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using System.Text;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Model;
using Oshima.FunGame.OshimaModules;
using Oshima.FunGame.OshimaModules.Characters;
using Oshima.FunGame.OshimaModules.Items;
using Oshima.FunGame.OshimaModules.Skills;
namespace Oshima.Core.Utils
{
public class FunGameSimulation
{
public static List<Character> Characters { get; } = [];
public static List<Skill> Skills { get; } = [];
public static List<Skill> Magics { get; } = [];
public static List<Item> Items { get; } = [];
public static Dictionary<Character, CharacterStatistics> CharacterStatistics { get; } = [];
public static Dictionary<Character, CharacterStatistics> TeamCharacterStatistics { get; } = [];
public static PluginConfig StatsConfig { get; } = new(nameof(FunGameSimulation), nameof(CharacterStatistics));
public static PluginConfig TeamStatsConfig { get; } = new(nameof(FunGameSimulation), nameof(TeamCharacterStatistics));
public static bool IsRuning { get; set; } = false;
public static bool IsWeb { get; set; } = false;
public static bool PrintOut { get; set; } = false;
public static bool DeathMatchRoundDetail { get; set; } = false;
public static string Msg { get; set; } = "";
public static List<string> StartGame(bool printout, bool isWeb = false, bool isTeam = false, bool deathMatchRoundDetail = false)
{
PrintOut = printout;
IsWeb = isWeb;
DeathMatchRoundDetail = deathMatchRoundDetail;
try
{
if (IsRuning) return ["游戏正在模拟中,请勿重复请求!"];
List<string> result = [];
Msg = "";
IsRuning = true;
// M = 0, W = 7, P1 = 1, P3 = 1
// M = 1, W = 6, P1 = 2, P3 = 0
// M = 2, W = 4, P1 = 0, P3 = 2
// M = 2, W = 5, P1 = 0, P3 = 0
// M = 3, W = 3, P1 = 1, P3 = 1
// M = 4, W = 2, P1 = 2, P3 = 0
// M = 5, W = 0, P1 = 0, P3 = 2
// M = 5, W = 1, P1 = 0, P3 = 0
List<Character> list = new(Characters);
if (list.Count > 11)
{
if (PrintOut) Console.WriteLine();
if (PrintOut) Console.WriteLine("Start!!!");
if (PrintOut) Console.WriteLine();
Character character1 = list[0].Copy();
Character character2 = list[1].Copy();
Character character3 = list[2].Copy();
Character character4 = list[3].Copy();
Character character5 = list[4].Copy();
Character character6 = list[5].Copy();
Character character7 = list[6].Copy();
Character character8 = list[7].Copy();
Character character9 = list[8].Copy();
Character character10 = list[9].Copy();
Character character11 = list[10].Copy();
Character character12 = list[11].Copy();
List<Character> characters = [
character1, character2, character3, character4,
character5, character6, character7, character8,
character9, character10, character11, character12
];
int clevel = 60;
int slevel = 6;
int mlevel = 8;
// 升级和赋能
for (int index = 0; index < characters.Count; index++)
{
Character c = characters[index];
c.Level = clevel;
c.NormalAttack.Level = mlevel;
IEnumerable<Skill> magics = Magics.OrderBy(x => Random.Shared.Next()).Take(3);
foreach (Skill magic in magics)
{
Skill m = magic.Copy();
m.Character = c;
m.Level = mlevel;
c.Skills.Add(m);
}
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
if (c == character1)
{
Skill META马 = new META马(c)
{
Level = 1
};
c.Skills.Add(META马);
Skill = new (c)
{
Level = mlevel
};
c.Skills.Add();
}
if (c == character2)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character3)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character4)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character5)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character6)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character7)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character8)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character9)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character10)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character11)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
if (c == character12)
{
Skill = new (c)
{
Level = 1
};
c.Skills.Add();
Skill = new (c)
{
Level = slevel
};
c.Skills.Add();
}
}
// 创建顺序表并排序
ActionQueue actionQueue = new(characters, isTeam, WriteLine);
if (isTeam)
{
actionQueue.MaxRespawnTimes = -1;
actionQueue.MaxScoreToWin = 30;
}
if (PrintOut) Console.WriteLine();
// 总游戏时长
double totalTime = 0;
// 开始空投
Msg = "";
int = 0;
int = 0;
int = 0;
int = 0;
(actionQueue, , , , );
if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
double = isTeam ? 80 : 40;
if ( < 4)
{
++;
}
if ( < 1)
{
++;
}
if ( < 1)
{
++;
}
if ( < 3)
{
++;
}
// 显示角色信息
if (PrintOut) characters.ForEach(c => Console.WriteLine(c.GetInfo()));
// 因赋予了装备,所以清除排序重新排
actionQueue.ClearQueue();
actionQueue.InitCharacterQueue(characters);
if (PrintOut) Console.WriteLine();
// 团队模式
if (isTeam)
{
Msg = "=== 团队模式随机分组 ===\r\n\r\n";
// 打乱角色列表
List<Character> shuffledCharacters = [.. characters.OrderBy(c => Random.Shared.Next())];
// 创建两个团队
List<Character> group1 = [];
List<Character> group2 = [];
// 将角色交替分配到两个团队中
for (int cid = 0; cid < shuffledCharacters.Count; cid++)
{
if (cid % 2 == 0)
{
group1.Add(shuffledCharacters[cid]);
}
else
{
group2.Add(shuffledCharacters[cid]);
}
}
// 添加到团队字典
actionQueue.AddTeam("队伍一", group1);
actionQueue.AddTeam("队伍二", group2);
foreach (string team in actionQueue.Teams.Keys)
{
WriteLine($"团队【{team}】的成员:\r\n{string.Join("\r\n", actionQueue.Teams[team].Members)}\r\n");
}
result.Add(Msg);
}
// 显示初始顺序表
actionQueue.DisplayQueue();
if (PrintOut) Console.WriteLine();
// 总回合数
int maxRound = isTeam ? 9999 : 999;
int i = 1;
while (i < maxRound)
{
Msg = "";
if (i == maxRound - 1)
{
if (isTeam)
{
WriteLine("两队打到天昏地暗,流局了!!");
break;
}
else
{
WriteLine($"=== 终局审判 ===");
Dictionary<Character, double> = [];
foreach (Character c in characters)
{
.TryAdd(c, c.HP / c.MaxHP);
}
double max = .Values.Max();
Character winner = .Keys.Where(c => [c] == max).First();
WriteLine("[ " + winner + " ] 成为了天选之人!!");
foreach (Character c in characters.Where(c => c != winner && c.HP > 0))
{
WriteLine("[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
actionQueue.DeathCalculation(winner, c);
}
actionQueue.EndGameInfo(winner);
result.Add(Msg);
break;
}
}
// 检查是否有角色可以行动
Character? characterToAct = actionQueue.NextCharacter();
// 处理回合
if (characterToAct != null)
{
WriteLine($"=== Round {i++} ===");
WriteLine("现在是 [ " + characterToAct + (isTeam ? "" + (actionQueue.GetTeam(characterToAct)?.Name ?? "") + "" : "") + " ] 的回合!");
bool isGameEnd = actionQueue.ProcessTurn(characterToAct);
if (isGameEnd)
{
result.Add(Msg);
break;
}
actionQueue.DisplayQueue();
WriteLine("");
}
// 模拟时间流逝
double timeLapse = actionQueue.TimeLapse();
totalTime += timeLapse;
-= timeLapse;
if ( <= 0)
{
// 空投
Msg = "";
(actionQueue, , , , );
if (isWeb) result.Add("=== 空投 ===\r\n" + Msg);
= isTeam ? 100 : 40;
if ( < 4)
{
++;
}
if ( < 1)
{
++;
}
if ( < 1)
{
++;
}
if ( < 3)
{
++;
}
}
if (actionQueue.LastRound.HasKill)
{
string roundMsg = Msg;
if (!deathMatchRoundDetail)
{
roundMsg = actionQueue.LastRound.ToString();
}
if (!isWeb)
{
string[] strs = roundMsg.Split("==== 角色状态 ====");
if (strs.Length > 0)
{
roundMsg = strs[0];
}
result.Add(roundMsg);
}
else
{
result.Add(roundMsg);
}
}
}
if (PrintOut)
{
Console.WriteLine("--- End ---");
Console.WriteLine($"总游戏时长:{totalTime:0.##}");
Console.WriteLine("");
}
// 赛后统计
GetCharacterRating(actionQueue.CharacterStatistics, isTeam, actionQueue.EliminatedTeams);
int top = isWeb ? actionQueue.CharacterStatistics.Count : 0; // 回执多少个角色的统计信息
int count = 1;
if (isWeb)
{
WriteLine("=== 技术得分排行榜 ==="); // 这是输出在界面上的
Msg = $"=== 技术得分排行榜 TOP{top} ===\r\n"; // 这个是下一条给Result回执的标题覆盖掉上面方法里的赋值了
}
else
{
WriteLine("=== 本场比赛最佳角色 ===");
Msg = $"=== 本场比赛最佳角色 ===\r\n";
// 统计技术得分
Character? character = actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key).FirstOrDefault();
if (character != null)
{
CharacterStatistics stats = actionQueue.CharacterStatistics[character];
StringBuilder builder = new();
builder.AppendLine($"{(isWeb ? count + "." : (isTeam ? "[ " + actionQueue.GetTeamFromEliminated(character)?.Name + " ]" ?? "" : ""))} [ {character.ToStringWithLevel()} ]");
builder.AppendLine($"技术得分:{stats.Rating:0.##} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / " + stats.Deaths : "")}");
builder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
builder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}");
builder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
WriteLine(builder.ToString());
}
}
if (PrintOut)
{
Console.WriteLine();
Console.WriteLine("=== 技术得分排行榜 ===");
}
if (isTeam)
{
foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key))
{
StringBuilder builder = new();
CharacterStatistics stats = actionQueue.CharacterStatistics[character];
builder.AppendLine($"{(isWeb ? count + "." : ("[ " + actionQueue.GetTeamFromEliminated(character)?.Name + " ]" ?? ""))} [ {character.ToStringWithLevel()} ]");
builder.AppendLine($"技术得分:{stats.Rating:0.##} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / " + stats.Deaths : "")}");
builder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
builder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}");
builder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
if (count++ <= top)
{
WriteLine(builder.ToString());
}
else
{
if (PrintOut) Console.WriteLine(builder.ToString());
}
CharacterStatistics? totalStats = TeamCharacterStatistics.Where(kv => kv.Key.GetName() == character.GetName()).Select(kv => kv.Value).FirstOrDefault();
if (totalStats != null)
{
UpdateStatistics(totalStats, stats);
}
}
}
else
{
foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.Rating).Select(d => d.Key))
{
StringBuilder builder = new();
CharacterStatistics stats = actionQueue.CharacterStatistics[character];
builder.AppendLine($"{(isWeb ? count + ". " : "")}[ {character.ToStringWithLevel()} ]");
builder.AppendLine($"技术得分:{stats.Rating:0.##} / 击杀数:{stats.Kills} / 助攻数:{stats.Assists}{(actionQueue.MaxRespawnTimes != 0 ? " / " + stats.Deaths : "")}");
builder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
builder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}");
builder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
if (count++ <= top)
{
WriteLine(builder.ToString());
}
else
{
if (PrintOut) Console.WriteLine(builder.ToString());
}
CharacterStatistics? totalStats = CharacterStatistics.Where(kv => kv.Key.GetName() == character.GetName()).Select(kv => kv.Value).FirstOrDefault();
if (totalStats != null)
{
UpdateStatistics(totalStats, stats);
}
}
}
result.Add(Msg);
// 显示每个角色的信息
if (isWeb)
{
if (isTeam)
{
top = 1;
for (i = actionQueue.EliminatedTeams.Count - 1; i >= 0; i--)
{
Team team = actionQueue.EliminatedTeams[i];
string topTeam = "";
if (top == 1)
{
topTeam = "冠军";
}
if (top == 2)
{
topTeam = "亚军";
}
if (top == 3)
{
topTeam = "季军";
}
if (top > 3)
{
topTeam = $"第 {top} 名";
}
foreach (Character character in team.Members)
{
result.Add($"== {topTeam}团队 [ {team.Name} ] ==\r\n== 角色:[ {character} ] ==\r\n{character.GetInfo()}");
}
top++;
}
}
else
{
for (i = actionQueue.Eliminated.Count - 1; i >= 0; i--)
{
Character character = actionQueue.Eliminated[i];
result.Add($"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
}
}
}
if (isTeam)
{
lock (TeamStatsConfig)
{
foreach (Character c in TeamCharacterStatistics.Keys)
{
TeamStatsConfig.Add(c.ToStringWithOutUser(), TeamCharacterStatistics[c]);
}
TeamStatsConfig.SaveConfig();
}
}
else
{
lock (StatsConfig)
{
foreach (Character c in CharacterStatistics.Keys)
{
StatsConfig.Add(c.ToStringWithOutUser(), CharacterStatistics[c]);
}
StatsConfig.SaveConfig();
}
}
IsRuning = false;
}
return result;
}
catch (Exception ex)
{
IsRuning = false;
Console.WriteLine(ex);
return [ex.ToString()];
}
}
public static void WriteLine(string str)
{
Msg += str + "\r\n";
if (PrintOut) Console.WriteLine(str);
}
public static void (ActionQueue queue, int wQuality, int aQuality, int sQuality, int acQuality)
{
WriteLine($"社区送温暖了,现在随机发放空投!!");
foreach (Character character in queue.Queue)
{
Item[] = Items.Where(i => i.Id.ToString().StartsWith("11") && (int)i.QualityType == wQuality).ToArray();
Item[] = Items.Where(i => i.Id.ToString().StartsWith("12") && (int)i.QualityType == aQuality).ToArray();
Item[] = Items.Where(i => i.Id.ToString().StartsWith("13") && (int)i.QualityType == sQuality).ToArray();
Item[] = Items.Where(i => i.Id.ToString().StartsWith("14") && (int)i.QualityType == acQuality).ToArray();
Item? a = null, b = null, c = null, d = null;
if (.Length > 0)
{
a = [Random.Shared.Next(.Length)];
}
if (.Length > 0)
{
b = [Random.Shared.Next(.Length)];
}
if (.Length > 0)
{
c = [Random.Shared.Next(.Length)];
}
if (.Length > 0)
{
d = [Random.Shared.Next(.Length)];
}
List<Item> = [];
if (a != null) .Add(a);
if (b != null) .Add(b);
if (c != null) .Add(c);
if (d != null) .Add(d);
foreach (Item item in )
{
Item realItem = item.Copy();
realItem.SetGamingQueue(queue);
realItem.SetLevel(1);
queue.Equip(character, realItem);
}
}
WriteLine("");
}
public static void InitCharacter()
{
Characters.Add(new OshimaShiya());
Characters.Add(new XinYin());
Characters.Add(new Yang());
Characters.Add(new NanGanYu());
Characters.Add(new NiuNan());
Characters.Add(new DokyoMayor());
Characters.Add(new MagicalGirl());
Characters.Add(new QingXiang());
Characters.Add(new QWQAQW());
Characters.Add(new ColdBlue());
Characters.Add(new dddovo());
Characters.Add(new Quduoduo());
foreach (Character c in Characters)
{
CharacterStatistics.Add(c, new());
}
StatsConfig.LoadConfig();
foreach (Character character in CharacterStatistics.Keys)
{
if (StatsConfig.ContainsKey(character.ToStringWithOutUser()))
{
CharacterStatistics[character] = StatsConfig.Get<CharacterStatistics>(character.ToStringWithOutUser()) ?? CharacterStatistics[character];
}
}
foreach (Character c in Characters)
{
TeamCharacterStatistics.Add(c, new());
}
TeamStatsConfig.LoadConfig();
foreach (Character character in TeamCharacterStatistics.Keys)
{
if (TeamStatsConfig.ContainsKey(character.ToStringWithOutUser()))
{
TeamCharacterStatistics[character] = TeamStatsConfig.Get<CharacterStatistics>(character.ToStringWithOutUser()) ?? TeamCharacterStatistics[character];
}
}
Dictionary<string, Item> exItems = Factory.GetGameModuleInstances<Item>(OshimaGameModuleConstant.General, OshimaGameModuleConstant.Item);
Items.AddRange(exItems.Values);
Items.AddRange([new 10(), new 30(), new 50()]);
Skills.AddRange([new ()]);
Magics.AddRange([new (), new (), new (), new (), new (), new (), new (), new ()]);
}
public static void UpdateStatistics(CharacterStatistics totalStats, CharacterStatistics stats)
{
// 统计此角色的所有数据
totalStats.TotalDamage = Calculation.Round2Digits(totalStats.TotalDamage + stats.TotalDamage);
totalStats.TotalPhysicalDamage = Calculation.Round2Digits(totalStats.TotalPhysicalDamage + stats.TotalPhysicalDamage);
totalStats.TotalMagicDamage = Calculation.Round2Digits(totalStats.TotalMagicDamage + stats.TotalMagicDamage);
totalStats.TotalRealDamage = Calculation.Round2Digits(totalStats.TotalRealDamage + stats.TotalRealDamage);
totalStats.TotalTakenDamage = Calculation.Round2Digits(totalStats.TotalTakenDamage + stats.TotalTakenDamage);
totalStats.TotalTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage + stats.TotalTakenPhysicalDamage);
totalStats.TotalTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage + stats.TotalTakenMagicDamage);
totalStats.TotalTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage + stats.TotalTakenRealDamage);
totalStats.LiveRound += stats.LiveRound;
totalStats.ActionTurn += stats.ActionTurn;
totalStats.LiveTime = Calculation.Round2Digits(totalStats.LiveTime + stats.LiveTime);
totalStats.TotalEarnedMoney += stats.TotalEarnedMoney;
totalStats.Kills += stats.Kills;
totalStats.Deaths += stats.Deaths;
totalStats.Assists += stats.Assists;
totalStats.FirstKills += stats.FirstKills;
totalStats.FirstDeaths += stats.FirstDeaths;
totalStats.LastRank = stats.LastRank;
double totalRank = totalStats.AvgRank * totalStats.Plays + totalStats.LastRank;
double totalRating = totalStats.Rating * totalStats.Plays + stats.Rating;
totalStats.Plays += stats.Plays;
if (totalStats.Plays != 0) totalStats.AvgRank = Calculation.Round2Digits(totalRank / totalStats.Plays);
else totalStats.AvgRank = stats.LastRank;
if (totalStats.Plays != 0) totalStats.Rating = Calculation.Round4Digits(totalRating / totalStats.Plays);
else totalStats.Rating = stats.Rating;
totalStats.Wins += stats.Wins;
totalStats.Top3s += stats.Top3s;
totalStats.Loses += stats.Loses;
if (totalStats.Plays != 0)
{
totalStats.AvgDamage = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.Plays);
totalStats.AvgPhysicalDamage = Calculation.Round2Digits(totalStats.TotalPhysicalDamage / totalStats.Plays);
totalStats.AvgMagicDamage = Calculation.Round2Digits(totalStats.TotalMagicDamage / totalStats.Plays);
totalStats.AvgRealDamage = Calculation.Round2Digits(totalStats.TotalRealDamage / totalStats.Plays);
totalStats.AvgTakenDamage = Calculation.Round2Digits(totalStats.TotalTakenDamage / totalStats.Plays);
totalStats.AvgTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage / totalStats.Plays);
totalStats.AvgTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage / totalStats.Plays);
totalStats.AvgTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage / totalStats.Plays);
totalStats.AvgLiveRound = totalStats.LiveRound / totalStats.Plays;
totalStats.AvgActionTurn = totalStats.ActionTurn / totalStats.Plays;
totalStats.AvgLiveTime = Calculation.Round2Digits(totalStats.LiveTime / totalStats.Plays);
totalStats.AvgEarnedMoney = totalStats.TotalEarnedMoney / totalStats.Plays;
totalStats.Winrates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Wins) / Convert.ToDouble(totalStats.Plays));
totalStats.Top3rates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Top3s) / Convert.ToDouble(totalStats.Plays));
}
if (totalStats.LiveRound != 0) totalStats.DamagePerRound = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.LiveRound);
if (totalStats.ActionTurn != 0) totalStats.DamagePerTurn = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.ActionTurn);
if (totalStats.LiveTime != 0) totalStats.DamagePerSecond = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.LiveTime);
}
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 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 + 1e-6)));
// 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);
}
}
}