using System.Text; using System.Text.RegularExpressions; using Microsoft.AspNetCore.Authorization; using Microsoft.AspNetCore.Mvc; using Microsoft.Extensions.Logging; using Milimoe.FunGame.Core.Api.Transmittal; using Milimoe.FunGame.Core.Api.Utility; using Milimoe.FunGame.Core.Entity; using Milimoe.FunGame.Core.Library.Constant; using Milimoe.FunGame.Core.Library.SQLScript.Entity; using Oshima.Core.Configs; using Oshima.Core.Constant; using Oshima.FunGame.OshimaModules.Characters; using Oshima.FunGame.OshimaModules.Items; using Oshima.FunGame.OshimaModules.Models; using Oshima.FunGame.OshimaModules.Regions; using Oshima.FunGame.OshimaServers.Model; using Oshima.FunGame.OshimaServers.Service; using ProjectRedbud.FunGame.SQLQueryExtension; namespace Oshima.FunGame.WebAPI.Controllers { [Authorize(AuthenticationSchemes = "CustomBearer")] [ApiController] [Route("[controller]")] public class FunGameController(ILogger logger) : ControllerBase { private ILogger Logger { get; set; } = logger; private const string noSaved = "你还没有创建存档!请发送【创建存档】创建。"; private const string refused = "暂时无法使用此指令。"; private const string busy = "服务器繁忙,请稍后再试。"; [AllowAnonymous] [HttpGet("test")] public async Task> GetTest([FromQuery] bool? isweb = null, [FromQuery] bool? isteam = null, [FromQuery] bool? showall = null, [FromQuery] int? maxRespawnTimesMix = null) { return await FunGameSimulation.StartSimulationGame(false, isweb ?? true, isteam ?? false, showall ?? false, maxRespawnTimesMix ?? 1); } [AllowAnonymous] [HttpGet("last")] public List GetLast([FromQuery] bool full = false) { PluginConfig LastRecordConfig = new("FunGameSimulation", "LastRecord"); LastRecordConfig.LoadConfig(); string get = full ? "full" : "last"; return LastRecordConfig.GetValue>(get) ?? []; } [AllowAnonymous] [HttpGet("stats")] public string GetStats([FromQuery] int? id = null) { if (id != null && id > 0 && id <= FunGameConstant.Characters.Count) { Character character = FunGameConstant.Characters[Convert.ToInt32(id) - 1]; if (FunGameSimulation.CharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null) { StringBuilder builder = new(); builder.AppendLine(character.ToStringWithOutUser()); builder.AppendLine($"总计造成伤害:{stats.TotalDamage:0.##} / 场均:{stats.AvgDamage:0.##}"); builder.AppendLine($"总计造成物理伤害:{stats.TotalPhysicalDamage:0.##} / 场均:{stats.AvgPhysicalDamage:0.##}"); builder.AppendLine($"总计造成魔法伤害:{stats.TotalMagicDamage:0.##} / 场均:{stats.AvgMagicDamage:0.##}"); builder.AppendLine($"总计造成真实伤害:{stats.TotalTrueDamage:0.##} / 场均:{stats.AvgTrueDamage:0.##}"); builder.AppendLine($"总计承受伤害:{stats.TotalTakenDamage:0.##} / 场均:{stats.AvgTakenDamage:0.##}"); builder.AppendLine($"总计承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 场均:{stats.AvgTakenPhysicalDamage:0.##}"); builder.AppendLine($"总计承受魔法伤害:{stats.TotalTakenMagicDamage:0.##} / 场均:{stats.AvgTakenMagicDamage:0.##}"); builder.AppendLine($"总计承受真实伤害:{stats.TotalTakenTrueDamage:0.##} / 场均:{stats.AvgTakenTrueDamage:0.##}"); builder.AppendLine($"总计治疗:{stats.TotalHeal:0.##} / 场均:{stats.AvgHeal:0.##}"); builder.AppendLine($"总计存活回合数:{stats.LiveRound} / 场均:{stats.AvgLiveRound}"); builder.AppendLine($"总计行动回合数:{stats.ActionTurn} / 场均:{stats.AvgActionTurn}"); builder.AppendLine($"总计存活时长:{stats.LiveTime:0.##} / 场均:{stats.AvgLiveTime:0.##}"); builder.AppendLine($"总计控制时长:{stats.ControlTime:0.##} / 场均:{stats.AvgControlTime:0.##}"); builder.AppendLine($"总计护盾抵消:{stats.TotalShield:0.##} / 场均:{stats.AvgShield:0.##}"); builder.AppendLine($"总计赚取金钱:{stats.TotalEarnedMoney} / 场均:{stats.AvgEarnedMoney}"); builder.AppendLine($"每回合伤害:{stats.DamagePerRound:0.##}"); builder.AppendLine($"每行动回合伤害:{stats.DamagePerTurn:0.##}"); builder.AppendLine($"每秒伤害:{stats.DamagePerSecond:0.##}"); builder.AppendLine($"总计击杀数:{stats.Kills}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Kills / stats.Plays:0.##}" : "")); builder.AppendLine($"总计死亡数:{stats.Deaths}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Deaths / stats.Plays:0.##}" : "")); builder.AppendLine($"击杀死亡比:{(stats.Deaths == 0 ? stats.Kills : ((double)stats.Kills / stats.Deaths)):0.##}"); builder.AppendLine($"总计助攻数:{stats.Assists}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Assists / stats.Plays:0.##}" : "")); builder.AppendLine($"总计首杀数:{stats.FirstKills}" + (stats.Plays != 0 ? $" / 首杀率:{(double)stats.FirstKills / stats.Plays * 100:0.##}%" : "")); builder.AppendLine($"总计首死数:{stats.FirstDeaths}" + (stats.Plays != 0 ? $" / 首死率:{(double)stats.FirstDeaths / stats.Plays * 100:0.##}%" : "")); builder.AppendLine($"总计参赛数:{stats.Plays}"); builder.AppendLine($"总计冠军数:{stats.Wins}"); builder.AppendLine($"总计前三数:{stats.Top3s}"); builder.AppendLine($"总计败场数:{stats.Loses}"); List names = [.. FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())]; builder.AppendLine($"MVP次数:{stats.MVPs}(#{names.IndexOf(character.GetName()) + 1})"); names = [.. FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())]; 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())]; 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.##}"); return builder.ToString(); } } return ""; } [AllowAnonymous] [HttpGet("teamstats")] public string GetTeamStats([FromQuery] int? id = null) { if (id != null && id > 0 && id <= FunGameConstant.Characters.Count) { Character character = FunGameConstant.Characters[Convert.ToInt32(id) - 1]; if (FunGameSimulation.TeamCharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null) { StringBuilder builder = new(); builder.AppendLine(character.ToStringWithOutUser()); builder.AppendLine($"总计造成伤害:{stats.TotalDamage:0.##} / 场均:{stats.AvgDamage:0.##}"); builder.AppendLine($"总计造成物理伤害:{stats.TotalPhysicalDamage:0.##} / 场均:{stats.AvgPhysicalDamage:0.##}"); builder.AppendLine($"总计造成魔法伤害:{stats.TotalMagicDamage:0.##} / 场均:{stats.AvgMagicDamage:0.##}"); builder.AppendLine($"总计造成真实伤害:{stats.TotalTrueDamage:0.##} / 场均:{stats.AvgTrueDamage:0.##}"); builder.AppendLine($"总计承受伤害:{stats.TotalTakenDamage:0.##} / 场均:{stats.AvgTakenDamage:0.##}"); builder.AppendLine($"总计承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 场均:{stats.AvgTakenPhysicalDamage:0.##}"); builder.AppendLine($"总计承受魔法伤害:{stats.TotalTakenMagicDamage:0.##} / 场均:{stats.AvgTakenMagicDamage:0.##}"); builder.AppendLine($"总计承受真实伤害:{stats.TotalTakenTrueDamage:0.##} / 场均:{stats.AvgTakenTrueDamage:0.##}"); builder.AppendLine($"总计治疗:{stats.TotalHeal:0.##} / 场均:{stats.AvgHeal:0.##}"); builder.AppendLine($"总计存活回合数:{stats.LiveRound} / 场均:{stats.AvgLiveRound}"); builder.AppendLine($"总计行动回合数:{stats.ActionTurn} / 场均:{stats.AvgActionTurn}"); builder.AppendLine($"总计存活时长:{stats.LiveTime:0.##} / 场均:{stats.AvgLiveTime:0.##}"); builder.AppendLine($"总计控制时长:{stats.ControlTime:0.##} / 场均:{stats.AvgControlTime:0.##}"); builder.AppendLine($"总计护盾抵消:{stats.TotalShield:0.##} / 场均:{stats.AvgShield:0.##}"); builder.AppendLine($"总计赚取金钱:{stats.TotalEarnedMoney} / 场均:{stats.AvgEarnedMoney}"); builder.AppendLine($"每回合伤害:{stats.DamagePerRound:0.##}"); builder.AppendLine($"每行动回合伤害:{stats.DamagePerTurn:0.##}"); builder.AppendLine($"每秒伤害:{stats.DamagePerSecond:0.##}"); builder.AppendLine($"总计击杀数:{stats.Kills}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Kills / stats.Plays:0.##}" : "")); builder.AppendLine($"总计死亡数:{stats.Deaths}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Deaths / stats.Plays:0.##}" : "")); builder.AppendLine($"击杀死亡比:{(stats.Deaths == 0 ? stats.Kills : ((double)stats.Kills / stats.Deaths)):0.##}"); builder.AppendLine($"总计助攻数:{stats.Assists}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Assists / stats.Plays:0.##}" : "")); builder.AppendLine($"总计首杀数:{stats.FirstKills}" + (stats.Plays != 0 ? $" / 首杀率:{(double)stats.FirstKills / stats.Plays * 100:0.##}%" : "")); builder.AppendLine($"总计首死数:{stats.FirstDeaths}" + (stats.Plays != 0 ? $" / 首死率:{(double)stats.FirstDeaths / stats.Plays * 100:0.##}%" : "")); builder.AppendLine($"总计参赛数:{stats.Plays}"); builder.AppendLine($"总计胜场数:{stats.Wins}"); builder.AppendLine($"总计败场数:{stats.Loses}"); List names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())]; builder.AppendLine($"MVP次数:{stats.MVPs}(#{names.IndexOf(character.GetName()) + 1})"); names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())]; builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%(#{names.IndexOf(character.GetName()) + 1})"); names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())]; builder.AppendLine($"技术得分:{stats.Rating:0.0#}(#{names.IndexOf(character.GetName()) + 1})"); return builder.ToString(); } } return ""; } [AllowAnonymous] [HttpGet("winraterank")] public List GetWinrateRank([FromQuery] bool? isteam = null) { bool team = isteam ?? false; if (team) { List strings = []; IEnumerable ratings = FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key); foreach (Character character in ratings) { StringBuilder builder = new(); CharacterStatistics stats = FunGameSimulation.TeamCharacterStatistics[character]; builder.AppendLine(character.ToStringWithOutUser()); builder.AppendLine($"总计参赛数:{stats.Plays}"); builder.AppendLine($"总计冠军数:{stats.Wins}"); builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%"); builder.AppendLine($"技术得分:{stats.Rating:0.0#}"); builder.AppendLine($"MVP次数:{stats.MVPs}"); strings.Add(builder.ToString()); } return strings; } else { List strings = []; IEnumerable ratings = FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key); foreach (Character character in ratings) { StringBuilder builder = new(); CharacterStatistics stats = FunGameSimulation.CharacterStatistics[character]; builder.AppendLine(character.ToStringWithOutUser()); builder.AppendLine($"总计参赛数:{stats.Plays}"); builder.AppendLine($"总计冠军数:{stats.Wins}"); builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%"); builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%"); builder.AppendLine($"技术得分:{stats.Rating:0.0#}"); builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}"); builder.AppendLine($"MVP次数:{stats.MVPs}"); strings.Add(builder.ToString()); } return strings; } } [AllowAnonymous] [HttpGet("ratingrank")] public List GetRatingRank([FromQuery] bool? isteam = null) { bool team = isteam ?? false; if (team) { List strings = []; IEnumerable ratings = FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key); foreach (Character character in ratings) { StringBuilder builder = new(); CharacterStatistics stats = FunGameSimulation.TeamCharacterStatistics[character]; builder.AppendLine(character.ToStringWithOutUser()); builder.AppendLine($"总计参赛数:{stats.Plays}"); builder.AppendLine($"总计冠军数:{stats.Wins}"); builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%"); builder.AppendLine($"技术得分:{stats.Rating:0.0#}"); builder.AppendLine($"MVP次数:{stats.MVPs}"); strings.Add(builder.ToString()); } return strings; } else { List strings = []; IEnumerable ratings = FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key); foreach (Character character in ratings) { StringBuilder builder = new(); CharacterStatistics stats = FunGameSimulation.CharacterStatistics[character]; builder.AppendLine(character.ToStringWithOutUser()); builder.AppendLine($"总计参赛数:{stats.Plays}"); builder.AppendLine($"总计冠军数:{stats.Wins}"); builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%"); builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%"); builder.AppendLine($"技术得分:{stats.Rating:0.0#}"); builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}"); builder.AppendLine($"MVP次数:{stats.MVPs}"); strings.Add(builder.ToString()); } return strings; } } [AllowAnonymous] [HttpGet("characterinfo")] public string GetCharacterInfo([FromQuery] int? id = null) { if (id != null && id > 0 && id <= FunGameConstant.Characters.Count) { Character c = FunGameConstant.Characters[Convert.ToInt32(id) - 1].Copy(); c.Level = General.GameplayEquilibriumConstant.MaxLevel; c.NormalAttack.Level = General.GameplayEquilibriumConstant.MaxNormalAttackLevel; FunGameService.AddCharacterSkills(c, 1, General.GameplayEquilibriumConstant.MaxSkillLevel, General.GameplayEquilibriumConstant.MaxSuperSkillLevel); return c.GetInfo().Trim(); } return ""; } [AllowAnonymous] [HttpGet("skillinfo")] public string GetSkillInfo([FromQuery] long? uid = null, [FromQuery] long? id = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); List msg = []; Character? character = null; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); character = user.Inventory.MainCharacter; msg.Add($"技能展示的属性基于你的主战角色:[ {character} ]"); } else { character = FunGameConstant.Characters[1].Copy(); msg.Add($"技能展示的属性基于演示角色:[ {character} ]"); } IEnumerable skills = FunGameConstant.AllSkills; if (id != null && FunGameConstant.Characters.Count > 1) { Skill? skill = skills.Where(s => s.Id == id).FirstOrDefault()?.Copy(); if (skill != null) { msg.Add(character.ToStringWithLevel() + "\r\n" + skill.ToString()); skill.Character = character; skill.Level++; ; msg.Add(character.ToStringWithLevel() + "\r\n" + skill.ToString()); character.Level = General.GameplayEquilibriumConstant.MaxLevel; skill.Level = skill.IsMagic ? General.GameplayEquilibriumConstant.MaxMagicLevel : General.GameplayEquilibriumConstant.MaxSkillLevel; msg.Add(character.ToStringWithLevel() + "\r\n" + skill.ToString()); return string.Join("\r\n", msg); } } return ""; } [AllowAnonymous] [HttpGet("skillinfoname")] public string GetSkillInfo_Name([FromQuery] long? uid = null, [FromQuery] string? name = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); List msg = []; Character? character = null; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); character = user.Inventory.MainCharacter; msg.Add($"技能展示的属性基于你的主战角色:[ {character} ]"); } else { character = FunGameConstant.Characters[1].Copy(); msg.Add($"技能展示的属性基于演示角色:[ {character} ]"); } IEnumerable skills = FunGameConstant.AllSkills; if (name != null && FunGameConstant.Characters.Count > 1) { Skill? skill = skills.Where(s => s.Name == name).FirstOrDefault()?.Copy(); if (skill != null) { msg.Add(character.ToStringWithLevel() + "\r\n" + skill.ToString()); skill.Character = character; skill.Level++; ; msg.Add(character.ToStringWithLevel() + "\r\n" + skill.ToString()); character.Level = General.GameplayEquilibriumConstant.MaxLevel; skill.Level = skill.IsMagic ? General.GameplayEquilibriumConstant.MaxMagicLevel : General.GameplayEquilibriumConstant.MaxSkillLevel; msg.Add(character.ToStringWithLevel() + "\r\n" + skill.ToString()); return string.Join("\r\n", msg); } } return ""; } [AllowAnonymous] [HttpGet("iteminfo")] public string GetItemInfo([FromQuery] long? uid = null, [FromQuery] long? id = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); List msg = []; Character? character = null; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); character = user.Inventory.MainCharacter; msg.Add($"技能展示的属性基于你的主战角色:[ {character} ]"); } else { character = FunGameConstant.Characters[1].Copy(); msg.Add($"技能展示的属性基于演示角色:[ {character} ]"); } IEnumerable items = FunGameConstant.AllItems; if (id != null) { Item? item = items.Where(i => i.Id == id).FirstOrDefault()?.Copy(); if (item != null) { item.Character = character; item.SetLevel(1); msg.Add(item.ToString(false, true)); return string.Join("\r\n", msg); } } return ""; } [AllowAnonymous] [HttpGet("iteminfoname")] public string GetItemInfo_Name([FromQuery] long? uid = null, [FromQuery] string? name = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); List msg = []; Character? character = null; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); character = user.Inventory.MainCharacter; msg.Add($"技能展示的属性基于你的主战角色:[ {character} ]"); } else { character = FunGameConstant.Characters[1].Copy(); msg.Add($"技能展示的属性基于演示角色:[ {character} ]"); } IEnumerable items = FunGameConstant.AllItems; if (name != null) { Item? item = items.Where(i => i.Name == name).FirstOrDefault()?.Copy(); if (item != null) { item.Character = character; item.SetLevel(1); msg.Add(item.ToString(false, true)); return string.Join("\r\n", msg); } } return ""; } [AllowAnonymous] [HttpGet("newmagiccard")] public string GenerateMagicCard() { Item i = FunGameService.GenerateMagicCard(); return i.ToString(false, true); } [AllowAnonymous] [HttpGet("newmagiccardpack")] public string GenerateMagicCardPack() { Item? i = FunGameService.GenerateMagicCardPack(3); if (i != null) { return i.ToString(false, true); } return ""; } [HttpPost("createsaved")] public string CreateSaved([FromQuery] long? uid = null, [FromQuery] string? openid = null) { using SQLHelper? sqlHelper = Factory.OpenFactory.GetSQLHelper(); if (openid is null || openid.Trim() == "") { return "创建存档失败,未提供接入ID!"; } if (sqlHelper != null) { try { Logger.LogInformation("[Reg] 接入ID:{openid}", openid); sqlHelper.ExecuteDataSet(FunGameService.Select_CheckAutoKey(sqlHelper, openid)); if (sqlHelper.Success) { return "你已经创建过存档!请使用【还原存档】指令或联系管理员处理。"; } sqlHelper.NewTransaction(); // 检查UID的用户在数据库中是否存在,如果已经存在则将OpenID(对应AutoKey字段)绑定到此用户上而不是创建新用户 User? user = sqlHelper.GetUserById(uid ?? 0); string username = ""; if (user is null) { bool exist = true; do { username = "FunOsm-" + Verification.CreateVerifyCode(VerifyCodeType.MixVerifyCode, 8); if (sqlHelper.ExecuteDataRow(UserQuery.Select_IsExistUsername(sqlHelper, username)) is null) { exist = false; } } while (exist); // 使用这种方法注册的用户,没有邮箱和UserKey,因此无法通过常规方式登录FunGame标准系统 string password = Verification.CreateVerifyCode(VerifyCodeType.MixVerifyCode, 6).Encrypt(openid); sqlHelper.RegisterUser(username, password, "", "", openid); if (sqlHelper.Result == SQLResult.Success) { sqlHelper.ExecuteDataSet(FunGameService.Select_CheckAutoKey(sqlHelper, openid)); if (sqlHelper.Success) { user = Factory.GetUser(sqlHelper.DataSet); } else { sqlHelper.Rollback(); return "无法处理注册,创建存档失败!"; } } else { sqlHelper.Rollback(); return "无法处理注册,创建存档失败!"; } } username = user.Username; user.AutoKey = openid; user.Inventory.Credits = 5000; Character character = new CustomCharacter(FunGameConstant.CustomCharacterId, username, nickname: username); character.Recovery(); user.Inventory.Characters.Add(character); FunGameConstant.UserIdAndUsername[user.Id] = user; sqlHelper.UpdateUser(user); sqlHelper.Commit(); PluginConfig pc = FunGameService.GetUserConfig(user.Id, out _); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(user.Id, pc, user); return $"创建存档成功!你的昵称是【{username}】。"; } catch (Exception e) { sqlHelper.Rollback(); Logger.LogError(e, "Error: {e}", e); } return "无法处理注册,创建存档失败!"; } return "创建存档失败,SQL 服务不可用!"; } [HttpPost("restoresaved")] public string RestoreSaved([FromQuery] long? uid = null) { //long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); //PluginConfig pc = new("saved", userid.ToString()); //pc.LoadConfig(); //if (pc.Count > 0) //{ // User user = FunGameService.GetUser(pc); // user.Inventory.Credits = 5000; // user.Inventory.Materials = 0; // user.Inventory.Characters.Clear(); // user.Inventory.Items.Clear(); // user.Inventory.Characters.Add(new CustomCharacter(FunGameConstant.CustomCharacterId, user.Username)); // user.LastTime = DateTime.Now; // pc.Add("user", user); // pc.SaveConfig(); // return $"你的存档已还原成功。"; //} //else //{ // return noSaved; //} return $"无法还原用户 {uid} 的存档,此功能维护中。"; } [HttpPost("showsaved")] public string ShowSaved([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); StringBuilder builder = new(); builder.AppendLine($"☆★☆ {user.Username}的存档信息 ☆★☆"); builder.AppendLine($"UID:{user.Id}"); builder.AppendLine($"{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.00}"); builder.AppendLine($"{General.GameplayEquilibriumConstant.InGameMaterial}:{user.Inventory.Materials:0.00}"); builder.AppendLine($"角色数量:{user.Inventory.Characters.Count}"); builder.AppendLine($"主战角色:{user.Inventory.MainCharacter.ToStringWithLevelWithOutUser()}"); Character[] squad = [.. user.Inventory.Characters.Where(c => user.Inventory.Squad.Contains(c.Id))]; Dictionary characters = user.Inventory.Characters .Select((character, index) => new { character, index }) .ToDictionary(x => x.character, x => x.index + 1); builder.AppendLine($"小队成员:{(squad.Length > 0 ? string.Join(" / ", squad.Select(c => $"[#{characters[c]}]{c.NickName}({c.Level})")) : "空")}"); if (user.Inventory.Training.Count > 0) { builder.AppendLine($"正在练级:{string.Join(" / ", user.Inventory.Characters.Where(c => user.Inventory.Training.ContainsKey(c.Id)).Select(c => c.ToStringWithLevelWithOutUser()))}"); } builder.AppendLine($"物品数量:{user.Inventory.Items.Count}"); long clubid = 0; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long temp)) { clubid = temp; } EntityModuleConfig emc = new("clubs", clubid.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club != null) { builder.AppendLine($"所属社团:{club}"); } else { builder.AppendLine($"所属社团:无"); } builder.AppendLine($"注册时间:{user.RegTime.ToString(General.GeneralDateTimeFormatChinese)}"); builder.AppendLine($"最后访问:{user.LastTime.ToString(General.GeneralDateTimeFormatChinese)}"); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return builder.ToString().Trim(); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("rename")] public string ReName([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); string msg = ""; int reduce = 200; if (user.Inventory.Credits >= reduce) { user.Inventory.Credits -= reduce; string name = ""; do { name = FunGameService.GenerateRandomChineseUserName(); } while (FunGameConstant.UserIdAndUsername.Any(kv => kv.Value.Username == name)); user.Username = name; user.NickName = user.Username; if (user.Inventory.Characters.FirstOrDefault(c => c.Id == FunGameConstant.CustomCharacterId) is Character character) { character.Name = user.Username; character.NickName = user.NickName; } if (user.Inventory.Name.EndsWith("的库存")) { user.Inventory.Name = user.Username + "的库存"; } FunGameConstant.UserIdAndUsername[user.Id] = user; msg = $"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameCurrency},你的新昵称是【{user.Username}】"; } else { msg = $"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {reduce} 呢,无法改名!"; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("renamecustom")] public string ReName_Custom([FromQuery] long? uid = null, [FromQuery] string name = "") { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (name.Length == 0 || name.Length > 12) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"昵称【{name}】需要在 1~12 个字符之间。"; } if (FunGameConstant.UserIdAndUsername.Any(kv => kv.Value.Username == name)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"昵称【{name}】已被使用,请更换其他昵称!"; } using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); List itemTrading = []; if (sql != null) { try { itemTrading = SQLService.GetUserItemGuids(sql, userid); } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } if (user.Inventory.Items.FirstOrDefault(i => i is 改名卡 && !i.IsLock && !itemTrading.Contains(i.Guid)) is 改名卡 gmk) { gmk.IsLock = true; PluginConfig renameExamine = new("examines", "rename"); renameExamine.LoadConfig(); List strings = renameExamine.Get>(user.Id.ToString()) ?? []; if (strings.Count > 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你已经提交过改名申请,请使用【查询改名】指令查看进度,请耐心等待审核结果!"; } else { renameExamine.Add(user.Id.ToString(), new List { name, gmk.Guid.ToString() }); renameExamine.SaveConfig(); } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); TaskUtility.NewTask(() => { User[] operators = [.. FunGameConstant.UserIdAndUsername.Values.Where(u => u.IsAdmin || u.IsOperator)]; foreach (User op in operators) { FunGameService.AddNotice(op.Id, $"有待处理的改名申请,请使用【改名审核】指令查看列表!"); } }); return $"提交自定义改名申请成功!新昵称是【{name}】,将在审核通过后更新。已锁定你的一张改名卡,审核结束前,无法再次提交改名申请,或交易、出售、分解改名卡。"; } FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你没有改名卡,无法自定义改名!请检查库存中至少存在一张未上锁、且未处于交易、市场出售状态的改名卡。"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("randomcustom")] public string RandomCustomCharacter([FromQuery] long? uid = null, [FromQuery] bool? confirm = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); bool isConfirm = confirm ?? false; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); EntityModuleConfig emc = new("randomcustom", userid.ToString()); emc.LoadConfig(); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (user.Inventory.Characters.FirstOrDefault(c => c.Id == FunGameConstant.CustomCharacterId) is Character character) { PrimaryAttribute oldPA = character.PrimaryAttribute; double oldHP = character.InitialHP; double oldMP = character.InitialMP; double oldATK = character.InitialATK; double oldSTR = character.InitialSTR; double oldAGI = character.InitialAGI; double oldINT = character.InitialINT; double oldSTRG = character.STRGrowth; double oldAGIG = character.AGIGrowth; double oldINTG = character.INTGrowth; double oldSPD = character.InitialSPD; double oldHR = character.InitialHR; double oldMR = character.InitialMR; Character? newCustom = emc.Count > 0 ? emc.Get("newCustom") : null; if (isConfirm) { if (newCustom != null) { character.PrimaryAttribute = newCustom.PrimaryAttribute; character.InitialHP = newCustom.InitialHP; character.InitialMP = newCustom.InitialMP; character.InitialATK = newCustom.InitialATK; character.InitialSTR = newCustom.InitialSTR; character.InitialAGI = newCustom.InitialAGI; character.InitialINT = newCustom.InitialINT; character.STRGrowth = newCustom.STRGrowth; character.AGIGrowth = newCustom.AGIGrowth; character.INTGrowth = newCustom.INTGrowth; character.InitialSPD = newCustom.InitialSPD; character.InitialHR = newCustom.InitialHR; character.InitialMR = newCustom.InitialMR; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); emc.Clear(); emc.SaveConfig(); return $"你已完成重随属性确认,新的自建角色属性如下:\r\n" + $"核心属性:{CharacterSet.GetPrimaryAttributeName(oldPA)} => {CharacterSet.GetPrimaryAttributeName(character.PrimaryAttribute)}\r\n" + $"初始生命:{oldHP} => {character.InitialHP}\r\n" + $"初始魔法:{oldMP} => {character.InitialMP}\r\n" + $"初始攻击:{oldATK} => {character.InitialATK}\r\n" + $"初始力量:{oldSTR}(+{oldSTRG}/Lv)=> {character.InitialSTR}(+{character.STRGrowth}/Lv)\r\n" + $"初始敏捷:{oldAGI}(+{oldAGIG}/Lv)=> {character.InitialAGI}(+{character.AGIGrowth}/Lv)\r\n" + $"初始智力:{oldINT}(+{oldINTG}/Lv)=> {character.InitialINT}(+{character.INTGrowth}/Lv)\r\n" + $"初始速度:{oldSPD} => {character.InitialSPD}\r\n" + $"生命回复:{oldHR} => {character.InitialHR}\r\n" + $"魔法回复:{oldMR} => {character.InitialMR}\r\n"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你还没有获取过重随属性预览!"; } } else { if (newCustom is null) { int reduce = 3; if (user.Inventory.Materials >= reduce) { user.Inventory.Materials -= reduce; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce} 呢,无法重随自建角色属性!"; } newCustom = new CustomCharacter(FunGameConstant.CustomCharacterId, ""); FunGameService.SetCharacterPrimaryAttribute(newCustom); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); emc.Add("newCustom", newCustom); emc.SaveConfig(); return $"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},获取到重随属性预览如下:\r\n" + $"核心属性:{CharacterSet.GetPrimaryAttributeName(oldPA)} => {CharacterSet.GetPrimaryAttributeName(newCustom.PrimaryAttribute)}\r\n" + $"初始生命:{oldHP} => {newCustom.InitialHP}\r\n" + $"初始魔法:{oldMP} => {newCustom.InitialMP}\r\n" + $"初始攻击:{oldATK} => {newCustom.InitialATK}\r\n" + $"初始力量:{oldSTR}(+{oldSTRG}/Lv)=> {newCustom.InitialSTR}(+{newCustom.STRGrowth}/Lv)\r\n" + $"初始敏捷:{oldAGI}(+{oldAGIG}/Lv)=> {newCustom.InitialAGI}(+{newCustom.AGIGrowth}/Lv)\r\n" + $"初始智力:{oldINT}(+{oldINTG}/Lv)=> {newCustom.InitialINT}(+{newCustom.INTGrowth}/Lv)\r\n" + $"初始速度:{oldSPD} => {newCustom.InitialSPD}\r\n" + $"生命回复:{oldHR} => {newCustom.InitialHR}\r\n" + $"魔法回复:{oldMR} => {newCustom.InitialMR}\r\n" + $"请发送【确认角色重随】来确认更新,或者发送【取消角色重随】来取消操作。"; } else if (newCustom.Id == FunGameConstant.CustomCharacterId) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你已经有一个待确认的重随属性如下:\r\n" + $"核心属性:{CharacterSet.GetPrimaryAttributeName(oldPA)} => {CharacterSet.GetPrimaryAttributeName(newCustom.PrimaryAttribute)}\r\n" + $"初始生命:{oldHP} => {newCustom.InitialHP}\r\n" + $"初始魔法:{oldMP} => {newCustom.InitialMP}\r\n" + $"初始攻击:{oldATK} => {newCustom.InitialATK}\r\n" + $"初始力量:{oldSTR}(+{oldSTRG}/Lv)=> {newCustom.InitialSTR}(+{newCustom.STRGrowth}/Lv)\r\n" + $"初始敏捷:{oldAGI}(+{oldAGIG}/Lv)=> {newCustom.InitialAGI}(+{newCustom.AGIGrowth}/Lv)\r\n" + $"初始智力:{oldINT}(+{oldINTG}/Lv)=> {newCustom.InitialINT}(+{newCustom.INTGrowth}/Lv)\r\n" + $"初始速度:{oldSPD} => {newCustom.InitialSPD}\r\n" + $"生命回复:{oldHR} => {newCustom.InitialHR}\r\n" + $"魔法回复:{oldMR} => {newCustom.InitialMR}\r\n" + $"请发送【确认角色重随】来确认更新,或者发送【取消角色重随】来取消操作。"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"重随自建角色属性失败!"; } } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你似乎没有自建角色,请发送【生成自建角色】创建!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("cancelrandomcustom")] public string CancelRandomCustomCharacter([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); EntityModuleConfig emc = new("randomcustom", userid.ToString()); emc.LoadConfig(); if (emc.Count > 0) { emc.Clear(); emc.SaveConfig(); return $"已取消角色重随。"; } else { return $"你目前没有待确认的角色重随。"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpGet("inventoryinfo")] public string GetInventoryInfo([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); return user.Inventory.ToString(false); } else { return noSaved; } } [HttpGet("inventoryinfo2")] public List GetInventoryInfo2([FromQuery] long? uid = null, [FromQuery] int? page = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int showPage = page ?? 1; if (showPage <= 0) showPage = 1; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); List list = []; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); list.Add($"☆★☆ {user.Inventory.Name} ☆★☆"); list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.00}"); list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}:{user.Inventory.Materials:0.00}"); List characters = [.. user.Inventory.Characters]; List items = [.. user.Inventory.Items]; int total = characters.Count + items.Count; int maxPage = (int)Math.Ceiling((double)total / FunGameConstant.ItemsPerPage2); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { List inventory = [.. characters, .. items]; Dictionary dict = inventory.Select((obj, index) => new { Index = index + 1, Value = obj }).ToDictionary(k => k.Index, v => v.Value); List seq = [.. FunGameService.GetPage(dict.Keys, showPage, FunGameConstant.ItemsPerPage2)]; bool showCharacter = true; bool showItem = true; int characterCount = 0; int itemCount = 0; int prevSequence = dict.Take((showPage - 1) * FunGameConstant.ItemsPerPage2).Count(); foreach (int index in seq) { object obj = dict[index]; string str = ""; if (obj is Character character) { characterCount++; if (showCharacter) { showCharacter = false; list.Add("======= 角色 ======="); } str = $"{prevSequence + characterCount}. {character.ToStringWithLevelWithOutUser()}"; } if (obj is Item item) { itemCount++; if (showItem) { showItem = false; list.Add("======= 物品 ======="); } str = $"{index - (characterCount > 0 ? prevSequence + characterCount : characters.Count)}. [{ItemSet.GetQualityTypeName(item.QualityType)}|{ItemSet.GetItemTypeName(item.ItemType)}] {item.Name}\r\n"; str += $"{item.ToStringInventory(false).Trim()}"; } list.Add(str); } list.Add($"页数:{showPage} / {maxPage}"); } else { list.Add($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"); } } else { list.Add(noSaved); } return list; } [HttpGet("inventoryinfo3")] public List GetInventoryInfo3([FromQuery] long? uid = null, [FromQuery] int? page = null, [FromQuery] int? order = null, [FromQuery] int? orderqty = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int showPage = page ?? 1; if (showPage <= 0) showPage = 1; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); List list = []; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); list.Add($"☆★☆ {user.Inventory.Name} ☆★☆"); list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.00}"); list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}:{user.Inventory.Materials:0.00}"); List items = [.. user.Inventory.Items]; Dictionary> itemCategory = []; foreach (Item item in items) { if (!itemCategory.TryAdd(item.GetIdName(), [item])) { itemCategory[item.GetIdName()].Add(item); } } if (orderqty != 0) { IOrderedEnumerable>>? orderEnum = null; if (order != 0) { orderEnum = order switch { 1 => itemCategory.OrderBy(kv => kv.Value.FirstOrDefault()?.QualityType ?? 0), 2 => itemCategory.OrderByDescending(kv => kv.Value.FirstOrDefault()?.QualityType ?? 0), 3 => itemCategory.OrderBy(kv => kv.Value.FirstOrDefault()?.ItemType ?? 0), 4 => itemCategory.OrderByDescending(kv => kv.Value.FirstOrDefault()?.ItemType ?? 0), _ => itemCategory.OrderBy(kv => 0) }; } if (orderEnum != null) { if (orderqty == 1) { orderEnum = orderEnum.ThenBy(kv => kv.Value.Count); } else { orderEnum = orderEnum.ThenByDescending(kv => kv.Value.Count); } itemCategory = orderEnum.ToDictionary(); } } int maxPage = (int)Math.Ceiling((double)itemCategory.Count / FunGameConstant.ItemsPerPage1); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { List keys = [.. FunGameService.GetPage(itemCategory.Keys, showPage, FunGameConstant.ItemsPerPage1)]; int itemCount = 0; list.Add("======= 物品 ======="); using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); List itemTrading = []; if (sql != null) { itemTrading = SQLService.GetUserItemGuids(sql, userid); } foreach (string key in keys) { itemCount++; List objs = itemCategory[key]; Item first = objs[0]; string str = $"{itemCount}. [{ItemSet.GetQualityTypeName(first.QualityType)}|{ItemSet.GetItemTypeName(first.ItemType)}] {first.Name}\r\n"; str += $"物品描述:{first.Description}\r\n"; string itemsIndex = string.Join(",", objs.Select(i => items.IndexOf(i) + 1)); if (objs.Count > 10) { itemsIndex = string.Join(",", objs.Take(10).Select(i => items.IndexOf(i) + 1)) + ",..."; } IEnumerable itemsEquipable = objs.Where(i => i.IsEquipment && i.Character is null); string itemsEquipableIndex = string.Join(",", itemsEquipable.Select(i => items.IndexOf(i) + 1)); if (itemsEquipable.Count() > 10) { itemsEquipableIndex = string.Join(",", itemsEquipable.Take(10).Select(i => items.IndexOf(i) + 1)) + ",..."; } IEnumerable itemsSellable = objs.Where(i => i.IsSellable && !i.IsLock && !itemTrading.Contains(i.Guid)); string itemsSellableIndex = string.Join(",", itemsSellable.Select(i => items.IndexOf(i) + 1)); if (itemsSellable.Count() > 10) { itemsSellableIndex = string.Join(",", itemsSellable.Take(10).Select(i => items.IndexOf(i) + 1)) + ",..."; } IEnumerable itemsTradable = objs.Where(i => i.IsTradable && !i.IsLock && !itemTrading.Contains(i.Guid)); string itemsTradableIndex = string.Join(",", itemsTradable.Select(i => items.IndexOf(i) + 1)); if (itemsTradable.Count() > 10) { itemsTradableIndex = string.Join(",", itemsTradable.Take(10).Select(i => items.IndexOf(i) + 1)) + ",..."; } str += $"物品序号:{itemsIndex}\r\n"; if (itemsEquipableIndex != "") str += $"可装备序号:{itemsEquipableIndex}\r\n"; if (itemsSellableIndex != "") str += $"可出售序号:{itemsSellableIndex}\r\n"; if (itemsTradableIndex != "") str += $"可交易序号:{itemsTradableIndex}\r\n"; str += $"拥有数量:{objs.Count}(" + (first.IsEquipment ? $"可装备数量:{itemsEquipable.Count()}," : "") + (FunGameConstant.ItemCanUsed.Contains(first.ItemType) ? $"可使用数量:{objs.Count(i => i.RemainUseTimes > 0 && !i.IsLock && !itemTrading.Contains(i.Guid))}," : "") + $"可出售数量:{itemsSellable.Count()},可交易数量:{itemsTradable.Count()})"; list.Add(str); } list.Add($"页数:{showPage} / {maxPage}"); } else { list.Add($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"); } } else { list.Add(noSaved); } return list; } [HttpGet("inventoryinfo4")] public List GetInventoryInfo4([FromQuery] long? uid = null, [FromQuery] int? page = null, [FromQuery] int? type = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int showPage = page ?? 1; int itemtype = type ?? -1; if (showPage <= 0) showPage = 1; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); List list = []; if (pc.Count > 0) { if (type == -1) { return ["没有指定物品的类型,请使用通用查询方法!"]; } User user = FunGameService.GetUser(pc); list.Add($"☆★☆ {user.Inventory.Name} ☆★☆"); list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.00}"); list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}:{user.Inventory.Materials:0.00}"); List items = [.. user.Inventory.Items]; Dictionary> itemCategory = []; foreach (Item item in items) { if (!itemCategory.TryAdd(item.GetIdName(), [item])) { itemCategory[item.GetIdName()].Add(item); } } // 按品质倒序、数量倒序排序 itemCategory = itemCategory.OrderByDescending(kv => kv.Value.FirstOrDefault()?.QualityType ?? 0).ThenByDescending(kv => kv.Value.Count).ToDictionary(); // 移除所有非指定类型的物品 foreach (List listTemp in itemCategory.Values) { if (listTemp.First() is Item item && (int)item.ItemType != itemtype) { itemCategory.Remove(item.GetIdName()); } } int maxPage = (int)Math.Ceiling((double)itemCategory.Count / FunGameConstant.ItemsPerPage1); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { List keys = [.. FunGameService.GetPage(itemCategory.Keys, showPage, FunGameConstant.ItemsPerPage1)]; int itemCount = 0; list.Add($"======= {ItemSet.GetItemTypeName((ItemType)itemtype)} ======="); using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); List itemTrading = []; if (sql != null) { itemTrading = SQLService.GetUserItemGuids(sql, userid); } foreach (string key in keys) { itemCount++; List objs = itemCategory[key]; Item first = objs[0]; string str = $"{itemCount}. [{ItemSet.GetQualityTypeName(first.QualityType)}|{ItemSet.GetItemTypeName(first.ItemType)}] {first.Name}\r\n"; str += $"物品描述:{first.Description}\r\n"; string itemsIndex = string.Join(",", objs.Select(i => items.IndexOf(i) + 1)); if (objs.Count > 10) { itemsIndex = string.Join(",", objs.Take(10).Select(i => items.IndexOf(i) + 1)) + ",..."; } IEnumerable itemsEquipable = objs.Where(i => i.IsEquipment && i.Character is null); string itemsEquipableIndex = string.Join(",", itemsEquipable.Select(i => items.IndexOf(i) + 1)); if (itemsEquipable.Count() > 10) { itemsEquipableIndex = string.Join(",", itemsEquipable.Take(10).Select(i => items.IndexOf(i) + 1)) + ",..."; } IEnumerable itemsSellable = objs.Where(i => i.IsSellable && !i.IsLock && !itemTrading.Contains(i.Guid)); string itemsSellableIndex = string.Join(",", itemsSellable.Select(i => items.IndexOf(i) + 1)); if (itemsSellable.Count() > 10) { itemsSellableIndex = string.Join(",", itemsSellable.Take(10).Select(i => items.IndexOf(i) + 1)) + ",..."; } IEnumerable itemsTradable = objs.Where(i => i.IsTradable && !i.IsLock && !itemTrading.Contains(i.Guid)); string itemsTradableIndex = string.Join(",", itemsTradable.Select(i => items.IndexOf(i) + 1)); if (itemsTradable.Count() > 10) { itemsTradableIndex = string.Join(",", itemsTradable.Take(10).Select(i => items.IndexOf(i) + 1)) + ",..."; } str += $"物品序号:{itemsIndex}\r\n"; if (itemsEquipableIndex != "") str += $"可装备序号:{itemsEquipableIndex}\r\n"; if (itemsSellableIndex != "") str += $"可出售序号:{itemsSellableIndex}\r\n"; if (itemsTradableIndex != "") str += $"可交易序号:{itemsTradableIndex}\r\n"; str += $"拥有数量:{objs.Count}(" + (first.IsEquipment ? $"可装备数量:{itemsEquipable.Count()}," : "") + (FunGameConstant.ItemCanUsed.Contains(first.ItemType) ? $"可使用数量:{objs.Count(i => i.RemainUseTimes > 0 && !i.IsLock && !itemTrading.Contains(i.Guid))}," : "") + $"可出售数量:{itemsSellable.Count()},可交易数量:{itemsTradable.Count()})"; list.Add(str); } list.Add($"页数:{showPage} / {maxPage}"); } else { list.Add($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"); } } else { list.Add(noSaved); } return list; } [HttpGet("inventoryinfo5")] public List GetInventoryInfo5([FromQuery] long? uid = null, [FromQuery] int? page = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int showPage = page ?? 1; if (showPage <= 0) showPage = 1; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); List list = []; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); list.Add($"☆★☆ {user.Inventory.Name} ☆★☆"); list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.00}"); list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}:{user.Inventory.Materials:0.00}"); List characters = [.. user.Inventory.Characters]; int total = characters.Count; int maxPage = (int)Math.Ceiling((double)total / 15); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { List inventory = [.. characters]; Dictionary dict = inventory.Select((obj, index) => new { Index = index + 1, Value = obj }).ToDictionary(k => k.Index, v => v.Value); List seq = [.. FunGameService.GetPage(dict.Keys, showPage, 15)]; bool showCharacter = true; int characterCount = 0; int prevSequence = dict.Take((showPage - 1) * 15).Count(); foreach (int index in seq) { object obj = dict[index]; string str = ""; if (obj is Character character) { characterCount++; if (showCharacter) { showCharacter = false; list.Add("======= 角色 ======="); } str = $"{prevSequence + characterCount}. {character.ToStringWithLevelWithOutUser()}"; } list.Add(str); } list.Add($"页数:{showPage} / {maxPage}"); } else { list.Add($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"); } } else { list.Add(noSaved); } return list; } [HttpPost("newcustomcharacter")] public string NewCustomCharacter([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (user.Inventory.Characters.Any(c => c.Id == FunGameConstant.CustomCharacterId)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你已经拥有一个自建角色【{user.Username}】,无法再创建!"; } else { user.Inventory.Characters.Add(new CustomCharacter(FunGameConstant.CustomCharacterId, user.Username)); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"恭喜你成功创建了一个自建角色【{user.Username}】,请查看你的角色库存!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("drawcard")] public List DrawCard([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); List result = FunGameService.DrawCards(user, false, true); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return result; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [noSaved]; } } [HttpPost("drawcards")] public List DrawCards([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); List result = FunGameService.DrawCards(user, true, true); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return result; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [noSaved]; } } [HttpPost("drawcardm")] public List DrawCard_Material([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); List result = FunGameService.DrawCards(user, false, false); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return result; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [noSaved]; } } [HttpPost("drawcardsm")] public List DrawCards_Material([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); List result = FunGameService.DrawCards(user, true, false); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return result; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [noSaved]; } } [HttpPost("exchangecredits")] public string ExchangeCredits([FromQuery] long? uid = null, [FromQuery] double? materials = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); double useMaterials = materials ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); int reduce = (int)useMaterials >= 10 ? (int)useMaterials : 10; reduce -= reduce % 10; if (reduce >= 10 && user.Inventory.Materials >= reduce) { int reward = reduce / 10 * 2000; user.Inventory.Credits += reward; user.Inventory.Materials -= reduce; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"兑换成功!你消耗了 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},增加了 {reward} {General.GameplayEquilibriumConstant.InGameCurrency}!"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce},最低消耗 10 {General.GameplayEquilibriumConstant.InGameMaterial}兑换 2000 {General.GameplayEquilibriumConstant.InGameCurrency}!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpGet("showcharacterinfo")] public string GetCharacterInfoFromInventory([FromQuery] long? uid = null, [FromQuery] int? seq = null, [FromQuery] bool? simple = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int cIndex = seq ?? 0; bool isSimple = simple ?? false; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (cIndex == 0) { if (isSimple) { return $"这是你的主战角色简略信息:\r\n{user.Inventory.MainCharacter.GetSimpleInfo(showEXP: true).Trim()}"; } return $"这是你的主战角色详细信息:\r\n{user.Inventory.MainCharacter.GetInfo().Trim()}"; } else { if (cIndex > 0 && cIndex <= user.Inventory.Characters.Count) { Character character = user.Inventory.Characters.ToList()[cIndex - 1]; if (isSimple) { return $"这是你库存中序号为 {cIndex} 的角色简略信息:\r\n{character.GetSimpleInfo(showEXP: true).Trim()}"; } return $"这是你库存中序号为 {cIndex} 的角色详细信息:\r\n{character.GetInfo().Trim()}"; } else { return $"没有找到与这个序号相对应的角色!"; } } } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("showcharacterskills")] public string GetCharacterSkills([FromQuery] long? uid = null, [FromQuery] int? seq = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int cIndex = seq ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (cIndex == 0) { return $"这是你的主战角色技能信息:\r\n{user.Inventory.MainCharacter.GetSkillInfo().Trim()}"; } else { if (cIndex > 0 && cIndex <= user.Inventory.Characters.Count) { Character character = user.Inventory.Characters.ToList()[cIndex - 1]; return $"这是你库存中序号为 {cIndex} 的角色技能信息:\r\n{character.GetSkillInfo().Trim()}"; } else { return $"没有找到与这个序号相对应的角色!"; } } } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("showcharacteritems")] public string GetCharacterItems([FromQuery] long? uid = null, [FromQuery] int? seq = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int cIndex = seq ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (cIndex == 0) { return $"这是你的主战角色装备物品信息:\r\n{user.Inventory.MainCharacter.GetItemInfo(showEXP: true).Trim()}"; } else { if (cIndex > 0 && cIndex <= user.Inventory.Characters.Count) { Character character = user.Inventory.Characters.ToList()[cIndex - 1]; return $"这是你库存中序号为 {cIndex} 的角色装备物品信息:\r\n{character.GetItemInfo(showEXP: true).Trim()}"; } else { return $"没有找到与这个序号相对应的角色!"; } } } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("showiteminfo")] public string GetItemInfoFromInventory([FromQuery] long? uid = null, [FromQuery] int? seq = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int itemIndex = seq ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (itemIndex > 0 && itemIndex <= user.Inventory.Items.Count) { Item item = user.Inventory.Items.ToList()[itemIndex - 1]; return $"这是你库存中序号为 {itemIndex} 的物品详细信息:\r\n{item.ToStringInventory(true).Trim()}"; } else { return $"没有找到与这个序号相对应的物品!"; } } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("showiteminfoname")] public string GetItemInfoFromInventory_Name([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] int? page = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); string itemName = name ?? ""; int showPage = page ?? 1; if (showPage <= 0) showPage = 1; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); var objs = user.Inventory.Items.Select((item, index) => new { item, index }) .Where(obj => obj.item.Name == itemName); Dictionary items = []; if (objs.Any()) { items = objs.ToDictionary(d => d.index + 1, d => d.item); } else { return $"你库存中没有任何名为【{itemName}】的物品!"; } int total = items.Count; int maxPage = (int)Math.Ceiling((double)total / 100); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { IEnumerable showItems = FunGameService.GetPage(items.Keys, showPage, 100); if (showItems.Any()) { int itemIndex = showItems.First(); Item item = items[itemIndex]; string str = $"☆--- [ {item.Name} ] ---☆\r\n"; str += ItemSet.GetQualityTypeName(item.QualityType) + " " + (item.WeaponType == WeaponType.None ? ItemSet.GetItemTypeName(item.ItemType) : ItemSet.GetItemTypeName(item.ItemType) + "-" + ItemSet.GetWeaponTypeName(item.WeaponType)); str += $"\r\n物品描述:{item.Description}\r\n"; string itemsIndex = string.Join(",", items.Keys); var itemsEquipabled = items.Where(kv => kv.Value.Character != null); var itemsEquipable = items.Where(kv => kv.Value.Character is null); string itemsEquipabledIndex = ""; string itemsEquipableIndex = ""; if (item.IsEquipment) { itemsEquipabledIndex = string.Join(",", itemsEquipabled.Select(kv => kv.Key)); itemsEquipableIndex = string.Join(",", itemsEquipable.Select(kv => kv.Key)); } var itemsCanUsed = items.Where(kv => kv.Value.RemainUseTimes > 0); string itemsCanUsedIndex = ""; if (FunGameConstant.ItemCanUsed.Contains(item.ItemType)) { itemsCanUsedIndex = string.Join(",", itemsCanUsed.Select(kv => kv.Key)); } var itemsSellable = items.Where(kv => kv.Value.IsSellable && !kv.Value.IsLock); string itemsSellableIndex = string.Join(",", itemsSellable.Select(kv => kv.Key)); var itemsTradable = items.Where(kv => kv.Value.IsTradable && !kv.Value.IsLock); string itemsTradableIndex = string.Join(",", itemsTradable.Select(kv => kv.Key)); str += $"物品序号:{itemsIndex}\r\n"; if (itemsEquipabledIndex != "") str += $"已装备序号:{itemsEquipabledIndex}\r\n"; if (itemsEquipableIndex != "") str += $"可装备序号:{itemsEquipableIndex}\r\n"; if (itemsCanUsedIndex != "") str += $"可使用序号:{itemsCanUsedIndex}\r\n"; if (itemsSellableIndex != "") str += $"可出售序号:{itemsSellableIndex}\r\n"; if (itemsTradableIndex != "") str += $"可交易序号:{itemsTradableIndex}\r\n"; str += $"拥有数量:{items.Count}("; if (item.IsEquipment) { str += $"已装备数量:{itemsEquipabled.Count()},可装备数量:{itemsEquipable.Count()},"; } if (FunGameConstant.ItemCanUsed.Contains(item.ItemType)) { str += $"可使用数量:{itemsCanUsed.Count()},"; } str += $"可出售数量:{itemsSellable.Count()},可交易数量:{itemsTradable.Count()})\r\n"; str += $"页数:{showPage} / {maxPage}"; return str.Trim(); } else { return $"你库存中没有任何名为【{itemName}】的物品!"; } } else { return $"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"; } } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("equipitem")] public string EquipItem([FromQuery] long? uid = null, [FromQuery] int? c = null, [FromQuery] int? i = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; int itemIndex = i ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; Item? item = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } if (itemIndex > 0 && itemIndex <= user.Inventory.Items.Count) { item = user.Inventory.Items.ToList()[itemIndex - 1]; if ((int)item.ItemType < (int)ItemType.MagicCardPack || (int)item.ItemType > (int)ItemType.Accessory) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"这个物品 {itemIndex}. {item.Name} 无法被装备!"; } else if (item.Character != null) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"这个物品 {itemIndex}. {item.Name} 无法被装备![ {item.Character.ToStringWithLevelWithOutUser()} ] 已装备此物品。"; } using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); try { if (sql != null && SQLService.IsItemInOffers(sql, item.Guid)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"这个物品 {itemIndex}. {item.Name} 无法被装备!因为它正在进行交易,请检查交易报价!"; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的物品!"; } if (character != null && item != null && character.Equip(item)) { FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"角色:{character.ToStringWithLevelWithOutUser()}\r\n装备{ItemSet.GetQualityTypeName(item.QualityType)}{ItemSet.GetItemTypeName(item.ItemType)}【{item.Name}】成功!" + $"({ItemSet.GetEquipSlotTypeName(item.EquipSlotType)}栏位)\r\n物品描述:{item.Description}"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"装备失败!可能是角色、物品不存在或者其他原因。"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("unequipitem")] public string UnEquipItem([FromQuery] long? uid = null, [FromQuery] int? c = null, [FromQuery] int? i = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; EquipSlotType type = (EquipSlotType)(i ?? 0); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; Item? item = character.UnEquip(type); if (item != null && user.Inventory.Items.Where(i => i.Guid == item.Guid).FirstOrDefault() is Item itemInventory) { itemInventory.EquipSlotType = EquipSlotType.None; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"角色:{character.ToStringWithLevelWithOutUser()}\r\n取消装备{ItemSet.GetQualityTypeName(item.QualityType)}{ItemSet.GetItemTypeName(item.ItemType)}【{item.Name}】成功!({ItemSet.GetEquipSlotTypeName(type)}栏位)"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"取消装备失败!角色并没有装备{ItemSet.GetEquipSlotTypeName(type)},或者库存中不存在此物品!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("fightcustom")] public async Task> FightCustom([FromQuery] long? uid = null, [FromQuery] long? eqq = null, [FromQuery] bool? all = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long enemyid = eqq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); bool showAllRound = all ?? false; User? user1 = null, user2 = null; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { user1 = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user1); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [noSaved]; } PluginConfig pc2 = FunGameService.GetUserConfig(enemyid, out _); FunGameService.ReleaseUserSemaphoreSlim(enemyid); if (pc2.Count > 0) { user2 = FunGameService.GetUser(pc2); } else { return [$"对方貌似还没有创建存档呢!"]; } if (user1 != null && user2 != null) { user1.Inventory.MainCharacter.Recovery(EP: 200); user2.Inventory.MainCharacter.Recovery(EP: 200); return await FunGameActionQueue.NewAndStartGame([user1.Inventory.MainCharacter, user2.Inventory.MainCharacter], 0, 0, false, false, false, false, showAllRound); } else { return [$"决斗发起失败!"]; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); FunGameService.ReleaseUserSemaphoreSlim(eqq.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return [busy]; } } [HttpPost("fightcustom2")] public async Task> FightCustom2([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] bool? all = null) { try { if (name != null) { long enemyid = FunGameConstant.UserIdAndUsername.Where(kv => kv.Value.Username == name).Select(kv => kv.Key).FirstOrDefault(); if (enemyid == 0) { return [$"找不到此昵称对应的玩家!"]; } return await FightCustom(uid, enemyid, all); } return [$"决斗发起失败!"]; } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return [busy]; } } [HttpPost("fightcustomteam")] public async Task> FightCustomTeam([FromQuery] long? uid = null, [FromQuery] long? eqq = null, [FromQuery] bool? all = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long enemyid = eqq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); bool showAllRound = all ?? false; User? user1 = null, user2 = null; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { user1 = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user1); if (user1.Inventory.Squad.Count == 0) { return [$"你尚未设置小队,请先设置1-4名角色!"]; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [noSaved]; } PluginConfig pc2 = FunGameService.GetUserConfig(enemyid, out _); FunGameService.ReleaseUserSemaphoreSlim(enemyid); if (pc2.Count > 0) { user2 = FunGameService.GetUser(pc2); if (user2.Inventory.Squad.Count == 0) { return [$"对方尚未设置小队,无法决斗。"]; } } else { return [$"对方貌似还没有创建存档呢!"]; } if (user1 != null && user2 != null) { Character[] squad1 = [.. user1.Inventory.Characters.Where(c => user1.Inventory.Squad.Contains(c.Id)).Select(c => c)]; Character[] squad2 = [.. user2.Inventory.Characters.Where(c => user2.Inventory.Squad.Contains(c.Id)).Select(c => c)]; Character[] squad = [.. squad1, .. squad2]; foreach (Character character in squad) { character.Recovery(EP: 200); } Team team1 = new($"{user1.Username}的小队", squad1); Team team2 = new($"{user2.Username}的小队" + (userid == enemyid ? "2" : ""), squad2); return await FunGameActionQueue.NewAndStartTeamGame([team1, team2], 0, 0, false, false, false, false, showAllRound); } else { return [$"决斗发起失败!"]; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); FunGameService.ReleaseUserSemaphoreSlim(eqq.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return [busy]; } } [HttpPost("fightcustomteam2")] public async Task> FightCustomTeam2([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] bool? all = null) { try { if (name != null) { long enemyid = FunGameConstant.UserIdAndUsername.Where(kv => kv.Value.Username == name).Select(kv => kv.Key).FirstOrDefault(); if (enemyid == 0) { return [$"找不到此昵称对应的玩家!"]; } return await FightCustomTeam(uid, enemyid, all); } return [$"决斗发起失败!"]; } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return [busy]; } } /// /// 通过物品序号使用,指定使用次数和目标角色 /// /// /// /// /// /// [HttpPost("useitem")] public string UseItem([FromQuery] long? uid = null, [FromQuery] int? id = null, [FromQuery] int? times = null, [FromBody] int[]? characters = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int itemIndex = id ?? 0; int useTimes = times ?? 1; List charactersIndex = characters?.ToList() ?? []; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; Item? item = null; if (itemIndex > 0 && itemIndex <= user.Inventory.Items.Count) { item = user.Inventory.Items.ToList()[itemIndex - 1]; if (FunGameConstant.ItemCanUsed.Contains(item.ItemType)) { if (item.IsLock) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品已上锁,请先解锁:{itemIndex}. {item.Name}"; } if (item.ItemType == ItemType.MagicCard) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品 {itemIndex}. {item.Name} 为魔法卡,请使用【使用魔法卡】指令!"; } if (item.RemainUseTimes <= 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品 {itemIndex}. {item.Name} 剩余使用次数为0,无法使用!"; } if (useTimes > item.RemainUseTimes) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品 {itemIndex}. {item.Name} 剩余使用次数为 {item.RemainUseTimes} 次,但你想使用 {useTimes} 次,使用失败!"; } using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); try { if (sql != null && SQLService.IsItemInOffers(sql, item.Guid)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"这个物品 {itemIndex}. {item.Name} 无法使用!因为它正在进行交易,请检查交易报价!"; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } List targets = []; foreach (int characterIndex in charactersIndex) { if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; targets.Add(character); } } if (FunGameService.UseItem(item, useTimes, user, targets, out string msg)) { FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); } return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"这个物品 {itemIndex}. {item.Name} 无法使用!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的物品!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } /// /// 通过物品名称使用,指定使用数量和目标角色,使用次数为1次 /// /// /// /// /// /// [HttpPost("useitem2")] public string UseItem2([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] int? count = null, [FromBody] int[]? characters = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); string itemName = name ?? ""; int useCount = count ?? 0; if (useCount <= 0) { return "数量必须大于0!"; } List charactersIndex = characters?.ToList() ?? []; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); List itemTrading = []; if (sql != null) { itemTrading = SQLService.GetUserItemGuids(sql, userid); } IEnumerable items = user.Inventory.Items.Where(i => i.Name == name && i.Character is null && i.ItemType != ItemType.MagicCard && !i.IsLock && !itemTrading.Contains(i.Guid)); if (!items.Any()) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"库存中不存在名称为【{name}】,且未上锁、未在进行交易的物品!如果是魔法卡,请用【使用魔法卡】指令。"; } if (items.Count() >= useCount) { items = items.TakeLast(useCount); List msgs = []; List targets = []; Character? character = null; foreach (int characterIndex in charactersIndex) { if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; targets.Add(character); } else { msgs.Add($"库存中不存在序号为 {characterIndex} 的角色!"); } } // 一个失败全部失败 bool result = FunGameService.UseItems(items, user, targets, msgs); if (result) { FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); } return $"使用 {useCount} 件物品{(result ? "成功" : "失败")}!\r\n" + string.Join("\r\n", msgs.Count > 30 ? msgs.Take(30) : msgs); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品的可使用数量({items.Count()})小于你想要使用的数量({useCount})!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } /// /// 使用魔法卡 /// /// /// /// /// /// [HttpPost("useitem3")] public string UseItem3([FromQuery] long? uid = null, [FromQuery] int? id = null, [FromQuery] int? id2 = null, [FromQuery] bool? c = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int itemIndex = id ?? 0; int itemToIndex = id2 ?? 0; bool isCharacter = c ?? false; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Item? item = null; if (itemIndex > 0 && itemIndex <= user.Inventory.Items.Count) { item = user.Inventory.Items.ToList()[itemIndex - 1]; if (item.ItemType == ItemType.MagicCard) { if (item.IsLock) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品已上锁,请先解锁:{itemIndex}. {item.Name}"; } if (item.RemainUseTimes <= 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品 {itemIndex}. {item.Name} 剩余使用次数为0,无法使用!"; } using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); try { if (sql != null && SQLService.IsItemInOffers(sql, item.Guid)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"这个物品 {itemIndex}. {item.Name} 无法使用!因为它正在进行交易,请检查交易报价!"; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } string msg = ""; Item? itemTo = null; if (isCharacter) { if (itemToIndex > 0 && itemToIndex <= user.Inventory.Characters.Count) { Character character = user.Inventory.Characters.ToList()[itemToIndex - 1]; if (character.EquipSlot.MagicCardPack != null) { itemTo = user.Inventory.Items.FirstOrDefault(i => i.Guid == character.EquipSlot.MagicCardPack.Guid); if (itemTo != null) { msg = FunGameService.UseMagicCard(user, item, itemTo); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"库存中没有找到此角色对应的魔法卡包!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"这个角色没有装备魔法卡包,无法对其使用魔法卡!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } } else { if (itemToIndex > 0 && itemToIndex <= user.Inventory.Items.Count) { itemTo = user.Inventory.Items.ToList()[itemToIndex - 1]; if (itemTo != null && itemTo.ItemType == ItemType.MagicCardPack) { msg = FunGameService.UseMagicCard(user, item, itemTo); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"与目标序号相对应的物品 {itemIndex}. {item.Name} 不是魔法卡包!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与目标序号相对应的物品!"; } } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"这个物品 {itemIndex}. {item.Name} 不是魔法卡!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与目标序号相对应的物品!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } /// /// 通过物品序号批量使用物品,指定目标角色,使用次数为1次 /// /// /// /// [HttpPost("useitem4")] public string UseItem4([FromQuery] long uid, [FromBody] (int[], int[]) idsAndCids) { try { int[] itemsIndex = idsAndCids.Item1; int[] charactersIndex = idsAndCids.Item2; PluginConfig pc = FunGameService.GetUserConfig(uid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); List characters = []; List failedCharacters = []; foreach (int characterIndex in charactersIndex) { if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { Character? character = user.Inventory.Characters.ToList()[characterIndex - 1]; characters.Add(character); } else { failedCharacters.Add(characterIndex); } } if (failedCharacters.Count > 0) { FunGameService.ReleaseUserSemaphoreSlim(uid); return $"没有找到与这些序号相对应的角色:{string.Join(",", failedCharacters)}。"; } bool result = true; Dictionary itemsMsg = []; using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); Item[] items = [.. user.Inventory.Items]; foreach (int itemIndex in itemsIndex) { if (!result) { break; } bool subResult = true; Item? item = null; if (itemIndex > 0 && itemIndex <= items.Length) { itemsMsg[itemIndex] = ""; item = items[itemIndex - 1]; if (FunGameConstant.ItemCanUsed.Contains(item.ItemType)) { if (item.IsLock) { subResult = false; itemsMsg[itemIndex] += $"此物品已上锁,请先解锁:{itemIndex}. {item.Name}\r\n"; } if (item.ItemType == ItemType.MagicCard) { subResult = false; itemsMsg[itemIndex] += $"此物品 {itemIndex}. {item.Name} 为魔法卡,请使用【使用魔法卡】指令!\r\n"; } if (item.RemainUseTimes <= 0) { subResult = false; itemsMsg[itemIndex] += $"此物品 {itemIndex}. {item.Name} 剩余使用次数为0,无法使用!\r\n"; } try { if (sql != null && SQLService.IsItemInOffers(sql, item.Guid)) { FunGameService.ReleaseUserSemaphoreSlim(uid); itemsMsg[itemIndex] += $"这个物品 {itemIndex}. {item.Name} 无法使用!因为它正在进行交易,请检查交易报价!\r\n"; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid); Logger.LogError(e, "Error: {e}", e); return busy; } if (subResult) { subResult = FunGameService.UseItem(item, 1, user, characters, out string useMsg); itemsMsg[itemIndex] += useMsg; } if (!subResult) { result = false; } } else { itemsMsg[itemIndex] += $"这个物品 {itemIndex}. {item.Name} 无法使用!\r\n"; } } else { itemsMsg[itemIndex] += $"没有找到与这个序号相对应的物品。\r\n"; } } StringBuilder builder = new(); foreach (int itemIndex in itemsMsg.Keys) { builder.AppendLine($"物品序号:{itemIndex}"); builder.AppendLine($"使用结果:{string.Join("", itemsMsg[itemIndex])}"); } string msg = builder.ToString().Trim(); if (msg != "") { msg = $"使用 {itemsIndex.Length} 件物品完毕:\r\n{msg}"; } else result = false; if (result) { FunGameService.SetUserConfigAndReleaseSemaphoreSlim(uid, pc, user); } else { if (msg != "") msg += "\r\n"; msg += "使用物品遇到错误,上述使用结果均已回滚,没有消耗也没有获得任何物品。"; FunGameService.ReleaseUserSemaphoreSlim(uid); } return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(uid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("characterlevelup")] public string CharacterLevelUp([FromQuery] long? uid = null, [FromQuery] int? c = null, [FromQuery] int? count = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; int upCount = count ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } if (character.Level == General.GameplayEquilibriumConstant.MaxLevel) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"该角色等级已满,无需再升级!"; } int originalLevel = character.Level; character.OnLevelUp(upCount); string msg = $"升级完成!角色 [ {character} ] 共提升 {character.Level - originalLevel} 级,当前等级:{character.Level} 级。"; if (character.Level != General.GameplayEquilibriumConstant.MaxLevel && General.GameplayEquilibriumConstant.EXPUpperLimit.TryGetValue(character.Level, out double need)) { if (character.EXP < need) { msg += $"\r\n角色 [ {character} ] 仍需 {need - character.EXP:0.##} 点经验值才能继续升级。"; } else { msg += $"\r\n角色 [ {character} ] 目前突破进度:{character.LevelBreak + 1}/{General.GameplayEquilibriumConstant.LevelBreakList.Count},需要进行【角色突破】才能继续升级。"; } } else if (character.Level == General.GameplayEquilibriumConstant.MaxLevel) { msg += $"\r\n该角色已升级至满级,恭喜!"; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("getlevelbreakneedy")] public string GetLevelBreakNeedy([FromQuery] long? uid = null, [FromQuery] int? id = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = id ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { return $"没有找到与这个序号相对应的角色!"; } if (character.LevelBreak + 1 == General.GameplayEquilibriumConstant.LevelBreakList.Count) { return $"该角色已完成全部的突破阶段,无需再突破!"; } return $"角色 [ {character} ] 目前突破进度:{character.LevelBreak + 1}/{General.GameplayEquilibriumConstant.LevelBreakList.Count}" + $"\r\n该角色下一个等级突破阶段在 {General.GameplayEquilibriumConstant.LevelBreakList.ToArray()[character.LevelBreak + 1]} 级(当前 {character.Level} 级),所需材料:\r\n" + FunGameService.GetLevelBreakNeedy(character.LevelBreak + 1, user); } else { return noSaved; } } [HttpPost("characterlevelbreak")] public string CharacterLevelBreak([FromQuery] long? uid = null, [FromQuery] int? c = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } if (character.LevelBreak + 1 == General.GameplayEquilibriumConstant.LevelBreakList.Count) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"该角色已完成全部的突破阶段,无需再突破!"; } int originalBreak = character.LevelBreak; if (FunGameConstant.LevelBreakNeedyList.TryGetValue(originalBreak + 1, out Dictionary? needy) && needy != null && needy.Count > 0) { foreach (string key in needy.Keys) { int needCount = needy[key]; if (key == General.GameplayEquilibriumConstant.InGameMaterial) { if (user.Inventory.Materials >= needCount) { user.Inventory.Materials -= needCount; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {needCount} 呢,不满足突破条件!所需材料:\r\n{FunGameService.GetLevelBreakNeedy(character.LevelBreak + 1, user)}"; } } else { if (needCount > 0) { IEnumerable items = user.Inventory.Items.Where(i => i.Name == key); if (items.Count() >= needCount) { items = items.TakeLast(needCount); foreach (Item item in items) { user.Inventory.Items.Remove(item); } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的物品【{key}】数量不足 {needCount} 呢,不满足突破条件!所需材料:\r\n{FunGameService.GetLevelBreakNeedy(character.LevelBreak + 1, user)}"; } } } } } character.OnLevelBreak(); if (originalBreak == character.LevelBreak) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"突破失败!角色 [ {character} ] 目前突破进度:{character.LevelBreak + 1}/{General.GameplayEquilibriumConstant.LevelBreakList.Count}。" + $"\r\n该角色下一个等级突破阶段在 {General.GameplayEquilibriumConstant.LevelBreakList.ToArray()[character.LevelBreak + 1]} 级(当前 {character.Level} 级),所需材料:\r\n" + FunGameService.GetLevelBreakNeedy(character.LevelBreak + 1, user); } else { FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"突破成功!角色 [ {character} ] 目前突破进度:{character.LevelBreak + 1}/{General.GameplayEquilibriumConstant.LevelBreakList.Count}。" + $"{(character.LevelBreak + 1 == General.GameplayEquilibriumConstant.LevelBreakList.Count ? "\r\n该角色已完成全部的突破阶段,恭喜!" : $"\r\n该角色下一个等级突破阶段在 {General.GameplayEquilibriumConstant.LevelBreakList.ToArray()[character.LevelBreak + 1]} 级(当前 {character.Level} 级),所需材料:\r\n" + FunGameService.GetLevelBreakNeedy(character.LevelBreak + 1, user))}"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("createitem")] public string CreateItem([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] int? count = null, [FromQuery] long? target = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); string itemName = name ?? ""; int itemCount = count ?? 0; if (itemCount <= 0) { return "数量必须大于0!"; } long targetid = target ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); string msg = ""; if (user.IsAdmin) { PluginConfig pc2 = FunGameService.GetUserConfig(targetid, out _); if (pc2.Count > 0) { User user2 = FunGameService.GetUser(pc2); if (itemName == General.GameplayEquilibriumConstant.InGameCurrency) { user2.Inventory.Credits += itemCount; msg = $"已为 [ {user2} ] 生成 {itemCount} {General.GameplayEquilibriumConstant.InGameCurrency}"; } else if (itemName == General.GameplayEquilibriumConstant.InGameMaterial) { user2.Inventory.Materials += itemCount; msg = $"已为 [ {user2} ] 生成 {itemCount} {General.GameplayEquilibriumConstant.InGameMaterial}"; } else if (itemName == "探索许可") { if (pc.TryGetValue("exploreTimes", out object? value) && int.TryParse(value.ToString(), out int exploreTimes)) { exploreTimes += itemCount; } else { exploreTimes = FunGameConstant.MaxExploreTimes + itemCount; } pc2.Add("exploreTimes", exploreTimes); msg = $"已为 [ {user2} ] 生成 {itemCount} 个探索许可"; } else if (itemName == "锻造积分") { if (pc.TryGetValue("forgepoints", out object? value) && int.TryParse(value.ToString(), out int forgepoints)) { forgepoints += itemCount; } else { forgepoints = itemCount; } pc2.Add("forgepoints", forgepoints); msg = $"已为 [ {user2} ] 生成 {itemCount} 个锻造积分"; } else if (itemName == "赛马积分") { if (pc.TryGetValue("horseRacingPoints", out object? value) && int.TryParse(value.ToString(), out int horseRacingPoints)) { horseRacingPoints += itemCount; } else { horseRacingPoints = itemCount; } pc2.Add("horseRacingPoints", horseRacingPoints); msg = $"已为 [ {user2} ] 生成 {itemCount} 个赛马积分"; } else if (itemName == "共斗积分") { if (pc.TryGetValue("cooperativePoints", out object? value) && int.TryParse(value.ToString(), out int cooperativePoints)) { cooperativePoints += itemCount; } else { cooperativePoints = itemCount; } pc2.Add("cooperativePoints", cooperativePoints); msg = $"已为 [ {user2} ] 生成 {itemCount} 个共斗积分"; } else if (itemName.Contains("魔法卡礼包")) { foreach (string type in ItemSet.QualityTypeNameArray) { if (itemName == $"{type}魔法卡礼包") { for (int i = 0; i < itemCount; i++) { Item item = new 魔法卡礼包(ItemSet.GetQualityTypeFromName(type), 5) { User = user2 }; user2.Inventory.Items.Add(item); } msg = $"已为 [ {user2} ] 生成 {itemCount} 个{type}魔法卡礼包(打开获得随机同品质 5 张魔法卡)"; break; } } } else if (itemName.Contains("魔法卡包")) { foreach (string type in ItemSet.QualityTypeNameArray) { if (itemName == $"{type}魔法卡包") { int success = 0; for (int i = 0; i < itemCount; i++) { Item? item = FunGameService.GenerateMagicCardPack(3, ItemSet.GetQualityTypeFromName(type)); if (item != null) { item.User = user2; user2.Inventory.Items.Add(item); success++; } } msg = $"已为 [ {user2} ] 成功生成 {success} 个{type}魔法卡包"; break; } } } else if (itemName.Contains("魔法卡")) { foreach (string type in ItemSet.QualityTypeNameArray) { if (itemName == $"{type}魔法卡") { for (int i = 0; i < itemCount; i++) { Item item = FunGameService.GenerateMagicCard(ItemSet.GetQualityTypeFromName(type)); item.User = user2; user2.Inventory.Items.Add(item); } msg = $"已为 [ {user2} ] 生成 {itemCount} 张{type}魔法卡"; break; } } } else if (FunGameConstant.AllItems.FirstOrDefault(i => i.Name == itemName) is Item item) { for (int i = 0; i < itemCount; i++) { Item newItem = item.Copy(); newItem.User = user2; user2.Inventory.Items.Add(newItem); } msg = $"已为 [ {user2} ] 生成 {itemCount} 个 [{ItemSet.GetQualityTypeName(item.QualityType)}|{ItemSet.GetItemTypeName(item.ItemType)}] {item.Name}"; } else { FunGameService.ReleaseUserSemaphoreSlim(targetid); return $"此物品不存在!"; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(targetid, pc2, user2); } else { FunGameService.ReleaseUserSemaphoreSlim(targetid); return $"目标 UID 不存在!"; } } else { return $"你没有权限使用此指令!"; } return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("createmagiccard")] public string CreateMagicCard([FromQuery] long? uid = null, [FromQuery] long? target = null, [FromQuery] string? quality = null, [FromQuery] long magicId = 0, [FromQuery] int count = 1, [FromQuery] int str = 0, [FromQuery] int agi = 0, [FromQuery] int intelligence = 0) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); if (count <= 0) { return "数量必须大于0!"; } long targetid = target ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); string msg = ""; if (user.IsAdmin) { PluginConfig pc2 = FunGameService.GetUserConfig(targetid, out _); if (pc2.Count > 0) { User user2 = FunGameService.GetUser(pc2); if (FunGameConstant.Magics.FirstOrDefault(m => m.Id == magicId) is Skill magic) { foreach (string type in ItemSet.QualityTypeNameArray) { if (type == quality) { for (int i = 0; i < count; i++) { Item item = FunGameService.GenerateMagicCard(ItemSet.GetQualityTypeFromName(type), magic.Id, str, agi, intelligence); item.User = user2; user2.Inventory.Items.Add(item); } msg = $"已为 [ {user2} ] 生成 {count} 张 [ {magic.Name} ] 魔法卡{(str + agi + intelligence > 0 ? $",指定属性:力量 +{str},敏捷 +{agi},智力 +{intelligence}" : "")}。"; break; } } } else { FunGameService.ReleaseUserSemaphoreSlim(targetid); return $"游戏中不存在 ID 为 {magicId} 的魔法技能,生成失败!"; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(targetid, pc2, user2); } else { FunGameService.ReleaseUserSemaphoreSlim(targetid); return $"目标 UID 不存在!"; } } else { return $"你没有权限使用此指令!"; } return msg; } else { return noSaved; } } [HttpPost("decomposeitem")] public string DecomposeItem([FromQuery] long? uid = null, [FromBody] int[]? items = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int[] ids = items ?? []; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); List msgs = []; int successCount = 0; double totalGained = 0; using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); List itemTrading = []; if (sql != null) { itemTrading = SQLService.GetUserItemGuids(sql, userid); } Dictionary dict = user.Inventory.Items.Select((item, index) => new { item, index }) .Where(x => ids.Contains(x.index + 1) && x.item.Character is null && !x.item.IsLock && !itemTrading.Contains(x.item.Guid)) .ToDictionary(x => x.index + 1, x => x.item); foreach (int id in dict.Keys) { Item item = dict[id]; if (user.Inventory.Items.Remove(item)) { double gained = FunGameConstant.DecomposedMaterials[item.QualityType]; totalGained += gained; successCount++; } } if (successCount > 0) { user.Inventory.Materials += totalGained; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"分解完毕!分解 {ids.Length} 件,库存允许分解 {dict.Count} 件,成功 {successCount} 件,得到了 {totalGained:0.##} {General.GameplayEquilibriumConstant.InGameMaterial}!"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("decomposeitem2")] public string DecomposeItem2([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] int? count = null, [FromQuery] bool allowLock = false) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); string itemName = name ?? ""; int useCount = count ?? 0; if (useCount <= 0) { return "数量必须大于0!"; } PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); List itemTrading = []; if (sql != null) { itemTrading = SQLService.GetUserItemGuids(sql, userid); } IEnumerable items = user.Inventory.Items.Where(i => i.Name == name && i.Character is null && (!i.IsLock || i.IsLock == allowLock) && !itemTrading.Contains(i.Guid)); if (!items.Any()) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"库存中不存在名称为【{name}】,且{(!allowLock ? "未上锁、" : "")}未在进行交易的物品!"; } if (items.Count() >= useCount) { items = items.TakeLast(useCount); List msgs = []; int successCount = 0; double totalGained = 0; foreach (Item item in items) { if (user.Inventory.Items.Remove(item)) { double gained = FunGameConstant.DecomposedMaterials[item.QualityType]; totalGained += gained; successCount++; } } if (successCount > 0) { user.Inventory.Materials += totalGained; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"分解完毕!分解 {useCount} 件物品,成功 {successCount} 件,得到了 {totalGained:0.##} {General.GameplayEquilibriumConstant.InGameMaterial}!"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品的可分解数量({items.Count()} 件)小于你想要分解的数量({useCount})!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("decomposeitem3")] public string DecomposeItem3([FromQuery] long? uid = null, [FromQuery] int? q = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int qType = q ?? 0; if (qType < 0 || qType > (int)QualityType.Gold) { return $"品质序号输入错误!"; } PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); List itemTrading = []; if (sql != null) { itemTrading = SQLService.GetUserItemGuids(sql, userid); } string qualityName = ItemSet.GetQualityTypeName((QualityType)qType); IEnumerable items = user.Inventory.Items.Where(i => (int)i.QualityType == qType && i.Character is null && !i.IsLock && !itemTrading.Contains(i.Guid)); if (!items.Any()) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"库存中{qualityName}物品数量为零!"; } List msgs = []; int successCount = 0; double gained = FunGameConstant.DecomposedMaterials[items.First().QualityType]; foreach (Item item in items) { if (user.Inventory.Items.Remove(item)) { successCount++; } } double totalGained = 0; if (successCount > 0) { totalGained = successCount * gained; user.Inventory.Materials += totalGained; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"分解完毕!成功分解 {successCount} 件{qualityName}物品,得到了 {totalGained:0.##} {General.GameplayEquilibriumConstant.InGameMaterial}!"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("conflatemagiccardpack")] public string ConflateMagicCardPack([FromQuery] long? uid = null, [FromBody] int[]? items = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); List itemsIndex = items?.ToList() ?? []; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Item? item = null; List mfks = []; foreach (int itemIndex in itemsIndex) { if (itemIndex > 0 && itemIndex <= user.Inventory.Items.Count) { item = user.Inventory.Items.ToList()[itemIndex - 1]; if (item.IsLock) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品已上锁,请先解锁:{itemIndex}. {item.Name}"; } else if (item.ItemType == ItemType.MagicCard && item.RemainUseTimes > 0) { mfks.Add(item); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此物品不是魔法卡或者使用次数为0:{itemIndex}. {item.Name}"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的物品:{itemIndex}"; } } if (mfks.Count >= 3) { item = FunGameService.ConflateMagicCardPack([mfks[0], mfks[1], mfks[2]]); if (item != null) { item.User = user; FunGameService.SetSellAndTradeTime(item); user.Inventory.Items.Add(item); user.Inventory.Items.Remove(mfks[0]); user.Inventory.Items.Remove(mfks[1]); user.Inventory.Items.Remove(mfks[2]); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"合成魔法卡包成功!获得魔法卡包:\r\n{item.ToStringInventory(true)}"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"合成魔法卡包失败!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"选用的魔法卡不足 3 张,请重新选择!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("setmain")] public string SetMain([FromQuery] long? uid = null, [FromQuery] int? c = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } user.Inventory.MainCharacter = character; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"设置主战角色成功:{character}"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("starttraining")] public string StartTraining([FromQuery] long? uid = null, [FromQuery] int? c = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } if (user.Inventory.Training.Count > 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你已经有角色在练级中,请使用【练级结算】指令结束并获取奖励:{user.Inventory.Training.First()}!"; } user.Inventory.Training[character.Id] = DateTime.Now; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"角色 [{character}] 开始练级,请过一段时间后进行【练级结算】,时间越长奖励越丰盛!练级时间上限 2880 分钟(48小时),超时将不会再产生收益,请按时领取奖励!练级结束时,角色将根据练级总分钟数获得生命回复和魔法回复。"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("stoptraining")] public string StopTraining([FromQuery] long? uid = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (user.Inventory.Training.Count == 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你目前没有角色在练级中,请使用【开始练级+角色序号】指令进行练级。"; } long cid = user.Inventory.Training.Keys.First(); DateTime time = user.Inventory.Training[cid]; DateTime now = DateTime.Now; Character? character = user.Inventory.Characters.FirstOrDefault(c => c.Id == cid); if (character != null) { user.Inventory.Training.Remove(cid); TimeSpan diff = now - time; string msg = FunGameService.GetTrainingInfo(diff, character, false, out int totalExperience, out int smallBookCount, out int mediumBookCount, out int largeBookCount); if (totalExperience > 0) { character.EXP += totalExperience; character.HP += character.HR * 60 * (int)diff.TotalMinutes; character.MP += character.MR * 60 * (int)diff.TotalMinutes; } for (int i = 0; i < smallBookCount; i++) { Item item = new 小经验书(user); user.Inventory.Items.Add(item); } for (int i = 0; i < mediumBookCount; i++) { Item item = new 中经验书(user); user.Inventory.Items.Add(item); } for (int i = 0; i < largeBookCount; i++) { Item item = new 大经验书(user); user.Inventory.Items.Add(item); } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"角色 [ {character} ] 练级结束,{msg}"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你目前没有角色在练级中,也可能是库存信息获取异常,请稍后再试。"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("gettraininginfo")] public string GetTrainingInfo([FromQuery] long? uid = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (user.Inventory.Training.Count == 0) { return $"你目前没有角色在练级中,请使用【开始练级+角色序号】指令进行练级。"; } long cid = user.Inventory.Training.Keys.First(); DateTime time = user.Inventory.Training[cid]; DateTime now = DateTime.Now; Character? character = user.Inventory.Characters.FirstOrDefault(c => c.Id == cid); if (character != null) { TimeSpan diff = now - time; string msg = FunGameService.GetTrainingInfo(diff, character, true, out int totalExperience, out int smallBookCount, out int mediumBookCount, out int largeBookCount); return $"角色 [ {character} ] 正在练级中,{msg}\r\n确认无误后请输入【练级结算】领取奖励!"; } else { return $"你目前没有角色在练级中,也可能是库存信息获取异常,请稍后再试。"; } } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("getskilllevelupneedy")] public string GetSkillLevelUpNeedy([FromQuery] long? uid = null, [FromQuery] int? c = null, [FromQuery] string? s = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; string skillName = s ?? ""; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { return $"没有找到与这个序号相对应的角色!"; } if (character.Skills.FirstOrDefault(s => s.Name == skillName) is Skill skill) { if (skill.SkillType == SkillType.Skill || skill.SkillType == SkillType.SuperSkill) { if (skill.Level == General.GameplayEquilibriumConstant.MaxSkillLevel) { return $"此技能【{skill.Name}】已经升至满级!"; } return $"角色 [ {character} ] 的【{skill.Name}】技能等级:{skill.Level} / {General.GameplayEquilibriumConstant.MaxSkillLevel}" + $"\r\n下一级所需升级材料:\r\n" + FunGameService.GetSkillLevelUpNeedy(skill.Level + 1, user, character); } return $"此技能无法升级!"; } else { return $"此角色没有【{skillName}】技能!"; } } else { return noSaved; } } [HttpPost("skilllevelup")] public string SkillLevelUp([FromQuery] long? uid = null, [FromQuery] int? c = null, [FromQuery] string? s = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; string skillName = s ?? ""; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } if (character.Skills.FirstOrDefault(s => s.Name == skillName) is Skill skill) { string isStudy = skill.Level == 0 ? "学习" : "升级"; if (skill.SkillType == SkillType.Skill || skill.SkillType == SkillType.SuperSkill) { if (skill.Level == General.GameplayEquilibriumConstant.MaxSkillLevel) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此技能【{skill.Name}】已经升至满级!"; } if (FunGameConstant.SkillLevelUpList.TryGetValue(skill.Level + 1, out Dictionary? needy) && needy != null && needy.Count > 0) { foreach (string key in needy.Keys) { int needCount = needy[key]; if (key == "角色等级") { if (character.Level < needCount) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"角色 [ {character} ] 等级不足 {needCount} 级(当前 {character.Level} 级),无法{isStudy}此技能!"; } } else if (key == "角色突破进度") { if (character.LevelBreak + 1 < needCount) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"角色 [ {character} ] 等级突破进度不足 {needCount} 等阶(当前 {character.LevelBreak + 1} 等阶),无法{isStudy}此技能!"; } } else if (key == General.GameplayEquilibriumConstant.InGameCurrency) { if (user.Inventory.Credits >= needCount) { user.Inventory.Credits -= needCount; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {needCount} 呢,不满足{isStudy}条件!所需材料:\r\n{FunGameService.GetSkillLevelUpNeedy(skill.Level + 1, user, character)}"; } } else if (key == General.GameplayEquilibriumConstant.InGameMaterial) { if (user.Inventory.Materials >= needCount) { user.Inventory.Materials -= needCount; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {needCount} 呢,不满足{isStudy}条件!所需材料:\r\n{FunGameService.GetSkillLevelUpNeedy(skill.Level + 1, user, character)}"; } } else { if (needCount > 0) { IEnumerable items = user.Inventory.Items.Where(i => i.Name == key); if (items.Count() >= needCount) { items = items.TakeLast(needCount); foreach (Item item in items) { user.Inventory.Items.Remove(item); } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的物品【{key}】数量不足 {needCount} 呢,不满足{isStudy}条件!所需材料:\r\n{FunGameService.GetSkillLevelUpNeedy(skill.Level + 1, user, character)}"; } } } } skill.Level += 1; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); needy.Remove("角色等级"); needy.Remove("角色突破进度"); string msg = $"{isStudy}技能成功!本次消耗:{string.Join(",", needy.Select(kv => kv.Key + " * " + kv.Value))},成功将【{skill.Name}】技能提升至 {skill.Level} 级!"; if (skill.Level == General.GameplayEquilibriumConstant.MaxSkillLevel) { msg += $"\r\n此技能已经升至满级,恭喜!"; } else { msg += $"\r\n下一级所需升级材料:\r\n" + FunGameService.GetSkillLevelUpNeedy(skill.Level + 1, user, character); } return msg; } FunGameService.ReleaseUserSemaphoreSlim(userid); return $"{isStudy}技能失败!角色 [ {character} ] 的【{skill.Name}】技能当前等级:{skill.Level}/{General.GameplayEquilibriumConstant.MaxSkillLevel}" + $"\r\n下一级所需升级材料:\r\n" + FunGameService.GetSkillLevelUpNeedy(skill.Level + 1, user, character); } FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此技能无法{isStudy}!"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此角色没有【{skillName}】技能!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("getnormalattacklevelupneedy")] public string GetNormalAttackLevelUpNeedy([FromQuery] long? uid = null, [FromQuery] int? c = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { return $"没有找到与这个序号相对应的角色!"; } NormalAttack na = character.NormalAttack; if (na.Level == General.GameplayEquilibriumConstant.MaxNormalAttackLevel) { return $"角色 [ {character} ] 的【{na.Name}】已经升至满级!"; } return $"角色 [ {character} ] 的【{na.Name}】等级:{na.Level} / {General.GameplayEquilibriumConstant.MaxNormalAttackLevel}" + $"\r\n下一级所需升级材料:\r\n" + FunGameService.GetNormalAttackLevelUpNeedy(na.Level + 1, user, character); } else { return noSaved; } } [HttpPost("normalattacklevelup")] public string NormalAttackLevelUp([FromQuery] long? uid = null, [FromQuery] int? c = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } NormalAttack na = character.NormalAttack; if (na.Level == General.GameplayEquilibriumConstant.MaxNormalAttackLevel) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"角色 [ {character} ] 的【{na.Name}】已经升至满级!"; } if (FunGameConstant.NormalAttackLevelUpList.TryGetValue(na.Level + 1, out Dictionary? needy) && needy != null && needy.Count > 0) { foreach (string key in needy.Keys) { int needCount = needy[key]; if (key == "角色等级") { if (character.Level < needCount) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"角色 [ {character} ] 等级不足 {needCount} 级(当前 {character.Level} 级),无法升级此技能!"; } } else if (key == "角色突破进度") { if (character.LevelBreak + 1 < needCount) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"角色 [ {character} ] 等级突破进度不足 {needCount} 等阶(当前 {character.LevelBreak + 1} 等阶),无法升级此技能!"; } } else if (key == General.GameplayEquilibriumConstant.InGameCurrency) { if (user.Inventory.Credits >= needCount) { user.Inventory.Credits -= needCount; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {needCount} 呢,不满足升级条件!所需材料:\r\n{FunGameService.GetNormalAttackLevelUpNeedy(na.Level + 1, user, character)}"; } } else if (key == General.GameplayEquilibriumConstant.InGameMaterial) { if (user.Inventory.Materials >= needCount) { user.Inventory.Materials -= needCount; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {needCount} 呢,不满足升级条件!所需材料:\r\n{FunGameService.GetNormalAttackLevelUpNeedy(na.Level + 1, user, character)}"; } } else { if (needCount > 0) { IEnumerable items = user.Inventory.Items.Where(i => i.Name == key); if (items.Count() >= needCount) { items = items.TakeLast(needCount); foreach (Item item in items) { user.Inventory.Items.Remove(item); } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你的物品【{key}】数量不足 {needCount} 呢,不满足升级条件!所需材料:\r\n{FunGameService.GetNormalAttackLevelUpNeedy(na.Level + 1, user, character)}"; } } } } na.Level += 1; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); needy.Remove("角色等级"); needy.Remove("角色突破进度"); string msg = $"角色 [ {character} ] 升级【{na.Name}】成功!本次消耗:{string.Join(",", needy.Select(kv => kv.Key + " * " + kv.Value))},成功将【{na.Name}】提升至 {na.Level} 级!"; if (na.Level == General.GameplayEquilibriumConstant.MaxNormalAttackLevel) { msg += $"\r\n{na.Name}已经升至满级,恭喜!"; } else { msg += $"\r\n下一级所需升级材料:\r\n" + FunGameService.GetNormalAttackLevelUpNeedy(na.Level + 1, user, character); } return msg; } FunGameService.ReleaseUserSemaphoreSlim(userid); return $"升级{na.Name}失败!角色 [ {character} ] 的【{na.Name}】当前等级:{na.Level}/{General.GameplayEquilibriumConstant.MaxNormalAttackLevel}" + $"\r\n下一级所需升级材料:\r\n" + FunGameService.GetNormalAttackLevelUpNeedy(na.Level + 1, user, character); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("getboss")] public List GetBoss([FromQuery] int? index = null) { List bosses = []; if (index != null) { if (FunGameService.Bosses.Values.FirstOrDefault(kv => kv.Id == index) is Character boss) { bosses.Add(boss.GetInfo(false)); } else { bosses.Add($"找不到指定编号的 Boss!"); } } else if (FunGameService.Bosses.Count > 0) { bosses.Add($"Boss 列表:"); foreach (int i in FunGameService.Bosses.Keys) { Character boss = FunGameService.Bosses[i]; bosses.Add($"{i}. {boss.ToStringWithLevelWithOutUser()}"); } } else { bosses.Add($"现在没有任何 Boss,请等待刷新~"); } return bosses; } [HttpPost("fightboss")] public async Task> FightBoss([FromQuery] long? uid = null, [FromQuery] int? index = null, [FromQuery] bool? all = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int bossIndex = index ?? 0; bool showAllRound = all ?? false; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (FunGameService.Bosses.Values.FirstOrDefault(kv => kv.Id == index) is Character boss) { if (user.Inventory.MainCharacter.HP < user.Inventory.MainCharacter.MaxHP * 0.1) { FunGameService.ReleaseUserSemaphoreSlim(userid); return [$"主战角色重伤未愈,当前生命值低于 10%,请先等待生命值自动回复或设置其他主战角色!"]; } Character boss2 = CharacterBuilder.Build(boss, false, true, null, FunGameConstant.AllItems, FunGameConstant.AllSkills, false); List msgs = await FunGameActionQueue.NewAndStartGame([user.Inventory.MainCharacter, boss2], 0, 0, false, false, false, false, showAllRound); if (boss2.HP <= 0) { FunGameService.Bosses.Remove(bossIndex); double gained = boss.Level; user.Inventory.Materials += gained; msgs.Add($"恭喜你击败了 Boss,获得 {gained:0.##} {General.GameplayEquilibriumConstant.InGameMaterial}奖励!"); } else { boss.HP = boss2.HP; boss.MP = boss2.MP; boss.EP = boss2.EP; msgs.Add($"挑战 Boss 失败,请稍后再来!"); } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msgs; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [$"找不到指定编号的 Boss!"]; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [noSaved]; } } [HttpPost("addsquad")] public string AddSquad([FromQuery] long? uid = null, [FromQuery] int? c = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } if (user.Inventory.Squad.Count >= 4) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"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{FunGameService.GetSquadInfo(user.Inventory.Characters, user.Inventory.Squad)}"; } if (user.Inventory.Squad.Contains(character.Id)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此角色已经在小队中了!"; } user.Inventory.Squad.Add(character.Id); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"添加小队角色成功:{character}\r\n当前小队角色如下:\r\n{FunGameService.GetSquadInfo(user.Inventory.Characters, user.Inventory.Squad)}"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("removesquad")] public string RemoveSquad([FromQuery] long? uid = null, [FromQuery] int? c = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int characterIndex = c ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有找到与这个序号相对应的角色!"; } if (!user.Inventory.Squad.Contains(character.Id)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"此角色不在小队中!"; } user.Inventory.Squad.Remove(character.Id); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"移除小队角色成功:{character}\r\n当前小队角色如下:\r\n{FunGameService.GetSquadInfo(user.Inventory.Characters, user.Inventory.Squad)}"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("setsquad")] public string SetSquad([FromQuery] long? uid = null, [FromBody] int[]? c = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int[] characterIndexs = c ?? []; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); user.Inventory.Squad.Clear(); foreach (int characterIndex in characterIndexs) { Character? character = null; if (characterIndex > 0 && characterIndex <= user.Inventory.Characters.Count) { character = user.Inventory.Characters.ToList()[characterIndex - 1]; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"设置失败:没有找到与序号 {characterIndex} 相对应的角色!"; } user.Inventory.Squad.Add(character.Id); } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"设置小队成员成功!当前小队角色如下:\r\n{FunGameService.GetSquadInfo(user.Inventory.Characters, user.Inventory.Squad)}"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("clearsquad")] public string ClearSquad([FromQuery] long? uid = null, [FromBody] int[]? c = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int[] characterIndexs = c ?? []; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); user.Inventory.Squad.Clear(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"清空小队成员成功!"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("showsquad")] public string ShowSquad([FromQuery] long? uid = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); return $"你的当前小队角色如下:\r\n{FunGameService.GetSquadInfo(user.Inventory.Characters, user.Inventory.Squad)}"; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("fightbossteam")] public async Task> FightBossTeam([FromQuery] long? uid = null, [FromQuery] int? index = null, [FromQuery] bool? all = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int bossIndex = index ?? 0; bool showAllRound = all ?? false; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (FunGameService.Bosses.Values.FirstOrDefault(kv => kv.Id == index) is Character boss) { Character[] squad = [.. user.Inventory.Characters.Where(c => user.Inventory.Squad.Contains(c.Id))]; if (squad.All(c => c.HP < c.MaxHP * 0.1)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return [$"小队角色均重伤未愈,当前生命值低于 10%,请先等待生命值自动回复或重组小队!\r\n" + $"当前小队角色如下:\r\n{FunGameService.GetSquadInfo(user.Inventory.Characters, user.Inventory.Squad)}"]; } Character boss2 = CharacterBuilder.Build(boss, false, true, null, FunGameConstant.AllItems, FunGameConstant.AllSkills, false); Team team1 = new($"{user.Username}的小队", squad); Team team2 = new($"Boss", [boss2]); List msgs = await FunGameActionQueue.NewAndStartTeamGame([team1, team2], showAllRound: showAllRound); if (boss2.HP <= 0) { FunGameService.Bosses.Remove(bossIndex); double gained = boss.Level; user.Inventory.Materials += gained; msgs.Add($"恭喜你击败了 Boss,获得 {gained:0.##} {General.GameplayEquilibriumConstant.InGameMaterial}奖励!"); } else { boss.HP = boss2.HP; boss.MP = boss2.MP; boss.EP = boss2.EP; msgs.Add($"挑战 Boss 失败,请稍后再来!"); } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msgs; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [$"找不到指定编号的 Boss!"]; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [noSaved]; } } [HttpPost("checkquestlist")] public string CheckQuestList([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig quests = new("quests", userid.ToString()); quests.LoadConfig(); string msg = FunGameService.CheckQuestList(quests); quests.SaveConfig(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("checkworkingquest")] public string CheckWorkingQuest([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig quests = new("quests", userid.ToString()); quests.LoadConfig(); string msg = ""; IEnumerable working = quests.Values.Where(q => q.Status == QuestState.InProgress); if (working.Any()) { msg = "你正在进行中的任务详情如下:\r\n" + string.Join("\r\n", working); } else { msg = "你当前没有正在进行中的任务!"; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("acceptquest")] public List AcceptQuest([FromQuery] long? uid = null, [FromQuery] int? id = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int questid = id ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); List msgs = []; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig quests = new("quests", userid.ToString()); quests.LoadConfig(); if (quests.Count > 0 && quests.Values.FirstOrDefault(q => q.Id == questid) is Quest quest) { IEnumerable workingQuests = quests.Values.Where(q => q.QuestType != QuestType.Progressive && q.Status == QuestState.InProgress); if (workingQuests.Any()) { msgs.Add($"你正在进行任务【{string.Join(",【", workingQuests.Select(q => q.Name))}】,无法开始新任务!\r\n请使用【任务列表】指令来检查你的任务列表!"); } else if (quest.Status == QuestState.Completed) { msgs.Add($"任务【{quest.Name}】已经完成了!\r\n{quest}"); } else if (quest.Status == QuestState.Settled) { msgs.Add($"任务【{quest.Name}】已经结算并发放奖励了哦!\r\n{quest}"); } else if (quest.Status == QuestState.InProgress) { msgs.Add($"任务【{quest.Name}】已经在进行中,请根据任务要求完成任务。\r\n{quest}"); } else { quest.StartTime = DateTime.Now; quest.Status = QuestState.InProgress; if (quest.QuestType == QuestType.Continuous) { // 持续性任务会在持续时间结束后自动完成并结算 msgs.Add($"开始任务【{quest.Name}】成功!任务信息如下:\r\n{quest}\r\n预计完成时间:{DateTime.Now.AddMinutes(quest.EstimatedMinutes).ToString(General.GeneralDateTimeFormatChinese)}"); } else if (quest.QuestType == QuestType.Immediate) { msgs.Add($"开始任务【{quest.Name}】成功!任务信息如下:\r\n{quest}"); // TODO:实现任务逻辑 quest.Status = QuestState.Completed; msgs.Add("在任务过程中,你碰巧遇到了米莉,任务直接完成了!"); } else if (quest.QuestType == QuestType.Progressive) { msgs.Add($"开始任务【{quest.Name}】成功!任务信息如下:\r\n{quest}"); } quests.SaveConfig(); } } else { msgs.Add($"没有找到序号为 {questid} 的任务!请使用【任务列表】指令来检查你的任务列表!"); } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msgs; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return [noSaved]; } } [HttpPost("settlequest")] public string SettleQuest([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig quests = new("quests", userid.ToString()); quests.LoadConfig(); if (quests.Count > 0 && FunGameService.SettleQuest(user, quests)) { quests.SaveConfig(); } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return "任务结算已完成,请查看你的任务列表!"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpGet("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; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); string msg = ""; if (showSquad) { Character[] characters = [.. user.Inventory.Characters.Where(c => user.Inventory.Squad.Contains(c.Id))]; foreach (Character character in characters) { if (msg != "") msg += "\r\n"; msg += character.GetSimpleInfo(true, false, false, true); } } else { msg = user.Inventory.MainCharacter.GetSimpleInfo(true, false, false, true); } return msg; } else { return noSaved; } } [HttpPost("signin")] public string SignIn([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); bool sign = false; int days = 0; DateTime lastTime = DateTime.MinValue; DateTime newLastTime = DateTime.Now; if (pc.TryGetValue("signed", out object? value) && value is bool temp && temp) { sign = true; } if (pc.TryGetValue("days", out value) && int.TryParse(value.ToString(), out int temp2)) { days = temp2; } if (pc.TryGetValue("lastTime", out value) && DateTime.TryParse(value.ToString(), out lastTime) && (newLastTime.Date - lastTime.Date).TotalDays > 1) { days = 0; } if (sign) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你今天已经签过到了哦!" + (lastTime != DateTime.MinValue ? $"\r\n你上一次签到时间:{lastTime.ToString(General.GeneralDateTimeFormatChinese)},连续签到:{days} 天。" : ""); } string msg = FunGameService.GetSignInResult(user, days); pc.Add("user", user); pc.Add("signed", true); pc.Add("days", days + 1); pc.Add("lastTime", newLastTime); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg + "\r\n提示:发送【帮助】来获取更多玩法指令!"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("clubjoin")] public string ClubJoin([FromQuery] long? uid = null, [FromQuery] long? id = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long clubid = id ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long userClub) && userClub != 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你需要先退出当前社团才可以加入新社团。"; } EntityModuleConfig emc = new("clubs", clubid.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club is null) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"不存在编号为 {clubid} 的社团!"; } if (!club.IsPublic && !club.Invitees.ContainsKey(user.Id)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"社团 [ {club.Name} ] 未公开,只能通过邀请加入。"; } string msg = ""; if (club.IsNeedApproval && !club.Invitees.ContainsKey(user.Id)) { club.ApplicationTime[userid] = DateTime.Now; club.Applicants[userid] = user; msg += $"已向社团 [ {club.Name} ] 提交加入申请!"; foreach (long noticeUserId in club.Admins.Keys.Union([club.Master.Id])) { FunGameService.AddNotice(noticeUserId, $"【社团通知】[ {user.Username} ] 正在申请加入社团,请使用【查看申请人列表】指令查看列表!"); } } else { club.MemberJoinTime[userid] = DateTime.Now; club.Members[userid] = user; club.Invitees.Remove(userid); club.InvitedTime.Remove(userid); club.Applicants.Remove(userid); club.ApplicationTime.Remove(userid); msg += $"加入社团 [ {club.Name} ] 成功!"; pc.Add("club", clubid); } emc.Add("club", club); emc.SaveConfig(); FunGameConstant.ClubIdAndClub[club.Id] = club; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("clubquit")] public string ClubQuit([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); long clubid = 0; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long temp)) { clubid = temp; } if (clubid == 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你当前没有加入任何社团!"; } EntityModuleConfig emc = new("clubs", clubid.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club is null) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"不存在编号为 {clubid} 的社团!"; } if (club.Master.Id == userid) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你是社团的社长,不能退出社团,请转让社长或【解散社团】!"; } if (!club.Members.Remove(userid)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你不是此社团的成员,请联系管理员处理。"; } club.MemberJoinTime.Remove(userid); emc.Add("club", club); emc.SaveConfig(); FunGameConstant.ClubIdAndClub[club.Id] = club; string msg = $"退出社团 [ {club.Name} ] 成功!"; pc.Add("club", 0); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("clubcreate")] public string ClubCreate([FromQuery] long? uid = null, [FromQuery] bool? @public = null, [FromQuery] string? prefix = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); bool isPublic = @public ?? false; string clubPrefix = prefix ?? ""; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long userClub) && userClub != 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你需要先退出当前社团才可以创建新社团。"; } string pattern = @"^[a-zA-Z-_=+*%#^~.?!;:'"",]{3,4}$"; if (!Regex.IsMatch(clubPrefix, pattern)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"社团的前缀只能包含总共3-4个英文字母和数字、允许的特殊字符,此前缀不满足条件。"; } HashSet clubids = []; string directoryPath = $@"{AppDomain.CurrentDomain.BaseDirectory}configs/clubs"; if (Directory.Exists(directoryPath)) { string[] filePaths = Directory.GetFiles(directoryPath); foreach (string filePath in filePaths) { string fileName = Path.GetFileNameWithoutExtension(filePath); if (long.TryParse(fileName, out long id)) { clubids.Add(id); } } } long clubid = clubids.Count > 0 ? clubids.Max() + 1 : 1; Club club = new() { Id = clubid, Guid = Guid.NewGuid(), Name = FunGameService.GenerateRandomChineseName(), Master = user, Prefix = clubPrefix, Members = new() { { user.Id, user } }, MemberJoinTime = new() { { user.Id, DateTime.Now } }, IsPublic = isPublic, IsNeedApproval = false }; EntityModuleConfig emc = new("clubs", clubid.ToString()); emc.LoadConfig(); emc.Add("club", club); emc.SaveConfig(); FunGameConstant.ClubIdAndClub[club.Id] = club; string msg = $"创建社团 [ {club.Name} ] (编号 {clubid})成功!"; pc.Add("club", clubid); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpGet("clubshowinfo")] public string ClubShowInfo([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); string msg; long clubid = 0; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long temp)) { clubid = temp; } EntityModuleConfig emc = new("clubs", clubid.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club != null) { string master = "无"; if (FunGameConstant.UserIdAndUsername.TryGetValue(club.Master.Id, out User? user2) && user2 != null) { master = user2.Username; } StringBuilder builer = new(); builer.AppendLine($"☆--- {user.Username}的社团信息 ---☆"); builer.AppendLine($"所属社团:{club}"); builer.AppendLine($"社团编号:{club.Id}"); builer.AppendLine($"社团社长:{master}"); builer.AppendLine($"是否公开:{(club.IsPublic ? "公开" : "私密")}"); if (club.IsPublic) builer.AppendLine($"加入规则:{(club.IsNeedApproval ? "需要批准" : "直接加入")}"); builer.AppendLine($"成员数量:{club.Members.Count}"); if (club.Master.Id == userid || club.Admins.ContainsKey(userid)) { builer.AppendLine($"管理员数量:{club.Admins.Count}"); builer.AppendLine($"申请人数量:{club.Applicants.Count}"); builer.AppendLine($"社团基金:{club.ClubPoins}"); if (club.Master.Id == userid) { builer.AppendLine("你是此社团的社长"); } if (club.Admins.ContainsKey(userid)) { builer.AppendLine("你是此社团的管理员"); } } builer.AppendLine($"社团描述:{club.Description}"); msg = builer.ToString().Trim(); } else { msg = $"你目前还没有加入任何社团。"; } return msg; } else { return noSaved; } } [HttpGet("clubshowlist")] public string ClubShowList([FromQuery] long? uid = null, [FromQuery] int page = 0) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); StringBuilder builder = new(); Club[] clubs = [.. FunGameConstant.ClubIdAndClub.Values.Where(c => c.IsPublic)]; int maxPage = (int)Math.Ceiling((double)clubs.Length / FunGameConstant.ItemsPerPage2); if (maxPage < 1) maxPage = 1; if (page <= maxPage) { clubs = [.. FunGameService.GetPage(clubs, page, FunGameConstant.ItemsPerPage2)]; builder.AppendLine($"☆--- 公开社团列表 ---☆"); foreach (Club club in clubs) { string master = "无"; if (FunGameConstant.UserIdAndUsername.TryGetValue(club.Master.Id, out User? user2) && user2 != null) { master = user2.Username; } builder.AppendLine($"== {club} =="); builder.AppendLine($"社团编号:{club.Id}"); builder.AppendLine($"社团社长:{master}"); builder.AppendLine($"加入规则:{(club.IsNeedApproval ? "需要批准" : "直接加入")}"); builder.AppendLine($"成员数量:{club.Members.Count}"); builder.AppendLine($"社团描述:{club.Description}"); } builder.Append($"页数:{page} / {maxPage}"); } else { builder.Append($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {page} 页。"); } return builder.ToString().Trim(); } else { return noSaved; } } [HttpGet("clubshowmemberlist")] public string ClubShowMemberList([FromQuery] long? uid = null, [FromQuery] int? type = null, [FromQuery] int? page = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int showType = type ?? 0; int showPage = page ?? 1; if (showPage <= 0) showPage = 1; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); string msg; long clubid = 0; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long temp)) { clubid = temp; } EntityModuleConfig emc = new("clubs", clubid.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club != null) { StringBuilder builder = new(); int count; switch (showType) { case 1: builder.AppendLine($"☆--- 社团 [ {club.Name} ] 管理员列表 ---☆"); count = 1; List admins = []; if (club.Master.Id != 0) { admins.Add(club.Master.Id); } admins.AddRange(club.Admins.Keys); int maxPage = (int)Math.Ceiling((double)admins.Count / FunGameConstant.ItemsPerPage2); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { admins = [.. FunGameService.GetPage(admins, showPage, FunGameConstant.ItemsPerPage2)]; foreach (long uid2 in admins) { if (FunGameConstant.UserIdAndUsername.TryGetValue(uid2, out User? user2) && user2 != null) { builder.AppendLine($"{count}."); builder.AppendLine($"UID:{user2.Id}"); builder.AppendLine($"玩家昵称:{user2.Username}"); builder.AppendLine($"加入时间:{club.MemberJoinTime[user2.Id].ToString(General.GeneralDateTimeFormatChinese)}"); } count++; } builder.AppendLine($"页数:{showPage} / {maxPage}"); } else { builder.Append($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"); } break; case 2: if (club.Master.Id == user.Id || club.Admins.ContainsKey(user.Id)) { builder.AppendLine($"☆--- 社团 [ {club.Name} ] 申请人列表 ---☆"); count = 1; maxPage = (int)Math.Ceiling((double)club.Applicants.Count / FunGameConstant.ItemsPerPage2); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { IEnumerable applicants = FunGameService.GetPage(club.Applicants.Keys, showPage, FunGameConstant.ItemsPerPage2); foreach (long uid2 in applicants) { if (FunGameConstant.UserIdAndUsername.TryGetValue(uid2, out User? user2) && user2 != null) { builder.AppendLine($"{count}."); builder.AppendLine($"UID:{user2.Id}"); builder.AppendLine($"玩家昵称:{user2.Username}"); builder.AppendLine($"申请时间:{club.ApplicationTime[user2.Id].ToString(General.GeneralDateTimeFormatChinese)}"); } count++; } builder.AppendLine($"页数:{showPage} / {maxPage}"); } else { builder.Append($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"); } } else { builder.Append("你没有权限查看这个列表!"); } break; case 3: if (club.Master.Id == user.Id || club.Admins.ContainsKey(user.Id)) { builder.AppendLine($"☆--- 社团 [ {club.Name} ] 受邀人列表 ---☆"); count = 1; maxPage = (int)Math.Ceiling((double)club.Invitees.Count / FunGameConstant.ItemsPerPage2); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { IEnumerable invitees = FunGameService.GetPage(club.Invitees.Keys, showPage, FunGameConstant.ItemsPerPage2); foreach (long uid2 in invitees) { if (FunGameConstant.UserIdAndUsername.TryGetValue(uid2, out User? user2) && user2 != null) { builder.AppendLine($"{count}."); builder.AppendLine($"UID:{user2.Id}"); builder.AppendLine($"玩家昵称:{user2.Username}"); builder.AppendLine($"邀请时间:{club.InvitedTime[user2.Id].ToString(General.GeneralDateTimeFormatChinese)}"); } count++; } builder.AppendLine($"页数:{showPage} / {maxPage}"); } else { builder.Append($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"); } } else { builder.Append("你没有权限查看这个列表!"); } break; case 0: default: builder.AppendLine($"☆--- 社团 [ {club.Name} ] 成员列表 ---☆"); count = 1; maxPage = (int)Math.Ceiling((double)club.Members.Count / FunGameConstant.ItemsPerPage2); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { IEnumerable members = FunGameService.GetPage(club.Members.Keys, showPage, FunGameConstant.ItemsPerPage2); foreach (long uid2 in members) { if (FunGameConstant.UserIdAndUsername.TryGetValue(uid2, out User? user2) && user2 != null) { builder.AppendLine($"{count}."); builder.AppendLine($"UID:{user2.Id}"); builder.AppendLine($"玩家昵称:{user2.Username}"); string userType = "社员"; if (club.Master.Id == user2.Id) { userType = "社长"; } else if (club.Admins.ContainsKey(user2.Id)) { userType = "管理员"; } builder.AppendLine($"社团身份:{userType}"); builder.AppendLine($"加入时间:{club.MemberJoinTime[user2.Id].ToString(General.GeneralDateTimeFormatChinese)}"); } count++; } builder.AppendLine($"页数:{showPage} / {maxPage}"); } else { builder.Append($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"); } break; } msg = builder.ToString().Trim(); } else { msg = $"你目前还没有加入任何社团。"; } return msg; } else { return noSaved; } } [HttpPost("clubdisband")] public string ClubDisband([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); long clubid = 0; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long temp)) { clubid = temp; } if (clubid == 0) { return $"你当前没有加入任何社团!"; } EntityModuleConfig emc = new("clubs", clubid.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club is null) { return $"不存在编号为 {clubid} 的社团!"; } if (club.Master.Id != userid) { return $"你不是社团的社长,没有权限使用此指令!"; } string msg; string path = $@"{AppDomain.CurrentDomain.BaseDirectory}configs/clubs/{clubid}.json"; try { System.IO.File.Delete(path); FunGameConstant.ClubIdAndClub.Remove(club.Id); msg = $"解散社团 [ {club.Name} ] 成功!"; pc.Add("club", 0); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); string directoryPath = $@"{AppDomain.CurrentDomain.BaseDirectory}configs/saved"; if (Directory.Exists(directoryPath)) { string[] filePaths = Directory.GetFiles(directoryPath); foreach (string filePath in filePaths) { string fileName = Path.GetFileNameWithoutExtension(filePath); PluginConfig pc2 = FunGameService.GetUserConfig(fileName, out _); if (pc2.TryGetValue("club", out value) && long.TryParse(value.ToString(), out long userClub) && userClub == clubid) { User user2 = FunGameService.GetUser(pc2); pc2.Add("club", 0); FunGameService.SetUserConfig(fileName, pc2, user2); FunGameService.AddNotice(user2.Id, $"【社团通知】社长 [ {user.Username} ] 已经解散了社团【{club}】。"); } else { FunGameService.ReleaseUserSemaphoreSlim(fileName); } } } } catch { msg = $"解散社团 [ {club.Name} ] 失败,请联系服务器管理员处理!"; } return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("clubapprove")] public string ClubApprove([FromQuery] long? uid = null, [FromQuery] long? id = null, [FromQuery] bool? approval = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long applicant = id ?? 0; bool isApproval = approval ?? false; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); string msg = ""; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long userClub) && userClub != 0) { EntityModuleConfig emc = new("clubs", userClub.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club is null) { return $"你当前没有加入任何社团!"; } if (club.Master.Id == userid || club.Admins.ContainsKey(userid)) { PluginConfig pc2 = FunGameService.GetUserConfig(applicant, out _); if (pc2.ContainsKey("user")) { User user2 = FunGameService.GetUser(pc2); if (club.Applicants.ContainsKey(user2.Id)) { club.ApplicationTime.Remove(applicant); club.Applicants.Remove(applicant); if (isApproval) { club.MemberJoinTime[applicant] = DateTime.Now; club.Members[applicant] = user2; msg += $"已批准 [ {user2.Username} ] 加入社团 [ {club.Name} ] !"; if (!pc2.ContainsKey("club") || (pc2.TryGetValue("club", out value) && long.TryParse(value.ToString(), out long user2Club) && user2Club == 0)) { pc2.Add("club", userClub); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(applicant, pc2, user2); FunGameService.AddNotice(user2.Id, $"【社团通知】管理员 [ {user.Username} ] 已批准你加入社团【{club}】。"); } else { msg += $"\r\n但是对方已经加入其它社团,与你的社团无缘了!"; } } else { msg += $"已拒绝 [ {user2.Username} ] 加入社团 [ {club.Name} ] !"; FunGameService.AddNotice(user2.Id, $"【社团通知】管理员 [ {user.Username} ] 已拒绝你加入社团【{club}】。"); } emc.Add("club", club); emc.SaveConfig(); FunGameConstant.ClubIdAndClub[club.Id] = club; } else { FunGameService.ReleaseUserSemaphoreSlim(applicant); return $"对方并没有申请此社团!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(applicant); return $"对方似乎还没创建存档呢!"; } } else { return $"你没有权限审批申请人!"; } } else { return $"你当前没有加入任何社团!"; } return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("clubinvite")] public string ClubInvite([FromQuery] long? uid = null, [FromQuery] long? id = null, [FromQuery] bool cancel = false) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long invitee = id ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); string msg = ""; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long userClub) && userClub != 0) { EntityModuleConfig emc = new("clubs", userClub.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club is null) { return $"你当前没有加入任何社团!"; } if (club.Master.Id == userid || club.Admins.ContainsKey(userid)) { PluginConfig pc2 = FunGameService.GetUserConfig(invitee, out _); if (pc2.ContainsKey("user")) { User user2 = FunGameService.GetUser(pc2); if (!club.Members.ContainsKey(user2.Id)) { if (!cancel) { club.InvitedTime[invitee] = DateTime.Now; club.Invitees[invitee] = user2; msg += $"已向 [ {user2.Username} ] 发出社团邀请!"; FunGameService.AddNotice(user2.Id, $"【社团通知】社团【{club}】向你发出了邀请!请使用【加入社团{club.Id}】指令加入此社团。"); } else { club.InvitedTime.Remove(invitee); club.Invitees.Remove(invitee); msg += $"已取消对 [ {user2.Username} ] 的社团邀请!"; FunGameService.AddNotice(user2.Id, $"【社团通知】社团【{club}】不再邀请你加入,接受指令已不可用。"); } emc.Add("club", club); emc.SaveConfig(); FunGameConstant.ClubIdAndClub[club.Id] = club; FunGameService.ReleaseUserSemaphoreSlim(invitee); } else { FunGameService.ReleaseUserSemaphoreSlim(invitee); return $"对方已经是社团成员!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(invitee); return $"对方似乎还没创建存档呢!"; } } else { return $"你没有邀请权限!"; } } else { return $"你当前没有加入任何社团!"; } return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("clubkick")] public string ClubKick([FromQuery] long? uid = null, [FromQuery] long? id = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long kickid = id ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); string msg = ""; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long userClub) && userClub != 0) { EntityModuleConfig emc = new("clubs", userClub.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club is null) { return $"你当前没有加入任何社团!"; } if (club.Master.Id == userid || club.Admins.ContainsKey(userid)) { if (!club.Admins.ContainsKey(kickid) || (club.Master.Id == userid && club.Admins.ContainsKey(kickid))) { PluginConfig pc2 = FunGameService.GetUserConfig(kickid, out _); if (pc2.ContainsKey("user")) { User user2 = FunGameService.GetUser(pc2); if (club.Members.ContainsKey(user2.Id)) { club.MemberJoinTime.Remove(user2.Id); club.Members.Remove(user2.Id); club.Admins.Remove(user2.Id); msg += $"操作成功,已将 [ {user2.Username} ] 踢出社团 [ {club.Name} ] !"; pc2.Add("club", 0); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(kickid, pc2, user2); FunGameService.AddNotice(user2.Id, $"【社团通知】管理员 [ {user.Username} ] 已将你移出社团【{club}】。"); emc.Add("club", club); emc.SaveConfig(); FunGameConstant.ClubIdAndClub[club.Id] = club; } else { FunGameService.ReleaseUserSemaphoreSlim(kickid); return $"对方并不在此社团中,无法踢出!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(kickid); return $"对方似乎还没创建存档呢!"; } } else { return $"你没有权限踢出管理员!"; } } else { return $"你没有权限踢出成员!"; } } else { return $"你当前没有加入任何社团!"; } return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("clubchange")] public string ClubChange([FromQuery] long? uid = null, [FromQuery] string? part = null, [FromBody] string[]? args = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); string name = part?.Trim().ToLower() ?? ""; string[] values = args ?? []; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); string msg; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long userClub) && userClub != 0) { EntityModuleConfig emc = new("clubs", userClub.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club is null) { return $"你当前没有加入任何社团!"; } bool isMaster = club.Master.Id == userid; bool isAdmin = club.Admins.ContainsKey(userid); if (isMaster || isAdmin) { switch (name) { case "name": if (!isMaster) { return "只有社长可以修改社团名称!"; } if (values.Length > 0) { string newName = string.Join(" ", values); if (newName.Length >= 2 && newName.Length <= 15) { if (FunGameConstant.ClubIdAndClub.Any(kv => kv.Value.Name == newName)) { return $"社团名称【{newName}】已被使用,请更换其他名称!"; } else { PluginConfig renameExamine = new("examines", "clubrename"); renameExamine.LoadConfig(); List strings = renameExamine.Get>(club.Id.ToString()) ?? []; if (strings.Count > 0) { return $"该社团已经提交过改名申请,请使用【查询改名】指令查看进度,请耐心等待审核结果!"; } else { renameExamine.Add(club.Id.ToString(), new List { newName }); renameExamine.SaveConfig(); } TaskUtility.NewTask(() => { User[] operators = [.. FunGameConstant.UserIdAndUsername.Values.Where(u => u.IsAdmin || u.IsOperator)]; foreach (User op in operators) { FunGameService.AddNotice(op.Id, $"有待处理的改名申请,请使用【改名审核】指令查看列表!"); } }); return $"提交社团改名申请成功!新的社团名称是【{newName}】,将在审核通过后更新。"; } } else { return "社团名称只能包含2至15个字符!"; } } else { return "请提供新的社团名称!"; } case "prefix": if (!isMaster) { return "只有社长可以修改社团前缀!"; } string pattern = @"^[a-zA-Z0-9-_=+*%#^~.?!;:'"",]{3,4}$"; if (values.Length > 0) { string clubPrefix = values[0]; if (!Regex.IsMatch(clubPrefix, pattern)) { return $"社团的前缀只能包含总共3-4个英文字母和数字、允许的特殊字符,此前缀不满足条件。"; } club.Prefix = clubPrefix; msg = "修改成功,新的社团前缀是:" + club.Prefix; } else { return "请提供新的社团前缀!"; } break; case "description": if (values.Length > 0) { msg = "修改成功,原先的社团描述:\r\n" + club.Description; club.Description = string.Join(" ", values); msg += "\r\n新的社团描述:" + club.Description; } else { return "请提供新的社团描述!"; } break; case "isneedapproval": if (values.Length > 0 && bool.TryParse(values[0], out bool isNeedApproval)) { club.IsNeedApproval = isNeedApproval; msg = "修改成功,社团现在" + (club.IsNeedApproval ? "需要批准才能加入。" : "可以直接加入。"); } else { return "请提供正确的布尔值(true 或 false)来设置加入是否需要批准!"; } break; case "ispublic": if (values.Length > 0 && bool.TryParse(values[0], out bool isPublic)) { club.IsPublic = isPublic; msg = "修改成功,社团现在" + (club.IsPublic ? "是公开的,可以任何人加入。" : "是私密的,只能通过邀请加入。"); } else { return "请提供正确的布尔值(true 或 false)来设置社团是否公开/私密!"; } break; case "setadmin": if (!isMaster) { return "只有社长可以设置社团管理员!"; } if (values.Length > 0 && long.TryParse(values[0], out long id) && club.Members.ContainsKey(id) && FunGameConstant.UserIdAndUsername.TryGetValue(id, out User? user2) && user2 != null) { club.Admins[id] = user2; msg = $"将 [ {user2.Username} ] 设置为社团管理员成功!"; } else { return "指定的用户不是此社团的成员!"; } break; case "setnotadmin": if (!isMaster) { return "只有社长可以取消社团管理员!"; } if (values.Length > 0 && long.TryParse(values[0], out id) && club.Members.ContainsKey(id) && FunGameConstant.UserIdAndUsername.TryGetValue(id, out user2) && user2 != null) { if (club.Admins.Remove(id)) { msg = $"取消 [ {user2.Username} ] 的社团管理员身份成功!"; } else { msg = $"设置失败,[ {user2.Username} ] 并不是社团管理员!"; } } else { return "指定的用户不是此社团的成员!"; } break; case "setmaster": if (!isMaster) { return "只有社长可以转让社团!"; } if (values.Length > 0 && long.TryParse(values[0], out id) && club.Members.ContainsKey(id) && FunGameConstant.UserIdAndUsername.TryGetValue(id, out user2) && user2 != null) { club.Master = user2; club.Admins.Remove(user2.Id); club.Admins[user.Id] = user; msg = $"设置成功!即日起,[ {user2.Username} ] 是社团 [ {club.Name} ] 的新社长!"; } else { return "指定的用户不是此社团的成员!"; } break; default: return "未知的社团设置项,设置失败。"; } emc.Add("club", club); emc.SaveConfig(); FunGameConstant.ClubIdAndClub[club.Id] = club; } else { return $"你没有权限修改社团设置!"; } } else { return $"你当前没有加入任何社团!"; } return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("clubcontribution")] public string ClubContribution([FromQuery] long uid = -1, [FromQuery] double credits = 0) { if (credits <= 0) { return $"{General.GameplayEquilibriumConstant.InGameCurrency}数量必须大于 0。"; } try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } long clubid = 0; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long temp)) { clubid = temp; } if (clubid == 0) { return $"你当前没有加入任何社团!"; } EntityModuleConfig emc = new("clubs", clubid.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club is null) { return $"不存在编号为 {clubid} 的社团!"; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (user.Inventory.Credits >= credits) { user.Inventory.Credits -= credits; club.ClubPoins += credits; msg = $"你向社团【{club}】捐献了 {credits:0.##} {General.GameplayEquilibriumConstant.InGameCurrency},社团基金增加至 {club.ClubPoins:0.##}!"; emc.Add("club", club); emc.SaveConfig(); FunGameConstant.ClubIdAndClub[club.Id] = club; } else { msg = $"你的 {General.GameplayEquilibriumConstant.InGameCurrency} 不足,无法捐献!"; } FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("showdailystore")] public string ShowDailyStore([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig stores = new("stores", userid.ToString()); stores.LoadConfig(); string msg = FunGameService.CheckDailyStore(stores, user); stores.SaveConfig(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("dailystorebuy")] public string DailyStoreBuy([FromQuery] long? uid = null, [FromQuery] long? id = null, [FromQuery] int? count = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long goodid = id ?? 0; int buycount = count ?? 1; if (buycount <= 0) { return "数量必须大于0!"; } PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig stores = new("stores", userid.ToString()); stores.LoadConfig(); string msg = ""; Store? daily = stores.Get("daily"); if (daily != null) { if (daily.Goods.Values.FirstOrDefault(g => g.Id == goodid && (!g.ExpireTime.HasValue || g.ExpireTime.Value > DateTime.Now)) is Goods good) { msg = FunGameService.StoreBuyItem(daily, good, pc, user, buycount); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"没有对应编号的商品!"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"商品列表为空,请使用【每日商店】指令来获取商品列表!"; } stores.Add("daily", daily); stores.SaveConfig(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpGet("dailystoreshowinfo")] public string DailyStoreShowInfo([FromQuery] long? uid = null, [FromQuery] long? id = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long goodid = id ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig stores = new("stores", userid.ToString()); stores.LoadConfig(); string msg = ""; Store? daily = stores.Get("daily"); if (daily != null) { if (daily.Goods.Values.FirstOrDefault(g => g.Id == goodid && (!g.ExpireTime.HasValue || g.ExpireTime.Value > DateTime.Now)) is Goods good) { int count = 0; string itemMsg = ""; foreach (Item item in good.Items) { count++; Item newItem = item.Copy(true); newItem.Character = user.Inventory.MainCharacter; if (newItem.ItemType != ItemType.MagicCard) newItem.SetLevel(1); itemMsg += $"[ {count} ] {newItem.ToString(false, true)}".Trim(); } msg = good.ToString(user).Split("包含物品:")[0].Trim(); int buyCount = 0; if (user != null) { good.UsersBuyCount.TryGetValue(user.Id, out buyCount); } msg += $"\r\n包含物品:\r\n" + itemMsg + $"\r\n剩余库存:{(good.Stock == -1 ? "不限" : good.Stock)}(已购:{buyCount})"; if (good.Quota > 0) { msg += $"\r\n限购数量:{good.Quota}"; } } else { return $"没有对应编号的物品!"; } } else { return $"商品列表不存在,请刷新!"; } return msg; } else { return noSaved; } } [HttpPost("creategiftbox")] public string CreateGiftBox([FromQuery] long? uid = null, [FromQuery] string? name = null, [FromQuery] bool? checkRepeat = null, [FromQuery] int? maxRepeat = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); string itemName = name ?? ""; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (FunGameConstant.AllItems.FirstOrDefault(i => i.Name == itemName) is Item item) { if (checkRepeat ?? false) { PluginConfig pc2 = new("giftbox", "giftbox"); pc2.LoadConfig(); List list = []; if (pc2.TryGetValue(itemName, out object? value) && value is List tempList) { list = [.. tempList]; } if ((maxRepeat is null || maxRepeat == 0) && list.Contains(user.Id)) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"你已经领取过这个礼包【{itemName}】啦,不能重复领取哦!"; } else if (list.Count(id => id == user.Id) >= maxRepeat) { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"礼包【{itemName}】的领取次数已经达到上限 {maxRepeat} 次,无法继续领取了!"; } list.Add(user.Id); pc2.Add(itemName, list); pc2.SaveConfig(); } Item newItem = item.Copy(); newItem.IsSellable = false; newItem.IsTradable = false; newItem.User = user; user.Inventory.Items.Add(newItem); string msg = $"恭喜你获得礼包【{itemName}】一份!"; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return "没有找到这个礼包,可能已经过期。"; } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpGet("getregion")] public List GetRegion([FromQuery] int? index = null) { List regions = []; if (index != null) { if (FunGameConstant.Regions.FirstOrDefault(kv => kv.Id == index) is OshimaRegion region) { regions.Add(region.ToString()); } else { regions.Add($"找不到指定编号的地区!"); } } else if (FunGameConstant.Regions.Count > 0) { regions.Add($"世界地图:"); for (int i = 0; i < FunGameConstant.Regions.Count; i++) { OshimaRegion region = FunGameConstant.Regions[i]; List crops = []; if (FunGameConstant.ExploreItems.TryGetValue(region, out List? list) && list != null) { crops = list; } regions.Add($"{region.Id}. {region.Name}" + (crops.Count > 0 ? "(作物:" + string.Join(",", crops.Select(i => i.Name)) + ")" : "")); } regions.Add($"提示:使用【查地区+序号】指令来查看指定地区的信息。"); } else { regions.Add($"世界地图遇到了问题,暂时无法显示……"); } return regions; } [HttpGet("getplayerregion")] public List GetPlayerRegion([FromQuery] int? index = null, bool showDokyoDetail = true) { List regions = []; if (index != null) { if (FunGameConstant.PlayerRegions.FirstOrDefault(kv => kv.Id == index) is OshimaRegion region) { regions.Add(region.ToString()); } else { regions.Add($"找不到指定编号的地区!"); } } else if (FunGameConstant.PlayerRegions.Count > 0) { regions.Add($"铎京城及周边地区地图:"); List regionList = [.. FunGameConstant.PlayerRegions]; if (showDokyoDetail) { OshimaRegion dokyo = regionList.First(); regionList.Remove(dokyo); regions.Add(dokyo.ToString()); } for (int i = 0; i < regionList.Count; i++) { OshimaRegion region = regionList[i]; List crops = []; if (FunGameConstant.ExploreItems.TryGetValue(region, out List? list) && list != null) { crops = list; } regions.Add($"{region.Id}. {region.Name}" + (crops.Count > 0 ? "(作物:" + string.Join(",", crops.Select(i => i.Name)) + ")" : "")); } regions.Add($"提示:使用【查地区+序号】指令来查看指定地区的信息。"); } else { regions.Add($"铎京城及周边地区的地图遇到了问题,暂时无法显示……"); } return regions; } [HttpPost("exploreregion")] public (string, string) ExploreRegion([FromQuery] long? uid = null, [FromQuery] long? id = null, [FromQuery] bool useSquad = false, [FromBody] long[]? cids = null) { string exploreId = ""; try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long regionid = id ?? 0; long[] characterIds = cids ?? []; int characterCount = characterIds.Length; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (useSquad) { if (user.Inventory.Squad.Count == 0) { FunGameService.ReleaseUserSemaphoreSlim(userid); return ($"你尚未设置小队,请先设置1-4名角色!", exploreId); } else { characterIds = [.. user.Inventory.Squad]; characterCount = characterIds.Length; } } // 检查角色存在 List invalid = []; foreach (long cid in characterIds) { if (cid > 0 && cid <= user.Inventory.Characters.Count) { // do nothing } else { invalid.Add(cid); } } if (invalid.Count > 0) { msg = $"没有找到与输入序号相对应的角色:{string.Join(",", invalid)}。"; } // 检查探索许可 int exploreTimes = FunGameConstant.MaxExploreTimes; int reduce = 1; if (regionid > 0 && regionid <= FunGameConstant.Regions.Count && FunGameConstant.Regions.FirstOrDefault(r => r.Id == regionid) is OshimaRegion region) { int diff = region.Difficulty switch { RarityType.OneStar => 1, RarityType.TwoStar => 2, RarityType.ThreeStar => 3, RarityType.FourStar => 4, _ => 5 }; reduce = characterCount * diff; if (pc.TryGetValue("exploreTimes", out object? value) && int.TryParse(value.ToString(), out exploreTimes)) { if (exploreTimes <= 0) { exploreTimes = 0; msg = $"今日的探索许可已用完,无法再继续探索。"; } else if (reduce > exploreTimes) { msg = $"本次探索需要消耗 {reduce} 个探索许可,超过了你的剩余探索许可数量({exploreTimes} 个),请减少选择的角色数量或更换探索地区。" + $"\r\n需要注意:探索难度星级一比一兑换探索许可,并且参与探索的角色,都需要消耗相同数量的探索许可。"; } } } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return ($"没有找到与这个序号相对应的地区!", exploreId); } // 检查角色是否正在探索 PluginConfig pc2 = new("exploring", userid.ToString()); pc2.LoadConfig(); if (pc2.Count > 0) { // 可能要结算先前的超时探索 if (FunGameService.SettleExploreAll(pc2, user)) { pc2.SaveConfig(); } string msg2 = ""; foreach (string guid in pc2.Keys) { ExploreModel? model = pc2.Get(guid); if (model is null) continue; IEnumerable exploring = model.CharacterIds.Intersect(characterIds); if (exploring.Any()) { if (msg2 != "") msg2 += "\r\n"; msg2 += $"你暂时无法使用以下角色进行探索:[ {FunGameService.GetCharacterGroupInfoByInventorySequence(user.Inventory.Characters, exploring, " ] / [ ")} ]," + $"因为这些角色已经参与了另一场探索:\r\n{FunGameService.GetExploreInfo(model, user.Inventory.Characters, FunGameConstant.Regions)}"; } } if (msg2 != "") { if (msg != "") msg += "\r\n"; msg += msg2; } } if (msg == "") { exploreTimes -= reduce; msg = $"开始探索【{region.Name}】,探索时间预计 {FunGameConstant.ExploreTime} 分钟(系统会自动结算,届时会有提示)。注意:探索期间的角色状态已被锁定,在此期间修改角色属性不会影响战斗结果。" + $"探索成员:[ {FunGameService.GetCharacterGroupInfoByInventorySequence(user.Inventory.Characters, characterIds, " ] / [ ")} ]"; ExploreModel model = new() { RegionId = region.Id, CharacterIds = characterIds, StartTime = DateTime.Now }; exploreId = model.Guid.ToString(); TaskUtility.NewTask(async () => await FunGameService.GenerateExploreModel(model, region, characterIds, user)); if (msg != "") msg += "\r\n"; msg += $"本次消耗探索许可 {reduce} 个,你的剩余探索许可:{exploreTimes} 个。需要注意:探索难度星级一比一兑换探索许可,并且参与探索的角色,都需要消耗相同数量的探索许可。"; } pc.Add("exploreTimes", exploreTimes); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return (msg, exploreId); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return (noSaved, exploreId); } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return (busy, exploreId); } } [HttpGet("exploreinfo")] public string GetExploreInfo([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); // 检查探索许可 if (pc.TryGetValue("exploreTimes", out object? value) && int.TryParse(value.ToString(), out int exploreTimes)) { if (exploreTimes <= 0) { exploreTimes = 0; msg = $"今日的探索许可已用完,无法再继续探索。"; } } else { exploreTimes = FunGameConstant.MaxExploreTimes; } PluginConfig pc2 = new("exploring", userid.ToString()); pc2.LoadConfig(); if (pc2.Count > 0) { string msg2 = ""; foreach (string guid in pc2.Keys) { ExploreModel? model = pc2.Get(guid); if (model is null) continue; if (msg2 != "") msg2 += "\r\n"; msg2 += FunGameService.GetExploreInfo(model, user.Inventory.Characters, FunGameConstant.Regions); } if (msg2 != "") { if (msg != "") msg += "\r\n"; msg += $"你目前有以下角色正在探索中:\r\n{msg2}"; } } else { msg = $"你目前没有角色正在探索。"; } if (msg != "") msg += "\r\n"; msg += $"你的剩余探索许可:{exploreTimes} 个。"; return msg; } else { return noSaved; } } [HttpPost("exploresettleall")] public string SettleExploreAll([FromQuery] long? uid = null, [FromQuery] bool? skip = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); PluginConfig pc2 = new("exploring", userid.ToString()); pc2.LoadConfig(); if (pc2.Count > 0) { if (FunGameService.SettleExploreAll(pc2, user, skip ?? false)) { pc2.SaveConfig(); msg = $"已完成探索结算。"; } else { msg = $"没有需要结算的探索。"; } } else { msg = $"你目前没有角色正在探索。"; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("exploresettle")] public string SettleExplore(string exploreId, [FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); PluginConfig pc2 = new("exploring", userid.ToString()); pc2.LoadConfig(); if (pc2.Count > 0) { if (FunGameService.SettleExplore(exploreId, pc2, user, out msg)) { pc2.Remove(exploreId); pc2.SaveConfig(); } } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("springoflife")] public string SpringOfLife([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); int dead = user.Inventory.Characters.Count(c => c.HP <= 0); int halfdown = user.Inventory.Characters.Count(c => (c.HP / c.MaxHP) < 0.5 && c.HP > 0); int halfup = user.Inventory.Characters.Count(c => (c.HP / c.MaxHP) >= 0.5 && c.HP != c.MaxHP); double deadNeed = 300 * dead; double halfdownNeed = 150 * halfdown; double halfupNeed = 50 * halfup; double total = deadNeed + halfdownNeed + halfupNeed; if (total == 0) { msg = $"你暂时不需要生命之泉的服务,欢迎下次光临。"; } else if (user.Inventory.Credits >= total) { user.Inventory.Credits -= total; foreach (Character character in user.Inventory.Characters) { character.Recovery(); } msg = $"感谢使用生命之泉服务!你已消费:{total:0.##} {General.GameplayEquilibriumConstant.InGameCurrency}。"; } else { msg = $"你的 {General.GameplayEquilibriumConstant.InGameCurrency} 不足 {total:0.##} 呢!无法饮用生命之泉!"; } msg += $"({dead} 个死亡角色,{halfdown} 个 50% 以下的角色,{halfup} 个 50% 以上的角色)\r\n" + $"收费标准:\r\n300 {General.GameplayEquilibriumConstant.InGameCurrency} / 死亡角色\r\n" + $"150 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以下的角色\r\n" + $"50 {General.GameplayEquilibriumConstant.InGameCurrency} / 50% 生命值以上的角色"; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("pub")] public string Pub([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); int zero = user.Inventory.Characters.Count(c => c.EP <= 0); int less100 = user.Inventory.Characters.Count(c => c.EP < 100 && c.EP > 0); int less200 = user.Inventory.Characters.Count(c => c.EP >= 100 && c.EP < 200); double zeroNeed = 1 * zero; double less100Need = 0.6 * less100; double less200Need = 0.2 * less200; double total = zeroNeed + less100Need + less200Need; if (total == 0) { msg = $"你暂时不需要酒馆的服务,欢迎下次光临。"; } else if (user.Inventory.Materials >= total) { user.Inventory.Materials -= total; foreach (Character character in user.Inventory.Characters) { character.EP = 200; } msg = $"欢迎来访酒馆,你的本次消费:{total:0.##} {General.GameplayEquilibriumConstant.InGameMaterial}。"; } else { msg = $"你的 {General.GameplayEquilibriumConstant.InGameMaterial} 不足 {total:0.##} 呢!无法为你上酒!"; } msg += $"({zero} 个 0 点能量值的角色,{less100} 个 100 点能量值以下的角色,{less200} 个 200 点能量值以下的角色)\r\n" + $"收费标准:\r\n1 {General.GameplayEquilibriumConstant.InGameMaterial} / 0 点能量值的角色\r\n" + $"0.6 {General.GameplayEquilibriumConstant.InGameMaterial} / 100 点能量值以下的角色\r\n" + $"0.2 {General.GameplayEquilibriumConstant.InGameMaterial} / 200 点能量值以下的角色"; FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpGet("getevents")] public string GetEvents([FromQuery] long? id = null) { if (id != null) { return FunGameService.GetEvent(id.Value); } else { return FunGameService.GetEventCenter(); } } [HttpPost("performevent")] public string PerformEvent([FromQuery] long? uid = null, [FromQuery] long? aid = null, [FromQuery] long? qid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long activityid = aid ?? 0; long questid = qid ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("lockitem")] public string LockItem([FromQuery] long? uid = null, [FromQuery] bool unlock = false, [FromBody] int[]? seq = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int[] items = seq ?? []; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); string msg = ""; List failedItems = []; foreach (int itemIndex in items) { if (itemIndex > 0 && itemIndex <= user.Inventory.Items.Count) { Item item = user.Inventory.Items.ToList()[itemIndex - 1]; if (msg != "") msg += "\r\n"; string isUnLock = unlock ? "解锁" : "锁定"; using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); try { if (sql != null && SQLService.IsItemInOffers(sql, item.Guid)) { msg += $"这个物品 {itemIndex}. {item.Name} 无法{isUnLock}。因为它正在进行交易,请检查交易报价!"; continue; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } if (unlock) { PluginConfig renameExamine = new("examines", "rename"); renameExamine.LoadConfig(); List strings = renameExamine.Get>(user.Id.ToString()) ?? []; if (strings.Count > 0) { string guid = strings[1]; Item? gmk = user.Inventory.Items.FirstOrDefault(i => i.Guid.ToString() == guid); if (gmk != null) { msg = $"此物品 {itemIndex}. {item.Name} 已被自定义改名系统锁定,无法自行解锁。"; continue; } } item.IsLock = false; msg += $"物品解锁成功:{itemIndex}. {item.Name}"; } else { item.IsLock = true; msg += $"物品锁定成功:{itemIndex}. {item.Name}"; } } else { failedItems.Add(itemIndex); } } if (failedItems.Count > 0) { if (msg != "") msg += "\r\n"; msg += "没有找到与这个序号相对应的物品:" + string.Join(",", failedItems); } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("lockitems")] public string LockItems([FromQuery] long uid = -1, [FromQuery] string name = "", [FromQuery] int count = 0, [FromQuery] bool unlock = false) { try { if (count <= 0) { return "数量必须大于0!"; } PluginConfig pc = FunGameService.GetUserConfig(uid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); string msg = ""; using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); List itemTrading = []; if (sql != null) { itemTrading = SQLService.GetUserItemGuids(sql, uid); } Dictionary items = user.Inventory.Items.Select((i, index) => new { Item = i, Index = index + 1 }). Where(x => x.Item.Name == name && x.Item.Character is null && x.Item.IsLock == unlock && !itemTrading.Contains(x.Item.Guid)). ToDictionary(x => x.Item, x => x.Index); string isUnLock = unlock ? "解锁" : "锁定"; if (items.Count == 0) { msg = $"库存中不存在名称为【{name}】,且未在进行交易的物品,或者这些物品都已经被{isUnLock}了!"; } else if (items.Count >= count) { items = items.TakeLast(count).ToDictionary(); List msgs = []; int successCount = 0; foreach (Item item in items.Keys) { if (unlock) { PluginConfig renameExamine = new("examines", "rename"); renameExamine.LoadConfig(); List strings = renameExamine.Get>(user.Id.ToString()) ?? []; if (strings.Count > 0) { string guid = strings[1]; Item? gmk = user.Inventory.Items.FirstOrDefault(i => i.Guid.ToString() == guid); if (gmk != null) { msg = $"物品 {items[item]}. {item.Name} 已被自定义改名系统锁定,无法自行解锁。"; continue; } } item.IsLock = false; msg += $"物品解锁成功:{items[item]}. {item.Name}"; successCount++; } else { item.IsLock = true; msg += $"物品锁定成功:{items[item]}. {item.Name}"; successCount++; } } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(uid, pc, user); return $"{isUnLock}完毕!{isUnLock} {count} 件,库存允许{isUnLock} {items.Count} 件,成功 {successCount} 件!"; } else { msg = $"此物品的可{isUnLock}数量({items.Count})小于你想要{isUnLock}的数量({count})!"; } FunGameService.ReleaseUserSemaphoreSlim(uid); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(uid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("makeoffer")] public string MakeOffer([FromQuery] long? uid = null, [FromQuery] long? offeree = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (user.Id == offeree) { FunGameService.ReleaseUserSemaphoreSlim(userid); return "报价的目标玩家不能是自己。"; } if (FunGameConstant.UserIdAndUsername.TryGetValue(offeree ?? -1, out User? user2) && user2 != null) { long offerId = FunGameService.MakeOffer(user, user2); msg = $"创建报价成功,报价编号:{offerId},目标玩家:{user2.Id}. {user2.Username}"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return $"目标玩家不存在。"; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("addofferitems")] public string AddOfferItems([FromQuery] long? uid = null, [FromQuery] long? offer = null, [FromQuery] bool isOpposite = true, [FromBody] int[]? itemIds = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long offerId = offer ?? -1; int[] itemsIndex = itemIds ?? []; try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (offerId > 0) { msg = FunGameService.AddOfferItems(user, offerId, isOpposite, itemsIndex); } else { msg = "没有找到对应的报价。"; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("sendoffer")] public string SendOffer([FromQuery] long? uid = null, [FromQuery] long? offerId = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); msg = FunGameService.SendOffer(user, offerId ?? -1); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("respondoffer")] public string RespondOffer([FromQuery] long? uid = null, [FromQuery] long? offer = null, [FromQuery] bool accept = false) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long offerId = offer ?? -1; try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (offerId > 0) { msg = FunGameService.RespondOffer(pc, user, offerId, accept ? OfferActionType.OffereeAccept : OfferActionType.OffereeReject); } else { msg = "没有找到对应的报价。"; } FunGameService.ReleaseUserSemaphoreSlim(userid); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("getoffer")] public string GetOffer([FromQuery] long? uid = null, [FromQuery] long? offerId = null, [FromQuery] int page = 1) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int showPage = page; if (showPage <= 0) showPage = 1; try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); List offers = FunGameService.GetOffer(user, out msg, offerId ?? -1); if (msg != "") { return msg; } using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); int maxPage = (int)Math.Ceiling((double)offers.Count); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { IEnumerable showOffers = FunGameService.GetPage(offers, showPage, 1); if (showOffers.Any()) { StringBuilder builder = new(); foreach (Offer offer in showOffers) { User? user1 = null, user2 = null; if (FunGameConstant.UserIdAndUsername.TryGetValue(offer.Offeror, out User? offeror) && offeror != null) { user1 = offeror; } if (FunGameConstant.UserIdAndUsername.TryGetValue(offer.Offeree, out User? offeree) && offeree != null) { user2 = offeree; } if (user1 is null || user2 is null) continue; builder.AppendLine($"☆--- 报价编号:{offer.Id} ---☆"); builder.AppendLine($"发起方:{user1}"); builder.AppendLine($"接收方:{user2}"); builder.AppendLine($"状态:{CommonSet.GetOfferStatus(offer.Status)}"); builder.AppendLine($"创建时间:{offer.CreateTime.ToString(General.GeneralDateTimeFormatChinese)}"); if (offer.FinishTime.HasValue) builder.AppendLine($"完成时间:{offer.FinishTime.Value.ToString(General.GeneralDateTimeFormatChinese)}"); if (sql != null) { if (offer.Status == OfferState.Completed) { offer.OffereeItems = [.. SQLService.GetOfferItemsByOfferIdAndUserId(sql, offer.Id, user1, user2.Id)]; offer.OfferorItems = [.. SQLService.GetOfferItemsByOfferIdAndUserId(sql, offer.Id, user2, user1.Id)]; } else { offer.OfferorItems = [.. SQLService.GetOfferItemsByOfferIdAndUserId(sql, offer.Id, user1, user2.Id)]; offer.OffereeItems = [.. SQLService.GetOfferItemsByOfferIdAndUserId(sql, offer.Id, user2, user1.Id)]; } } List user1Item = []; List user2Item = []; int count = 0; IEnumerable loop1 = offer.Status == OfferState.Completed ? user2.Inventory.Items.Where(i => offer.OfferorItems.Contains(i.Guid)) : user1.Inventory.Items.Where(i => offer.OfferorItems.Contains(i.Guid)); IEnumerable loop2 = offer.Status == OfferState.Completed ? user1.Inventory.Items.Where(i => offer.OffereeItems.Contains(i.Guid)) : user2.Inventory.Items.Where(i => offer.OffereeItems.Contains(i.Guid)); foreach (Item item in loop1) { count++; user1Item.Add($"{count}. [{ItemSet.GetQualityTypeName(item.QualityType)}]" + ItemSet.GetItemTypeName(item.ItemType) + ":" + item.Name); } count = 0; foreach (Item item in loop2) { count++; user2Item.Add($"{count}. [{ItemSet.GetQualityTypeName(item.QualityType)}]" + ItemSet.GetItemTypeName(item.ItemType) + ":" + item.Name); } if (user1Item.Count > 0) { builder.AppendLine($"=== 发起方物品 ==="); builder.AppendLine(string.Join("\r\n", user1Item)); } if (user2Item.Count > 0) { builder.AppendLine($"=== 接收方物品 ==="); builder.AppendLine(string.Join("\r\n", user2Item)); } } builder.AppendLine($"页数:{showPage} / {maxPage}"); msg = builder.ToString().Trim(); } } else { return $"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"; } return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("removeofferitems")] public string RemoveOfferItems([FromQuery] long? uid = null, [FromQuery] long? offer = null, [FromQuery] bool isOpposite = true, [FromBody] int[]? itemIds = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long offerId = offer ?? -1; int[] itemsIndex = itemIds ?? []; try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (offerId > 0) { msg = FunGameService.RemoveOfferItems(user, offerId, isOpposite, itemsIndex); } else { msg = "没有找到对应的报价。"; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("canceloffer")] public string CancelOffer([FromQuery] long? uid = null, [FromQuery] long? offerId = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); msg = FunGameService.CancelOffer(user, offerId ?? -1); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("storesellitem")] public string StoreSellItem([FromQuery] long? uid = null, [FromBody] int[]? items = null) { try { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); int[] ids = items ?? []; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); List msgs = []; int successCount = 0; double totalGained = 0; using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); List itemTrading = []; if (sql != null) { itemTrading = SQLService.GetUserItemGuids(sql, userid); } Dictionary dict = user.Inventory.Items.Select((item, index) => new { item, index }).ToDictionary(x => x.index + 1, x => x.item); int[] itemIndexs = [.. dict.Keys.Where(ids.Contains)]; foreach (int itemIndex in itemIndexs) { Item item = dict[itemIndex]; if (item.Price <= 0) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品没有回收价,无法向商店出售。"); continue; } if (item.IsLock) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品已上锁,无法出售。"); continue; } if (item.Character != null) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品已被 {item.Character} 装备中,无法出售。"); continue; } if (itemTrading.Contains(item.Guid)) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品正在进行交易,无法出售,请检查交易报价。"); continue; } if (!item.IsSellable) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品无法出售{(item.NextSellableTime != DateTime.MinValue ? $",此物品将在 {item.NextSellableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可出售" : "")}。"); continue; } if (user.Inventory.Items.Remove(item)) { double gained = item.Price; totalGained += gained; successCount++; msgs.Add($"物品 {itemIndex}. {item.Name} 出售成功,获得了 {gained:0.##} {General.GameplayEquilibriumConstant.InGameCurrency}。"); } } if (successCount > 0) { user.Inventory.Credits += totalGained; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return $"出售完毕!出售 {ids.Length} 件,成功 {successCount} 件!\r\n{string.Join("\r\n", msgs)}"; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(uid.ToString() ?? ""); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("getrenameinfo")] public string GetReNameInfo([FromQuery] long? uid = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); PluginConfig renameExamine = new("examines", "rename"); renameExamine.LoadConfig(); List strings1 = renameExamine.Get>(user.Id.ToString()) ?? []; long clubid = 0; if (pc.TryGetValue("club", out object? value) && long.TryParse(value.ToString(), out long temp)) { clubid = temp; } PluginConfig renameExamineClub = new("examines", "clubrename"); renameExamineClub.LoadConfig(); List strings2 = renameExamineClub.Get>(clubid.ToString()) ?? []; if (strings1.Count > 0) { string name = strings1[0]; msg = $"你提交的新昵称为【{name}】,正在审核中,请耐心等待。"; } if (strings2.Count > 0) { string name = strings2[0]; if (FunGameConstant.ClubIdAndClub.TryGetValue(clubid, out Club? club) && (club.Master.Id == userid || club.Admins.ContainsKey(userid))) { if (msg != "") msg += "\r\n"; msg += $"你所属社团【{club}】提交的新名称【{name}】,正在审核中,请耐心等待。"; } } if (msg == "") { msg = $"你目前没有已提交的改名申请。"; } return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpGet("getrenameexamines")] public string GetReNameExamines([FromQuery] long? uid = null, [FromQuery] int showPage = 1) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (user.IsAdmin) { PluginConfig renameExamine = new("examines", "rename"); renameExamine.LoadConfig(); PluginConfig renameExamineClub = new("examines", "clubrename"); renameExamineClub.LoadConfig(); string[] ids = [.. renameExamine.Keys, .. renameExamineClub.Keys.Select(s => $"club{s}")]; if (ids.Length > 0) { StringBuilder builder = new(); builder.AppendLine($"☆--- 自定义改名申请列表 ---☆"); int count = 1; int maxPage = (int)Math.Ceiling((double)ids.Length / FunGameConstant.ItemsPerPage2); if (maxPage < 1) maxPage = 1; if (showPage <= maxPage) { ids = [.. FunGameService.GetPage(ids, showPage, FunGameConstant.ItemsPerPage2)]; foreach (string id in ids) { if (long.TryParse(id, out long uid2)) { List strings = renameExamine.Get>(uid2.ToString()) ?? []; if (strings.Count > 0 && FunGameConstant.UserIdAndUsername.TryGetValue(uid2, out User? user2) && user2 != null) { builder.AppendLine($"{count}."); builder.AppendLine($"UID:{user2.Id}"); builder.AppendLine($"玩家昵称:{user2.Username}"); builder.AppendLine($"新昵称:{strings[0]}"); count++; } } else if (id.StartsWith("club")) { string cid = id.Replace("club", "").Trim(); if (long.TryParse(cid, out long clubid)) { List strings = renameExamineClub.Get>(clubid.ToString()) ?? []; if (strings.Count > 0 && FunGameConstant.ClubIdAndClub.TryGetValue(clubid, out Club? club) && club != null) { builder.AppendLine($"{count}."); builder.AppendLine($"社团编号:{club.Id}"); builder.AppendLine($"社团名称:{club.Name}"); builder.AppendLine($"新名称:{strings[0]}"); count++; } } } } builder.AppendLine($"页数:{showPage} / {maxPage}"); } else { builder.Append($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。"); } msg = builder.ToString().Trim(); } else { msg = "列表空无一人。"; } } else { msg = "你没有权限查看这个列表。"; } return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("approverename")] public string ApproveReName([FromQuery] long? uid = null, [FromQuery] long target = -1, [FromQuery] bool approve = true, [FromQuery] bool isClub = false, [FromQuery] string reason = "") { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (user.Id != target) { FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); } if (user.IsAdmin || user.IsOperator) { if (isClub) { PluginConfig renameExamineClub = new("examines", "clubrename"); renameExamineClub.LoadConfig(); List strings = renameExamineClub.Get>(target.ToString()) ?? []; if (strings.Count > 0) { EntityModuleConfig emc = new("clubs", target.ToString()); emc.LoadConfig(); Club? club = emc.Get("club"); if (club != null) { string name = strings[0]; if (approve) { club.Name = name; renameExamineClub.Remove(target.ToString()); msg = $"已批准该社团的新名称【{name}】申请!"; emc.Add("club", club); emc.SaveConfig(); FunGameConstant.ClubIdAndClub[club.Id] = club; foreach (long noticeUserId in club.Admins.Keys.Union([club.Master.Id])) { FunGameService.AddNotice(noticeUserId, $"【改名系统】你的社团新名称 [ {name} ] 审核通过,社团名称已更新!"); } } else { renameExamineClub.Remove(target.ToString()); msg = $"已拒绝该社团的新名称【{name}】申请!"; foreach (long noticeUserId in club.Admins.Keys.Union([club.Master.Id])) { FunGameService.AddNotice(noticeUserId, $"【改名系统】你的社团新名称 [ {name} ] 审核不通过,请重新提交申请!{(reason != "" ? $"原因:{reason}" : "")}"); } } } else { renameExamineClub.Remove(target.ToString()); msg = $"该社团不存在。"; } } renameExamineClub.SaveConfig(); } else { PluginConfig renameExamine = new("examines", "rename"); renameExamine.LoadConfig(); List strings = renameExamine.Get>(target.ToString()) ?? []; if (strings.Count > 0) { PluginConfig pc2 = FunGameService.GetUserConfig(target, out _); if (pc2.Count > 0) { string name = strings[0]; User user2 = FunGameService.GetUser(pc2); // 移除改名卡 Item? gmk = user2.Inventory.Items.FirstOrDefault(i => i.Guid.ToString() == strings[1]); if (gmk != null) { if (approve) { user2.Username = name; user2.NickName = name; if (user2.Inventory.Characters.FirstOrDefault(c => c.Id == FunGameConstant.CustomCharacterId) is Character character) { character.Name = user2.Username; character.NickName = user2.NickName; } if (user2.Inventory.Name.EndsWith("的库存")) { user2.Inventory.Name = user2.Username + "的库存"; } user2.Inventory.Items.Remove(gmk); FunGameConstant.UserIdAndUsername[user2.Id] = user2; renameExamine.Remove(target.ToString()); msg = $"该用户的新昵称【{name}】已审核通过!"; FunGameService.AddNotice(user2.Id, $"【改名系统】你先前提交的新昵称【{name}】审核通过,已更新你的昵称!已消耗 1 张改名卡。"); } else { gmk.IsLock = false; renameExamine.Remove(target.ToString()); msg = $"已拒绝该用户的新昵称【{name}】申请!"; FunGameService.AddNotice(user2.Id, $"【改名系统】你先前提交的新昵称【{name}】审核不通过,请重新提交申请!{(reason != "" ? $"原因:{reason}" : "")}"); } FunGameService.SetUserConfigButNotRelease(target, pc2, user2); } else { renameExamine.Remove(target.ToString()); msg = $"该用户用于申请自定义改名的改名卡已不存在,改名失败!"; FunGameService.AddNotice(user2.Id, $"【改名系统】你先前提交的新昵称【{name}】因用于申请自定义改名的改名卡已不存在,改名失败!"); } } else { renameExamine.Remove(target.ToString()); msg = $"该用户不存在。"; } FunGameService.ReleaseUserSemaphoreSlim(target); } else { renameExamine.Remove(target.ToString()); msg = $"该用户目前没有已提交的改名申请。"; } renameExamine.SaveConfig(); } } else { msg = "你没有权限使用此指令。"; } return msg; } else { return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(target); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("marketsellitem")] public string MarketSellItem([FromQuery] long uid = -1, [FromQuery] double price = 0, [FromBody] int[]? itemIndexs = null) { long userid = uid; itemIndexs ??= []; if (price <= 0) { return "请输入一个大于 0 的售价。"; } try { using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); if (sql is null) { return busy; } PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); List msgs = []; List itemTrading = []; itemTrading = SQLService.GetUserItemGuids(sql, userid); Dictionary dict = user.Inventory.Items.Select((item, index) => new { item, index }).ToDictionary(x => x.index + 1, x => x.item); FunGameService.GetMarketSemaphoreSlim(); List successItems = []; foreach (int itemIndex in itemIndexs) { if (itemIndex > 0 && itemIndex <= dict.Count) { Item item = dict[itemIndex]; if (item.IsLock) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品已上锁,无法出售。"); } if (item.Character != null) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品已被 {item.Character} 装备中,无法出售。"); } if (itemTrading.Contains(item.Guid)) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品正在进行交易,无法出售,请检查交易报价。"); } if (!item.IsSellable) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品无法出售{(item.NextSellableTime != DateTime.MinValue ? $",此物品将在 {item.NextSellableTime.ToString(General.GeneralDateTimeFormatChinese)} 后可出售" : "")}。"); } if (msgs.Count == 0) { user.Inventory.Items.Remove(item); successItems.Add(item); msgs.Add($"物品 {itemIndex}. {item.Name}:上架市场成功!定价:{price:0.##} {General.GameplayEquilibriumConstant.InGameCurrency}。"); } } else { msgs.Add($"{itemIndex}. 没有找到与这个序号相对应的物品!"); } } if (successItems.Count > 0) { EntityModuleConfig emc = new("markets", "general"); emc.LoadConfig(); Market market = emc.Get("dokyo") ?? new("铎京集市"); foreach (Item successItem in successItems) { Item newItem = successItem.Copy(true); market.AddItem(user, newItem, price, 1); } emc.Add("dokyo", market); emc.SaveConfig(); } else { msgs.Add($"没有成功上架任何物品。请检查物品是否存在或是否满足上架条件。"); } FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return string.Join("\r\n", msgs); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("marketshowlist")] public string MarketShowList([FromQuery] long userid = -1, [FromQuery] int page = 0) { try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.GetMarketSemaphoreSlim(); EntityModuleConfig emc = new("markets", "general"); emc.LoadConfig(); Market market = emc.Get("dokyo") ?? new("铎京集市"); string msg = FunGameService.GetMarketInfo(market, user, page, true); FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("marketshowlistmysells")] public string MarketShowListMySells([FromQuery] long userid = -1, [FromQuery] int page = 0) { try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.GetMarketSemaphoreSlim(); EntityModuleConfig emc = new("markets", "general"); emc.LoadConfig(); Market market = emc.Get("dokyo") ?? new("铎京集市"); string msg = "☆--- 我的市场商品 ---☆\r\n"; MarketItem[] marketItems = [.. market.MarketItems.Values.Where(m => m.User == userid)]; if (marketItems.Length > 0) { if (page <= 0) page = 1; int maxPage = market.MarketItems.Values.MaxPage(8); if (page > maxPage) page = maxPage; marketItems = [.. market.MarketItems.Values.GetPage(page, 8)]; foreach (MarketItem marketItem in marketItems) { msg += FunGameService.GetMarketItemInfo(marketItem, true, user) + "\r\n"; } msg += $"页数:{page} / {maxPage},使用【市场+页码】快速跳转指定页面。"; } else msg += "你还没有上架过任何物品。"; FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg.Trim(); } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("marketiteminfo")] public string MarketItemInfo([FromQuery] long userid = -1, [FromQuery] long itemid = 0) { try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.GetMarketSemaphoreSlim(); EntityModuleConfig emc = new("markets", "general"); emc.LoadConfig(); Market market = emc.Get("dokyo") ?? new("铎京集市"); string msg = ""; if (market.MarketItems.TryGetValue(itemid, out MarketItem? item) && item != null) { msg = FunGameService.GetMarketItemInfo(item, false, user); } if (msg != "") { msg += $"\r\n提示:使用【市场查看+序号】查看商品详细信息,使用【市场购买+序号】购买商品。\r\n你的现有{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.##}"; } FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("marketbuyitem")] public string MarketBuyItem([FromQuery] long userid = -1, [FromQuery] long itemid = 0, [FromQuery] int count = 1) { if (count <= 0) count = 1; try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.GetMarketSemaphoreSlim(); EntityModuleConfig emc = new("markets", "general"); emc.LoadConfig(); Market market = emc.Get("dokyo") ?? new("铎京集市"); string msg = ""; if (market.MarketItems.TryGetValue(itemid, out MarketItem? item) && item != null) { msg = FunGameService.MarketBuyItem(market, item, pc, user, count, out bool result); if (result) { long userid2 = item.User; try { PluginConfig pc2 = FunGameService.GetUserConfig(userid2, out _); if (pc2.Count > 0) { User user2 = FunGameService.GetUser(pc2); double amount = item.Price * count; double fee = amount * 0.15; double net = amount - fee; user2.Inventory.Credits += net; FunGameService.AddNotice(userid2, $"【市场通知】你售出了 {count} 件{item.Name}!净收入 {net:0.##} {General.GameplayEquilibriumConstant.InGameCurrency};市场收取手续费 {fee:0.##} {General.GameplayEquilibriumConstant.InGameCurrency}。"); FunGameService.SetUserConfigButNotRelease(userid2, pc2, user2, false); } FunGameService.ReleaseUserSemaphoreSlim(userid2); } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid2); Logger.LogError(e, "Error: {e}", e); throw; } } } emc.Add("dokyo", market); emc.SaveConfig(); FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("marketdelistitem")] public string MarketDelistItem([FromQuery] long userid = -1, [FromQuery] long itemid = 0) { try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.GetMarketSemaphoreSlim(); EntityModuleConfig emc = new("markets", "general"); emc.LoadConfig(); Market market = emc.Get("dokyo") ?? new("铎京集市"); string msg = ""; if (market.MarketItems.TryGetValue(itemid, out MarketItem? item) && item != null && item.User == user.Id) { item.Status = MarketItemState.Delisted; item.FinishTime = DateTime.Now; for (int i = 0; i < item.Stock; i++) { FunGameService.AddItemToUserInventory(user, item.Item, copyLevel: true, useOriginalPrice: true, toExploreCache: false, toActivitiesCache: false); } msg = $"下架商品 {item.Name} 成功!{item.Stock} 个 {item.Name} 已回到你的库存。"; } else { msg = $"没有找到指定的商品,或者你不是该商品的卖家,下架失败。"; } emc.Add("dokyo", market); emc.SaveConfig(); FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseMarketSemaphoreSlim(); FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("fightinstance")] public async Task FightInstance([FromQuery] long? uid = null, [FromQuery] int type = 0, [FromQuery] int difficulty = 1) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); try { PluginConfig pc = FunGameService.GetUserConfig(userid, out _); bool result = false; string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); int exploreTimes = 0; int[] supportedInstanceType = [(int)InstanceType.Currency, (int)InstanceType.Material, (int)InstanceType.EXP, (int)InstanceType.RegionItem, (int)InstanceType.CharacterLevelBreak, (int)InstanceType.SkillLevelUp]; if (!supportedInstanceType.Contains(type)) { msg = $"秘境类型无效。"; } else if (user.Inventory.Squad.Count == 0) { msg = $"你尚未设置小队,请先设置1-4名角色!"; } else { Character[] squad = [.. user.Inventory.Characters.Where(c => user.Inventory.Squad.Contains(c.Id))]; if (squad.All(c => c.HP < c.MaxHP * 0.1)) { msg = $"小队角色均重伤未愈,当前生命值低于 10%,请先等待生命值自动回复或重组小队!\r\n" + $"当前小队角色如下:\r\n{FunGameService.GetSquadInfo(user.Inventory.Characters, user.Inventory.Squad)}"; } else { // 检查探索许可 int reduce = difficulty * squad.Length; if (pc.TryGetValue("exploreTimes", out object? value) && int.TryParse(value.ToString(), out exploreTimes)) { if (exploreTimes <= 0) { exploreTimes = 0; msg = $"今日的探索许可已用完,无法再继续挑战秘境。"; } else if (reduce > exploreTimes) { msg = $"本次秘境挑战需要消耗 {reduce} 个探索许可,超过了你的剩余探索许可数量({exploreTimes} 个),请减少小队的角色数量或更改难度系数。" + $"\r\n需要注意:难度系数一比一兑换探索许可,并且参与挑战的角色,都需要消耗相同数量的探索许可。"; } } else { exploreTimes = FunGameConstant.MaxExploreTimes; } if (msg == "") { (result, msg) = await FunGameService.FightInstance((InstanceType)type, difficulty, user, squad); if (msg != "") msg += "\r\n"; if (result) { exploreTimes -= reduce; msg += $"本次秘境挑战消耗探索许可 {reduce} 个,你的剩余探索许可:{exploreTimes} 个。"; } else { msg += $"本次秘境挑战失败,不消耗任何探索许可,请继续加油!你的剩余探索许可:{exploreTimes} 个。"; } } pc.Add("exploreTimes", exploreTimes); } } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } catch (Exception e) { FunGameService.ReleaseUserSemaphoreSlim(userid); Logger.LogError(e, "Error: {e}", e); return busy; } } [HttpPost("showsystemstore")] public string ShowSystemStore([FromQuery] long? uid = null, [FromQuery] string storeRegion = "", [FromQuery] string storeName = "") { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig stores = new("stores", userid.ToString()); stores.LoadConfig(); string msg = FunGameService.CheckRegionStore(stores, pc, user, storeRegion, storeName, out _); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpPost("systemstorebuy")] public string SystemStoreBuy([FromQuery] long? uid = null, [FromQuery] string storeRegion = "", [FromQuery] string storeName = "", [FromQuery] long id = 0, [FromQuery] int count = 0) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); PluginConfig pc = FunGameService.GetUserConfig(userid, out _); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig stores = new("stores", userid.ToString()); stores.LoadConfig(); string msg = ""; Store? store = FunGameService.GetRegionStore(stores, user, storeRegion, storeName); if (store != null) { if (store.Goods.Values.FirstOrDefault(g => g.Id == id && (!g.ExpireTime.HasValue || g.ExpireTime.Value > DateTime.Now)) is Goods good) { msg = FunGameService.StoreBuyItem(store, good, pc, user, count); if (store.GlobalStock) { FunGameService.SaveRegionStore(store, storeRegion, storeName); } else { stores.Add(storeName, store); stores.SaveConfig(); } } else { msg = $"没有对应编号的商品!"; } } else { string msg2 = FunGameService.CheckRegionStore(stores, pc, user, storeRegion, storeName, out bool exist); msg = exist ? $"正在获取最新商店数据,请稍后查看。" : msg2; } FunGameService.SetUserConfigAndReleaseSemaphoreSlim(userid, pc, user); return msg; } else { FunGameService.ReleaseUserSemaphoreSlim(userid); return noSaved; } } [HttpGet("systemstoreshowinfo")] public string SystemStoreShowInfo([FromQuery] long? uid = null, [FromQuery] string storeRegion = "", [FromQuery] string storeName = "", [FromQuery] long? id = null) { long userid = uid ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11)); long goodid = id ?? 0; PluginConfig pc = FunGameService.GetUserConfig(userid, out _); FunGameService.ReleaseUserSemaphoreSlim(userid); if (pc.Count > 0) { User user = FunGameService.GetUser(pc); EntityModuleConfig stores = new("stores", userid.ToString()); stores.LoadConfig(); string msg = ""; Store? store = FunGameService.GetRegionStore(stores, user, storeRegion, storeName); if (store != null) { if (store.Goods.Values.FirstOrDefault(g => g.Id == goodid && (!g.ExpireTime.HasValue || g.ExpireTime.Value > DateTime.Now)) is Goods good) { int count = 0; string itemMsg = ""; foreach (Item item in good.Items) { count++; Item newItem = item.Copy(true); newItem.Character = user.Inventory.MainCharacter; if (newItem.ItemType != ItemType.MagicCard) newItem.SetLevel(1); itemMsg += $"[ {count} ] {newItem.ToString(false, true)}".Trim(); } msg = good.ToString(user).Split("包含物品:")[0].Trim(); int buyCount = 0; if (user != null) { good.UsersBuyCount.TryGetValue(user.Id, out buyCount); } msg += $"\r\n包含物品:\r\n" + itemMsg + $"\r\n剩余库存:{(good.Stock == -1 ? "不限" : good.Stock)}(已购:{buyCount})"; if (good.Quota > 0) { msg += $"\r\n限购数量:{good.Quota}"; } } else { return $"没有对应编号的物品!"; } } else { string msg2 = FunGameService.CheckRegionStore(stores, pc, user, storeRegion, storeName, out bool exist); msg = exist ? $"正在获取最新商店数据,请稍后查看。" : msg2; } return msg; } else { return noSaved; } } [HttpPost("forgeitemcreate")] public string ForgeItem_Create([FromQuery] long uid = -1, [FromBody] Dictionary? materials = null) { materials ??= []; try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); PluginConfig pc2 = new("forging", uid.ToString()); pc2.LoadConfig(); ForgeModel? model = pc2.Get("now"); if (model != null) { msg = $"你已经有一个尚未完成的锻造配方:\r\n{model.GetForgingInfo()}\r\n请先【确认开始锻造】或者【取消锻造】后再创建新的配方!"; } else { model = new() { ForgeMaterials = materials }; pc2.Add("now", model); pc2.SaveConfig(); msg = $"创建配方成功!\r\n{model.GetForgingInfo()}\r\n接下来,你可以【确认开始锻造】或者【取消锻造】、【模拟锻造】。"; } FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("forgeitemmaster")] public string ForgeItem_Master([FromQuery] long uid = -1, [FromQuery] long rid = 0, [FromQuery] int q = 0) { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } if (!FunGameConstant.Regions.Any(r => r.Id == rid)) { return $"指定了一个虚无地区,请检查【世界地图】,然后重新输入!"; } QualityType type = QualityType.White; if (q >= 0 && q <= 5) { type = (QualityType)q; } else { return $"指定了一个无效的品质序号,请重新输入!"; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); PluginConfig pc2 = new("forging", uid.ToString()); pc2.LoadConfig(); ForgeModel? model = pc2.Get("now"); if (model is null) { msg = $"你还没有创建锻造配方!大师对此无能为力。"; } else { model.MasterForge = true; model.TargetRegionId = rid; model.TargetQuality = type; pc2.Add("now", model); pc2.SaveConfig(); msg = $"指定大师锻造的目标成功!\r\n{model.GetForgingInfo()}"; } FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpGet("forgeiteminfo")] public string ForgeItem_Info([FromQuery] long uid = -1) { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); PluginConfig pc2 = new("forging", uid.ToString()); pc2.LoadConfig(); ForgeModel? model = pc2.Get("now"); if (model is null) { msg = $"你还没有创建锻造配方。"; } else { msg = model.GetForgingInfo(); } double points = 0; if (pc.TryGetValue("forgepoints", out object? value) && double.TryParse(value.ToString(), out double temp)) { points = temp; } if (msg != "") msg += "\r\n"; msg += $"你现在拥有的锻造积分:{points:0.##} 点。"; FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("forgeitemcancel")] public string ForgeItem_Cancel([FromQuery] long uid = -1) { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); PluginConfig pc2 = new("forging", uid.ToString()); pc2.LoadConfig(); ForgeModel? model = pc2.Get("now"); if (model is null) { msg = $"你还没有创建锻造配方。"; } else { pc2.Remove("now"); pc2.SaveConfig(); msg = $"取消现有的锻造配方成功!\r\n{model.GetForgingInfo()}"; } FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("forgeitemsimulate")] public string ForgeItem_Simulate([FromQuery] long uid = -1) { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigButNotRelease(uid, pc, user); PluginConfig pc2 = new("forging", uid.ToString()); pc2.LoadConfig(); ForgeModel? model = pc2.Get("now"); if (model is null) { msg = $"你还没有创建锻造配方。"; } else { msg = $"{model.GetForgingInfo()}\r\n\r\n正在启动模拟……\r\n\r\n☆★☆模拟结果☆★☆\r\n"; FunGameService.GenerateForgeResult(user, model, true); msg += model.ResultString; } return msg.Trim(); } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("forgeitemcomplete")] public string ForgeItem_Complete([FromQuery] long uid = -1) { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); PluginConfig pc2 = new("forging", uid.ToString()); pc2.LoadConfig(); ForgeModel? model = pc2.Get("now"); if (model is null) { msg = $"你还没有创建锻造配方。"; } else { List willDelete = []; // 检查材料 foreach (string material in model.ForgeMaterials.Keys) { IEnumerable items = user.Inventory.Items.Where(i => i.Name == material); if (items.Count() < model.ForgeMaterials[material]) { msg += $"{material}不足 {model.ForgeMaterials[material]} 个!库存中只有 {items.Count()} 个。\r\n"; } else { willDelete.AddRange(items.TakeLast(model.ForgeMaterials[material])); } } if (msg != "") { msg = $"锻造失败,原因:\r\n{msg}\r\n你可以在完成材料收集后,重新【确认开始锻造】,或者【取消锻造】来创建一个新的配方。"; } else { msg = $"{model.GetForgingInfo()}\r\n\r\n☆★☆锻造结果☆★☆\r\n"; FunGameService.GenerateForgeResult(user, model); msg += model.ResultString; if (!model.MasterForgingSuccess) { // 删除材料 foreach (Item item in willDelete) { user.Inventory.Items.Remove(item); } } if (pc.TryGetValue("forgepoints", out object? value) && double.TryParse(value.ToString(), out double points)) { points += model.ResultPoints; } else points = model.ResultPoints; pc.Add("forgepoints", points); pc2.Remove("now"); pc2.SaveConfig(); } } FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg.Trim(); } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("chat")] public string Chat([FromQuery] long uid = -1, [FromQuery] long uid2 = -1, [FromQuery] string msgTo = "") { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } if (msgTo == "") { return "发送了空信息。"; } if (msgTo.Length > 30) { return "超过 30 字符。"; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (uid == uid2) { msg = "不能对自己发私信。"; } else if (FunGameConstant.UserIdAndUsername.TryGetValue(uid2, out User? user2) && user2 != null) { FunGameService.AddNotice(user2.Id, $"【私信】{DateTime.Now.ToString(General.GeneralDateTimeFormatChinese)} [ {user.Username} ] 说:{msgTo}"); msg = $"私信已经成功发送至 [ {user2.Username} ] 的离线信箱。"; } else { msg = $"没有找到 UID 为 {uid2} 的玩家,无法发送私信。"; } FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("chatname")] public string Chat_Name([FromQuery] long uid = -1, [FromQuery] string name = "", [FromQuery] string msgTo = "") { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } name = name.Trim(); if (name == "") { return "未输入目标玩家的昵称。"; } if (msgTo == "") { return "发送了空信息。"; } if (msgTo.Length > 30) { return "超过 30 字符。"; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); if (user.Username == name) { msg = "不能对自己发私信。"; } else if (FunGameConstant.UserIdAndUsername.Values.FirstOrDefault(u => u.Username == name) is User user2 && user2 != null) { FunGameService.AddNotice(user2.Id, $"【私信】{DateTime.Now.ToString(General.GeneralDateTimeFormatChinese)} [ {user.Username} ] 说:{msgTo}"); msg = $"私信已经成功发送至 [ {user2.Username} ] 的离线信箱。"; } else { msg = $"没有找到昵称为 {name} 的玩家,无法发送私信。"; } FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("roomcreate")] public string RoomCreate([FromQuery] long uid = -1, [FromQuery] string roomType = "", [FromQuery] string password = "", [FromQuery] string groupId = "") { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); Room room = OnlineService.CreateRoom(user, roomType, password, groupId, out msg); if (room.Roomid != "-1") { if (OnlineService.IntoRoom(user, room.Roomid, password, out string msg2)) { msg += $"\r\n{msg2}"; } } FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("roominto")] public string RoomInto([FromQuery] long uid = -1, [FromQuery] string roomid = "", [FromQuery] string password = "") { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); OnlineService.IntoRoom(user, roomid, password, out msg); FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("roomquit")] public string RoomQuit([FromQuery] long uid = -1) { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); OnlineService.QuitRoom(user, out msg); FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("roominfo")] public string RoomInfo([FromQuery] long uid = -1) { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); msg = OnlineService.RoomInfo(user); FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpGet("roomshowlist")] public string RoomShowList([FromQuery] long uid = -1, [FromQuery] string groupId = "") { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } if (pc.Count > 0) { User user = FunGameService.GetUser(pc); StringBuilder builder = new(); builder.AppendLine($"☆--- 本群在线房间列表 ---☆"); foreach (Room room in FunGameConstant.Rooms.Values.Where(r => r.GameMap == groupId)) { builder.AppendLine(OnlineService.RoomInfo(room)); } FunGameService.SetUserConfigButNotRelease(uid, pc, user); return builder.ToString().Trim(); } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("roomrungame")] public async Task<(Room, List)> RoomRunGame([FromQuery] long uid = -1) { Room room = General.HallInstance; try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return (room, [busy]); } List msgs = []; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigAndReleaseSemaphoreSlim(uid, pc, user); (room, msgs) = await OnlineService.RunGameAsync(user); return (room, msgs); } else { return (room, [noSaved]); } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return (room, [busy]); } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpGet("getranking")] public string GetRanking([FromQuery] long uid = -1, [FromQuery] int type = -1) { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; int currentTop = -1; int showTop = 20; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); msg = type switch { 0 => $"【{General.GameplayEquilibriumConstant.InGameCurrency}排行榜】\r\n" + $"数据每分钟更新一次,上次更新:{FunGameConstant.RankingUpdateTime.ToString(General.GeneralDateTimeFormatChinese)}\r\n" + $"\r\n{(FunGameConstant.UserCreditsRanking.Count > 0 ? string.Join("\r\n", FunGameConstant.UserCreditsRanking. OrderByDescending(kv => kv.Value).Take(showTop).Select((kv, index) => { string username = "Unknown"; if (FunGameConstant.UserIdAndUsername.TryGetValue(kv.Key, out User? value) && value != null) { username = value.Username; } if (kv.Key == user.Id) { currentTop = index + 1; } return $"{index + 1}. UID:{kv.Key},昵称:{username},{General.GameplayEquilibriumConstant.InGameCurrency}:{kv.Value:0.##}"; })) : "暂无任何数据。")}\r\n\r\n仅显示前 {showTop} 位{(currentTop > 0 ? $",你目前排在第 {currentTop} 位。" : "")}", 1 => $"【{General.GameplayEquilibriumConstant.InGameMaterial}排行榜】\r\n" + $"数据每分钟更新一次,上次更新:{FunGameConstant.RankingUpdateTime.ToString(General.GeneralDateTimeFormatChinese)}\r\n" + $"\r\n{(FunGameConstant.UserMaterialsRanking.Count > 0 ? string.Join("\r\n", FunGameConstant.UserMaterialsRanking. OrderByDescending(kv => kv.Value).Take(showTop).Select((kv, index) => { string username = "Unknown"; if (FunGameConstant.UserIdAndUsername.TryGetValue(kv.Key, out User? value) && value != null) { username = value.Username; } if (kv.Key == user.Id) { currentTop = index + 1; } return $"{index + 1}. UID:{kv.Key},昵称:{username},{General.GameplayEquilibriumConstant.InGameMaterial}:{kv.Value:0.##}"; })) : "暂无任何数据。")}\r\n\r\n仅显示前 {showTop} 位{(currentTop > 0 ? $",你目前排在第 {currentTop} 位。" : "")}", 2 => $"【角色养成排行榜】\r\n" + $"数据每分钟更新一次,上次更新:{FunGameConstant.RankingUpdateTime.ToString(General.GeneralDateTimeFormatChinese)}\r\n" + $"\r\n{(FunGameConstant.UserEXPRanking.Count > 0 ? string.Join("\r\n", FunGameConstant.UserEXPRanking. OrderByDescending(kv => kv.Value).Take(showTop).Select((kv, index) => { string username = "Unknown"; if (FunGameConstant.UserIdAndUsername.TryGetValue(kv.Key, out User? value) && value != null) { username = value.Username; } if (kv.Key == user.Id) { currentTop = index + 1; } return $"{index + 1}. UID:{kv.Key},昵称:{username},总得分:{kv.Value:0.##}"; })) : "暂无任何数据。")}\r\n\r\n本榜单统计角色的经验值总额,并根据其普通攻击和技能的等级计算总得分。\r\n仅显示前 {showTop} 位{(currentTop > 0 ? $",你目前排在第 {currentTop} 位。" : "")}", 3 => $"【赛马积分排行榜】\r\n" + $"数据每分钟更新一次,上次更新:{FunGameConstant.RankingUpdateTime.ToString(General.GeneralDateTimeFormatChinese)}\r\n" + $"\r\n{(FunGameConstant.UserHorseRacingRanking.Count > 0 ? string.Join("\r\n", FunGameConstant.UserHorseRacingRanking. OrderByDescending(kv => kv.Value).Take(showTop).Select((kv, index) => { string username = "Unknown"; if (FunGameConstant.UserIdAndUsername.TryGetValue(kv.Key, out User? value) && value != null) { username = value.Username; } if (kv.Key == user.Id) { currentTop = index + 1; } return $"{index + 1}. UID:{kv.Key},昵称:{username},赛马积分:{kv.Value}"; })) : "暂无任何数据。")}\r\n\r\n仅显示前 {showTop} 位{(currentTop > 0 ? $",你目前排在第 {currentTop} 位。" : "")}", 4 => $"【共斗积分排行榜】\r\n" + $"数据每分钟更新一次,上次更新:{FunGameConstant.RankingUpdateTime.ToString(General.GeneralDateTimeFormatChinese)}\r\n" + $"\r\n{(FunGameConstant.UserCooperativeRanking.Count > 0 ? string.Join("\r\n", FunGameConstant.UserCooperativeRanking. OrderByDescending(kv => kv.Value).Take(showTop).Select((kv, index) => { string username = "Unknown"; if (FunGameConstant.UserIdAndUsername.TryGetValue(kv.Key, out User? value) && value != null) { username = value.Username; } if (kv.Key == user.Id) { currentTop = index + 1; } return $"{index + 1}. UID:{kv.Key},昵称:{username},共斗积分:{kv.Value}"; })) : "暂无任何数据。")}\r\n\r\n仅显示前 {showTop} 位{(currentTop > 0 ? $",你目前排在第 {currentTop} 位。" : "")}", 5 => $"【锻造积分排行榜】\r\n" + $"数据每分钟更新一次,上次更新:{FunGameConstant.RankingUpdateTime.ToString(General.GeneralDateTimeFormatChinese)}\r\n" + $"\r\n{(FunGameConstant.UserForgingRanking.Count > 0 ? string.Join("\r\n", FunGameConstant.UserForgingRanking. OrderByDescending(kv => kv.Value).Take(showTop).Select((kv, index) => { string username = "Unknown"; if (FunGameConstant.UserIdAndUsername.TryGetValue(kv.Key, out User? value) && value != null) { username = value.Username; } if (kv.Key == user.Id) { currentTop = index + 1; } return $"{index + 1}. UID:{kv.Key},昵称:{username},锻造积分:{kv.Value:0.##}"; })) : "暂无任何数据。")}\r\n\r\n仅显示前 {showTop} 位{(currentTop > 0 ? $",你目前排在第 {currentTop} 位。" : "")}", _ => "不支持的查询。", }; FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("additemstocharacter")] public string AddItemsToCharacter([FromQuery] long uid = -1, [FromQuery] int cid = -1, [FromBody] int[]? ids = null) { ids ??= []; try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); if (sql is null) { return busy; } User user = FunGameService.GetUser(pc); List msgs = []; if (cid > 0 && cid <= user.Inventory.Characters.Count) { Character character = user.Inventory.Characters.ToList()[cid - 1]; List itemTrading = []; itemTrading = SQLService.GetUserItemGuids(sql, user.Id); Dictionary dict = user.Inventory.Items.Select((item, index) => new { item, index }).ToDictionary(x => x.index + 1, x => x.item); List successItems = []; foreach (int itemIndex in ids) { if (itemIndex > 0 && itemIndex <= dict.Count) { Item item = dict[itemIndex]; if (item.IsLock) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品已上锁。"); } if (item.ItemType != ItemType.Consumable) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品不是消耗品类型。"); } if (item.Character != null) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品已被 {item.Character} 装备中。"); } if (itemTrading.Contains(item.Guid)) { msgs.Add($"物品 {itemIndex}. {item.Name}:此物品正在进行交易,请检查交易报价。"); } if (msgs.Count == 0) { msgs.Add($"添加物品 {itemIndex}. {item.Name} 到角色 [ {character} ] 的背包中成功!"); user.Inventory.Items.Remove(item); character.Items.Add(item); } } else { msgs.Add($"{itemIndex}. 没有找到与这个序号相对应的物品!"); } } if (successItems.Count == 0) { msgs.Add($"没有成功添加任何物品到角色背包中。请检查物品是否存在或是否满足条件。"); } } else { msgs.Add("没有找到与这个序号相对应的角色!"); } msg = string.Join("\r\n", msgs); FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("removeitemsfromcharacter")] public string RemoveItemsFromCharacter([FromQuery] long uid = -1, [FromQuery] int cid = -1, [FromBody] int[]? ids = null) { ids ??= []; try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { using SQLHelper? sql = Factory.OpenFactory.GetSQLHelper(); if (sql is null) { return busy; } User user = FunGameService.GetUser(pc); List msgs = []; if (cid > 0 && cid <= user.Inventory.Characters.Count) { Character character = user.Inventory.Characters.ToList()[cid - 1]; List itemTrading = []; itemTrading = SQLService.GetUserItemGuids(sql, user.Id); Dictionary dict = character.Items.Select((item, index) => new { item, index }).ToDictionary(x => x.index + 1, x => x.item); List successItems = []; foreach (int itemIndex in ids) { if (itemIndex > 0 && itemIndex <= dict.Count) { Item item = dict[itemIndex]; if (msgs.Count == 0) { msgs.Add($"从角色 [ {character} ] 的背包中取回物品 {itemIndex}. {item.Name} 成功!"); user.Inventory.Items.Add(item); character.Items.Remove(item); } } else { msgs.Add($"{itemIndex}. 没有找到与这个序号相对应的物品!"); } } if (successItems.Count == 0) { msgs.Add($"没有成功从角色背包中取回任何物品到库存。"); } } else { msgs.Add("没有找到与这个序号相对应的角色!"); } msg = string.Join("\r\n", msgs); FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpPost("template")] public string Template([FromQuery] long uid = -1) { try { PluginConfig pc = FunGameService.GetUserConfig(uid, out bool isTimeout); if (isTimeout) { return busy; } string msg = ""; if (pc.Count > 0) { User user = FunGameService.GetUser(pc); FunGameService.SetUserConfigButNotRelease(uid, pc, user); return msg; } else { return noSaved; } } catch (Exception e) { Logger.LogError(e, "Error: {e}", e); return busy; } finally { FunGameService.ReleaseUserSemaphoreSlim(uid); } } [HttpGet("reload")] public string Relaod([FromQuery] long? master = null) { if (master != null && master == GeneralSettings.Master) { FunGameService.Reload(); FunGameSimulation.InitFunGameSimulation(); return "FunGame已重新加载。"; } return "提供的参数不正确。"; } } }