执行代码清理

This commit is contained in:
milimoe 2025-03-18 01:39:53 +08:00
parent 0b022fe9c1
commit e77ac767ef
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
38 changed files with 84 additions and 85 deletions

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@ -1,5 +1,4 @@
using System;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;

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@ -204,7 +204,7 @@
/// 立即获得能量值参数ep
/// </summary>
GetEP = 8705,
/// <summary>
/// 立即获得经验值参数exp
/// </summary>

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@ -10,7 +10,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
public override string Name => "立即获得能量值";
public override string Description => $"角色立即获得 {实际获得:0.##} 点能量值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;
public GetEP(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)

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@ -10,7 +10,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
public override string Name => "立即回复生命值";
public override string Description => $"立即回复角色 {实际回复:0.##} 点生命值(不可用于复活)。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;
public RecoverHP(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)

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@ -10,7 +10,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
public override string Name => "立即回复魔法值";
public override string Description => $"立即回复角色 {实际回复:0.##} 点魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private readonly double = 0;
public RecoverMP(Skill skill, Dictionary<string, object> args, Character? source = null) : base(skill, args)

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@ -10,7 +10,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.ItemEffects
public override string Name => "立即回复魔法值";
public override string Description => $"立即回复角色 {回复比例 * 100:0.##}% [ {实际回复:0.##} ] 点魔法值。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
private double => * (Skill.Character?.MaxMP ?? 0);
private readonly double = 0;

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@ -10,7 +10,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.OpenEffects
public override string Description => $"{(实际加成 >= 0 ? "" : "")}角色 {Math.Abs(实际加成):0.##} 点力量。" + (Source != null && Skill.Character != Source ? $"来自:[ {Source} ]" + (Skill.Item != null ? $" 的 [ {Skill.Item.Name} ]" : "") : "");
public override EffectType EffectType => EffectType.Item;
public double Value => ;
private readonly double = 0;
public override void OnEffectGained(Character character)

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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成 {BaseDamage:0.##} + {ATKCoefficient * 100:0.##}% 攻击力 [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
private double BaseDamage => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double ATKCoefficient => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double Damage => BaseDamage + (ATKCoefficient * Skill.Character?.ATK ?? 0);

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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成 {ATKCoefficient * 100:0.##}% 攻击力 [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
private double ATKCoefficient => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double Damage => ATKCoefficient * Skill.Character?.ATK ?? 0;
private double { get; set; } = 1.5;

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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成 {BaseDamage:0.##} + {AttributeCoefficient * 100:0.##}% {CharacterSet.GetPrimaryAttributeName(Skill.Character?.PrimaryAttribute ?? PrimaryAttribute.INT)} [ {Damage:0.##} ] 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
private double BaseDamage => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double AttributeCoefficient => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double Damage => BaseDamage + (AttributeCoefficient * Skill.Character?.PrimaryAttributeValue ?? 0);

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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成 {Damage:0.##} 点{(IsMagic ? CharacterSet.GetMagicDamageName(MagicType) : "")}。";
private double Damage => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double { get; set; } = 200;
private double { get; set; } = 100;

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@ -7,7 +7,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"为{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}目标回复 {Heal:0.##} 点生命值。";
private double Heal => Skill.Level > 0 ? + * (Skill.Level - 1) : ;
private double { get; set; } = 100;
private double { get; set; } = 30;

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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成封技 {封技时间},无法使用技能(魔法、战技和爆发技),并打断当前施法。";
private string => _durative && _duration > 0 ? + " 时间" : (!_durative && _durationTurn > 0 ? + " 回合" : "0 时间");
private double => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
private readonly bool _durative;

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@ -8,7 +8,7 @@ namespace Oshima.FunGame.OshimaModules.Effects.SkillEffects
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"对目标{(Skill.CanSelectTargetCount > 1 ? $" {Skill.CanSelectTargetCount} " : "")}敌人造成眩晕 {眩晕时间}。";
private string => _durative && _duration > 0 ? + " 时间" : (!_durative && _durationTurn > 0 ? + " 回合" : "0 时间");
private double => _durative && _duration > 0 ? _duration + _levelGrowth * (Level - 1) : (!_durative && _durationTurn > 0 ? _durationTurn + _levelGrowth * (Level - 1) : 0);
private readonly bool _durative;

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@ -56,7 +56,7 @@ namespace Oshima.FunGame.OshimaModules.Items
Skills.Passives.Add(new (character, this, 50));
}
}
public class : Skill
{
public override long Id => (long)ItemPassiveID.;

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@ -109,7 +109,7 @@ namespace Oshima.FunGame.OshimaModules.Items
return .OnItemUsed(this, args);
}
}
public class : Item, .HPRecovery
{
public override long Id => (long)ConsumableID.;

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@ -109,7 +109,7 @@ namespace Oshima.FunGame.OshimaModules.Items
return .OnItemUsed(this, args);
}
}
public class : Item, .EXPBook
{
public override long Id => (long)ConsumableID.;

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@ -109,7 +109,7 @@ namespace Oshima.FunGame.OshimaModules.Items
return .OnItemUsed(this, args);
}
}
public class 3 : Item, .EPAdd
{
public override long Id => (long)ConsumableID.3;

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@ -109,7 +109,7 @@ namespace Oshima.FunGame.OshimaModules.Items
return .OnItemUsed(this, args);
}
}
public class 3 : Item, .MPRecovery
{
public override long Id => (long)ConsumableID.3;

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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每次造成伤害都可以叠一层标记,累计 4 层时回收该角色所有标记并造成眩晕 1 回合,额外对该角色造成 {系数 * 100:0.##}% 最大生命值的物理伤害。";
private readonly double = 0.12;
private bool = false;

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@ -25,7 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每时间提升 {伤害提升 * 100:0.##}% 所有伤害,无上限,但受到伤害时效果清零。" + ( > 0 ? $"(当前总提升:{累计伤害 * 100:0.##}%" : "");
private readonly double = 0.03;
private double = 0;

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@ -25,7 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"暴击伤害提升 70%。";
public override void OnEffectGained(Character character)
{
character.ExCritDMG += 0.7;

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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override string Name => "三重叠加";
public override string Description => $"使 [ 灵能反射 ] 支持普通攻击,且当前释放魔法次数归零,最大硬直消除次数提高到 {灵能反射次数} 次;在魔法命中和普通攻击命中时能够回复所回复能量值的 10 倍魔法值,持续 {技能持续次数} 次(灵能反射每消除次数达到最大时算一次)。" +
$"(剩余:{剩余持续次数} 次)";
public int { get; set; } = 0;
private readonly int = 3;
private readonly int = 2;

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@ -25,7 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每释放 {触发硬直次数:0.##} 次魔法才会触发硬直时间,且魔法命中时基于 25% 智力 [ {获得额外能量值:0.##} ] 获得额外能量值。";
public bool { get; set; } = false;
public int { get; set; } = 2;
public int { get; set; } = 0;

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@ -25,7 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => "变幻之心";
public override string Description => $"检查 [ 智慧与力量 ] 的模式。在力量模式下,立即回复 {生命值回复 * 100:0.##}% 生命值;智力模式下,下一次魔法伤害提升 {伤害提升 * 100:0.##}%。";
private double => 0.25 + 0.03 * (Level - 1);
private double => 0.55 + 0.25 * (Level - 1);

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@ -1,5 +1,4 @@
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Constant;
namespace Oshima.FunGame.OshimaModules.Skills
@ -27,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override string Name => Skill.Name;
public override string Description => $"当生命值低于 30% 时,进入力量模式,核心属性转为力量,将所有基础智力转化为额外力量;当生命值高于或等于 30% 时,进入智力模式,核心属性转为智力,还原所有基础智力。力量模式下,造成伤害必定暴击;智力模式下,获得 15% 闪避率和 15% 魔法抗性。" +
(Skill.Character != null ? "(当前模式:" + CharacterSet.GetPrimaryAttributeName(Skill.Character.PrimaryAttribute) + "" : "");
private double = 0;
private double = 0.15;
private double = 0.15;

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@ -31,7 +31,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override string Name => Skill.Name;
public override string Description => $"最大生命值减少 20%。破釜沉舟:生命值高于 30% 时,受到额外的 [ {高于30额外伤害下限}~{高于30额外伤害上限}% ] 伤害,但是获得 [ 累计所受伤害的 {高于30的加成下限}~{高于30的加成上限}% ] 伤害加成;生命值低于等于 30% 时,不会受到额外的伤害,仅能获得 [ 累计受到的伤害 {低于30的加成下限}~{低于30的加成上限}% ] 伤害加成。" +
$"在没有受到任何伤害的时候,将获得 {常规伤害加成 * 100:0.##}% 伤害加成。" + ( > 0 ? $"(当前累计受到伤害:{累计受到的伤害:0.##}" : "");
private double = 0;
private double = 0;
private double HP = 0;

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@ -25,7 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每次造成伤害都会随机减少对方 [ 7~15 ] 点能量值,对能量值低于一半的角色额外造成 30% 伤害。对于枯竭打击而言能量值大于100且小于150时视为低于一半。";
private bool = false;
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)

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@ -25,7 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"优先攻击血量更低的角色,对生命值百分比低于自己的角色造成 150% 伤害。";
public override double AlterExpectedDamageBeforeCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, Dictionary<Effect, double> totalDamageBonus)
{
if (character == Skill.Character && (enemy.HP / enemy.MaxHP) <= (character.HP / character.MaxHP))

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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override string Name => Skill.Name;
public override string Description => $"普通攻击硬直时间减少 20%。每次使用普通攻击时,额外再发动一次普通攻击,伤害特效可叠加,冷却 {基础冷却时间:0.##} 时间。" +
( > 0 ? $"(正在冷却:剩余 {冷却时间:0.##} 时间)" : "");
public double { get; set; } = 0;
public double { get; set; } = 20;
private bool = false;

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@ -26,7 +26,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"造成魔法伤害时有 35% 几率使敌人眩晕 1 回合。";
public override void AfterDamageCalculation(Character character, Character enemy, double damage, bool isNormalAttack, bool isMagicDamage, MagicType magicType, DamageResult damageResult)
{
if (character == Skill.Character && isMagicDamage && damageResult != DamageResult.Evaded && new Random().NextDouble() < 0.35)

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@ -25,7 +25,7 @@ namespace Oshima.FunGame.OshimaModules.Skills
public override long Id => Skill.Id;
public override string Name => Skill.Name;
public override string Description => $"每次普通攻击都将附带基于 {敏捷系数 * 100:0.##}% 敏捷 [ {敏捷伤害} ] 的魔法伤害。";
private double => * Skill.Character?.AGI ?? 0;
private readonly double = 2.5;
private bool = false;

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@ -407,7 +407,7 @@ namespace Oshima.FunGame.OshimaServers
return result.Trim();
}
public string SCRecord(Dictionary<string, object> data)
{
string result = "";
@ -433,7 +433,7 @@ namespace Oshima.FunGame.OshimaServers
string remark = Convert.ToString(dr["remark"]) ?? "";
string record = Convert.ToString(dr["record"]) ?? "";
result += $"用户:{qq},圣人点数:{sc} 分{(remark.Trim() != "" ? $" ({remark})" : "")},排在圣人榜第 {index} / {sql.DataSet.Tables[0].Rows.Count} 名。\r\n" +
$"{(record != "" ? "\r\n" + record + "\r\n": "")}本系统仅供娱乐,不代表任何官方立场或真实情况。";
$"{(record != "" ? "\r\n" + record + "\r\n" : "")}本系统仅供娱乐,不代表任何官方立场或真实情况。";
}
else
{

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@ -527,7 +527,7 @@ namespace Oshima.FunGame.OshimaServers.Service
user.Inventory.Squad.Add(id);
}
}
foreach (long cid in training.Keys)
{
if (user.Inventory.Characters.FirstOrDefault(c => c.Id == cid) is Character t)
@ -624,7 +624,7 @@ namespace Oshima.FunGame.OshimaServers.Service
user.Inventory.Items.Add(mfk);
msg += ItemSet.GetQualityTypeName(mfk.QualityType) + ItemSet.GetItemTypeName(mfk.ItemType) + "【" + mfk.Name + "】!\r\n" + mfk.Description;
break;
case 7:
Item = FunGameConstant.DrawCardItems[Random.Shared.Next(FunGameConstant.DrawCardItems.Count)].Copy();
SetSellAndTradeTime();
@ -650,7 +650,7 @@ namespace Oshima.FunGame.OshimaServers.Service
public static string GetSignInResult(User user, int days)
{
string msg = $"签到成功,你已连续签到 {days +1} 天!\r\n本次签到获得";
string msg = $"签到成功,你已连续签到 {days + 1} 天!\r\n本次签到获得";
int currency = Random.Shared.Next(1000, 3000) + 10 * days;
msg += $"{currency} {General.GameplayEquilibriumConstant.InGameCurrency} 和 ";
int material = Random.Shared.Next(5, 15) + days / 7;
@ -1006,7 +1006,7 @@ namespace Oshima.FunGame.OshimaServers.Service
}
return result;
}
public static bool UseItems(IEnumerable<Item> items, User user, IEnumerable<Character> targets, List<string> msgs)
{
Dictionary<string, object> args = new()
@ -1382,7 +1382,7 @@ namespace Oshima.FunGame.OshimaServers.Service
super.Character = boss;
super.Level = sLevel;
boss.Skills.Add(super);
boss.Recovery();
SetCharacterPrimaryAttribute(boss);

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@ -502,7 +502,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
}
return NetworkUtility.JsonSerialize("创建存档失败!");
}
[HttpPost("restoresaved")]
public string RestoreSaved([FromQuery] long? uid = null)
{
@ -634,7 +634,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("randomcustom")]
public string RandomCustomCharacter([FromQuery] long? uid = null, [FromQuery] bool? confirm = null)
{
@ -643,7 +643,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
EntityModuleConfig<Character> emc = new("randomcustom", userid.ToString());
emc.LoadConfig();
@ -799,7 +799,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("inventoryinfo")]
public string GetInventoryInfo([FromQuery] long? uid = null)
{
@ -1010,7 +1010,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
}
return list;
}
[HttpPost("inventoryinfo4")]
public List<string> GetInventoryInfo4([FromQuery] long? uid = null, [FromQuery] int? page = null, [FromQuery] int? type = null)
{
@ -1208,7 +1208,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("drawcard")]
public string DrawCard([FromQuery] long? uid = null)
{
@ -1478,7 +1478,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("showcharacterskills")]
public string GetCharacterSkills([FromQuery] long? uid = null, [FromQuery] int? seq = null)
{
@ -1521,7 +1521,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("showcharacteritems")]
public string GetCharacterItems([FromQuery] long? uid = null, [FromQuery] int? seq = null)
{
@ -1600,7 +1600,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("showiteminfoname")]
public string GetItemInfoFromInventory_Name([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] int? page = null)
{
@ -1711,7 +1711,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("equipitem")]
public string EquipItem([FromQuery] long? uid = null, [FromQuery] int? c = null, [FromQuery] int? i = null)
{
@ -1777,7 +1777,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("unequipitem")]
public string UnEquipItem([FromQuery] long? uid = null, [FromQuery] int? c = null, [FromQuery] int? i = null)
{
@ -1836,7 +1836,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
PluginConfig pc2 = new("saved", enemyid.ToString());
pc2.LoadConfig();
@ -1882,7 +1882,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return [e.ToString()];
}
}
[HttpPost("fightcustom2")]
public List<string> FightCustom2([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] bool? all = null)
{
@ -2040,7 +2040,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
targets.Add(character);
}
}
if (FunGameService.UseItem(item, user, targets, out string msg))
{
user.LastTime = DateTime.Now;
@ -2069,7 +2069,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("useitem2")]
public string UseItem2([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] int? count = null, [FromBody] int[]? characters = null)
{
@ -2698,7 +2698,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("decomposeitem3")]
public string DecomposeItem3([FromQuery] long? uid = null, [FromQuery] int? q = null)
{
@ -2883,7 +2883,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("starttraining")]
public string StartTraining([FromQuery] long? uid = null, [FromQuery] int? c = null)
{
@ -2930,7 +2930,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("stoptraining")]
public string StopTraining([FromQuery] long? uid = null)
{
@ -3004,7 +3004,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("gettraininginfo")]
public string GetTrainingInfo([FromQuery] long? uid = null)
{
@ -3098,7 +3098,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("skilllevelup")]
public string SkillLevelUp([FromQuery] long? uid = null, [FromQuery] int? c = null, [FromQuery] string? s = null)
{
@ -3435,7 +3435,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
}
return bosses;
}
[HttpPost("fightboss")]
public List<string> FightBoss([FromQuery] long? uid = null, [FromQuery] int? index = null, [FromQuery] bool? all = null)
{
@ -3521,7 +3521,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize($"小队人数已满 4 人,无法继续添加角色!当前小队角色如下:\r\n" +
string.Join("\r\n", user.Inventory.Characters.Where(c => user.Inventory.Squad.Contains(c.Id))));
}
if (user.Inventory.Squad.Contains(character.Id))
{
return NetworkUtility.JsonSerialize($"此角色已经在小队中了!");
@ -3544,7 +3544,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("removesquad")]
public string RemoveSquad([FromQuery] long? uid = null, [FromQuery] int? c = null)
{
@ -3639,7 +3639,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("clearsquad")]
public string ClearSquad([FromQuery] long? uid = null, [FromBody] int[]? c = null)
{
@ -3671,7 +3671,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("showsquad")]
public string ShowSquad([FromQuery] long? uid = null)
{
@ -3788,7 +3788,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("checkworkingquest")]
public string CheckWorkingQuest([FromQuery] long? uid = null)
{
@ -3825,7 +3825,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("acceptquest")]
public List<string> AcceptQuest([FromQuery] long? uid = null, [FromQuery] int? id = null)
{
@ -3930,12 +3930,12 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("showmaincharacterorsquadstatus")]
public string ShowMainCharacterOrSquadStatus([FromQuery] long? uid = null, [FromQuery] bool? squad = null)
{
long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
bool showSquad = squad ?? false;
bool showSquad = squad ?? false;
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
@ -4016,7 +4016,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("joinclub")]
public string JoinClub([FromQuery] long? uid = null, [FromQuery] long? id = null)
{
@ -4064,7 +4064,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
}
emc.Add("club", club);
emc.SaveConfig();
user.LastTime = DateTime.Now;
pc.Add("user", user);
pc.SaveConfig();
@ -4075,7 +4075,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("quitclub")]
public string QuitClub([FromQuery] long? uid = null)
{
@ -4119,7 +4119,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
club.MemberJoinTime.Remove(userid);
emc.Add("club", club);
emc.SaveConfig();
string msg = $"退出社团 [ {club.Name} ] 成功!";
user.LastTime = DateTime.Now;
pc.Add("user", user);
@ -4132,7 +4132,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("createclub")]
public string CreateClub([FromQuery] long? uid = null, [FromQuery] bool? @public = null, [FromQuery] string? prefix = null)
{
@ -4196,7 +4196,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
emc.LoadConfig();
emc.Add("club", club);
emc.SaveConfig();
string msg = $"创建社团 [ {club.Name} ] (编号 {clubid})成功!";
user.LastTime = DateTime.Now;
pc.Add("user", user);
@ -4209,7 +4209,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("showclubinfo")]
public string ShowClubInfo([FromQuery] long? uid = null)
{
@ -4276,7 +4276,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("showclubmemberlist")]
public string ShowClubMemberList([FromQuery] long? uid = null, [FromQuery] int? type = null, [FromQuery] int? page = null)
{
@ -4962,7 +4962,7 @@ namespace Oshima.FunGame.WebAPI.Controllers
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("dailystoreshowinfo")]
public string DailyStoreShowInfo([FromQuery] long? uid = null, [FromQuery] long? id = null)
{

View File

@ -83,7 +83,7 @@ namespace Oshima.FunGame.WebAPI.Models
public string OpenId { get; }
public string AuthorOpenId { get; }
}
public class ThirdPartyMessage : IBotMessage
{
[JsonPropertyName("id")]

View File

@ -47,7 +47,8 @@ namespace Oshima.FunGame.WebAPI
builder.Services.AddScoped<RainBOTService>();
builder.Services.AddScoped<FunGameController>();
builder.Services.AddScoped<QQController>();
builder.Services.AddTransient(provider => {
builder.Services.AddTransient(provider =>
{
SQLHelper? sql = Factory.OpenFactory.GetSQLHelper();
if (sql != null) return sql;
throw new Milimoe.FunGame.SQLServiceException();
@ -62,7 +63,7 @@ namespace Oshima.FunGame.WebAPI
{
if (GeneralSettings.TokenList.Contains(token))
{
return "APIUser";
return "APIUser";
}
return "";
}

View File

@ -187,7 +187,7 @@ namespace Oshima.FunGame.WebAPI.Services
51
6 6 ");
}
if (e.Detail == "帮助6")
{
await SendAsync(e, "饭给木", @"《饭给木》游戏指令列表(第 6 / 7 页)
@ -205,7 +205,7 @@ namespace Oshima.FunGame.WebAPI.Services
62 <> <{...}>
7 7 ");
}
if (e.Detail == "帮助7")
{
await SendAsync(e, "饭给木", @"《饭给木》游戏指令列表(第 7 / 7 页)
@ -1935,7 +1935,7 @@ namespace Oshima.FunGame.WebAPI.Services
}
return result;
}
if (e.Detail.StartsWith("商店查看", StringComparison.CurrentCultureIgnoreCase))
{
string detail = e.Detail.Replace("商店查看", "").Trim();