mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 11:59:35 +08:00
1403 lines
65 KiB
C#
1403 lines
65 KiB
C#
using System.Text;
|
||
using Microsoft.AspNetCore.Mvc;
|
||
using Microsoft.Extensions.Logging;
|
||
using Milimoe.FunGame.Core.Api.Utility;
|
||
using Milimoe.FunGame.Core.Entity;
|
||
using Milimoe.FunGame.Core.Library.Constant;
|
||
using Oshima.Core.Configs;
|
||
using Oshima.Core.Models;
|
||
using Oshima.Core.Utils;
|
||
using Oshima.FunGame.OshimaModules.Characters;
|
||
|
||
namespace Oshima.Core.Controllers
|
||
{
|
||
[ApiController]
|
||
[Route("[controller]")]
|
||
public class FunGameController(ILogger<FunGameController> logger) : ControllerBase
|
||
{
|
||
private readonly ILogger<FunGameController> _logger = logger;
|
||
private const int drawCardReduce = 2000;
|
||
private const int drawCardReduce_Material = 10;
|
||
private const string noSaved = "你还没有创建存档!请发送【创建存档】创建。";
|
||
private readonly ItemType[] itemCanUsed = [ItemType.Consumable, ItemType.MagicCard, ItemType.SpecialItem, ItemType.GiftBox, ItemType.Others];
|
||
|
||
[HttpGet("test")]
|
||
public List<string> GetTest([FromQuery] bool? isweb = null, [FromQuery] bool? isteam = null, [FromQuery] bool? showall = null)
|
||
{
|
||
bool web = isweb ?? true;
|
||
bool team = isteam ?? false;
|
||
bool all = showall ?? false;
|
||
return FunGameActionQueue.StartSimulationGame(false, web, team, all);
|
||
}
|
||
|
||
[HttpGet("stats")]
|
||
public string GetStats([FromQuery] int? id = null)
|
||
{
|
||
if (id != null && id > 0 && id <= FunGameService.Characters.Count)
|
||
{
|
||
Character character = FunGameService.Characters[Convert.ToInt32(id) - 1];
|
||
if (FunGameActionQueue.CharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
|
||
{
|
||
StringBuilder builder = new();
|
||
|
||
builder.AppendLine(character.ToString());
|
||
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.TotalRealDamage:0.##} / 场均:{stats.AvgRealDamage: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.TotalTakenRealDamage:0.##} / 场均:{stats.AvgTakenRealDamage: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 ? $" / 场均:{(double)stats.Deaths / stats.Plays:0.##}" : ""));
|
||
builder.AppendLine($"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($"总计败场数:{stats.Loses}");
|
||
|
||
List<string> names = [.. FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())];
|
||
builder.AppendLine($"MVP次数:{stats.MVPs}(#{names.IndexOf(character.GetName()) + 1})");
|
||
|
||
names = [.. FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
|
||
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%(#{names.IndexOf(character.GetName()) + 1})");
|
||
builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
|
||
|
||
names = [.. FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
|
||
builder.AppendLine($"技术得分:{stats.Rating:0.0#}(#{names.IndexOf(character.GetName()) + 1})");
|
||
|
||
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}");
|
||
|
||
return NetworkUtility.JsonSerialize(builder.ToString());
|
||
}
|
||
}
|
||
return NetworkUtility.JsonSerialize("");
|
||
}
|
||
|
||
[HttpGet("teamstats")]
|
||
public string GetTeamStats([FromQuery] int? id = null)
|
||
{
|
||
if (id != null && id > 0 && id <= FunGameService.Characters.Count)
|
||
{
|
||
Character character = FunGameService.Characters[Convert.ToInt32(id) - 1];
|
||
if (FunGameActionQueue.TeamCharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
|
||
{
|
||
StringBuilder builder = new();
|
||
|
||
builder.AppendLine(character.ToString());
|
||
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.TotalRealDamage:0.##} / 场均:{stats.AvgRealDamage: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.TotalTakenRealDamage:0.##} / 场均:{stats.AvgTakenRealDamage: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<string> names = [.. FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())];
|
||
builder.AppendLine($"MVP次数:{stats.MVPs}(#{names.IndexOf(character.GetName()) + 1})");
|
||
names = [.. FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
|
||
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%(#{names.IndexOf(character.GetName()) + 1})");
|
||
names = [.. FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
|
||
builder.AppendLine($"技术得分:{stats.Rating:0.0#}(#{names.IndexOf(character.GetName()) + 1})");
|
||
|
||
return NetworkUtility.JsonSerialize(builder.ToString());
|
||
}
|
||
}
|
||
return NetworkUtility.JsonSerialize("");
|
||
}
|
||
|
||
[HttpGet("winraterank")]
|
||
public string GetWinrateRank([FromQuery] bool? isteam = null)
|
||
{
|
||
bool team = isteam ?? false;
|
||
if (team)
|
||
{
|
||
List<string> strings = [];
|
||
IEnumerable<Character> ratings = FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
|
||
foreach (Character character in ratings)
|
||
{
|
||
StringBuilder builder = new();
|
||
CharacterStatistics stats = FunGameActionQueue.TeamCharacterStatistics[character];
|
||
builder.AppendLine(character.ToString());
|
||
builder.AppendLine($"总计参赛数:{stats.Plays}");
|
||
builder.AppendLine($"总计冠军数:{stats.Wins}");
|
||
builder.AppendLine($"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 NetworkUtility.JsonSerialize(strings);
|
||
}
|
||
else
|
||
{
|
||
List<string> strings = [];
|
||
IEnumerable<Character> ratings = FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
|
||
foreach (Character character in ratings)
|
||
{
|
||
StringBuilder builder = new();
|
||
CharacterStatistics stats = FunGameActionQueue.CharacterStatistics[character];
|
||
builder.AppendLine(character.ToString());
|
||
builder.AppendLine($"总计参赛数:{stats.Plays}");
|
||
builder.AppendLine($"总计冠军数:{stats.Wins}");
|
||
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($"MVP次数:{stats.MVPs}");
|
||
strings.Add(builder.ToString());
|
||
}
|
||
return NetworkUtility.JsonSerialize(strings);
|
||
}
|
||
}
|
||
|
||
[HttpGet("ratingrank")]
|
||
public string GetRatingRank([FromQuery] bool? isteam = null)
|
||
{
|
||
bool team = isteam ?? false;
|
||
if (team)
|
||
{
|
||
List<string> strings = [];
|
||
IEnumerable<Character> ratings = FunGameActionQueue.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
|
||
foreach (Character character in ratings)
|
||
{
|
||
StringBuilder builder = new();
|
||
CharacterStatistics stats = FunGameActionQueue.TeamCharacterStatistics[character];
|
||
builder.AppendLine(character.ToString());
|
||
builder.AppendLine($"总计参赛数:{stats.Plays}");
|
||
builder.AppendLine($"总计冠军数:{stats.Wins}");
|
||
builder.AppendLine($"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 NetworkUtility.JsonSerialize(strings);
|
||
}
|
||
else
|
||
{
|
||
List<string> strings = [];
|
||
IEnumerable<Character> ratings = FunGameActionQueue.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
|
||
foreach (Character character in ratings)
|
||
{
|
||
StringBuilder builder = new();
|
||
CharacterStatistics stats = FunGameActionQueue.CharacterStatistics[character];
|
||
builder.AppendLine(character.ToString());
|
||
builder.AppendLine($"总计参赛数:{stats.Plays}");
|
||
builder.AppendLine($"总计冠军数:{stats.Wins}");
|
||
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($"MVP次数:{stats.MVPs}");
|
||
strings.Add(builder.ToString());
|
||
}
|
||
return NetworkUtility.JsonSerialize(strings);
|
||
}
|
||
}
|
||
|
||
[HttpGet("characterinfo")]
|
||
public string GetCharacterInfo([FromQuery] int? id = null)
|
||
{
|
||
if (id != null && id > 0 && id <= FunGameService.Characters.Count)
|
||
{
|
||
Character c = FunGameService.Characters[Convert.ToInt32(id) - 1].Copy();
|
||
c.Level = General.GameplayEquilibriumConstant.MaxLevel;
|
||
c.NormalAttack.Level = General.GameplayEquilibriumConstant.MaxNormalAttackLevel;
|
||
FunGameService.AddCharacterSkills(c, 1, General.GameplayEquilibriumConstant.MaxSkillLevel, General.GameplayEquilibriumConstant.MaxSuperSkillLevel);
|
||
|
||
return NetworkUtility.JsonSerialize(c.GetInfo().Trim());
|
||
}
|
||
return NetworkUtility.JsonSerialize("");
|
||
}
|
||
|
||
[HttpGet("skillinfo")]
|
||
public string GetSkillInfo([FromQuery] long? id = null)
|
||
{
|
||
IEnumerable<Skill> skills = FunGameService.Skills.Union(FunGameService.Magics);
|
||
if (id != null && FunGameService.Characters.Count > 1)
|
||
{
|
||
List<string> msg = [];
|
||
Character c = FunGameService.Characters[1].Copy();
|
||
Skill? s = skills.Where(s => s.Id == id).FirstOrDefault()?.Copy();
|
||
if (s != null)
|
||
{
|
||
s.Character = c;
|
||
msg.Add($"技能展示的属性基于演示角色:[ {c} ]");
|
||
msg.Add(c.ToStringWithLevel() + "\r\n" + s.ToString());
|
||
s.Level++; ;
|
||
msg.Add(c.ToStringWithLevel() + "\r\n" + s.ToString());
|
||
c.Level = General.GameplayEquilibriumConstant.MaxLevel;
|
||
s.Level = s.IsMagic ? General.GameplayEquilibriumConstant.MaxMagicLevel : General.GameplayEquilibriumConstant.MaxSkillLevel;
|
||
msg.Add(c.ToStringWithLevel() + "\r\n" + s.ToString());
|
||
}
|
||
|
||
return NetworkUtility.JsonSerialize(string.Join("\r\n\r\n", msg));
|
||
}
|
||
return NetworkUtility.JsonSerialize("");
|
||
}
|
||
|
||
[HttpGet("iteminfo")]
|
||
public string GetItemInfo([FromQuery] long? id = null)
|
||
{
|
||
IEnumerable<Item> items = FunGameService.Equipment;
|
||
if (id != null)
|
||
{
|
||
List<string> msg = [];
|
||
Item? i = items.Where(i => i.Id == id).FirstOrDefault()?.Copy();
|
||
if (i != null)
|
||
{
|
||
i.SetLevel(1);
|
||
msg.Add(i.ToString(false, true));
|
||
}
|
||
|
||
return NetworkUtility.JsonSerialize(string.Join("\r\n\r\n", msg));
|
||
}
|
||
return NetworkUtility.JsonSerialize("");
|
||
}
|
||
|
||
[HttpGet("newmagiccard")]
|
||
public string GenerateMagicCard()
|
||
{
|
||
Item i = FunGameService.GenerateMagicCard();
|
||
return NetworkUtility.JsonSerialize(i.ToString(false, true));
|
||
}
|
||
|
||
[HttpGet("newmagiccardpack")]
|
||
public string GenerateMagicCardPack()
|
||
{
|
||
Item? i = FunGameService.GenerateMagicCardPack(3);
|
||
if (i != null)
|
||
{
|
||
return NetworkUtility.JsonSerialize(i.ToString(false, true));
|
||
}
|
||
return NetworkUtility.JsonSerialize("");
|
||
}
|
||
|
||
[HttpPost("createsaved")]
|
||
public string CreateSaved([FromQuery] long? qq = null, [FromQuery] string? name = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
string username = name ?? FunGameService.GenerateRandomChineseUserName();
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count == 0)
|
||
{
|
||
User user = Factory.GetUser(userid, username, DateTime.Now, DateTime.Now, userid + "@qq.com", username);
|
||
user.Inventory.Credits = 5000000;
|
||
user.Inventory.Characters.Add(new CustomCharacter(userid, username));
|
||
FunGameService.UserIdAndUsername[userid] = username;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"创建存档成功!你的用户名是【{username}】。");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize("你已经创建过存档!");
|
||
}
|
||
}
|
||
|
||
[HttpPost("restoresaved")]
|
||
public string RestoreSaved([FromQuery] long? qq = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
user.Inventory.Credits = 5000000;
|
||
user.Inventory.Materials = 0;
|
||
user.Inventory.Characters.Clear();
|
||
user.Inventory.Items.Clear();
|
||
user.Inventory.Characters.Add(new CustomCharacter(userid, user.Username));
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"你的存档已还原成功。");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
|
||
[HttpPost("rename")]
|
||
public string ReName([FromQuery] long? qq = null)
|
||
{
|
||
long userid = qq ?? 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);
|
||
|
||
int reduce = 1500;
|
||
if (user.Inventory.Credits >= reduce)
|
||
{
|
||
user.Inventory.Credits -= reduce;
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {reduce} 呢,无法改名!");
|
||
}
|
||
|
||
user.Username = FunGameService.GenerateRandomChineseUserName();
|
||
if (user.Inventory.Characters.FirstOrDefault(c => c.Id == user.Id) is Character character)
|
||
{
|
||
character.Name = user.Username;
|
||
}
|
||
if (user.Inventory.Name.EndsWith("的库存"))
|
||
{
|
||
user.Inventory.Name = user.Username + "的库存";
|
||
}
|
||
FunGameService.UserIdAndUsername[user.Id] = user.Username;
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameCurrency},你的新名字是【{user.Username}】");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
|
||
[HttpPost("randomcustom")]
|
||
public string RandomCustomCharacter([FromQuery] long? qq = null, [FromQuery] bool? confirm = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
bool isConfirm = confirm ?? false;
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
EntityModuleConfig<Character> emc = new("randomcustom", userid.ToString());
|
||
emc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
if (user.Inventory.Characters.FirstOrDefault(c => c.Id == user.Id) is Character character)
|
||
{
|
||
PrimaryAttribute oldPA = character.PrimaryAttribute;
|
||
double oldSTR = character.InitialSTR;
|
||
double oldAGI = character.InitialAGI;
|
||
double oldINT = character.InitialINT;
|
||
double oldSTRG = character.STRGrowth;
|
||
double oldAGIG = character.AGIGrowth;
|
||
double oldINTG = character.INTGrowth;
|
||
Character? newCustom = emc.Count > 0 ? emc.Get("newCustom") : null;
|
||
|
||
if (isConfirm)
|
||
{
|
||
if (newCustom != null)
|
||
{
|
||
character.PrimaryAttribute = newCustom.PrimaryAttribute;
|
||
character.InitialSTR = newCustom.InitialSTR;
|
||
character.InitialAGI = newCustom.InitialAGI;
|
||
character.InitialINT = newCustom.InitialINT;
|
||
character.STRGrowth = newCustom.STRGrowth;
|
||
character.AGIGrowth = newCustom.AGIGrowth;
|
||
character.INTGrowth = newCustom.INTGrowth;
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
emc.Clear();
|
||
emc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"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" +
|
||
$"初始智力:{oldINT}(+{oldINTG}/Lv)=> {character.InitialINT}(+{character.INTGrowth}/Lv)");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你还没有获取过重随属性预览!");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (newCustom is null)
|
||
{
|
||
int reduce = 20;
|
||
if (user.Inventory.Materials >= reduce)
|
||
{
|
||
user.Inventory.Materials -= reduce;
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce} 呢,无法重随自建角色属性!");
|
||
}
|
||
newCustom = new CustomCharacter(user.Id, "");
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
emc.Add("newCustom", newCustom);
|
||
emc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"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" +
|
||
$"请发送【确认角色重随】来确认更新,或者发送【取消角色重随】来取消操作。");
|
||
}
|
||
else if (newCustom.Id == user.Id)
|
||
{
|
||
return NetworkUtility.JsonSerialize($"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"+
|
||
$"请发送【确认角色重随】来确认更新,或者发送【取消角色重随】来取消操作。");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"重随自建角色属性失败!");
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你似乎没有自建角色,请发送【生成自建角色】创建!");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
|
||
[HttpPost("cancelrandomcustom")]
|
||
public string CancelRandomCustomCharacter([FromQuery] long? qq = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
EntityModuleConfig<Character> emc = new("randomcustom", userid.ToString());
|
||
emc.LoadConfig();
|
||
if (emc.Count > 0)
|
||
{
|
||
emc.Clear();
|
||
emc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"已取消角色重随。");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你目前没有待确认的角色重随。");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
|
||
[HttpPost("inventoryinfo")]
|
||
public string GetInventoryInfo([FromQuery] long? qq = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
|
||
return NetworkUtility.JsonSerialize(user.Inventory.ToString(false));
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
|
||
[HttpPost("inventoryinfo2")]
|
||
public List<string> GetInventoryInfo2([FromQuery] long? qq = null, [FromQuery] int? page = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
int showPage = page ?? 1;
|
||
if (showPage <= 0) showPage = 1;
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
List<string> list = [];
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
list.Add($"☆★☆ {user.Inventory.Name} ☆★☆");
|
||
list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.00}");
|
||
list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}:{user.Inventory.Materials:0.00}");
|
||
List<Character> characters = [.. user.Inventory.Characters];
|
||
List<Item> items = [.. user.Inventory.Items];
|
||
int total = characters.Count + items.Count;
|
||
int maxPage = (int)Math.Ceiling((double)total / 10);
|
||
if (maxPage < 1) maxPage = 1;
|
||
if (showPage <= maxPage)
|
||
{
|
||
List<object> inventory = [.. characters, .. items];
|
||
Dictionary<int, object> dict = inventory.Select((obj, index) => new { Index = index + 1, Value = obj }).ToDictionary(k => k.Index, v => v.Value);
|
||
List<int> seq = [.. FunGameService.GetPage(dict.Keys, showPage, 10)];
|
||
bool showCharacter = true;
|
||
bool showItem = true;
|
||
int characterCount = 0;
|
||
int itemCount = 0;
|
||
|
||
int prevSequence = dict.Take((showPage - 1) * 10).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($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
list.Add(noSaved);
|
||
}
|
||
return list;
|
||
}
|
||
|
||
[HttpPost("inventoryinfo3")]
|
||
public List<string> GetInventoryInfo3([FromQuery] long? qq = null, [FromQuery] int? page = null, [FromQuery] int? order = null, [FromQuery] int? orderqty = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
int showPage = page ?? 1;
|
||
if (showPage <= 0) showPage = 1;
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
List<string> list = [];
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
list.Add($"☆★☆ {user.Inventory.Name} ☆★☆");
|
||
list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.00}");
|
||
list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}:{user.Inventory.Materials:0.00}");
|
||
List<Item> items = [.. user.Inventory.Items];
|
||
|
||
Dictionary<string, List<Item>> itemCategory = [];
|
||
foreach (Item item in items)
|
||
{
|
||
if (!itemCategory.TryAdd(item.GetIdName(), [item]))
|
||
{
|
||
itemCategory[item.GetIdName()].Add(item);
|
||
}
|
||
}
|
||
if (orderqty != 0)
|
||
{
|
||
IOrderedEnumerable<KeyValuePair<string, List<Item>>>? 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 / 10);
|
||
if (maxPage < 1) maxPage = 1;
|
||
if (showPage <= maxPage)
|
||
{
|
||
List<string> keys = [.. FunGameService.GetPage(itemCategory.Keys, showPage, 10)];
|
||
int itemCount = 0;
|
||
list.Add("======= 物品 =======");
|
||
foreach (string key in keys)
|
||
{
|
||
itemCount++;
|
||
List<Item> 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";
|
||
str += $"物品序号:{string.Join(",", objs.Select(i => items.IndexOf(i) + 1))}\r\n";
|
||
str += $"拥有数量:{objs.Count}(" + (first.IsEquipment ? $"可装备数量:{objs.Count(i => i.Character is null)}," : "") +
|
||
(itemCanUsed.Contains(first.ItemType) ? $"可使用数量:{objs.Count(i => i.RemainUseTimes > 0)}," : "") +
|
||
$"可出售数量:{objs.Count(i => i.IsSellable)},可交易数量:{objs.Count(i => i.IsTradable)})";
|
||
list.Add(str);
|
||
}
|
||
list.Add($"页数:{showPage} / {maxPage}");
|
||
}
|
||
else
|
||
{
|
||
list.Add($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
list.Add(noSaved);
|
||
}
|
||
return list;
|
||
}
|
||
|
||
[HttpPost("inventoryinfo4")]
|
||
public List<string> GetInventoryInfo4([FromQuery] long? qq = null, [FromQuery] int? page = null, [FromQuery] int? type = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
int showPage = page ?? 1;
|
||
int itemtype = type ?? -1;
|
||
if (showPage <= 0) showPage = 1;
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
List<string> list = [];
|
||
if (pc.Count > 0)
|
||
{
|
||
if (type == -1)
|
||
{
|
||
return ["没有指定物品的类型,请使用通用查询方法!"];
|
||
}
|
||
|
||
User user = FunGameService.GetUser(pc);
|
||
list.Add($"☆★☆ {user.Inventory.Name} ☆★☆");
|
||
list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.00}");
|
||
list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}:{user.Inventory.Materials:0.00}");
|
||
List<Item> items = [.. user.Inventory.Items];
|
||
|
||
Dictionary<string, List<Item>> 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<Item> 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 / 10);
|
||
if (maxPage < 1) maxPage = 1;
|
||
if (showPage <= maxPage)
|
||
{
|
||
List<string> keys = [.. FunGameService.GetPage(itemCategory.Keys, showPage, 10)];
|
||
int itemCount = 0;
|
||
list.Add($"======= {ItemSet.GetItemTypeName((ItemType)itemtype).Replace("物品", "")}物品 =======");
|
||
foreach (string key in keys)
|
||
{
|
||
itemCount++;
|
||
List<Item> 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";
|
||
str += $"物品序号:{string.Join(",", objs.Select(i => items.IndexOf(i) + 1))}\r\n";
|
||
str += $"拥有数量:{objs.Count}(" + (first.IsEquipment ? $"可装备数量:{objs.Count(i => i.Character is null)}," : "") +
|
||
(itemCanUsed.Contains(first.ItemType) ? $"可使用数量:{objs.Count(i => i.RemainUseTimes > 0)}," : "") +
|
||
$"可出售数量:{objs.Count(i => i.IsSellable)},可交易数量:{objs.Count(i => i.IsTradable)})";
|
||
list.Add(str);
|
||
}
|
||
list.Add($"页数:{showPage} / {maxPage}");
|
||
}
|
||
else
|
||
{
|
||
list.Add($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
list.Add(noSaved);
|
||
}
|
||
return list;
|
||
}
|
||
|
||
[HttpPost("inventoryinfo5")]
|
||
public List<string> GetInventoryInfo5([FromQuery] long? qq = null, [FromQuery] int? page = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
int showPage = page ?? 1;
|
||
if (showPage <= 0) showPage = 1;
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
List<string> list = [];
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
list.Add($"☆★☆ {user.Inventory.Name} ☆★☆");
|
||
list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}:{user.Inventory.Credits:0.00}");
|
||
list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}:{user.Inventory.Materials:0.00}");
|
||
List<Character> characters = [.. user.Inventory.Characters];
|
||
int total = characters.Count;
|
||
int maxPage = (int)Math.Ceiling((double)total / 6);
|
||
if (maxPage < 1) maxPage = 1;
|
||
if (showPage <= maxPage)
|
||
{
|
||
List<object> inventory = [.. characters];
|
||
Dictionary<int, object> dict = inventory.Select((obj, index) => new { Index = index + 1, Value = obj }).ToDictionary(k => k.Index, v => v.Value);
|
||
List<int> seq = [.. FunGameService.GetPage(dict.Keys, showPage, 6)];
|
||
bool showCharacter = true;
|
||
int characterCount = 0;
|
||
|
||
int prevSequence = dict.Take((showPage - 1) * 6).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($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
list.Add(noSaved);
|
||
}
|
||
return list;
|
||
}
|
||
|
||
[HttpPost("newcustomcharacter")]
|
||
public string NewCustomCharacter([FromQuery] long? qq = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
if (user.Inventory.Characters.Any(c => c.Id == user.Id))
|
||
{
|
||
return NetworkUtility.JsonSerialize($"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(userid, user.Username));
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"恭喜你成功创建了一个自建角色【{user.Username}】,请查看你的角色库存!");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
|
||
[HttpPost("drawcard")]
|
||
public string DrawCard([FromQuery] long? qq = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
|
||
int reduce = drawCardReduce;
|
||
if (user.Inventory.Credits >= reduce)
|
||
{
|
||
user.Inventory.Credits -= reduce;
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {reduce} 呢,无法抽卡!");
|
||
}
|
||
|
||
double dice = Random.Shared.NextDouble();
|
||
if (dice > 0.8)
|
||
{
|
||
string msg = FunGameService.GetDrawCardResult(reduce, user);
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize(msg);
|
||
}
|
||
else
|
||
{
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameCurrency},你什么也没抽中……");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
|
||
[HttpPost("drawcards")]
|
||
public List<string> DrawCards([FromQuery] long? qq = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
|
||
int reduce = drawCardReduce * 10;
|
||
if (user.Inventory.Credits >= reduce)
|
||
{
|
||
user.Inventory.Credits -= reduce;
|
||
}
|
||
else
|
||
{
|
||
return [$"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {reduce} 呢,无法十连抽卡!"];
|
||
}
|
||
|
||
List<string> result = [$"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameCurrency},恭喜你抽到了:"];
|
||
int count = 0;
|
||
for (int i = 0; i < 10; i++)
|
||
{
|
||
double dice = Random.Shared.NextDouble();
|
||
if (dice > 0.8)
|
||
{
|
||
count++;
|
||
result.Add(FunGameService.GetDrawCardResult(reduce, user, true, count));
|
||
}
|
||
}
|
||
if (result.Count == 1)
|
||
{
|
||
result[0] = $"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameCurrency},你什么也没抽中……";
|
||
}
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return result;
|
||
}
|
||
else
|
||
{
|
||
return [noSaved];
|
||
}
|
||
}
|
||
|
||
[HttpPost("drawcardm")]
|
||
public string DrawCard_Material([FromQuery] long? qq = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
|
||
int reduce = drawCardReduce_Material;
|
||
if (user.Inventory.Materials >= reduce)
|
||
{
|
||
user.Inventory.Materials -= reduce;
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce} 呢,无法抽卡!");
|
||
}
|
||
|
||
double dice = Random.Shared.NextDouble();
|
||
if (dice > 0.8)
|
||
{
|
||
string msg = FunGameService.GetDrawCardResult(reduce, user);
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize(msg);
|
||
}
|
||
else
|
||
{
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},你什么也没抽中……");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
|
||
[HttpPost("drawcardsm")]
|
||
public List<string> DrawCards_Material([FromQuery] long? qq = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
|
||
int reduce = drawCardReduce_Material * 10;
|
||
if (user.Inventory.Materials >= reduce)
|
||
{
|
||
user.Inventory.Materials -= reduce;
|
||
}
|
||
else
|
||
{
|
||
return [$"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce} 呢,无法十连抽卡!"];
|
||
}
|
||
|
||
List<string> result = [$"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},恭喜你抽到了:"];
|
||
int count = 0;
|
||
for (int i = 0; i < 10; i++)
|
||
{
|
||
double dice = Random.Shared.NextDouble();
|
||
if (dice > 0.8)
|
||
{
|
||
count++;
|
||
result.Add(FunGameService.GetDrawCardResult(reduce, user, true, count));
|
||
}
|
||
}
|
||
if (result.Count == 1)
|
||
{
|
||
result[0] = $"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},你什么也没抽中……";
|
||
}
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return result;
|
||
}
|
||
else
|
||
{
|
||
return [noSaved];
|
||
}
|
||
}
|
||
|
||
[HttpPost("exchangecredits")]
|
||
public string ExchangeCredits([FromQuery] long? qq = null, [FromQuery] double? materials = null)
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
double useMaterials = materials ?? 0;
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
|
||
int reduce = (int)useMaterials >= 10 ? (int)useMaterials : 10;
|
||
reduce -= reduce % 10;
|
||
if (reduce >= 10 && user.Inventory.Materials >= reduce)
|
||
{
|
||
int reward = reduce / 10 * 2000;
|
||
user.Inventory.Credits += reward;
|
||
user.Inventory.Materials -= reduce;
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"兑换成功!你消耗了 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},增加了 {reward} {General.GameplayEquilibriumConstant.InGameCurrency}!");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce},最低消耗 10 {General.GameplayEquilibriumConstant.InGameMaterial}兑换 2000 {General.GameplayEquilibriumConstant.InGameCurrency}!");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
|
||
[HttpPost("showcharacterinfo")]
|
||
public string GetCharacterInfoFromInventory([FromQuery] long? qq = null, [FromQuery] int? seq = null, [FromQuery] bool? simple = null)
|
||
{
|
||
try
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
int cIndex = seq ?? 0;
|
||
bool isSimple = simple ?? false;
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = FunGameService.GetUser(pc);
|
||
|
||
if (cIndex > 0 && cIndex <= user.Inventory.Characters.Count)
|
||
{
|
||
Character character = user.Inventory.Characters.ToList()[cIndex - 1];
|
||
if (isSimple)
|
||
{
|
||
return NetworkUtility.JsonSerialize($"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 NetworkUtility.JsonSerialize($"这是你库存中序号为 {cIndex} 的角色详细信息:\r\n{character.GetInfo().Trim()}");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"没有找到与这个序号相对应的角色!");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
return NetworkUtility.JsonSerialize(e.ToString());
|
||
}
|
||
}
|
||
|
||
[HttpPost("showiteminfo")]
|
||
public string GetItemInfoFromInventory([FromQuery] long? qq = null, [FromQuery] int? seq = null)
|
||
{
|
||
try
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
int itemIndex = seq ?? 0;
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
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 NetworkUtility.JsonSerialize($"这是你库存中序号为 {itemIndex} 的物品详细信息:\r\n{item.ToStringInventory(true).Trim()}");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"没有找到与这个序号相对应的物品!");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
return NetworkUtility.JsonSerialize(e.ToString());
|
||
}
|
||
}
|
||
|
||
[HttpPost("equipitem")]
|
||
public string EquipItem([FromQuery] long? qq = null, [FromQuery] int? c = null, [FromQuery] int? i = null)
|
||
{
|
||
try
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
int characterIndex = c ?? 0;
|
||
int itemIndex = i ?? 0;
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
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
|
||
{
|
||
return NetworkUtility.JsonSerialize($"没有找到与这个序号相对应的角色!");
|
||
}
|
||
if (itemIndex > 0 && itemIndex <= user.Inventory.Items.Count)
|
||
{
|
||
item = user.Inventory.Items.ToList()[itemIndex - 1];
|
||
if ((int)item.ItemType < (int)ItemType.MagicCardPack || (int)item.ItemType > (int)ItemType.Accessory)
|
||
{
|
||
return NetworkUtility.JsonSerialize($"这个物品无法被装备!");
|
||
}
|
||
else if (item.Character != null)
|
||
{
|
||
return NetworkUtility.JsonSerialize($"这个物品无法被装备![ {item.Character.ToStringWithLevelWithOutUser()} ] 已装备此物品。");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"没有找到与这个序号相对应的物品!");
|
||
}
|
||
if (character != null && item != null && character.Equip(item))
|
||
{
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"装备{ItemSet.GetQualityTypeName(item.QualityType)}{ItemSet.GetItemTypeName(item.ItemType)}【{item.Name}】成功!" +
|
||
$"({ItemSet.GetEquipSlotTypeName(item.EquipSlotType)}栏位)\r\n物品描述:{item.Description}");
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"装备失败!可能是角色、物品不存在或者其他原因。");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
return NetworkUtility.JsonSerialize(e.ToString());
|
||
}
|
||
}
|
||
|
||
[HttpPost("unequipitem")]
|
||
public string UnEquipItem([FromQuery] long? qq = null, [FromQuery] int? c = null, [FromQuery] int? i = null)
|
||
{
|
||
try
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
int characterIndex = c ?? 0;
|
||
EquipSlotType type = (EquipSlotType)(i ?? 0);
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
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;
|
||
user.LastTime = DateTime.Now;
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
return NetworkUtility.JsonSerialize($"取消装备{ItemSet.GetQualityTypeName(item.QualityType)}{ItemSet.GetItemTypeName(item.ItemType)}【{item.Name}】成功!({ItemSet.GetEquipSlotTypeName(type)}栏位)");
|
||
}
|
||
else return NetworkUtility.JsonSerialize($"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
|
||
{
|
||
return NetworkUtility.JsonSerialize($"没有找到与这个序号相对应的角色!");
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize(noSaved);
|
||
}
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
return NetworkUtility.JsonSerialize(e.ToString());
|
||
}
|
||
}
|
||
|
||
[HttpPost("fightcustom")]
|
||
public List<string> FightCustom([FromQuery] long? qq = null, [FromQuery] long? eqq = null)
|
||
{
|
||
try
|
||
{
|
||
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
long enemyid = eqq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
|
||
|
||
PluginConfig pc = new("saved", userid.ToString());
|
||
pc.LoadConfig();
|
||
|
||
PluginConfig pc2 = new("saved", enemyid.ToString());
|
||
pc2.LoadConfig();
|
||
|
||
User? user1 = null, user2 = null;
|
||
|
||
if (pc.Count > 0)
|
||
{
|
||
user1 = FunGameService.GetUser(pc);
|
||
}
|
||
else
|
||
{
|
||
return [noSaved];
|
||
}
|
||
|
||
if (pc2.Count > 0)
|
||
{
|
||
user2 = FunGameService.GetUser(pc2);
|
||
}
|
||
else
|
||
{
|
||
return [$"对方貌似还没有创建存档呢!"];
|
||
}
|
||
|
||
if (user1 != null && user2 != null)
|
||
{
|
||
Character? character1 = user1.Inventory.Characters.FirstOrDefault(c => c.Id == user1.Id);
|
||
if (character1 is null)
|
||
{
|
||
return [$"你似乎没有自建角色,请发送【生成自建角色】创建!"];
|
||
}
|
||
Character? character2 = user2.Inventory.Characters.FirstOrDefault(c => c.Id == user2.Id);
|
||
if (character2 is null)
|
||
{
|
||
return [$"对方似乎还没有自建角色,请发送【生成自建角色】创建!"];
|
||
}
|
||
|
||
return FunGameActionQueue.StartGame([character1, character2], false, false, false, false, false);
|
||
}
|
||
else
|
||
{
|
||
return [$"决斗发起失败!"];
|
||
}
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
return [e.ToString()];
|
||
}
|
||
}
|
||
|
||
[HttpPost("fightcustom2")]
|
||
public List<string> FightCustom2([FromQuery] long? qq = null, [FromQuery] string? name = null)
|
||
{
|
||
try
|
||
{
|
||
if (name != null)
|
||
{
|
||
long enemyid = FunGameService.UserIdAndUsername.Where(kv => kv.Value == name).Select(kv => kv.Key).FirstOrDefault();
|
||
if (enemyid == 0)
|
||
{
|
||
return [$"找不到此名称对应的玩家!"];
|
||
}
|
||
return FightCustom(qq, enemyid);
|
||
}
|
||
return [$"决斗发起失败!"];
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
return [e.ToString()];
|
||
}
|
||
}
|
||
|
||
[HttpGet("reload")]
|
||
public string Relaod([FromQuery] long? master = null)
|
||
{
|
||
if (master != null && master == GeneralSettings.Master)
|
||
{
|
||
FunGameService.Reload();
|
||
FunGameActionQueue.InitFunGameActionQueue();
|
||
return NetworkUtility.JsonSerialize("FunGame已重新加载。");
|
||
}
|
||
return NetworkUtility.JsonSerialize("提供的参数不正确。");
|
||
}
|
||
|
||
[HttpPost("post")]
|
||
public string PostName([FromBody] string name)
|
||
{
|
||
return NetworkUtility.JsonSerialize($"Your Name received successfully: {name}.");
|
||
}
|
||
|
||
[HttpPost("bind")]
|
||
public string Post([FromBody] BindQQ b)
|
||
{
|
||
return NetworkUtility.JsonSerialize("绑定失败,请稍后再试。");
|
||
}
|
||
}
|
||
}
|