mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 03:49:35 +08:00
1759 lines
76 KiB
C#
1759 lines
76 KiB
C#
using System.Text;
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using Milimoe.FunGame.Core.Api.Transmittal;
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using Milimoe.FunGame.Core.Api.Utility;
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using Milimoe.FunGame.Core.Entity;
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using Milimoe.FunGame.Core.Library.Constant;
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using Oshima.Core.Constant;
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using Oshima.FunGame.OshimaModules.Characters;
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using Oshima.FunGame.OshimaModules.Effects.OpenEffects;
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using Oshima.FunGame.OshimaModules.Items;
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using Oshima.FunGame.OshimaModules.Regions;
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using Oshima.FunGame.OshimaModules.Skills;
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namespace Oshima.FunGame.OshimaServers.Service
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{
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public class FunGameService
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{
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public static Dictionary<int, Character> Bosses { get; } = [];
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public static ServerPluginLoader? ServerPluginLoader { get; set; } = null;
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public static WebAPIPluginLoader? WebAPIPluginLoader { get; set; } = null;
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public static void InitFunGame()
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{
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FunGameConstant.Characters.Add(new OshimaShiya());
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FunGameConstant.Characters.Add(new XinYin());
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FunGameConstant.Characters.Add(new Yang());
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FunGameConstant.Characters.Add(new NanGanYu());
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FunGameConstant.Characters.Add(new NiuNan());
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FunGameConstant.Characters.Add(new DokyoMayor());
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FunGameConstant.Characters.Add(new MagicalGirl());
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FunGameConstant.Characters.Add(new QingXiang());
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FunGameConstant.Characters.Add(new QWQAQW());
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FunGameConstant.Characters.Add(new ColdBlue());
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FunGameConstant.Characters.Add(new dddovo());
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FunGameConstant.Characters.Add(new Quduoduo());
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FunGameConstant.Skills.AddRange([new 疾风步()]);
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FunGameConstant.SuperSkills.AddRange([new 嗜血本能(), new 平衡强化(), new 绝对领域(), new 精准打击(), new 三重叠加(), new 变幻之心(), new 力量爆发(), new 能量毁灭(), new 血之狂欢(), new 迅捷之势(), new 天赐之力(), new 魔法涌流()]);
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FunGameConstant.PassiveSkills.AddRange([new META马(), new 心灵之火(), new 魔法震荡(), new 灵能反射(), new 智慧与力量(), new 致命打击(), new 毁灭之势(), new 枯竭打击(), new 破釜沉舟(), new 累积之压(), new 敏捷之刃(), new 弱者猎手()]);
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FunGameConstant.Magics.AddRange([new 冰霜攻击(), new 火之矢(), new 水之矢(), new 风之轮(), new 石之锤(), new 心灵之霞(), new 次元上升(), new 暗物质(), new 回复术(), new 治愈术(),
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new 时间加速(), new 时间减速(), new 沉默十字(), new 反魔法领域()]);
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Dictionary<string, Item> exItems = Factory.GetGameModuleInstances<Item>(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item);
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FunGameConstant.Equipment.AddRange(exItems.Values.Where(i => (int)i.ItemType >= 0 && (int)i.ItemType < 5));
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FunGameConstant.Equipment.AddRange([new 攻击之爪8(), new 攻击之爪20(), new 攻击之爪35(), new 攻击之爪50()]);
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FunGameConstant.Items.AddRange(exItems.Values.Where(i => (int)i.ItemType > 4));
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FunGameConstant.Items.AddRange([new 小经验书(), new 中经验书(), new 大经验书(), new 升华之印(), new 流光之印(), new 永恒之印(), new 技能卷轴(), new 智慧之果(), new 奥术符文(), new 混沌之核(),
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new 小回复药(), new 中回复药(), new 大回复药(), new 魔力填充剂1(), new 魔力填充剂2(), new 魔力填充剂3(), new 能量饮料1(), new 能量饮料2(), new 能量饮料3(), new 年夜饭(), new 蛇年大吉(), new 新春快乐()]);
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FunGameConstant.AllItems.AddRange(FunGameConstant.Equipment);
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FunGameConstant.AllItems.AddRange(FunGameConstant.Items);
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foreach (OshimaRegion region in FunGameConstant.Regions)
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{
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List<Item> items = [.. region.Crops.Select(i => i.Copy())];
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FunGameConstant.ExploreItems.Add(region, items);
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}
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FunGameConstant.DrawCardItems.AddRange(FunGameConstant.AllItems.Where(i => !FunGameConstant.ItemCanNotDrawCard.Contains(i.ItemType)));
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FunGameConstant.AllItems.AddRange(FunGameConstant.ExploreItems.Values.SelectMany(list => list));
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Skill?[] activeSkills = [.. FunGameConstant.Equipment.Select(i => i.Skills.Active), .. FunGameConstant.Items.Select(i => i.Skills.Active)];
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foreach (Skill? skill in activeSkills)
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{
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if (skill != null)
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{
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FunGameConstant.ItemSkills.Add(skill);
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}
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}
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FunGameConstant.ItemSkills.AddRange([.. FunGameConstant.Equipment.SelectMany(i => i.Skills.Passives), .. FunGameConstant.Items.SelectMany(i => i.Skills.Passives)]);
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FunGameConstant.AllSkills.AddRange(FunGameConstant.Magics);
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FunGameConstant.AllSkills.AddRange(FunGameConstant.Skills);
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FunGameConstant.AllSkills.AddRange(FunGameConstant.PassiveSkills);
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FunGameConstant.AllSkills.AddRange(FunGameConstant.ItemSkills);
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FunGameConstant.AllSkills.AddRange(FunGameConstant.SuperSkills);
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}
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public static List<Item> GenerateMagicCards(int count, QualityType? qualityType = null)
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{
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List<Item> items = [];
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for (int i = 0; i < count; i++)
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{
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items.Add(GenerateMagicCard(qualityType));
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}
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return items;
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}
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public static Item GenerateMagicCard(QualityType? qualityType = null)
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{
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Item item = Factory.GetItem();
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item.Id = Convert.ToInt64("16" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 8));
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item.Name = GenerateRandomChineseName();
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item.ItemType = ItemType.MagicCard;
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item.RemainUseTimes = 1;
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int total;
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if (qualityType != null)
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{
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total = qualityType switch
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{
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QualityType.Green => Random.Shared.Next(7, 13),
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QualityType.Blue => Random.Shared.Next(13, 19),
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QualityType.Purple => Random.Shared.Next(19, 25),
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QualityType.Orange => Random.Shared.Next(25, 31),
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_ => Random.Shared.Next(1, 7)
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};
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item.QualityType = (QualityType)qualityType;
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}
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else
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{
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total = Random.Shared.Next(1, 31);
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if (total > 6 && total <= 12)
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{
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item.QualityType = QualityType.Green;
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}
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else if (total > 12 && total <= 18)
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{
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item.QualityType = QualityType.Blue;
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}
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else if (total > 18 && total <= 24)
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{
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item.QualityType = QualityType.Purple;
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}
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else if (total > 24 && total <= 30)
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{
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item.QualityType = QualityType.Orange;
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}
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}
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GenerateAndAddSkillToMagicCard(item, total);
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return item;
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}
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public static void GenerateAndAddSkillToMagicCard(Item item, int total)
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{
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Skill magic = FunGameConstant.Magics[Random.Shared.Next(FunGameConstant.Magics.Count)].Copy();
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magic.Guid = item.Guid;
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magic.Level = (int)item.QualityType switch
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{
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2 => 2,
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3 => 2,
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4 => 3,
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5 => 3,
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6 => 4,
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_ => 1
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};
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if (magic.Level > 1)
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{
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item.Name += $" +{magic.Level - 1}";
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}
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item.Skills.Active = magic;
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// 初始化属性值
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int str = 0, agi = 0, intelligence = 0;
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// 随机决定将多少个属性赋给其中一个属性,确保至少一个不为零
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int nonZeroAttributes = Random.Shared.Next(1, Math.Min(4, total + 1)); // 随机决定非零属性的数量,确保在 total = 1 时最多只有1个非零属性
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// 根据非零属性数量分配属性点
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if (nonZeroAttributes == 1)
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{
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// 只有一个属性不为零
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int attribute = Random.Shared.Next(0, 3);
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if (attribute == 0) str = total;
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else if (attribute == 1) agi = total;
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else intelligence = total;
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}
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else if (nonZeroAttributes == 2 && total >= 2)
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{
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// 两个属性不为零
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int first = Random.Shared.Next(1, total); // 第一个属性的值
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int second = total - first; // 第二个属性的值
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int attribute = Random.Shared.Next(0, 3);
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if (attribute == 0)
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{
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str = first;
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}
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else if (attribute == 1)
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{
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agi = first;
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}
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else
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{
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intelligence = first;
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}
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attribute = Random.Shared.Next(0, 3);
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while ((attribute == 0 && str > 0) || (attribute == 1 && agi > 0) || (attribute == 2 && intelligence > 0))
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{
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attribute = Random.Shared.Next(0, 3);
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}
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if (attribute == 0)
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{
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str = second;
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}
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else if (attribute == 1)
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{
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agi = second;
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}
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else
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{
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intelligence = second;
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}
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}
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else if (total >= 3)
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{
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// 三个属性都不为零
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str = Random.Shared.Next(1, total - 1); // 第一个属性的值
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agi = Random.Shared.Next(1, total - str); // 第二个属性的值
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intelligence = total - str - agi; // 剩下的值给第三个属性
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}
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Skill skill = Factory.OpenFactory.GetInstance<Skill>(item.Id, item.Name, []);
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GenerateAndAddEffectsToMagicCard(skill, str, agi, intelligence);
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skill.Level = 1;
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List<string> strings = [];
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if (str > 0) strings.Add($"{str:0.##} 点力量");
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if (agi > 0) strings.Add($"{agi:0.##} 点敏捷");
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if (intelligence > 0) strings.Add($"{intelligence:0.##} 点智力");
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item.Description = $"包含魔法:{item.Skills.Active.Name + (item.Skills.Active.Level > 1 ? $" +{item.Skills.Active.Level - 1}" : "")}\r\n" +
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$"增加角色属性:{string.Join(",", strings)}";
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item.Skills.Passives.Add(skill);
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}
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public static void GenerateAndAddEffectsToMagicCard(Skill skill, int str, int agi, int intelligence)
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{
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if (str > 0)
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{
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skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>((long)EffectID.ExSTR, "", new()
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{
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{ "skill", skill },
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{
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"values", new Dictionary<string, object>()
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{
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{ "exstr", str }
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}
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}
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}));
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}
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if (agi > 0)
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{
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skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>((long)EffectID.ExAGI, "", new()
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{
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{ "skill", skill },
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{
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"values", new Dictionary<string, object>()
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{
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{ "exagi", agi }
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}
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}
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}));
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}
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if (intelligence > 0)
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{
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skill.Effects.Add(Factory.OpenFactory.GetInstance<Effect>((long)EffectID.ExINT, "", new()
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{
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{ "skill", skill },
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{
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"values", new Dictionary<string, object>()
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{
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{ "exint", intelligence }
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}
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}
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}));
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}
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}
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public static Item? ConflateMagicCardPack(IEnumerable<Item> magicCards)
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{
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if (magicCards.Any())
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{
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List<Skill> magics = [.. magicCards.Where(i => i.Skills.Active != null).Select(i => i.Skills.Active)];
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List<Skill> passives = [.. magicCards.SelectMany(i => i.Skills.Passives)];
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Item item = Factory.GetItem();
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item.Id = Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 8));
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item.Name = GenerateRandomChineseName();
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item.ItemType = ItemType.MagicCardPack;
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double str = 0, agi = 0, intelligence = 0;
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foreach (Skill skill in passives)
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{
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Skill newSkill = skill.Copy();
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foreach (Effect effect in newSkill.Effects)
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{
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switch ((EffectID)effect.Id)
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{
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case EffectID.ExSTR:
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if (effect is ExSTR exstr)
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{
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str += exstr.Value;
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}
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break;
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case EffectID.ExAGI:
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if (effect is ExAGI exagi)
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{
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agi += exagi.Value;
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}
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break;
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case EffectID.ExINT:
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if (effect is ExINT exint)
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{
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intelligence += exint.Value;
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}
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break;
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}
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}
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newSkill.Level = skill.Level;
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item.Skills.Passives.Add(newSkill);
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}
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List<string> strings = [];
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if (str > 0) strings.Add($"{str:0.##} 点力量");
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if (agi > 0) strings.Add($"{agi:0.##} 点敏捷");
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if (intelligence > 0) strings.Add($"{intelligence:0.##} 点智力");
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foreach (Skill skill in magics)
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{
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IEnumerable<Skill> has = item.Skills.Magics.Where(m => m.Id == skill.Id);
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if (has.Any() && has.First() is Skill s)
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{
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s.Level += skill.Level;
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if (s.Level > 1) s.Name = s.Name.Split(' ')[0] + $" +{s.Level - 1}";
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}
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else
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{
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Skill magic = skill.Copy();
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magic.Guid = item.Guid;
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magic.Level = skill.Level;
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item.Skills.Magics.Add(magic);
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}
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}
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item.Description = $"包含魔法:{string.Join(",", item.Skills.Magics.Select(m => m.Name + (m.Level > 1 ? $" +{m.Level - 1}" : "")))}\r\n" +
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$"增加角色属性:{string.Join(",", strings)}";
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double total = str + agi + intelligence;
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if (total > 18 && total <= 36)
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{
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item.QualityType = QualityType.Green;
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}
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else if (total > 36 && total <= 54)
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{
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item.QualityType = QualityType.Blue;
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}
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else if (total > 54 && total <= 72)
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{
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item.QualityType = QualityType.Purple;
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}
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else if (total > 72 && total <= 90)
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{
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item.QualityType = QualityType.Orange;
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}
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return item;
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}
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return null;
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}
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public static Item? GenerateMagicCardPack(int magicCardCount, QualityType? qualityType = null)
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{
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List<Item> magicCards = GenerateMagicCards(magicCardCount, qualityType);
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Item? magicCardPack = ConflateMagicCardPack(magicCards);
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return magicCardPack;
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}
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public static void Reload()
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{
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FunGameConstant.Characters.Clear();
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FunGameConstant.Equipment.Clear();
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FunGameConstant.Skills.Clear();
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FunGameConstant.SuperSkills.Clear();
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FunGameConstant.PassiveSkills.Clear();
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FunGameConstant.Magics.Clear();
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FunGameConstant.DrawCardItems.Clear();
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FunGameConstant.ExploreItems.Clear();
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FunGameConstant.AllItems.Clear();
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FunGameConstant.ItemSkills.Clear();
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FunGameConstant.AllSkills.Clear();
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InitFunGame();
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}
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public static string GenerateRandomChineseName()
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{
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// 随机生成名字长度,2到5个字
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int nameLength = Random.Shared.Next(2, 6);
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StringBuilder name = new();
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for (int i = 0; i < nameLength; i++)
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{
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// 从常用汉字集中随机选择一个汉字
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char chineseCharacter = FunGameConstant.CommonChineseCharacters[Random.Shared.Next(FunGameConstant.CommonChineseCharacters.Length)];
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name.Append(chineseCharacter);
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}
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return name.ToString();
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}
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public static string GenerateRandomChineseUserName()
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{
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StringBuilder name = new();
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// 随机姓
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string lastname = FunGameConstant.CommonSurnames[Random.Shared.Next(FunGameConstant.CommonSurnames.Length)];
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name.Append(lastname);
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// 随机生成名字长度,2到5个字
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int nameLength = Random.Shared.Next(1, 2);
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for (int i = 0; i < nameLength; i++)
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{
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// 从常用汉字集中随机选择一个汉字
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char chineseCharacter = FunGameConstant.CommonChineseCharacters[Random.Shared.Next(FunGameConstant.CommonChineseCharacters.Length)];
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name.Append(chineseCharacter);
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}
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return name.ToString();
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}
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public static User GetUser(PluginConfig pc)
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{
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User user = pc.Get<User>("user") ?? Factory.GetUser();
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List<Character> characters = new(user.Inventory.Characters);
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List<Item> items = new(user.Inventory.Items);
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Character mc = user.Inventory.MainCharacter;
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List<long> squad = [.. user.Inventory.Squad];
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Dictionary<long, DateTime> training = user.Inventory.Training.ToDictionary(kv => kv.Key, kv => kv.Value);
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user.Inventory.Characters.Clear();
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user.Inventory.Items.Clear();
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user.Inventory.Squad.Clear();
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user.Inventory.Training.Clear();
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foreach (Item inventoryItem in items)
|
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{
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Item realItem = inventoryItem.Copy(true, true, true, FunGameConstant.AllItems, FunGameConstant.AllSkills);
|
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realItem.User = user;
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user.Inventory.Items.Add(realItem);
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}
|
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foreach (Character inventoryCharacter in characters)
|
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{
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Character tempCharacter = Factory.OpenFactory.GetInstance<Character>(inventoryCharacter.Id, inventoryCharacter.Name, []);
|
||
if (tempCharacter.Id != 0)
|
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{
|
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inventoryCharacter.InitialATK = tempCharacter.InitialATK;
|
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inventoryCharacter.InitialDEF = tempCharacter.InitialDEF;
|
||
inventoryCharacter.InitialHP = tempCharacter.InitialHP;
|
||
inventoryCharacter.InitialMP = tempCharacter.InitialMP;
|
||
inventoryCharacter.InitialSTR = tempCharacter.InitialSTR;
|
||
inventoryCharacter.STRGrowth = tempCharacter.STRGrowth;
|
||
inventoryCharacter.InitialAGI = tempCharacter.InitialAGI;
|
||
inventoryCharacter.AGIGrowth = tempCharacter.AGIGrowth;
|
||
inventoryCharacter.InitialINT = tempCharacter.InitialINT;
|
||
inventoryCharacter.INTGrowth = tempCharacter.INTGrowth;
|
||
inventoryCharacter.InitialSPD = tempCharacter.InitialSPD;
|
||
inventoryCharacter.InitialHR = tempCharacter.InitialHR;
|
||
inventoryCharacter.InitialMR = tempCharacter.InitialMR;
|
||
}
|
||
Character realCharacter = CharacterBuilder.Build(inventoryCharacter, false, true, user.Inventory, FunGameConstant.AllItems, FunGameConstant.AllSkills, false);
|
||
// 自动回血
|
||
DateTime now = DateTime.Now;
|
||
int seconds = (int)(now - user.LastTime).TotalSeconds;
|
||
double recoveryHP = realCharacter.HR * seconds;
|
||
double recoveryMP = realCharacter.MR * seconds;
|
||
double recoveryEP = realCharacter.ER * seconds;
|
||
realCharacter.HP += recoveryHP;
|
||
realCharacter.MP += recoveryMP;
|
||
realCharacter.EP += recoveryEP;
|
||
// 减少所有技能的冷却时间
|
||
foreach (Skill skill in realCharacter.Skills)
|
||
{
|
||
skill.CurrentCD -= seconds;
|
||
if (skill.CurrentCD <= 0)
|
||
{
|
||
skill.CurrentCD = 0;
|
||
skill.Enable = true;
|
||
}
|
||
}
|
||
// 移除到时间的特效
|
||
List<Effect> effects = realCharacter.Effects.Where(e => e.Level > 0).ToList();
|
||
foreach (Effect effect in effects)
|
||
{
|
||
if (effect.Level == 0)
|
||
{
|
||
realCharacter.Effects.Remove(effect);
|
||
continue;
|
||
}
|
||
effect.OnTimeElapsed(realCharacter, seconds);
|
||
// 自身被动不会考虑
|
||
if (effect.EffectType == EffectType.None && effect.Skill.SkillType == SkillType.Passive)
|
||
{
|
||
continue;
|
||
}
|
||
|
||
if (effect.Durative)
|
||
{
|
||
effect.RemainDuration -= seconds;
|
||
if (effect.RemainDuration <= 0)
|
||
{
|
||
effect.RemainDuration = 0;
|
||
realCharacter.Effects.Remove(effect);
|
||
effect.OnEffectLost(realCharacter);
|
||
}
|
||
}
|
||
}
|
||
realCharacter.User = user;
|
||
user.Inventory.Characters.Add(realCharacter);
|
||
}
|
||
|
||
if (user.Inventory.Characters.FirstOrDefault(c => c.Id == mc.Id) is Character newMC)
|
||
{
|
||
user.Inventory.MainCharacter = newMC;
|
||
}
|
||
|
||
foreach (long id in squad)
|
||
{
|
||
if (user.Inventory.Characters.FirstOrDefault(c => c.Id == id) is Character s)
|
||
{
|
||
user.Inventory.Squad.Add(id);
|
||
}
|
||
}
|
||
|
||
foreach (long cid in training.Keys)
|
||
{
|
||
if (user.Inventory.Characters.FirstOrDefault(c => c.Id == cid) is Character t)
|
||
{
|
||
user.Inventory.Training[t.Id] = training[cid];
|
||
}
|
||
}
|
||
|
||
return user;
|
||
}
|
||
|
||
public static IEnumerable<T> GetPage<T>(IEnumerable<T> list, int showPage, int pageSize)
|
||
{
|
||
return list.Skip((showPage - 1) * pageSize).Take(pageSize).ToList();
|
||
}
|
||
|
||
public static string GetDrawCardResult(int reduce, User user, bool isMulti = false, int multiCount = 1)
|
||
{
|
||
string msg = "";
|
||
if (!isMulti)
|
||
{
|
||
msg = $"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameCurrency},恭喜你抽到了:";
|
||
}
|
||
|
||
int r = Random.Shared.Next(8);
|
||
double q = Random.Shared.NextDouble() * 100;
|
||
QualityType type = QualityType.White;
|
||
foreach (QualityType typeTemp in FunGameConstant.DrawCardProbabilities.Keys.OrderByDescending(o => (int)o))
|
||
{
|
||
if (q <= FunGameConstant.DrawCardProbabilities[typeTemp])
|
||
{
|
||
type = typeTemp;
|
||
break;
|
||
}
|
||
}
|
||
|
||
switch (r)
|
||
{
|
||
case 1:
|
||
if ((int)type > (int)QualityType.Orange) type = QualityType.Orange;
|
||
Item[] 武器 = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("11") && i.QualityType == type).ToArray();
|
||
Item a = 武器[Random.Shared.Next(武器.Length)].Copy();
|
||
SetSellAndTradeTime(a);
|
||
user.Inventory.Items.Add(a);
|
||
msg += ItemSet.GetQualityTypeName(a.QualityType) + ItemSet.GetItemTypeName(a.ItemType) + "【" + a.Name + "】!\r\n" + a.Description;
|
||
break;
|
||
|
||
case 2:
|
||
if ((int)type > (int)QualityType.Green) type = QualityType.Green;
|
||
Item[] 防具 = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("12") && i.QualityType == type).ToArray();
|
||
Item b = 防具[Random.Shared.Next(防具.Length)].Copy();
|
||
SetSellAndTradeTime(b);
|
||
user.Inventory.Items.Add(b);
|
||
msg += ItemSet.GetQualityTypeName(b.QualityType) + ItemSet.GetItemTypeName(b.ItemType) + "【" + b.Name + "】!\r\n" + b.Description;
|
||
break;
|
||
|
||
case 3:
|
||
if ((int)type > (int)QualityType.Green) type = QualityType.Green;
|
||
Item[] 鞋子 = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("13") && i.QualityType == type).ToArray();
|
||
Item c = 鞋子[Random.Shared.Next(鞋子.Length)].Copy();
|
||
SetSellAndTradeTime(c);
|
||
user.Inventory.Items.Add(c);
|
||
msg += ItemSet.GetQualityTypeName(c.QualityType) + ItemSet.GetItemTypeName(c.ItemType) + "【" + c.Name + "】!\r\n" + c.Description;
|
||
break;
|
||
|
||
case 4:
|
||
if ((int)type > (int)QualityType.Purple) type = QualityType.Purple;
|
||
Item[] 饰品 = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("14") && i.QualityType == type).ToArray();
|
||
Item d = 饰品[Random.Shared.Next(饰品.Length)].Copy();
|
||
SetSellAndTradeTime(d);
|
||
user.Inventory.Items.Add(d);
|
||
msg += ItemSet.GetQualityTypeName(d.QualityType) + ItemSet.GetItemTypeName(d.ItemType) + "【" + d.Name + "】!\r\n" + d.Description;
|
||
break;
|
||
|
||
case 5:
|
||
Character character = FunGameConstant.Characters[Random.Shared.Next(FunGameConstant.Characters.Count)].Copy();
|
||
AddCharacterSkills(character, 1, 0, 0);
|
||
if (user.Inventory.Characters.Any(c => c.Id == character.Id))
|
||
{
|
||
user.Inventory.Materials += 50;
|
||
msg += "【" + character.ToStringWithOutUser() + "】!\r\n但是你已经拥有此角色,转换为【50】" + General.GameplayEquilibriumConstant.InGameMaterial + "!";
|
||
}
|
||
else
|
||
{
|
||
user.Inventory.Characters.Add(character);
|
||
msg += "【" + character.ToStringWithOutUser() + "】!\r\n输入【查角色" + character.Id + "】可以获取此角色完整信息。";
|
||
}
|
||
break;
|
||
|
||
case 6:
|
||
if ((int)type > (int)QualityType.Orange) type = QualityType.Orange;
|
||
Item mfk = GenerateMagicCard(type);
|
||
SetSellAndTradeTime(mfk);
|
||
user.Inventory.Items.Add(mfk);
|
||
msg += ItemSet.GetQualityTypeName(mfk.QualityType) + ItemSet.GetItemTypeName(mfk.ItemType) + "【" + mfk.Name + "】!\r\n" + mfk.Description;
|
||
break;
|
||
|
||
case 7:
|
||
Item 物品 = FunGameConstant.DrawCardItems[Random.Shared.Next(FunGameConstant.DrawCardItems.Count)].Copy();
|
||
SetSellAndTradeTime(物品);
|
||
user.Inventory.Items.Add(物品);
|
||
msg += ItemSet.GetQualityTypeName(物品.QualityType) + ItemSet.GetItemTypeName(物品.ItemType) + "【" + 物品.Name + "】!\r\n" + 物品.Description;
|
||
break;
|
||
|
||
case 0:
|
||
default:
|
||
if ((int)type > (int)QualityType.Orange) type = QualityType.Orange;
|
||
Item? mfkb = GenerateMagicCardPack(3, type);
|
||
if (mfkb != null)
|
||
{
|
||
SetSellAndTradeTime(mfkb);
|
||
user.Inventory.Items.Add(mfkb);
|
||
msg += ItemSet.GetQualityTypeName(mfkb.QualityType) + ItemSet.GetItemTypeName(mfkb.ItemType) + "【" + mfkb.Name + "】!\r\n" + mfkb.Description;
|
||
}
|
||
break;
|
||
}
|
||
if (isMulti) msg = $"{multiCount}. \r\n{msg}";
|
||
return msg;
|
||
}
|
||
|
||
public static string GetSignInResult(User user, int days)
|
||
{
|
||
string msg = $"签到成功,你已连续签到 {days + 1} 天!\r\n本次签到获得:";
|
||
int currency = Random.Shared.Next(1000, 3000) + 10 * days;
|
||
msg += $"{currency} {General.GameplayEquilibriumConstant.InGameCurrency} 和 ";
|
||
int material = Random.Shared.Next(5, 15) + days / 7;
|
||
msg += $"{material} {General.GameplayEquilibriumConstant.InGameMaterial}!额外获得:";
|
||
user.Inventory.Credits += currency;
|
||
user.Inventory.Materials += material;
|
||
int r = Random.Shared.Next(6);
|
||
double q = Random.Shared.NextDouble() * 100;
|
||
|
||
// 根据签到天数调整概率
|
||
double daysFactor = Math.Min(days * 0.03, 30);
|
||
Dictionary<QualityType, double> adjustedProbabilities = new(FunGameConstant.DrawCardProbabilities);
|
||
foreach (QualityType typeTemp in adjustedProbabilities.Keys)
|
||
{
|
||
adjustedProbabilities[typeTemp] += daysFactor;
|
||
}
|
||
|
||
// 生成随机数并确定品质
|
||
double randomValue = Random.Shared.NextDouble() * 100;
|
||
QualityType type = QualityType.White;
|
||
foreach (QualityType typeTemp in adjustedProbabilities.Keys.OrderByDescending(o => (int)o))
|
||
{
|
||
if (randomValue <= adjustedProbabilities[typeTemp])
|
||
{
|
||
type = typeTemp;
|
||
break;
|
||
}
|
||
}
|
||
|
||
switch (r)
|
||
{
|
||
case 1:
|
||
if ((int)type > (int)QualityType.Orange) type = QualityType.Orange;
|
||
Item[] 武器 = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("11") && i.QualityType == type).ToArray();
|
||
Item a = 武器[Random.Shared.Next(武器.Length)].Copy();
|
||
SetSellAndTradeTime(a);
|
||
user.Inventory.Items.Add(a);
|
||
msg += ItemSet.GetQualityTypeName(a.QualityType) + ItemSet.GetItemTypeName(a.ItemType) + "【" + a.Name + "】!\r\n" + a.Description;
|
||
break;
|
||
|
||
case 2:
|
||
if ((int)type > (int)QualityType.Green) type = QualityType.Green;
|
||
Item[] 防具 = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("12") && i.QualityType == type).ToArray();
|
||
Item b = 防具[Random.Shared.Next(防具.Length)].Copy();
|
||
SetSellAndTradeTime(b);
|
||
user.Inventory.Items.Add(b);
|
||
msg += ItemSet.GetQualityTypeName(b.QualityType) + ItemSet.GetItemTypeName(b.ItemType) + "【" + b.Name + "】!\r\n" + b.Description;
|
||
break;
|
||
|
||
case 3:
|
||
if ((int)type > (int)QualityType.Green) type = QualityType.Green;
|
||
Item[] 鞋子 = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("13") && i.QualityType == type).ToArray();
|
||
Item c = 鞋子[Random.Shared.Next(鞋子.Length)].Copy();
|
||
SetSellAndTradeTime(c);
|
||
user.Inventory.Items.Add(c);
|
||
msg += ItemSet.GetQualityTypeName(c.QualityType) + ItemSet.GetItemTypeName(c.ItemType) + "【" + c.Name + "】!\r\n" + c.Description;
|
||
break;
|
||
|
||
case 4:
|
||
if ((int)type > (int)QualityType.Purple) type = QualityType.Purple;
|
||
Item[] 饰品 = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("14") && i.QualityType == type).ToArray();
|
||
Item d = 饰品[Random.Shared.Next(饰品.Length)].Copy();
|
||
SetSellAndTradeTime(d);
|
||
user.Inventory.Items.Add(d);
|
||
msg += ItemSet.GetQualityTypeName(d.QualityType) + ItemSet.GetItemTypeName(d.ItemType) + "【" + d.Name + "】!\r\n" + d.Description;
|
||
break;
|
||
|
||
case 5:
|
||
if ((int)type > (int)QualityType.Orange) type = QualityType.Orange;
|
||
Item mfk = GenerateMagicCard(type);
|
||
SetSellAndTradeTime(mfk);
|
||
user.Inventory.Items.Add(mfk);
|
||
msg += ItemSet.GetQualityTypeName(mfk.QualityType) + ItemSet.GetItemTypeName(mfk.ItemType) + "【" + mfk.Name + "】!\r\n" + mfk.Description;
|
||
break;
|
||
|
||
case 0:
|
||
default:
|
||
if ((int)type > (int)QualityType.Orange) type = QualityType.Orange;
|
||
Item? mfkb = GenerateMagicCardPack(3, type);
|
||
if (mfkb != null)
|
||
{
|
||
SetSellAndTradeTime(mfkb);
|
||
user.Inventory.Items.Add(mfkb);
|
||
msg += ItemSet.GetQualityTypeName(mfkb.QualityType) + ItemSet.GetItemTypeName(mfkb.ItemType) + "【" + mfkb.Name + "】!\r\n" + mfkb.Description;
|
||
}
|
||
break;
|
||
}
|
||
return msg;
|
||
}
|
||
|
||
public static void SetSellAndTradeTime(Item item, bool sell = false, bool trade = true, DateTime? nextSell = null, DateTime? nextTrade = null)
|
||
{
|
||
if (sell)
|
||
{
|
||
item.IsSellable = false;
|
||
item.NextSellableTime = DateTimeUtility.GetTradableTime(nextSell);
|
||
}
|
||
if (trade)
|
||
{
|
||
item.IsTradable = false;
|
||
item.NextTradableTime = DateTimeUtility.GetTradableTime(nextTrade);
|
||
}
|
||
}
|
||
|
||
public static async Task<string> AllowSellAndTrade()
|
||
{
|
||
string msg;
|
||
string dpath = $@"{AppDomain.CurrentDomain.BaseDirectory}configs/saved";
|
||
if (Directory.Exists(dpath))
|
||
{
|
||
string[] jsonFiles = Directory.GetFiles(dpath, "*.json");
|
||
|
||
List<Task> tasks = [];
|
||
foreach (string file in jsonFiles)
|
||
{
|
||
tasks.Add(Task.Run(() =>
|
||
{
|
||
string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(file);
|
||
PluginConfig pc = new("saved", fileNameWithoutExtension);
|
||
pc.LoadConfig();
|
||
if (pc.Count > 0)
|
||
{
|
||
User user = GetUser(pc);
|
||
foreach (Item item in user.Inventory.Items)
|
||
{
|
||
if (!item.IsSellable && item.NextSellableTime != DateTime.MinValue && DateTime.Now >= item.NextSellableTime)
|
||
{
|
||
item.NextSellableTime = DateTime.MinValue;
|
||
item.IsSellable = true;
|
||
}
|
||
if (!item.IsTradable && item.NextTradableTime != DateTime.MinValue && DateTime.Now >= item.NextTradableTime)
|
||
{
|
||
item.NextTradableTime = DateTime.MinValue;
|
||
item.IsTradable = true;
|
||
}
|
||
}
|
||
pc.Add("user", user);
|
||
pc.SaveConfig();
|
||
}
|
||
}));
|
||
}
|
||
await Task.WhenAll(tasks);
|
||
msg = "已清理所有玩家的物品交易时间。";
|
||
}
|
||
else
|
||
{
|
||
msg = "存档目录不存在,无法清理交易时间。";
|
||
}
|
||
return msg;
|
||
}
|
||
|
||
public static void AddCharacterSkills(Character character, int passiveLevel, int skillLevel, int superLevel)
|
||
{
|
||
long id = character.Id;
|
||
Math.Sign(skillLevel);
|
||
if (id == 1)
|
||
{
|
||
Skill META马 = new META马(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(META马);
|
||
|
||
Skill 力量爆发 = new 力量爆发(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(力量爆发);
|
||
}
|
||
|
||
if (id == 2)
|
||
{
|
||
Skill 心灵之火 = new 心灵之火(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(心灵之火);
|
||
|
||
Skill 天赐之力 = new 天赐之力(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(天赐之力);
|
||
}
|
||
|
||
if (id == 3)
|
||
{
|
||
Skill 魔法震荡 = new 魔法震荡(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(魔法震荡);
|
||
|
||
Skill 魔法涌流 = new 魔法涌流(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(魔法涌流);
|
||
}
|
||
|
||
if (id == 4)
|
||
{
|
||
Skill 灵能反射 = new 灵能反射(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(灵能反射);
|
||
|
||
Skill 三重叠加 = new 三重叠加(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(三重叠加);
|
||
}
|
||
|
||
if (id == 5)
|
||
{
|
||
Skill 智慧与力量 = new 智慧与力量(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(智慧与力量);
|
||
|
||
Skill 变幻之心 = new 变幻之心(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(变幻之心);
|
||
}
|
||
|
||
if (id == 6)
|
||
{
|
||
Skill 致命打击 = new 致命打击(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(致命打击);
|
||
|
||
Skill 精准打击 = new 精准打击(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(精准打击);
|
||
}
|
||
|
||
if (id == 7)
|
||
{
|
||
Skill 毁灭之势 = new 毁灭之势(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(毁灭之势);
|
||
|
||
Skill 绝对领域 = new 绝对领域(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(绝对领域);
|
||
}
|
||
|
||
if (id == 8)
|
||
{
|
||
Skill 枯竭打击 = new 枯竭打击(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(枯竭打击);
|
||
|
||
Skill 能量毁灭 = new 能量毁灭(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(能量毁灭);
|
||
}
|
||
|
||
if (id == 9)
|
||
{
|
||
Skill 破釜沉舟 = new 破釜沉舟(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(破釜沉舟);
|
||
|
||
Skill 迅捷之势 = new 迅捷之势(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(迅捷之势);
|
||
}
|
||
|
||
if (id == 10)
|
||
{
|
||
Skill 累积之压 = new 累积之压(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(累积之压);
|
||
|
||
Skill 嗜血本能 = new 嗜血本能(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(嗜血本能);
|
||
}
|
||
|
||
if (id == 11)
|
||
{
|
||
Skill 敏捷之刃 = new 敏捷之刃(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(敏捷之刃);
|
||
|
||
Skill 平衡强化 = new 平衡强化(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(平衡强化);
|
||
}
|
||
|
||
if (id == 12)
|
||
{
|
||
Skill 弱者猎手 = new 弱者猎手(character)
|
||
{
|
||
Level = passiveLevel
|
||
};
|
||
character.Skills.Add(弱者猎手);
|
||
|
||
Skill 血之狂欢 = new 血之狂欢(character)
|
||
{
|
||
Level = superLevel
|
||
};
|
||
character.Skills.Add(血之狂欢);
|
||
}
|
||
}
|
||
|
||
public static bool UseItem(Item item, User user, IEnumerable<Character> targets, out string msg)
|
||
{
|
||
msg = "";
|
||
Dictionary<string, object> args = new()
|
||
{
|
||
{ "targets", targets.ToArray() }
|
||
};
|
||
bool result = item.UseItem(args);
|
||
string key = args.Keys.FirstOrDefault(s => s.Equals("msg", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||
if (key != "" && args.TryGetValue(key, out object? value) && value is string str)
|
||
{
|
||
msg = str;
|
||
}
|
||
if (msg.Trim() == "" && !result)
|
||
{
|
||
result = UseItemCustom(item, user, targets, out msg);
|
||
}
|
||
return result;
|
||
}
|
||
|
||
public static bool UseItems(IEnumerable<Item> items, User user, IEnumerable<Character> targets, List<string> msgs)
|
||
{
|
||
Dictionary<string, object> args = new()
|
||
{
|
||
{ "targets", targets.ToArray() },
|
||
{ "useCount", items.Count() }
|
||
};
|
||
bool result = true;
|
||
foreach (Item item in items)
|
||
{
|
||
if (!result)
|
||
{
|
||
break;
|
||
}
|
||
if (FunGameConstant.ItemCanUsed.Contains(item.ItemType))
|
||
{
|
||
if (item.RemainUseTimes <= 0)
|
||
{
|
||
msgs.Add($"{item.Name} 的剩余使用次数为 0,无法使用!");
|
||
result = false;
|
||
}
|
||
bool tempResult = item.UseItem(args);
|
||
string tempStr = "";
|
||
string key = args.Keys.FirstOrDefault(s => s.Equals("msg", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||
if (key != "" && args.TryGetValue(key, out object? value) && value is string str)
|
||
{
|
||
if (str != "") msgs.Add(str);
|
||
tempStr = str;
|
||
}
|
||
if (tempStr.Trim() == "" && !tempResult)
|
||
{
|
||
// 使用自定义使用方法
|
||
tempResult = UseItemCustom(item, user, targets, out tempStr);
|
||
}
|
||
if (!tempResult)
|
||
{
|
||
result = false;
|
||
}
|
||
msgs.Add(tempStr);
|
||
// 这个参数会覆盖掉原消息
|
||
key = args.Keys.FirstOrDefault(s => s.Equals("truemsg", StringComparison.CurrentCultureIgnoreCase)) ?? "";
|
||
if (key != "" && args.TryGetValue(key, out value) && value is string truemsg)
|
||
{
|
||
msgs.Clear();
|
||
msgs.Add(truemsg);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
msgs.Add($"这个物品无法使用!");
|
||
}
|
||
}
|
||
return result;
|
||
}
|
||
|
||
public static bool UseItemCustom(Item item, User user, IEnumerable<Character> targets, out string msg)
|
||
{
|
||
msg = "";
|
||
if (item.ItemType == ItemType.GiftBox)
|
||
{
|
||
if (item is 礼包.GiftBox box && box.Gifts.Count > 0)
|
||
{
|
||
foreach (string name in box.Gifts.Keys)
|
||
{
|
||
if (name == General.GameplayEquilibriumConstant.InGameCurrency)
|
||
{
|
||
user.Inventory.Credits += box.Gifts[name];
|
||
}
|
||
if (name == General.GameplayEquilibriumConstant.InGameMaterial)
|
||
{
|
||
user.Inventory.Materials += box.Gifts[name];
|
||
}
|
||
if (FunGameConstant.AllItems.FirstOrDefault(i => i.Name == name) is Item currentItem)
|
||
{
|
||
for (int i = 0; i < box.Gifts[name]; i++)
|
||
{
|
||
Item newItem = currentItem.Copy();
|
||
SetSellAndTradeTime(newItem);
|
||
newItem.User = user;
|
||
user.Inventory.Items.Add(newItem);
|
||
}
|
||
}
|
||
}
|
||
msg = "打开礼包成功!获得了以下物品:\r\n" + string.Join(",", box.Gifts.Select(kv => $"{kv.Key} * {kv.Value}"));
|
||
if (item.Name == nameof(年夜饭))
|
||
{
|
||
msg += "\r\n" + "热腾腾的除夕年夜饭,祝您阖家团圆,年味浓浓!";
|
||
}
|
||
else if (item.Name == nameof(蛇年大吉))
|
||
{
|
||
msg += "\r\n" + "金蛇送福,好运连连!!";
|
||
}
|
||
else if (item.Name == nameof(新春快乐))
|
||
{
|
||
msg += "\r\n" + "新春纳福,喜乐安康!!";
|
||
}
|
||
item.RemainUseTimes--;
|
||
if (item.RemainUseTimes < 0) item.RemainUseTimes = 0;
|
||
if (item.RemainUseTimes == 0)
|
||
{
|
||
user.Inventory.Items.Remove(item);
|
||
}
|
||
return true;
|
||
}
|
||
}
|
||
switch (item.Name)
|
||
{
|
||
default:
|
||
break;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
public static string GetLevelBreakNeedy(int levelBreak)
|
||
{
|
||
if (FunGameConstant.LevelBreakNeedyList.TryGetValue(levelBreak, out Dictionary<string, int>? needy) && needy != null && needy.Count > 0)
|
||
{
|
||
return string.Join(",", needy.Select(kv => kv.Key + " * " + kv.Value));
|
||
}
|
||
return "";
|
||
}
|
||
|
||
public static string UseMagicCard(User user, Item magicCard, Item magicCardPack)
|
||
{
|
||
if (magicCard.QualityType != magicCardPack.QualityType)
|
||
{
|
||
return $"只能对相同品质的魔法卡包使用魔法卡!";
|
||
}
|
||
if (magicCard.Skills.Active != null)
|
||
{
|
||
string msg = "";
|
||
Skill magic = magicCard.Skills.Active;
|
||
if (magicCardPack.Skills.Magics.FirstOrDefault(m => m.GetIdName() == magic.GetIdName()) is Skill has && has.Level < 8)
|
||
{
|
||
int original = has.Level;
|
||
// 添加技能等级
|
||
has.Level += magic.Level;
|
||
// 补偿材料,1级10材料
|
||
int diff = magic.Level - (has.Level - original);
|
||
if (diff != 0)
|
||
{
|
||
user.Inventory.Materials += diff * 10;
|
||
msg = $"由于魔法卡的技能等级数尚未用完,技能便已经升至满级,特此补偿 {diff * 10} {General.GameplayEquilibriumConstant.InGameMaterial}!\r\n";
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (magicCardPack.Skills.Magics.Count < 3)
|
||
{
|
||
// 添加技能
|
||
magicCardPack.Skills.Magics.Add(magic);
|
||
magic.Guid = magicCard.Guid;
|
||
msg = $"此魔法卡的技能已经添加到未满三个魔法的卡包上。\r\n";
|
||
}
|
||
else return $"魔法【{magic.Name}】在此魔法卡包中不存在或是已经升至满级!";
|
||
}
|
||
string containMagics = magicCardPack.Description.Split("增加角色属性")[0];
|
||
magicCardPack.Description = $"包含魔法:{string.Join(",", magicCardPack.Skills.Magics.Select(m => m.Name + (m.Level > 1 ? $" +{m.Level - 1}" : "")))}\r\n" + magicCardPack.Description.Replace(containMagics, "");
|
||
magicCard.RemainUseTimes--;
|
||
if (magicCard.RemainUseTimes < 0) magicCard.RemainUseTimes = 0;
|
||
if (magicCard.RemainUseTimes == 0)
|
||
{
|
||
user.Inventory.Items.Remove(magicCard);
|
||
}
|
||
return $"目标魔法卡包的力量已经被此魔法卡显著地提升了!!!\r\n{msg}{magicCardPack.ToStringInventory(true)}";
|
||
}
|
||
else
|
||
{
|
||
return "此魔法卡不存在任何魔法!";
|
||
}
|
||
}
|
||
|
||
public static string GetTrainingInfo(TimeSpan diff, bool isPre, out int totalExperience, out int smallBookCount, out int mediumBookCount, out int largeBookCount)
|
||
{
|
||
int totalMinutes = (int)diff.TotalMinutes;
|
||
|
||
// 每分钟经验
|
||
int experiencePerMinute = 1;
|
||
|
||
// 最大练级时间
|
||
int dailyTrainingMinutes = 1440;
|
||
|
||
// 计算总经验奖励
|
||
totalExperience = Math.Min(totalMinutes, dailyTrainingMinutes) * experiencePerMinute;
|
||
|
||
// 计算经验书奖励
|
||
smallBookCount = 0;
|
||
mediumBookCount = 0;
|
||
largeBookCount = 0;
|
||
|
||
// 计算总训练小时数
|
||
int trainingHours = totalMinutes / 60;
|
||
|
||
if (trainingHours >= 8)
|
||
{
|
||
smallBookCount = Math.Min(1, trainingHours);
|
||
}
|
||
|
||
if (trainingHours >= 16)
|
||
{
|
||
mediumBookCount = Math.Min(1, (trainingHours - 16) / 1);
|
||
}
|
||
|
||
if (trainingHours >= 24)
|
||
{
|
||
largeBookCount = Math.Min(1, (trainingHours - 24) / 1);
|
||
}
|
||
|
||
return $"练级时长:{totalMinutes} 分钟,{(isPre ? "预计可" : "")}获得:{totalExperience} 点经验值,{smallBookCount} 本小经验书,{mediumBookCount} 本中经验书,{largeBookCount} 本大经验书。" +
|
||
$"{(isPre ? "练级时间上限 1440 分钟(24小时),超时将不会再产生收益,请按时领取奖励!" : "")}";
|
||
}
|
||
|
||
public static string GetSkillLevelUpNeedy(int level)
|
||
{
|
||
if (FunGameConstant.SkillLevelUpList.TryGetValue(level, out Dictionary<string, int>? needy) && needy != null && needy.Count > 0)
|
||
{
|
||
return GetNeedyInfo(needy);
|
||
}
|
||
return "";
|
||
}
|
||
|
||
public static string GetNormalAttackLevelUpNeedy(int level)
|
||
{
|
||
if (FunGameConstant.NormalAttackLevelUpList.TryGetValue(level, out Dictionary<string, int>? needy) && needy != null && needy.Count > 0)
|
||
{
|
||
return GetNeedyInfo(needy);
|
||
}
|
||
return "";
|
||
}
|
||
|
||
public static string GetNeedyInfo(Dictionary<string, int> needy)
|
||
{
|
||
string str = "";
|
||
foreach (string key in needy.Keys)
|
||
{
|
||
int needCount = needy[key];
|
||
if (str != "")
|
||
{
|
||
str += ",";
|
||
}
|
||
if (key == "角色等级")
|
||
{
|
||
str += $"角色等级 {needCount} 级";
|
||
}
|
||
else if (key == "角色突破进度")
|
||
{
|
||
str += $"角色突破进度 {needCount} 等阶";
|
||
}
|
||
else
|
||
{
|
||
str += $"{key} * {needCount}";
|
||
}
|
||
}
|
||
return str;
|
||
}
|
||
|
||
public static void GenerateBoss()
|
||
{
|
||
if (Bosses.Count < 10)
|
||
{
|
||
int genCount = 10 - Bosses.Count;
|
||
|
||
for (int i = 0; i < genCount; i++)
|
||
{
|
||
int nowIndex = Bosses.Count > 0 ? Bosses.Keys.Max() + 1 : 1;
|
||
string bossName = GenerateRandomChineseUserName();
|
||
CustomCharacter boss = new(nowIndex, bossName, "", bossName);
|
||
int cutRate = Random.Shared.Next(3) switch
|
||
{
|
||
0 => 1,
|
||
1 => 2,
|
||
_ => 4,
|
||
};
|
||
int cLevel = General.GameplayEquilibriumConstant.MaxLevel / cutRate;
|
||
int sLevel = General.GameplayEquilibriumConstant.MaxSkillLevel / cutRate;
|
||
int mLevel = General.GameplayEquilibriumConstant.MaxMagicLevel / cutRate;
|
||
int naLevel = General.GameplayEquilibriumConstant.MaxNormalAttackLevel / cutRate;
|
||
boss.Level = cLevel;
|
||
boss.NormalAttack.Level = naLevel;
|
||
boss.NormalAttack.HardnessTime = 6;
|
||
Item[] weapons = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("11") && (int)i.QualityType == 4).ToArray();
|
||
Item[] armors = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("12") && (int)i.QualityType == 1).ToArray();
|
||
Item[] shoes = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("13") && (int)i.QualityType == 1).ToArray();
|
||
Item[] accessory = FunGameConstant.Equipment.Where(i => i.Id.ToString().StartsWith("14") && (int)i.QualityType == 3).ToArray();
|
||
Item? a = null, b = null, c = null, d = null, d2 = null;
|
||
if (weapons.Length > 0)
|
||
{
|
||
a = weapons[Random.Shared.Next(weapons.Length)];
|
||
}
|
||
if (armors.Length > 0)
|
||
{
|
||
b = armors[Random.Shared.Next(armors.Length)];
|
||
}
|
||
if (shoes.Length > 0)
|
||
{
|
||
c = shoes[Random.Shared.Next(shoes.Length)];
|
||
}
|
||
if (accessory.Length > 0)
|
||
{
|
||
d = accessory[Random.Shared.Next(accessory.Length)];
|
||
}
|
||
if (accessory.Length > 0)
|
||
{
|
||
d2 = accessory[Random.Shared.Next(accessory.Length)];
|
||
}
|
||
List<Item> dropItems = [];
|
||
if (a != null) dropItems.Add(a);
|
||
if (b != null) dropItems.Add(b);
|
||
if (c != null) dropItems.Add(c);
|
||
if (d != null) dropItems.Add(d);
|
||
if (d2 != null) dropItems.Add(d2);
|
||
Item? magicCardPack = GenerateMagicCardPack(5, (QualityType)4);
|
||
if (magicCardPack != null)
|
||
{
|
||
magicCardPack.QualityType = QualityType.Red;
|
||
foreach (Skill magic in magicCardPack.Skills.Magics)
|
||
{
|
||
magic.Level = mLevel;
|
||
}
|
||
boss.Equip(magicCardPack);
|
||
}
|
||
foreach (Item item in dropItems)
|
||
{
|
||
Item realItem = item.Copy();
|
||
boss.Equip(realItem);
|
||
}
|
||
Skill bossSkill = Factory.OpenFactory.GetInstance<Skill>(0, "BOSS专属被动", []);
|
||
bossSkill.Level = 1;
|
||
bossSkill.Character = boss;
|
||
Effect effect = Factory.OpenFactory.GetInstance<Effect>((long)EffectID.DynamicsEffect, "", new()
|
||
{
|
||
{ "skill", bossSkill },
|
||
{
|
||
"values",
|
||
new Dictionary<string, object>()
|
||
{
|
||
{ "exatk", 200 / cutRate },
|
||
{ "exdef", 200 / cutRate },
|
||
{ "exhp2", 1.5 },
|
||
{ "exmp2", 0.8 },
|
||
{ "exhr", 8 / cutRate },
|
||
{ "exmr", 4 / cutRate },
|
||
{ "excr", 0.35 },
|
||
{ "excrd", 0.9 },
|
||
{ "excdr", 0.25 },
|
||
{ "exacc", 0.25 }
|
||
}
|
||
}
|
||
});
|
||
effect.OnEffectGained(boss);
|
||
bossSkill.Effects.Add(effect);
|
||
boss.Skills.Add(bossSkill);
|
||
effect = Factory.OpenFactory.GetInstance<Effect>((long)EffectID.ExMDF, "", new()
|
||
{
|
||
{ "skill", bossSkill },
|
||
{
|
||
"values",
|
||
new Dictionary<string, object>()
|
||
{
|
||
{ "mdftype", 0 },
|
||
{ "mdfvalue", 0.15 }
|
||
}
|
||
}
|
||
});
|
||
effect.OnEffectGained(boss);
|
||
bossSkill.Effects.Add(effect);
|
||
boss.Skills.Add(bossSkill);
|
||
Skill passive = Factory.OpenFactory.GetInstance<Skill>(Random.Shared.Next(4001, 4013), "", []);
|
||
passive.Character = boss;
|
||
passive.Level = 1;
|
||
boss.Skills.Add(passive);
|
||
Skill super = Factory.OpenFactory.GetInstance<Skill>(Random.Shared.Next(3001, 3013), "", []);
|
||
super.Character = boss;
|
||
super.Level = sLevel;
|
||
boss.Skills.Add(super);
|
||
|
||
boss.Recovery();
|
||
SetCharacterPrimaryAttribute(boss);
|
||
|
||
Bosses[nowIndex] = boss;
|
||
}
|
||
}
|
||
}
|
||
|
||
public static Dictionary<int, List<Skill>> GenerateRoundRewards(int maxRound)
|
||
{
|
||
Dictionary<int, List<Skill>> roundRewards = [];
|
||
|
||
int currentRound = 1;
|
||
while (currentRound <= maxRound)
|
||
{
|
||
currentRound += Random.Shared.Next(1, 9);
|
||
|
||
if (currentRound <= maxRound)
|
||
{
|
||
List<Skill> skills = [];
|
||
|
||
// 添加回合奖励特效
|
||
long effectID = (long)FunGameConstant.RoundRewards.Keys.ToArray()[Random.Shared.Next(FunGameConstant.RoundRewards.Count)];
|
||
Dictionary<string, object> args = [];
|
||
if (effectID > (long)EffectID.Active_Start)
|
||
{
|
||
args.Add("active", true);
|
||
args.Add("self", true);
|
||
args.Add("enemy", false);
|
||
}
|
||
|
||
skills.Add(Factory.OpenFactory.GetInstance<Skill>(effectID, "回合奖励", args));
|
||
|
||
roundRewards[currentRound] = skills;
|
||
}
|
||
}
|
||
|
||
return roundRewards;
|
||
}
|
||
|
||
public static double CalculateRating(CharacterStatistics stats, Team? team = null)
|
||
{
|
||
// 基础得分
|
||
double baseScore = (stats.Kills + stats.Assists) / (stats.Kills + stats.Assists + stats.Deaths + 0.01);
|
||
if (team is null)
|
||
{
|
||
baseScore += stats.Kills * 0.1;
|
||
if (stats.Deaths == 0)
|
||
{
|
||
baseScore += 0.5;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
baseScore = baseScore * 0.6 + 0.4 * (stats.Kills / (stats.Kills + stats.Deaths + 0.01));
|
||
}
|
||
|
||
// 伤害贡献
|
||
double logDamageContribution = Math.Log(1 + (stats.TotalDamage / (stats.TotalTakenDamage + 1)));
|
||
|
||
// 存活时间贡献
|
||
double liveTimeContribution = Math.Log(1 + (stats.LiveTime / (stats.TotalTakenDamage + 0.01) * 100));
|
||
|
||
// 团队模式参团率加成
|
||
double teamContribution = 0;
|
||
if (team != null)
|
||
{
|
||
teamContribution = (stats.Kills + stats.Assists) / (team.Score + 0.01);
|
||
if (team.IsWinner)
|
||
{
|
||
teamContribution += 0.15;
|
||
}
|
||
}
|
||
|
||
// 权重设置
|
||
double k = stats.Deaths > 0 ? 0.2 : 0.075; // 伤害贡献权重
|
||
double l = stats.Deaths > 0 ? 0.2 : 0.05; // 存活时间权重
|
||
double t = stats.Deaths > 0 ? 0.2 : 0.075; // 参团率权重
|
||
|
||
// 计算最终评分
|
||
double rating = baseScore + k * logDamageContribution + l * liveTimeContribution + t * teamContribution;
|
||
|
||
// 确保评分在合理范围内
|
||
return Math.Max(0.01, rating);
|
||
}
|
||
|
||
public static void GetCharacterRating(Dictionary<Character, CharacterStatistics> statistics, bool isTeam, List<Team> teams)
|
||
{
|
||
foreach (Character character in statistics.Keys)
|
||
{
|
||
Team? team = null;
|
||
if (isTeam)
|
||
{
|
||
team = teams.Where(t => t.IsOnThisTeam(character)).FirstOrDefault();
|
||
}
|
||
statistics[character].Rating = CalculateRating(statistics[character], team);
|
||
}
|
||
}
|
||
|
||
public static string CheckQuestList(EntityModuleConfig<Quest> quests)
|
||
{
|
||
if (quests.Count == 0)
|
||
{
|
||
// 生成任务
|
||
for (int i = 0; i < 6; i++)
|
||
{
|
||
QuestType type = (QuestType)Random.Shared.Next(3);
|
||
long id = quests.Count > 0 ? quests.Values.Max(q => q.Id) + 1 : 1;
|
||
|
||
// 生成任务奖励物品
|
||
HashSet<Item> items = [];
|
||
Dictionary<string, int> itemsCount = [];
|
||
int index = Random.Shared.Next(FunGameConstant.DrawCardItems.Count);
|
||
Item item = FunGameConstant.DrawCardItems[index];
|
||
items.Add(item);
|
||
itemsCount[item.Name] = 1;
|
||
index = Random.Shared.Next(FunGameConstant.DrawCardItems.Count);
|
||
Item item2 = FunGameConstant.DrawCardItems[index];
|
||
items.Add(item2);
|
||
if (!itemsCount.TryAdd(item2.Name, 1))
|
||
{
|
||
itemsCount[item2.Name]++;
|
||
}
|
||
|
||
Quest quest;
|
||
if (type == QuestType.Continuous)
|
||
{
|
||
string name = FunGameConstant.ContinuousQuestList.Keys.OrderBy(o => Random.Shared.Next()).First();
|
||
int minutes = Random.Shared.Next(10, 41);
|
||
quest = new()
|
||
{
|
||
Id = id,
|
||
Name = name,
|
||
Description = FunGameConstant.ContinuousQuestList[name],
|
||
QuestType = QuestType.Continuous,
|
||
EstimatedMinutes = minutes,
|
||
CreditsAward = minutes * 20,
|
||
MaterialsAward = minutes / 8 * 1,
|
||
Awards = items,
|
||
AwardsCount = itemsCount
|
||
};
|
||
}
|
||
else if (type == QuestType.Immediate)
|
||
{
|
||
string name = FunGameConstant.ImmediateQuestList.Keys.OrderBy(o => Random.Shared.Next()).First();
|
||
int difficulty = Random.Shared.Next(3, 11);
|
||
quest = new()
|
||
{
|
||
Id = id,
|
||
Name = name,
|
||
Description = FunGameConstant.ImmediateQuestList[name],
|
||
QuestType = QuestType.Immediate,
|
||
CreditsAward = difficulty * 80,
|
||
MaterialsAward = difficulty / 2 * 1,
|
||
Awards = items,
|
||
AwardsCount = itemsCount
|
||
};
|
||
}
|
||
else
|
||
{
|
||
string name = FunGameConstant.ProgressiveQuestList.Keys.OrderBy(o => Random.Shared.Next()).First();
|
||
int maxProgress = Random.Shared.Next(3, 11);
|
||
quest = new()
|
||
{
|
||
Id = id,
|
||
Name = name,
|
||
Description = string.Format(FunGameConstant.ProgressiveQuestList[name], maxProgress),
|
||
QuestType = QuestType.Progressive,
|
||
Progress = 0,
|
||
MaxProgress = maxProgress,
|
||
CreditsAward = maxProgress * 80,
|
||
MaterialsAward = maxProgress / 2 * 1,
|
||
Awards = items,
|
||
AwardsCount = itemsCount,
|
||
Status = QuestState.InProgress
|
||
};
|
||
}
|
||
|
||
quests.Add(quest.GetIdName(), quest);
|
||
}
|
||
return "☆--- 今日任务列表 ---☆\r\n" + string.Join("\r\n", quests.Values.Select(q => q.ToString())) + "\r\n温馨提示:使用【做任务+任务序号】指令来进行任务。\r\n请务必在次日 4:00 前完成任务结算,未结算的任务都会被取消!";
|
||
}
|
||
else
|
||
{
|
||
if (quests.Count > 0)
|
||
{
|
||
return "☆--- 今日任务列表 ---☆\r\n" + string.Join("\r\n", quests.Values.Select(q => q.ToString())) + "\r\n温馨提示:使用【做任务+任务序号】指令来进行任务。\r\n请务必在次日 4:00 前完成任务结算,未结算的任务都会被取消!";
|
||
}
|
||
else
|
||
{
|
||
return "任务列表为空,请使用【任务列表】指令来获取任务列表!";
|
||
}
|
||
}
|
||
}
|
||
|
||
public static bool SettleQuest(User user, EntityModuleConfig<Quest> quests)
|
||
{
|
||
bool result = false;
|
||
IEnumerable<Quest> workingQuests = quests.Values.Where(q => q.QuestType == QuestType.Continuous && q.Status == QuestState.InProgress);
|
||
foreach (Quest quest in workingQuests)
|
||
{
|
||
if (quest.StartTime.HasValue && quest.StartTime.Value.AddMinutes(quest.EstimatedMinutes) <= DateTime.Now)
|
||
{
|
||
quest.Status = QuestState.Completed;
|
||
result = true;
|
||
}
|
||
}
|
||
IEnumerable<Quest> finishQuests = quests.Values.Where(q => q.Status == QuestState.Completed);
|
||
foreach (Quest quest in finishQuests)
|
||
{
|
||
quest.Status = QuestState.Settled;
|
||
quest.SettleTime = DateTime.Now;
|
||
if (quest.CreditsAward > 0)
|
||
{
|
||
user.Inventory.Credits += quest.CreditsAward;
|
||
}
|
||
if (quest.MaterialsAward > 0)
|
||
{
|
||
user.Inventory.Materials += quest.MaterialsAward;
|
||
}
|
||
foreach (Item item in quest.Awards)
|
||
{
|
||
if (quest.AwardsCount.TryGetValue(item.Name, out int qty))
|
||
{
|
||
for (int i = 0; i < qty; i++)
|
||
{
|
||
if (FunGameConstant.AllItems.FirstOrDefault(i => i.Name == item.Name) != null)
|
||
{
|
||
Item newItem = item.Copy();
|
||
newItem.User = user;
|
||
SetSellAndTradeTime(newItem);
|
||
user.Inventory.Items.Add(newItem);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
TaskUtility.NewTask(async () => await AnonymousServer.PushMessageToClients(user.AutoKey, $"FunGame Web API 推送:你的任务【{quest.Name}】已结算," +
|
||
$"获得奖励:【{quest.AwardsString}】!"));
|
||
result = true;
|
||
}
|
||
return result;
|
||
}
|
||
|
||
public static string CheckDailyStore(EntityModuleConfig<Store> store, User? user = null)
|
||
{
|
||
if (store.Count == 0)
|
||
{
|
||
// 生成每日商店
|
||
Store daily = new($"{(user != null ? user.Username + "的" : "")}每日商店");
|
||
for (int i = 0; i < 4; i++)
|
||
{
|
||
int index = Random.Shared.Next(FunGameConstant.AllItems.Count);
|
||
Item item = FunGameConstant.AllItems[index].Copy();
|
||
(int min, int max) = (0, 0);
|
||
if (FunGameConstant.PriceRanges.TryGetValue(item.QualityType, out (int Min, int Max) range))
|
||
{
|
||
(min, max) = (range.Min, range.Max);
|
||
}
|
||
double price = Random.Shared.Next(min, max);
|
||
if (price == 0)
|
||
{
|
||
price = (Random.Shared.NextDouble() + 0.1) * Random.Shared.Next(1000, 5000) * Random.Shared.Next((int)item.QualityType + 2, 6 + ((int)item.QualityType));
|
||
}
|
||
item.Price = Calculation.Round2Digits(price);
|
||
daily.AddItem(item, Random.Shared.Next(1, 3));
|
||
}
|
||
store.Add("daily", daily);
|
||
return daily.ToString() + "\r\n温馨提示:使用【商店查看+序号】查看物品详细信息,使用【商店购买+序号】购买物品!每天 4:00 刷新每日商店。";
|
||
}
|
||
else
|
||
{
|
||
if (store.Count > 0 && store.Where(kv => kv.Key == "daily").Select(kv => kv.Value).FirstOrDefault() is Store daily)
|
||
{
|
||
return daily.ToString() + "\r\n温馨提示:使用【商店查看+序号】查看物品详细信息,使用【商店购买+序号】购买物品!每天 4:00 刷新每日商店。";
|
||
}
|
||
else
|
||
{
|
||
return "商品列表为空,请使用【每日商店】指令来获取商品列表!";
|
||
}
|
||
}
|
||
}
|
||
|
||
public static string StoreBuyItem(Store store, Goods goods, User user, int count)
|
||
{
|
||
string msg = "";
|
||
if (goods.Stock - count < 0)
|
||
{
|
||
return msg = $"此商品【{goods.Name}】库存不足,无法购买!\r\n你想要购买 {count} 件,但库存只有 {goods.Stock} 件。";
|
||
}
|
||
|
||
foreach (string needy in goods.Prices.Keys)
|
||
{
|
||
if (needy == General.GameplayEquilibriumConstant.InGameCurrency)
|
||
{
|
||
double reduce = Calculation.Round2Digits(goods.Prices[needy] * count);
|
||
if (user.Inventory.Credits >= reduce)
|
||
{
|
||
user.Inventory.Credits -= reduce;
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {reduce} 呢,无法购买【{goods.Name}】!");
|
||
}
|
||
}
|
||
else if (needy == General.GameplayEquilibriumConstant.InGameMaterial)
|
||
{
|
||
double reduce = Calculation.Round2Digits(goods.Prices[needy] * count);
|
||
if (user.Inventory.Materials >= reduce)
|
||
{
|
||
user.Inventory.Materials -= reduce;
|
||
}
|
||
else
|
||
{
|
||
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce} 呢,无法购买【{goods.Name}】!");
|
||
}
|
||
}
|
||
}
|
||
|
||
foreach (Item item in goods.Items)
|
||
{
|
||
for (int i = 0; i < count; i++)
|
||
{
|
||
Item newItem = item.Copy();
|
||
SetSellAndTradeTime(newItem);
|
||
if (goods.GetPrice(General.GameplayEquilibriumConstant.InGameCurrency, out double price) && price > 0)
|
||
{
|
||
newItem.Price = Calculation.Round2Digits(price * 0.35);
|
||
}
|
||
newItem.User = user;
|
||
user.Inventory.Items.Add(newItem);
|
||
}
|
||
}
|
||
|
||
goods.Stock -= count;
|
||
|
||
msg += $"恭喜你成功购买 {count} 件【{goods.Name}】!\r\n" +
|
||
$"总计消费:{(goods.Prices.Count > 0 ? string.Join("、", goods.Prices.Select(kv => $"{kv.Value * count:0.##} {kv.Key}")) : "免单")}\r\n" +
|
||
$"包含物品:{string.Join("、", goods.Items.Select(i => $"[{ItemSet.GetQualityTypeName(i.QualityType)}|{ItemSet.GetItemTypeName(i.ItemType)}] {i.Name} * {count}"))}";
|
||
|
||
return msg;
|
||
}
|
||
|
||
public static string Select_CheckAutoKey(SQLHelper SQLHelper, string AutoKey)
|
||
{
|
||
SQLHelper.Parameters["@AutoKey"] = AutoKey;
|
||
return $"{Milimoe.FunGame.Core.Library.SQLScript.Entity.UserQuery.Select_Users} {Milimoe.FunGame.Core.Library.SQLScript.Constant.Command_Where} {Milimoe.FunGame.Core.Library.SQLScript.Entity.UserQuery.Column_AutoKey} = @AutoKey";
|
||
}
|
||
|
||
public static void SetCharacterPrimaryAttribute(Character character, PrimaryAttribute? value = null)
|
||
{
|
||
if (value != null && value.HasValue)
|
||
{
|
||
character.PrimaryAttribute = value.Value;
|
||
}
|
||
else
|
||
{
|
||
double max = Math.Max(Math.Max(character.STR, character.AGI), character.INT);
|
||
if (max == character.STR)
|
||
{
|
||
character.PrimaryAttribute = PrimaryAttribute.STR;
|
||
}
|
||
else if (max == character.AGI)
|
||
{
|
||
character.PrimaryAttribute = PrimaryAttribute.AGI;
|
||
}
|
||
else if (max == character.INT)
|
||
{
|
||
character.PrimaryAttribute = PrimaryAttribute.INT;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|