using System.Collections.Concurrent; using System.Text; using Milimoe.FunGame.Core.Api.Transmittal; using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Interface.Base; using Milimoe.FunGame.Core.Library.Common.Addon; using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Model; using Oshima.Core.Constant; using Oshima.FunGame.OshimaModules.Items; using Oshima.FunGame.OshimaModules.Skills; using Oshima.FunGame.OshimaServers.Service; namespace Oshima.FunGame.OshimaServers { public class FastAutoServer : GameModuleServer { public override string Name => OshimaGameModuleConstant.FastAuto; public override string Description => OshimaGameModuleConstant.Description; public override string Version => OshimaGameModuleConstant.Version; public override string Author => OshimaGameModuleConstant.Author; public override string DefaultMap => OshimaGameModuleConstant.FastAutoMap; public override GameModuleDepend GameModuleDepend => OshimaGameModuleConstant.GameModuleDepend; public static List Characters { get; } = []; public static Dictionary CharacterStatistics { get; } = []; public static PluginConfig StatsConfig { get; } = new(OshimaGameModuleConstant.FastAuto, nameof(CharacterStatistics)); public static GameModuleLoader? GameModuleLoader { get; set; } = null; public override async Task> GamingMessageHandler(IServerModel model, GamingType type, Dictionary data) { Dictionary result = []; // 获取model所在的房间工作类 ModuleServerWorker worker = Workers[model.InRoom.Roomid]; switch (type) { case GamingType.Connect: string un = (DataRequest.GetDictionaryJsonObject(data, "un") ?? "").Trim(); if (un != "" && !worker.ConnectedUser.Any(u => u.Username == un)) { worker.ConnectedUser.Add(model.User); Controller.WriteLine(un + " 已连接至房间。"); } break; case GamingType.Disconnect: break; case GamingType.Reconnect: break; case GamingType.BanCharacter: break; case GamingType.PickCharacter: break; case GamingType.Random: break; case GamingType.Round: break; case GamingType.LevelUp: break; case GamingType.Move: break; case GamingType.Attack: break; case GamingType.Skill: break; case GamingType.Item: break; case GamingType.Magic: break; case GamingType.Buy: break; case GamingType.SuperSkill: break; case GamingType.Pause: break; case GamingType.Unpause: break; case GamingType.Surrender: break; case GamingType.UpdateInfo: break; case GamingType.Punish: break; case GamingType.None: default: await Task.Delay(1); break; } return result; } private readonly struct ModuleServerWorker(GamingObject obj) { public GamingObject GamingObject { get; } = obj; public List ConnectedUser { get; } = []; public Dictionary> UserData { get; } = []; public Dictionary PickCharacters { get; } = []; } private ConcurrentDictionary Workers { get; } = []; 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(obj); Workers[obj.Room.Roomid] = worker; TaskUtility.NewTask(async () => await StartGame(obj, worker)).OnError(Controller.Error); return true; } private async Task StartGame(GamingObject obj, ModuleServerWorker worker) { try { while (true) { if (worker.ConnectedUser.Count == obj.All.Count) { break; } await Task.Delay(500); } Dictionary characters = []; List characterPickeds = []; Dictionary data = []; // 抽取角色 foreach (User user in obj.Users) { List list = [.. Characters.Where(c => !characterPickeds.Contains(c))]; Character cr = list[Random.Shared.Next(list.Count - 1)]; string msg = $"{user.Username} 抽到了 [ {cr} ]"; characterPickeds.Add(cr); characters.Add(user, cr.Copy()); Controller.WriteLine(msg); SendAllGamingMessage(obj, data, msg); } int clevel = 60; int slevel = 6; int mlevel = 8; List inGameCharacters = [.. characters.Values]; // 升级和赋能 foreach (Character c in inGameCharacters) { c.Level = clevel; c.NormalAttack.Level = mlevel; Skill 冰霜攻击 = new 冰霜攻击(c) { Level = mlevel }; c.Skills.Add(冰霜攻击); Skill 疾风步 = new 疾风步(c) { Level = slevel }; c.Skills.Add(疾风步); FunGameService.AddCharacterSkills(c, 1, slevel, slevel); SendAllGamingMessage(obj, data, c.GetInfo()); } ActionQueue actionQueue = new(inGameCharacters, false, (str) => { SendAllGamingMessage(obj, data, str); }); actionQueue.SetCharactersToAIControl(false, inGameCharacters); // 总游戏时长 double totalTime = 0; // 总死亡数 int deaths = 0; // 开始空投 空投(actionQueue, totalTime); // 总回合数 int i = 1; while (i < 999) { if (i == 998) { SendAllGamingMessage(obj, data, $"=== 终局审判 ==="); Dictionary 他们的血量百分比 = []; foreach (Character c in inGameCharacters) { 他们的血量百分比.TryAdd(c, Calculation.Round4Digits(c.HP / c.MaxHP)); } double max = 他们的血量百分比.Values.Max(); Character winner = 他们的血量百分比.Keys.Where(c => 他们的血量百分比[c] == max).First(); SendAllGamingMessage(obj, data, "[ " + winner + " ] 成为了天选之人!!"); foreach (Character c in inGameCharacters.Where(c => c != winner && c.HP > 0)) { SendAllGamingMessage(obj, data, "[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。"); await actionQueue.DeathCalculationAsync(winner, c); } await actionQueue.EndGameInfo(winner); break; } // 检查是否有角色可以行动 Character? characterToAct = await actionQueue.NextCharacterAsync(); // 处理回合 if (characterToAct != null) { SendAllGamingMessage(obj, data, $"=== Round {i++} ==="); SendAllGamingMessage(obj, data, "现在是 [ " + characterToAct + " ] 的回合!"); if (actionQueue.Queue.Count == 0) { break; } bool isGameEnd = await actionQueue.ProcessTurnAsync(characterToAct); if (isGameEnd) { break; } actionQueue.DisplayQueue(); } // 模拟时间流逝 totalTime += await actionQueue.TimeLapse(); if (actionQueue.Eliminated.Count > deaths) { deaths = actionQueue.Eliminated.Count; } } SendAllGamingMessage(obj, data, "--- End ---"); SendAllGamingMessage(obj, data, "总游戏时长:" + Calculation.Round2Digits(totalTime)); // 赛后统计 SendAllGamingMessage(obj, data, "=== 伤害排行榜 ==="); int top = inGameCharacters.Count; int count = 1; foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.TotalDamage).Select(d => d.Key)) { StringBuilder builder = new(); CharacterStatistics stats = actionQueue.CharacterStatistics[character]; builder.AppendLine($"{count++}. [ {character.ToStringWithLevel()} ] ({stats.Kills} / {stats.Assists})"); 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}"); SendAllGamingMessage(obj, data, builder.ToString()); CharacterStatistics? totalStats = CharacterStatistics.Where(kv => kv.Key.GetName() == character.GetName()).Select(kv => kv.Value).FirstOrDefault(); if (totalStats != null) { // 统计此角色的所有数据 totalStats.TotalDamage = Calculation.Round2Digits(totalStats.TotalDamage + stats.TotalDamage); totalStats.TotalPhysicalDamage = Calculation.Round2Digits(totalStats.TotalPhysicalDamage + stats.TotalPhysicalDamage); totalStats.TotalMagicDamage = Calculation.Round2Digits(totalStats.TotalMagicDamage + stats.TotalMagicDamage); totalStats.TotalRealDamage = Calculation.Round2Digits(totalStats.TotalRealDamage + stats.TotalRealDamage); totalStats.TotalTakenDamage = Calculation.Round2Digits(totalStats.TotalTakenDamage + stats.TotalTakenDamage); totalStats.TotalTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage + stats.TotalTakenPhysicalDamage); totalStats.TotalTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage + stats.TotalTakenMagicDamage); totalStats.TotalTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage + stats.TotalTakenRealDamage); totalStats.LiveRound += stats.LiveRound; totalStats.ActionTurn += stats.ActionTurn; totalStats.LiveTime = Calculation.Round2Digits(totalStats.LiveTime + stats.LiveTime); totalStats.TotalEarnedMoney += stats.TotalEarnedMoney; totalStats.Kills += stats.Kills; totalStats.Deaths += stats.Deaths; totalStats.Assists += stats.Assists; totalStats.LastRank = stats.LastRank; double totalRank = totalStats.AvgRank * totalStats.Plays + totalStats.LastRank; totalStats.Plays += stats.Plays; if (totalStats.Plays != 0) totalStats.AvgRank = Calculation.Round2Digits(totalRank / totalStats.Plays); totalStats.Wins += stats.Wins; totalStats.Top3s += stats.Top3s; totalStats.Loses += stats.Loses; if (totalStats.Plays != 0) { totalStats.AvgDamage = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.Plays); totalStats.AvgPhysicalDamage = Calculation.Round2Digits(totalStats.TotalPhysicalDamage / totalStats.Plays); totalStats.AvgMagicDamage = Calculation.Round2Digits(totalStats.TotalMagicDamage / totalStats.Plays); totalStats.AvgRealDamage = Calculation.Round2Digits(totalStats.TotalRealDamage / totalStats.Plays); totalStats.AvgTakenDamage = Calculation.Round2Digits(totalStats.TotalTakenDamage / totalStats.Plays); totalStats.AvgTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage / totalStats.Plays); totalStats.AvgTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage / totalStats.Plays); totalStats.AvgTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage / totalStats.Plays); totalStats.AvgLiveRound = totalStats.LiveRound / totalStats.Plays; totalStats.AvgActionTurn = totalStats.ActionTurn / totalStats.Plays; totalStats.AvgLiveTime = Calculation.Round2Digits(totalStats.LiveTime / totalStats.Plays); totalStats.AvgEarnedMoney = totalStats.TotalEarnedMoney / totalStats.Plays; totalStats.Winrates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Wins) / Convert.ToDouble(totalStats.Plays)); totalStats.Top3rates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Top3s) / Convert.ToDouble(totalStats.Plays)); } if (totalStats.LiveRound != 0) totalStats.DamagePerRound = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.LiveRound); if (totalStats.ActionTurn != 0) totalStats.DamagePerTurn = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.ActionTurn); if (totalStats.LiveTime != 0) totalStats.DamagePerSecond = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.LiveTime); } } // 显示每个角色的信息 for (i = actionQueue.Eliminated.Count - 1; i >= 0; i--) { Character character = actionQueue.Eliminated[i]; SendAllGamingMessage(obj, data, $"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}"); } lock (StatsConfig) { foreach (Character c in CharacterStatistics.Keys) { StatsConfig.Add(c.ToStringWithOutUser(), CharacterStatistics[c]); } StatsConfig.SaveConfig(); } // 结束 SendEndGame(obj); worker.ConnectedUser.Clear(); Workers.Remove(obj.Room.Roomid, out _); } catch (Exception e) { TXTHelper.AppendErrorLog(e.ToString()); } } public static void 空投(ActionQueue queue, double totalTime) { Item[] 这次发放的空投; if (totalTime == 0) { foreach (Character character in queue.Queue) { 这次发放的空投 = [new 攻击之爪35()]; foreach (Item item in 这次发放的空投) { queue.Equip(character, EquipSlotType.Accessory1, item, out _); } } } } private void SendAllGamingMessage(GamingObject obj, Dictionary data, string str, bool showmessage = false) { data.Clear(); data.Add("msg", str); data.Add("showmessage", showmessage); _ = SendGamingMessage(obj.All.Values, GamingType.UpdateInfo, data); } public override void AfterLoad(params object[] args) { foreach (Character c in GameModuleDepend.Characters.Values) { Character character = c.Copy(); Characters.Add(character); CharacterStatistics.Add(character, new()); } StatsConfig.LoadConfig(); foreach (Character character in CharacterStatistics.Keys) { if (StatsConfig.ContainsKey(character.ToStringWithOutUser())) { CharacterStatistics[character] = StatsConfig.Get(character.ToStringWithOutUser()) ?? CharacterStatistics[character]; } } } } }