mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-22 11:59:35 +08:00
428 lines
20 KiB
C#
428 lines
20 KiB
C#
using System.Text;
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using Microsoft.AspNetCore.Mvc;
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using Microsoft.Extensions.Logging;
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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.Models;
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using Oshima.Core.Utils;
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using Oshima.FunGame.OshimaModules.Skills;
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namespace Oshima.Core.Controllers
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{
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[ApiController]
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[Route("[controller]")]
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public class FunGameController(ILogger<UserDailyController> logger) : ControllerBase
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{
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private readonly ILogger<UserDailyController> _logger = logger;
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[HttpGet("test")]
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public List<string> GetTest([FromQuery] bool? isweb = null, [FromQuery] bool? isteam = null)
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{
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bool web = isweb ?? true;
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bool team = isteam ?? false;
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return FunGameSimulation.StartGame(false, web, team);
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}
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[HttpGet("stats")]
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public string GetStats([FromQuery] int? id = null)
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{
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if (id != null && id > 0 && id <= FunGameSimulation.Characters.Count)
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{
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Character character = FunGameSimulation.Characters[Convert.ToInt32(id) - 1];
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if (FunGameSimulation.CharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
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{
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StringBuilder builder = new();
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builder.AppendLine(character.ToString());
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builder.AppendLine($"总计造成伤害:{stats.TotalDamage:0.##} / 场均:{stats.AvgDamage:0.##}");
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builder.AppendLine($"总计造成物理伤害:{stats.TotalPhysicalDamage:0.##} / 场均:{stats.AvgPhysicalDamage:0.##}");
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builder.AppendLine($"总计造成魔法伤害:{stats.TotalMagicDamage:0.##} / 场均:{stats.AvgMagicDamage:0.##}");
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builder.AppendLine($"总计造成真实伤害:{stats.TotalRealDamage:0.##} / 场均:{stats.AvgRealDamage:0.##}");
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builder.AppendLine($"总计承受伤害:{stats.TotalTakenDamage:0.##} / 场均:{stats.AvgTakenDamage:0.##}");
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builder.AppendLine($"总计承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 场均:{stats.AvgTakenPhysicalDamage:0.##}");
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builder.AppendLine($"总计承受魔法伤害:{stats.TotalTakenMagicDamage:0.##} / 场均:{stats.AvgTakenMagicDamage:0.##}");
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builder.AppendLine($"总计承受真实伤害:{stats.TotalTakenRealDamage:0.##} / 场均:{stats.AvgTakenRealDamage:0.##}");
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builder.AppendLine($"总计存活回合数:{stats.LiveRound} / 场均:{stats.AvgLiveRound}");
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builder.AppendLine($"总计行动回合数:{stats.ActionTurn} / 场均:{stats.AvgActionTurn}");
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builder.AppendLine($"总计存活时长:{stats.LiveTime:0.##} / 场均:{stats.AvgLiveTime:0.##}");
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builder.AppendLine($"总计赚取金钱:{stats.TotalEarnedMoney} / 场均:{stats.AvgEarnedMoney}");
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builder.AppendLine($"每回合伤害:{stats.DamagePerRound:0.##}");
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builder.AppendLine($"每行动回合伤害:{stats.DamagePerTurn:0.##}");
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builder.AppendLine($"每秒伤害:{stats.DamagePerSecond:0.##}");
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builder.AppendLine($"总计击杀数:{stats.Kills}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Kills / stats.Plays:0.##}" : ""));
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builder.AppendLine($"总计死亡数:{stats.Deaths}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Deaths / stats.Plays:0.##}" : ""));
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builder.AppendLine($"总计助攻数:{stats.Assists}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Assists / stats.Plays:0.##}" : ""));
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builder.AppendLine($"总计首杀数:{stats.FirstKills}" + (stats.Plays != 0 ? $" / 首杀率:{(double)stats.FirstKills / stats.Plays * 100:0.##}%" : ""));
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builder.AppendLine($"总计首死数:{stats.FirstDeaths}" + (stats.Plays != 0 ? $" / 首死率:{(double)stats.FirstDeaths / stats.Plays * 100:0.##}%" : ""));
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builder.AppendLine($"总计参赛数:{stats.Plays}");
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builder.AppendLine($"总计冠军数:{stats.Wins}");
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builder.AppendLine($"总计前三数:{stats.Top3s}");
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builder.AppendLine($"总计败场数:{stats.Loses}");
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List<string> names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
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builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%(#{names.IndexOf(character.GetName())})");
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builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
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names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
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builder.AppendLine($"技术得分:{stats.Rating:0.##}(#{names.IndexOf(character.GetName())})");
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builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank}");
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return NetworkUtility.JsonSerialize(builder.ToString());
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}
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}
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return NetworkUtility.JsonSerialize("");
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}
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[HttpGet("teamstats")]
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public string GetTeamStats([FromQuery] int? id = null)
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{
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if (id != null && id > 0 && id <= FunGameSimulation.Characters.Count)
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{
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Character character = FunGameSimulation.Characters[Convert.ToInt32(id) - 1];
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if (FunGameSimulation.TeamCharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
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{
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StringBuilder builder = new();
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builder.AppendLine(character.ToString());
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builder.AppendLine($"总计造成伤害:{stats.TotalDamage:0.##} / 场均:{stats.AvgDamage:0.##}");
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builder.AppendLine($"总计造成物理伤害:{stats.TotalPhysicalDamage:0.##} / 场均:{stats.AvgPhysicalDamage:0.##}");
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builder.AppendLine($"总计造成魔法伤害:{stats.TotalMagicDamage:0.##} / 场均:{stats.AvgMagicDamage:0.##}");
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builder.AppendLine($"总计造成真实伤害:{stats.TotalRealDamage:0.##} / 场均:{stats.AvgRealDamage:0.##}");
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builder.AppendLine($"总计承受伤害:{stats.TotalTakenDamage:0.##} / 场均:{stats.AvgTakenDamage:0.##}");
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builder.AppendLine($"总计承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 场均:{stats.AvgTakenPhysicalDamage:0.##}");
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builder.AppendLine($"总计承受魔法伤害:{stats.TotalTakenMagicDamage:0.##} / 场均:{stats.AvgTakenMagicDamage:0.##}");
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builder.AppendLine($"总计承受真实伤害:{stats.TotalTakenRealDamage:0.##} / 场均:{stats.AvgTakenRealDamage:0.##}");
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builder.AppendLine($"总计存活回合数:{stats.LiveRound} / 场均:{stats.AvgLiveRound}");
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builder.AppendLine($"总计行动回合数:{stats.ActionTurn} / 场均:{stats.AvgActionTurn}");
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builder.AppendLine($"总计存活时长:{stats.LiveTime:0.##} / 场均:{stats.AvgLiveTime:0.##}");
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builder.AppendLine($"总计赚取金钱:{stats.TotalEarnedMoney} / 场均:{stats.AvgEarnedMoney}");
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builder.AppendLine($"每回合伤害:{stats.DamagePerRound:0.##}");
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builder.AppendLine($"每行动回合伤害:{stats.DamagePerTurn:0.##}");
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builder.AppendLine($"每秒伤害:{stats.DamagePerSecond:0.##}");
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builder.AppendLine($"总计击杀数:{stats.Kills}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Kills / stats.Plays:0.##}" : ""));
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builder.AppendLine($"总计死亡数:{stats.Deaths}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Deaths / stats.Plays:0.##}" : ""));
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builder.AppendLine($"总计助攻数:{stats.Assists}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Assists / stats.Plays:0.##}" : ""));
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builder.AppendLine($"总计首杀数:{stats.FirstKills}" + (stats.Plays != 0 ? $" / 首杀率:{(double)stats.FirstKills / stats.Plays * 100:0.##}%" : ""));
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builder.AppendLine($"总计首死数:{stats.FirstDeaths}" + (stats.Plays != 0 ? $" / 首死率:{(double)stats.FirstDeaths / stats.Plays * 100:0.##}%" : ""));
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builder.AppendLine($"总计参赛数:{stats.Plays}");
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builder.AppendLine($"总计冠军数:{stats.Wins}");
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builder.AppendLine($"总计前三数:{stats.Top3s}");
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builder.AppendLine($"总计败场数:{stats.Loses}");
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List<string> names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
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builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%(#{names.IndexOf(character.GetName())})");
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names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
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builder.AppendLine($"技术得分:{stats.Rating:0.##}(#{names.IndexOf(character.GetName())})");
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return NetworkUtility.JsonSerialize(builder.ToString());
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}
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}
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return NetworkUtility.JsonSerialize("");
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}
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[HttpGet("winraterank")]
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public string GetWinrateRank([FromQuery] bool? isteam = null)
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{
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bool team = isteam ?? false;
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if (team)
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{
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List<string> strings = [];
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IEnumerable<Character> ratings = FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
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foreach (Character character in ratings)
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{
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StringBuilder builder = new();
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CharacterStatistics stats = FunGameSimulation.TeamCharacterStatistics[character];
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builder.AppendLine(character.ToString());
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builder.AppendLine($"总计参赛数:{stats.Plays}");
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builder.AppendLine($"总计冠军数:{stats.Wins}");
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builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
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builder.AppendLine($"技术得分:{stats.Rating:0.##}");
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strings.Add(builder.ToString());
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}
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return NetworkUtility.JsonSerialize(strings);
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}
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else
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{
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List<string> strings = [];
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IEnumerable<Character> ratings = FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
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foreach (Character character in ratings)
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{
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StringBuilder builder = new();
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CharacterStatistics stats = FunGameSimulation.CharacterStatistics[character];
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builder.AppendLine(character.ToString());
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builder.AppendLine($"总计参赛数:{stats.Plays}");
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builder.AppendLine($"总计冠军数:{stats.Wins}");
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builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
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builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
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builder.AppendLine($"技术得分:{stats.Rating:0.##}");
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builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank}");
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strings.Add(builder.ToString());
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}
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return NetworkUtility.JsonSerialize(strings);
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}
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}
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[HttpGet("ratingrank")]
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public string GetRatingRank([FromQuery] bool? isteam = null)
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{
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bool team = isteam ?? false;
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if (team)
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{
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List<string> strings = [];
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IEnumerable<Character> ratings = FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
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foreach (Character character in ratings)
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{
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StringBuilder builder = new();
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CharacterStatistics stats = FunGameSimulation.TeamCharacterStatistics[character];
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builder.AppendLine(character.ToString());
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builder.AppendLine($"总计参赛数:{stats.Plays}");
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builder.AppendLine($"总计冠军数:{stats.Wins}");
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builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
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builder.AppendLine($"技术得分:{stats.Rating:0.##}");
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strings.Add(builder.ToString());
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}
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return NetworkUtility.JsonSerialize(strings);
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}
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else
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{
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List<string> strings = [];
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IEnumerable<Character> ratings = FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
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foreach (Character character in ratings)
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{
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StringBuilder builder = new();
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CharacterStatistics stats = FunGameSimulation.CharacterStatistics[character];
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builder.AppendLine(character.ToString());
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builder.AppendLine($"总计参赛数:{stats.Plays}");
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builder.AppendLine($"总计冠军数:{stats.Wins}");
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builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
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builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
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builder.AppendLine($"技术得分:{stats.Rating:0.##}");
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builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank}");
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strings.Add(builder.ToString());
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}
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return NetworkUtility.JsonSerialize(strings);
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}
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}
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[HttpGet("cjs")]
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public string GetCharacterIntroduce([FromQuery] int? id = null)
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{
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if (id != null && id > 0 && id <= FunGameSimulation.Characters.Count)
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{
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Character c = FunGameSimulation.Characters[Convert.ToInt32(id) - 1].Copy();
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c.Level = General.GameplayEquilibriumConstant.MaxLevel;
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c.NormalAttack.Level = General.GameplayEquilibriumConstant.MaxNormalAttackLevel;
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Skill 冰霜攻击 = new 冰霜攻击(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxMagicLevel
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};
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c.Skills.Add(冰霜攻击);
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Skill 疾风步 = new 疾风步(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(疾风步);
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if (id == 1)
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{
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Skill META马 = new META马(c)
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{
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Level = 1
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};
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c.Skills.Add(META马);
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Skill 力量爆发 = new 力量爆发(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxMagicLevel
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};
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c.Skills.Add(力量爆发);
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}
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if (id == 2)
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{
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Skill 心灵之火 = new 心灵之火(c)
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{
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Level = 1
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};
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c.Skills.Add(心灵之火);
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Skill 天赐之力 = new 天赐之力(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(天赐之力);
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}
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if (id == 3)
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{
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Skill 魔法震荡 = new 魔法震荡(c)
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{
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Level = 1
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};
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c.Skills.Add(魔法震荡);
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Skill 魔法涌流 = new 魔法涌流(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(魔法涌流);
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}
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if (id == 4)
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{
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Skill 灵能反射 = new 灵能反射(c)
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{
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Level = 1
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};
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c.Skills.Add(灵能反射);
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Skill 三重叠加 = new 三重叠加(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(三重叠加);
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}
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if (id == 5)
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{
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Skill 智慧与力量 = new 智慧与力量(c)
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{
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Level = 1
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};
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c.Skills.Add(智慧与力量);
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Skill 变幻之心 = new 变幻之心(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(变幻之心);
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}
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if (id == 6)
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{
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Skill 致命打击 = new 致命打击(c)
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{
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Level = 1
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};
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c.Skills.Add(致命打击);
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Skill 精准打击 = new 精准打击(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(精准打击);
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}
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if (id == 7)
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{
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Skill 毁灭之势 = new 毁灭之势(c)
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{
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Level = 1
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};
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c.Skills.Add(毁灭之势);
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Skill 绝对领域 = new 绝对领域(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(绝对领域);
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}
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if (id == 8)
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{
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Skill 枯竭打击 = new 枯竭打击(c)
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{
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Level = 1
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};
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c.Skills.Add(枯竭打击);
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Skill 能量毁灭 = new 能量毁灭(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(能量毁灭);
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}
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if (id == 9)
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{
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Skill 玻璃大炮 = new 玻璃大炮(c)
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{
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Level = 1
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};
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c.Skills.Add(玻璃大炮);
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Skill 迅捷之势 = new 迅捷之势(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(迅捷之势);
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}
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if (id == 10)
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{
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Skill 累积之压 = new 累积之压(c)
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{
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Level = 1
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};
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c.Skills.Add(累积之压);
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Skill 嗜血本能 = new 嗜血本能(c)
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{
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Level = General.GameplayEquilibriumConstant.MaxSkillLevel
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};
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c.Skills.Add(嗜血本能);
|
||
}
|
||
|
||
if (id == 11)
|
||
{
|
||
Skill 敏捷之刃 = new 敏捷之刃(c)
|
||
{
|
||
Level = 1
|
||
};
|
||
c.Skills.Add(敏捷之刃);
|
||
|
||
Skill 平衡强化 = new 平衡强化(c)
|
||
{
|
||
Level = General.GameplayEquilibriumConstant.MaxSkillLevel
|
||
};
|
||
c.Skills.Add(平衡强化);
|
||
}
|
||
|
||
if (id == 12)
|
||
{
|
||
Skill 弱者猎手 = new 弱者猎手(c)
|
||
{
|
||
Level = 1
|
||
};
|
||
c.Skills.Add(弱者猎手);
|
||
|
||
Skill 血之狂欢 = new 血之狂欢(c)
|
||
{
|
||
Level = General.GameplayEquilibriumConstant.MaxSkillLevel
|
||
};
|
||
c.Skills.Add(血之狂欢);
|
||
}
|
||
|
||
return NetworkUtility.JsonSerialize(c.GetInfo().Trim());
|
||
}
|
||
return NetworkUtility.JsonSerialize("");
|
||
}
|
||
|
||
[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。");
|
||
}
|
||
}
|
||
}
|