}#{names.IndexOf(character.GetName()) + 1}");
return NetworkUtility.JsonSerialize(builder.ToString());
@ -140,11 +140,11 @@ namespace Oshima.Core.Controllers
if (team)
{
List<string> strings = [];
IEnumerable<Character> ratings = FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
IEnumerable<Character> ratings = FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
foreach (Character character in ratings)
{
StringBuilder builder = new();
CharacterStatistics stats = FunGameSimulation.TeamCharacterStatistics[character];
CharacterStatistics stats = FunGameActionQueue.TeamCharacterStatistics[character];
builder.AppendLine(character.ToString());
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计冠军数:{stats.Wins}");
@ -158,11 +158,11 @@ namespace Oshima.Core.Controllers
else
{
List<string> strings = [];
IEnumerable<Character> ratings = FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
IEnumerable<Character> ratings = FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
foreach (Character character in ratings)
{
StringBuilder builder = new();
CharacterStatistics stats = FunGameSimulation.CharacterStatistics[character];
CharacterStatistics stats = FunGameActionQueue.CharacterStatistics[character];
builder.AppendLine(character.ToString());
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计冠军数:{stats.Wins}");
@ -184,11 +184,11 @@ namespace Oshima.Core.Controllers
if (team)
{
List<string> strings = [];
IEnumerable<Character> ratings = FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
IEnumerable<Character> ratings = FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
foreach (Character character in ratings)
{
StringBuilder builder = new();
CharacterStatistics stats = FunGameSimulation.TeamCharacterStatistics[character];
CharacterStatistics stats = FunGameActionQueue.TeamCharacterStatistics[character];
builder.AppendLine(character.ToString());
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计冠军数:{stats.Wins}");
@ -202,11 +202,11 @@ namespace Oshima.Core.Controllers
else
{
List<string> strings = [];
IEnumerable<Character> ratings = FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
IEnumerable<Character> ratings = FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
foreach (Character character in ratings)
{
StringBuilder builder = new();
CharacterStatistics stats = FunGameSimulation.CharacterStatistics[character];
CharacterStatistics stats = FunGameActionQueue.CharacterStatistics[character];
builder.AppendLine(character.ToString());
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计冠军数:{stats.Wins}");
@ -1285,13 +1285,73 @@ namespace Oshima.Core.Controllers
}
}
[HttpPost("fightcustom")]
public List<string> FightCustom([FromQuery] long? qq = null, [FromQuery] long? eqq = null)
{
try
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
long enemyid = eqq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
PluginConfig pc2 = new("saved", enemyid.ToString());
pc2.LoadConfig();
User? user1 = null, user2 = null;
if (pc.Count > 0)
{
user1 = FunGameService.GetUser(pc);
}
else
{
return [noSaved];
}
if (pc2.Count > 0)
{
user2 = FunGameService.GetUser(pc2);
}
else
{
return [$"对方貌似还没有创建存档呢!"];
}
if (user1 != null && user2 != null)
{
Character? character1 = user1.Inventory.Characters.FirstOrDefault(c => c.Id == user1.Id);
if (character1 is null)
{
return [$"你似乎没有自建角色,请发送【生成自建角色】创建!"];
}
Character? character2 = user2.Inventory.Characters.FirstOrDefault(c => c.Id == user2.Id);
if (character2 is null)
{
return [$"对方似乎还没有自建角色,请发送【生成自建角色】创建!"];
}
return FunGameActionQueue.StartGame([character1, character2], false, false, false, false);
}
else
{
return [$"决斗发起失败!"];
}
}
catch (Exception e)
{
return [e.ToString()];
}
}
[HttpGet("reload")]
public string Relaod([FromQuery] long? master = null)
{
if (master != null && master == GeneralSettings.Master)
{
FunGameService.Reload();
FunGameSimulation.InitFunGame();
FunGameActionQueue.InitFunGame();
return NetworkUtility.JsonSerialize("FunGame已重新加载。");
}
return NetworkUtility.JsonSerialize("提供的参数不正确。");

View File

@ -20,7 +20,7 @@ namespace Oshima.Core.WebAPI
{
if (input.StartsWith("fungametest"))
{
FunGameSimulation.StartGame(true, true);
FunGameActionQueue.StartSimulationGame(true, true);
}
// OSM指令
if (input.Length >= 4 && input[..4].Equals(".osm", StringComparison.CurrentCultureIgnoreCase))
@ -43,7 +43,7 @@ namespace Oshima.Core.WebAPI
SayNo.InitSayNo();
Ignore.InitIgnore();
FunGameService.InitFunGame();
FunGameSimulation.InitFunGame();
FunGameActionQueue.InitFunGame();
Task taskTime = Task.Factory.StartNew(async () =>
{
bool check9 = true;

View File

@ -8,12 +8,12 @@ using Oshima.FunGame.OshimaModules.Skills;
namespace Oshima.Core.Utils
{
public class FunGameSimulation
public class FunGameActionQueue
{
public static Dictionary<Character, CharacterStatistics> CharacterStatistics { get; } = [];
public static Dictionary<Character, CharacterStatistics> TeamCharacterStatistics { get; } = [];
public static PluginConfig StatsConfig { get; } = new(nameof(FunGameSimulation), nameof(CharacterStatistics));
public static PluginConfig TeamStatsConfig { get; } = new(nameof(FunGameSimulation), nameof(TeamCharacterStatistics));
public static PluginConfig StatsConfig { get; } = new("FunGameSimulation", nameof(CharacterStatistics));
public static PluginConfig TeamStatsConfig { get; } = new("FunGameSimulation", nameof(TeamCharacterStatistics));
public static bool IsRuning { get; set; } = false;
public static bool IsWeb { get; set; } = false;
public static bool PrintOut { get; set; } = false;
@ -54,7 +54,7 @@ namespace Oshima.Core.Utils
}
}
public static List<string> StartGame(bool printout, bool isWeb = false, bool isTeam = false, bool deathMatchRoundDetail = false)
public static List<string> StartSimulationGame(bool printout, bool isWeb = false, bool isTeam = false, bool deathMatchRoundDetail = false)
{
PrintOut = printout;
IsWeb = isWeb;
@ -114,201 +114,7 @@ namespace Oshima.Core.Utils
Character c = characters[index];
c.Level = clevel;
c.NormalAttack.Level = mlevel;
//IEnumerable<Skill> magics = Magics.OrderBy(x => Random.Shared.Next()).Take(3);
//foreach (Skill magic in magics)
//{
// Skill m = magic.Copy();
// m.Character = c;
// m.Level = mlevel;
// c.Skills.Add(m);
//}
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
if (c == character1)
{
Skill META马 = new META马(c)
{
Level = 1
};
c.Skills.Add(META马);
Skill = new (c)
{
Level = mlevel
};
c.Skills.Add();
}
if (c == character2)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character3)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character4)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character5)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character6)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character7)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character8)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character9)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character10)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character11)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character12)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
FunGameService.AddCharacterSkills(c, 1, slevel, slevel);
}
// 创建顺序表并排序
@ -753,6 +559,366 @@ namespace Oshima.Core.Utils
}
}
public static List<string> StartGame(List<Character> characters, bool printout, bool isWeb = false, bool isTeam = false, bool deathMatchRoundDetail = false)
{
PrintOut = printout;
IsWeb = isWeb;
DeathMatchRoundDetail = deathMatchRoundDetail;
try
{
if (IsRuning) return ["游戏正在进行中,请勿重复请求!"];
List<string> result = [];
Msg = "";
IsRuning = true;
if (PrintOut) Console.WriteLine();
if (PrintOut) Console.WriteLine("Start!!!");
if (PrintOut) Console.WriteLine();
// 创建顺序表并排序
ActionQueue actionQueue = new(characters, isTeam, WriteLine);
if (isTeam)
{
actionQueue.MaxRespawnTimes = -1;
actionQueue.MaxScoreToWin = 30;
}
if (PrintOut) Console.WriteLine();
// 总游戏时长
double totalTime = 0;
// 显示角色信息
if (PrintOut) characters.ForEach(c => Console.WriteLine(c.GetInfo()));
// 团队模式
if (isTeam)
{
Msg = "=== 团队模式随机分组 ===\r\n\r\n";
// 打乱角色列表
List<Character> shuffledCharacters = [.. characters.OrderBy(c => Random.Shared.Next())];
// 创建两个团队
List<Character> group1 = [];
List<Character> group2 = [];
// 将角色交替分配到两个团队中
for (int cid = 0; cid < shuffledCharacters.Count; cid++)
{
if (cid % 2 == 0)
{
group1.Add(shuffledCharacters[cid]);
}
else
{
group2.Add(shuffledCharacters[cid]);
}
}
// 添加到团队字典
actionQueue.AddTeam("队伍一", group1);
actionQueue.AddTeam("队伍二", group2);
foreach (string team in actionQueue.Teams.Keys)
{
WriteLine($"团队【{team}】的成员:\r\n{string.Join("\r\n", actionQueue.Teams[team].Members)}\r\n");
}
result.Add(Msg);
}
// 显示初始顺序表
actionQueue.DisplayQueue();
if (PrintOut) Console.WriteLine();
// 总回合数
int maxRound = isTeam ? 9999 : 999;
// 随机回合奖励
Dictionary<int, List<Skill>> roundRewards = GenerateRoundRewards(maxRound);
int i = 1;
while (i < maxRound)
{
Msg = "";
if (i == maxRound - 1)
{
if (isTeam)
{
WriteLine("两队打到天昏地暗,流局了!!");
break;
}
else
{
WriteLine($"=== 终局审判 ===");
Dictionary<Character, double> = [];
foreach (Character c in characters)
{
.TryAdd(c, c.HP / c.MaxHP);
}
double max = .Values.Max();
Character winner = .Keys.Where(c => [c] == max).First();
WriteLine("[ " + winner + " ] 成为了天选之人!!");
foreach (Character c in characters.Where(c => c != winner && c.HP > 0))
{
WriteLine("[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
actionQueue.DeathCalculation(winner, c);
}
actionQueue.EndGameInfo(winner);
result.Add(Msg);
break;
}
}
// 检查是否有角色可以行动
Character? characterToAct = actionQueue.NextCharacter();
// 处理回合
if (characterToAct != null)
{
// 获取回合奖励
List<Skill> skillRewards = [];
if (roundRewards.TryGetValue(i, out List<Skill>? effectList) && effectList != null)
{
skillRewards = new(effectList);
}
WriteLine($"=== Round {i++} ===");
WriteLine("现在是 [ " + characterToAct + (isTeam ? "" + (actionQueue.GetTeam(characterToAct)?.Name ?? "") + "" : "") + " ] 的回合!");
// 实际的回合奖励
List<Skill> realSkillRewards = [];
if (skillRewards.Count > 0)
{
foreach (Skill skill in skillRewards)
{
Dictionary<string, object> effectArgs = [];
if (RoundRewards.TryGetValue((EffectID)skill.Id, out Dictionary<string, object>? dict) && dict != null)
{
effectArgs = new(dict);
}
Dictionary<string, object> args = new()
{
{ "skill", skill },
{ "values", effectArgs }
};
skill.GamingQueue = actionQueue;
skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>(skill.Id, "", args));
skill.Character = characterToAct;
skill.Level = 1;
actionQueue.LastRound.RoundRewards.Add(skill);
WriteLine($"[ {characterToAct} ] 获得了回合奖励!{skill.Description}".Trim());
if (skill.IsActive)
{
actionQueue.LastRound.Targets.Add(characterToAct);
skill.OnSkillCasted(actionQueue, characterToAct, [characterToAct]);
}
else
{
characterToAct.Skills.Add(skill);
realSkillRewards.Add(skill);
}
}
}
bool isGameEnd = actionQueue.ProcessTurn(characterToAct);
if (realSkillRewards.Count > 0)
{
foreach (Skill skill in realSkillRewards)
{
foreach (Effect e in skill.Effects)
{
e.OnEffectLost(characterToAct);
characterToAct.Effects.Remove(e);
}
characterToAct.Skills.Remove(skill);
skill.Character = null;
}
}
if (isGameEnd)
{
result.Add(Msg);
break;
}
actionQueue.DisplayQueue();
WriteLine("");
}
string roundMsg = "";
if (actionQueue.LastRound.HasKill)
{
roundMsg = Msg;
if (!deathMatchRoundDetail)
{
roundMsg = actionQueue.LastRound.ToString().Trim() + $"\r\n{(isTeam ? $"{string.Join(" / ", actionQueue.Teams.Values.Select(t => $"{t.Name}({t.Score})"))}{actionQueue.GetTeam(actionQueue.LastRound.Actor)}" : "")}\r\n";
}
Msg = "";
}
// 模拟时间流逝
double timeLapse = actionQueue.TimeLapse();
totalTime += timeLapse;
if (roundMsg != "")
{
if ((isTeam && deathMatchRoundDetail || !isTeam) && isWeb)
{
roundMsg += "\r\n" + Msg;
}
result.Add(roundMsg);
}
}
if (PrintOut)
{
Console.WriteLine("--- End ---");
Console.WriteLine($"总游戏时长:{totalTime:0.##}");
Console.WriteLine("");
}
// 赛后统计
GetCharacterRating(actionQueue.CharacterStatistics, isTeam, actionQueue.EliminatedTeams);
int top = isWeb ? actionQueue.CharacterStatistics.Count : 4; // 回执多少个角色的统计信息
int count = 1;
if (isWeb)
{
WriteLine("=== 技术得分排行榜 ==="); // 这是输出在界面上的
Msg = $"=== 技术得分排行榜 TOP{top} ===\r\n"; // 这个是下一条给Result回执的标题覆盖掉上面方法里的赋值了
}
else
{
//WriteLine("=== 本场比赛最佳角色 ===");
//Msg = $"=== 本场比赛最佳角色 ===\r\n";
//// 统计技术得分
//Character? character = actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key).FirstOrDefault();
//if (character != null)
//{
// CharacterStatistics stats = actionQueue.CharacterStatistics[character];
// stats.MVPs++;
// StringBuilder builder = new();
// builder.AppendLine($"{(isWeb ? count + "." : (isTeam ? "[ " + actionQueue.GetTeamFromEliminated(character)?.Name + " ]" ?? " " : ""))}[ {character.ToStringWithLevel()} ]");
// builder.AppendLine($"技术得分:{stats.Rating:0.##} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / 死亡数:" + stats.Deaths : "")}");
// builder.AppendLine($"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($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
// WriteLine(builder.ToString());
//}
}
if (PrintOut)
{
Console.WriteLine();
Console.WriteLine("=== 技术得分排行榜 ===");
}
Msg = "=== 技术得分排行榜 ===\r\n";
if (isTeam)
{
foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key))
{
StringBuilder builder = new();
CharacterStatistics stats = actionQueue.CharacterStatistics[character];
builder.AppendLine($"{(isWeb ? count + "." : ("[ " + actionQueue.GetTeamFromEliminated(character)?.Name + " ]" ?? ""))} [ {character.ToStringWithLevel()} ]");
builder.AppendLine($"技术得分:{stats.Rating:0.##} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / " + stats.Deaths : "")}");
builder.AppendLine($"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($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
if (count++ <= top)
{
WriteLine(builder.ToString());
}
else
{
if (PrintOut) Console.WriteLine(builder.ToString());
}
}
}
else
{
foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key))
{
StringBuilder builder = new();
CharacterStatistics stats = actionQueue.CharacterStatistics[character];
builder.AppendLine($"{(isWeb ? count + ". " : "")}[ {character.ToStringWithLevel()} ]");
builder.AppendLine($"技术得分:{stats.Rating:0.##} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / " + stats.Deaths : "")}");
builder.AppendLine($"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}");
if (count++ <= top)
{
WriteLine(builder.ToString());
}
else
{
if (PrintOut) Console.WriteLine(builder.ToString());
}
}
}
result.Add(Msg);
// 显示每个角色的信息
if (isWeb)
{
if (isTeam)
{
top = 1;
for (i = actionQueue.EliminatedTeams.Count - 1; i >= 0; i--)
{
Team team = actionQueue.EliminatedTeams[i];
string topTeam = "";
if (top == 1)
{
topTeam = "冠军";
}
if (top == 2)
{
topTeam = "亚军";
}
if (top == 3)
{
topTeam = "季军";
}
if (top > 3)
{
topTeam = $"第 {top} 名";
}
foreach (Character character in team.Members)
{
result.Add($"== {topTeam}团队 [ {team.Name} ] ==\r\n== 角色:[ {character} ] ==\r\n{character.GetInfo()}");
}
top++;
}
}
else
{
for (i = actionQueue.Eliminated.Count - 1; i >= 0; i--)
{
Character character = actionQueue.Eliminated[i];
result.Add($"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
}
}
}
IsRuning = false;
return result;
}
catch (Exception ex)
{
IsRuning = false;
Console.WriteLine(ex);
return [ex.ToString()];
}
}
public static void WriteLine(string str)
{
Msg += str + "\r\n";

View File

@ -471,6 +471,7 @@ namespace Oshima.Core.Utils
if (has.Any() && has.First() is Character character)
{
realItem.Character = character;
realItem.User = user;
}
}
user.Inventory.Items.Add(realItem);

View File

@ -17,7 +17,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public (Character? character = null) : base(SkillType.Magic, character)
{
Effects.Add(new (this, true, 15, 0));
Effects.Add(new _带基础伤害(this, 80, 55, 0.5, 0.3));
Effects.Add(new _带基础伤害(this, 40, 40, 0.5, 0.3));
}
}
}