OshimaGameModule/OshimaCore/Controllers/FunGameController.cs
2024-11-19 23:26:12 +08:00

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C#
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using System.Text;
using Microsoft.AspNetCore.Mvc;
using Microsoft.Extensions.Logging;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Library.Constant;
using Oshima.Core.Configs;
using Oshima.Core.Models;
using Oshima.Core.Utils;
namespace Oshima.Core.Controllers
{
[ApiController]
[Route("[controller]")]
public class FunGameController(ILogger<FunGameController> logger) : ControllerBase
{
private readonly ILogger<FunGameController> _logger = logger;
private const int drawCardReduce = 2000;
private const int drawCardReduce_Material = 10;
private const string noSaved = "你还没有创建存档!请发送【创建存档】创建。";
[HttpGet("test")]
public List<string> GetTest([FromQuery] bool? isweb = null, [FromQuery] bool? isteam = null, [FromQuery] bool? showall = null)
{
bool web = isweb ?? true;
bool team = isteam ?? false;
bool all = showall ?? false;
return FunGameSimulation.StartGame(false, web, team, all);
}
[HttpGet("stats")]
public string GetStats([FromQuery] int? id = null)
{
if (id != null && id > 0 && id <= FunGameService.Characters.Count)
{
Character character = FunGameService.Characters[Convert.ToInt32(id) - 1];
if (FunGameSimulation.CharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
{
StringBuilder builder = new();
builder.AppendLine(character.ToString());
builder.AppendLine($"总计造成伤害:{stats.TotalDamage:0.##} / 场均:{stats.AvgDamage:0.##}");
builder.AppendLine($"总计造成物理伤害:{stats.TotalPhysicalDamage:0.##} / 场均:{stats.AvgPhysicalDamage:0.##}");
builder.AppendLine($"总计造成魔法伤害:{stats.TotalMagicDamage:0.##} / 场均:{stats.AvgMagicDamage:0.##}");
builder.AppendLine($"总计造成真实伤害:{stats.TotalRealDamage:0.##} / 场均:{stats.AvgRealDamage:0.##}");
builder.AppendLine($"总计承受伤害:{stats.TotalTakenDamage:0.##} / 场均:{stats.AvgTakenDamage:0.##}");
builder.AppendLine($"总计承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 场均:{stats.AvgTakenPhysicalDamage:0.##}");
builder.AppendLine($"总计承受魔法伤害:{stats.TotalTakenMagicDamage:0.##} / 场均:{stats.AvgTakenMagicDamage:0.##}");
builder.AppendLine($"总计承受真实伤害:{stats.TotalTakenRealDamage:0.##} / 场均:{stats.AvgTakenRealDamage:0.##}");
builder.AppendLine($"总计存活回合数:{stats.LiveRound} / 场均:{stats.AvgLiveRound}");
builder.AppendLine($"总计行动回合数:{stats.ActionTurn} / 场均:{stats.AvgActionTurn}");
builder.AppendLine($"总计存活时长:{stats.LiveTime:0.##} / 场均:{stats.AvgLiveTime:0.##}");
builder.AppendLine($"总计赚取金钱:{stats.TotalEarnedMoney} / 场均:{stats.AvgEarnedMoney}");
builder.AppendLine($"每回合伤害:{stats.DamagePerRound:0.##}");
builder.AppendLine($"每行动回合伤害:{stats.DamagePerTurn:0.##}");
builder.AppendLine($"每秒伤害:{stats.DamagePerSecond:0.##}");
builder.AppendLine($"总计击杀数:{stats.Kills}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Kills / stats.Plays:0.##}" : ""));
builder.AppendLine($"总计死亡数:{stats.Deaths}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Deaths / stats.Plays:0.##}" : ""));
builder.AppendLine($"总计助攻数:{stats.Assists}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Assists / stats.Plays:0.##}" : ""));
builder.AppendLine($"总计首杀数:{stats.FirstKills}" + (stats.Plays != 0 ? $" / 首杀率:{(double)stats.FirstKills / stats.Plays * 100:0.##}%" : ""));
builder.AppendLine($"总计首死数:{stats.FirstDeaths}" + (stats.Plays != 0 ? $" / 首死率:{(double)stats.FirstDeaths / stats.Plays * 100:0.##}%" : ""));
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计冠军数:{stats.Wins}");
builder.AppendLine($"总计前三数:{stats.Top3s}");
builder.AppendLine($"总计败场数:{stats.Loses}");
List<string> names = [.. FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())];
builder.AppendLine($"MVP次数{stats.MVPs}#{names.IndexOf(character.GetName()) + 1}");
names = [.. FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%#{names.IndexOf(character.GetName()) + 1}");
builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
names = [.. FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
builder.AppendLine($"技术得分:{stats.Rating:0.0#}#{names.IndexOf(character.GetName()) + 1}");
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}");
return NetworkUtility.JsonSerialize(builder.ToString());
}
}
return NetworkUtility.JsonSerialize("");
}
[HttpGet("teamstats")]
public string GetTeamStats([FromQuery] int? id = null)
{
if (id != null && id > 0 && id <= FunGameService.Characters.Count)
{
Character character = FunGameService.Characters[Convert.ToInt32(id) - 1];
if (FunGameSimulation.TeamCharacterStatistics.TryGetValue(character, out CharacterStatistics? stats) && stats != null)
{
StringBuilder builder = new();
builder.AppendLine(character.ToString());
builder.AppendLine($"总计造成伤害:{stats.TotalDamage:0.##} / 场均:{stats.AvgDamage:0.##}");
builder.AppendLine($"总计造成物理伤害:{stats.TotalPhysicalDamage:0.##} / 场均:{stats.AvgPhysicalDamage:0.##}");
builder.AppendLine($"总计造成魔法伤害:{stats.TotalMagicDamage:0.##} / 场均:{stats.AvgMagicDamage:0.##}");
builder.AppendLine($"总计造成真实伤害:{stats.TotalRealDamage:0.##} / 场均:{stats.AvgRealDamage:0.##}");
builder.AppendLine($"总计承受伤害:{stats.TotalTakenDamage:0.##} / 场均:{stats.AvgTakenDamage:0.##}");
builder.AppendLine($"总计承受物理伤害:{stats.TotalTakenPhysicalDamage:0.##} / 场均:{stats.AvgTakenPhysicalDamage:0.##}");
builder.AppendLine($"总计承受魔法伤害:{stats.TotalTakenMagicDamage:0.##} / 场均:{stats.AvgTakenMagicDamage:0.##}");
builder.AppendLine($"总计承受真实伤害:{stats.TotalTakenRealDamage:0.##} / 场均:{stats.AvgTakenRealDamage:0.##}");
builder.AppendLine($"总计存活回合数:{stats.LiveRound} / 场均:{stats.AvgLiveRound}");
builder.AppendLine($"总计行动回合数:{stats.ActionTurn} / 场均:{stats.AvgActionTurn}");
builder.AppendLine($"总计存活时长:{stats.LiveTime:0.##} / 场均:{stats.AvgLiveTime:0.##}");
builder.AppendLine($"总计赚取金钱:{stats.TotalEarnedMoney} / 场均:{stats.AvgEarnedMoney}");
builder.AppendLine($"每回合伤害:{stats.DamagePerRound:0.##}");
builder.AppendLine($"每行动回合伤害:{stats.DamagePerTurn:0.##}");
builder.AppendLine($"每秒伤害:{stats.DamagePerSecond:0.##}");
builder.AppendLine($"总计击杀数:{stats.Kills}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Kills / stats.Plays:0.##}" : ""));
builder.AppendLine($"总计死亡数:{stats.Deaths}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Deaths / stats.Plays:0.##}" : ""));
builder.AppendLine($"击杀死亡比:{(stats.Deaths == 0 ? stats.Kills : ((double)stats.Kills / stats.Deaths)):0.##}");
builder.AppendLine($"总计助攻数:{stats.Assists}" + (stats.Plays != 0 ? $" / 场均:{(double)stats.Assists / stats.Plays:0.##}" : ""));
builder.AppendLine($"总计首杀数:{stats.FirstKills}" + (stats.Plays != 0 ? $" / 首杀率:{(double)stats.FirstKills / stats.Plays * 100:0.##}%" : ""));
builder.AppendLine($"总计首死数:{stats.FirstDeaths}" + (stats.Plays != 0 ? $" / 首死率:{(double)stats.FirstDeaths / stats.Plays * 100:0.##}%" : ""));
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计胜场数:{stats.Wins}");
builder.AppendLine($"总计败场数:{stats.Loses}");
List<string> names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.MVPs).Select(kv => kv.Key.GetName())];
builder.AppendLine($"MVP次数{stats.MVPs}#{names.IndexOf(character.GetName()) + 1}");
names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key.GetName())];
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%#{names.IndexOf(character.GetName()) + 1}");
names = [.. FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key.GetName())];
builder.AppendLine($"技术得分:{stats.Rating:0.0#}#{names.IndexOf(character.GetName()) + 1}");
return NetworkUtility.JsonSerialize(builder.ToString());
}
}
return NetworkUtility.JsonSerialize("");
}
[HttpGet("winraterank")]
public string GetWinrateRank([FromQuery] bool? isteam = null)
{
bool team = isteam ?? false;
if (team)
{
List<string> strings = [];
IEnumerable<Character> ratings = FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
foreach (Character character in ratings)
{
StringBuilder builder = new();
CharacterStatistics stats = FunGameSimulation.TeamCharacterStatistics[character];
builder.AppendLine(character.ToString());
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计冠军数:{stats.Wins}");
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
builder.AppendLine($"技术得分:{stats.Rating:0.0#}");
builder.AppendLine($"MVP次数{stats.MVPs}");
strings.Add(builder.ToString());
}
return NetworkUtility.JsonSerialize(strings);
}
else
{
List<string> strings = [];
IEnumerable<Character> ratings = FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Winrates).Select(kv => kv.Key);
foreach (Character character in ratings)
{
StringBuilder builder = new();
CharacterStatistics stats = FunGameSimulation.CharacterStatistics[character];
builder.AppendLine(character.ToString());
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计冠军数:{stats.Wins}");
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
builder.AppendLine($"技术得分:{stats.Rating:0.0#}");
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}");
builder.AppendLine($"MVP次数{stats.MVPs}");
strings.Add(builder.ToString());
}
return NetworkUtility.JsonSerialize(strings);
}
}
[HttpGet("ratingrank")]
public string GetRatingRank([FromQuery] bool? isteam = null)
{
bool team = isteam ?? false;
if (team)
{
List<string> strings = [];
IEnumerable<Character> ratings = FunGameSimulation.TeamCharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
foreach (Character character in ratings)
{
StringBuilder builder = new();
CharacterStatistics stats = FunGameSimulation.TeamCharacterStatistics[character];
builder.AppendLine(character.ToString());
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计冠军数:{stats.Wins}");
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
builder.AppendLine($"技术得分:{stats.Rating:0.0#}");
builder.AppendLine($"MVP次数{stats.MVPs}");
strings.Add(builder.ToString());
}
return NetworkUtility.JsonSerialize(strings);
}
else
{
List<string> strings = [];
IEnumerable<Character> ratings = FunGameSimulation.CharacterStatistics.OrderByDescending(kv => kv.Value.Rating).Select(kv => kv.Key);
foreach (Character character in ratings)
{
StringBuilder builder = new();
CharacterStatistics stats = FunGameSimulation.CharacterStatistics[character];
builder.AppendLine(character.ToString());
builder.AppendLine($"总计参赛数:{stats.Plays}");
builder.AppendLine($"总计冠军数:{stats.Wins}");
builder.AppendLine($"胜率:{stats.Winrates * 100:0.##}%");
builder.AppendLine($"前三率:{stats.Top3rates * 100:0.##}%");
builder.AppendLine($"技术得分:{stats.Rating:0.0#}");
builder.AppendLine($"上次排名:{stats.LastRank} / 场均名次:{stats.AvgRank:0.##}");
builder.AppendLine($"MVP次数{stats.MVPs}");
strings.Add(builder.ToString());
}
return NetworkUtility.JsonSerialize(strings);
}
}
[HttpGet("cjs")]
public string GetCharacterInfo([FromQuery] int? id = null)
{
if (id != null && id > 0 && id <= FunGameService.Characters.Count)
{
Character c = FunGameService.Characters[Convert.ToInt32(id) - 1].Copy();
c.Level = General.GameplayEquilibriumConstant.MaxLevel;
c.NormalAttack.Level = General.GameplayEquilibriumConstant.MaxNormalAttackLevel;
FunGameService.AddCharacterSkills(c, 1, General.GameplayEquilibriumConstant.MaxSkillLevel, General.GameplayEquilibriumConstant.MaxSuperSkillLevel);
return NetworkUtility.JsonSerialize(c.GetInfo().Trim());
}
return NetworkUtility.JsonSerialize("");
}
[HttpGet("cjn")]
public string GetSkillInfo([FromQuery] long? id = null)
{
IEnumerable<Skill> skills = FunGameService.Skills.Union(FunGameService.Magics);
if (id != null && FunGameService.Characters.Count > 1)
{
List<string> msg = [];
Character c = FunGameService.Characters[1].Copy();
Skill? s = skills.Where(s => s.Id == id).FirstOrDefault()?.Copy();
if (s != null)
{
s.Character = c;
msg.Add($"技能展示的属性基于演示角色:[ {c} ]");
msg.Add(c.ToStringWithLevel() + "\r\n" + s.ToString());
s.Level++; ;
msg.Add(c.ToStringWithLevel() + "\r\n" + s.ToString());
c.Level = General.GameplayEquilibriumConstant.MaxLevel;
s.Level = s.IsMagic ? General.GameplayEquilibriumConstant.MaxMagicLevel : General.GameplayEquilibriumConstant.MaxSkillLevel;
msg.Add(c.ToStringWithLevel() + "\r\n" + s.ToString());
}
return NetworkUtility.JsonSerialize(string.Join("\r\n\r\n", msg));
}
return NetworkUtility.JsonSerialize("");
}
[HttpGet("cwp")]
public string GetItemInfo([FromQuery] long? id = null)
{
IEnumerable<Item> items = FunGameService.Equipment;
if (id != null)
{
List<string> msg = [];
Item? i = items.Where(i => i.Id == id).FirstOrDefault()?.Copy();
if (i != null)
{
i.SetLevel(1);
msg.Add(i.ToString(false, true));
}
return NetworkUtility.JsonSerialize(string.Join("\r\n\r\n", msg));
}
return NetworkUtility.JsonSerialize("");
}
[HttpGet("mfk")]
public string GenerateMagicCard()
{
Item i = FunGameService.GenerateMagicCard();
return NetworkUtility.JsonSerialize(i.ToString(false, true));
}
[HttpGet("mfkb")]
public string GenerateMagicCardPack()
{
Item? i = FunGameService.GenerateMagicCardPack(3);
if (i != null)
{
return NetworkUtility.JsonSerialize(i.ToString(false, true));
}
return NetworkUtility.JsonSerialize("");
}
[HttpPost("cjcd")]
public string CreateSaved([FromQuery] long? qq = null, [FromQuery] string? name = null)
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
string username = name ?? "Unknown";
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
if (pc.Count == 0)
{
User user = Factory.GetUser(userid, username, DateTime.Now, DateTime.Now, userid + "@qq.com", username);
user.Inventory.Credits = 5000000;
pc.Add("user", user);
pc.SaveConfig();
return NetworkUtility.JsonSerialize($"创建存档成功!你的用户名是【{username}】。");
}
else
{
return NetworkUtility.JsonSerialize("你已经创建过存档!");
}
}
[HttpPost("ckkc")]
public string GetInventoryInfo([FromQuery] long? qq = null)
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
return NetworkUtility.JsonSerialize(user.Inventory.ToString(false));
}
else
{
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("ckkc2")]
public List<string> GetInventoryInfo2([FromQuery] long? qq = null, [FromQuery] int? page = null)
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
int showPage = page ?? 1;
if (showPage <= 0) showPage = 1;
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
List<string> list = [];
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
list.Add($"☆★☆ {user.Inventory.Name} ☆★☆");
list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}{user.Inventory.Credits:0.00}");
list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}{user.Inventory.Materials:0.00}");
List<Character> characters = [.. user.Inventory.Characters];
List<Item> items = [.. user.Inventory.Items];
int total = characters.Count + items.Count;
int maxPage = (int)Math.Ceiling((double)total / 10);
if (showPage <= maxPage)
{
List<object> inventory = [.. characters, .. items];
Dictionary<int, object> dict = inventory.Select((obj, index) => new { Index = index + 1, Value = obj }).ToDictionary(k => k.Index, v => v.Value);
List<int> seq = [.. FunGameService.GetPage(dict.Keys, showPage, 10)];
bool showCharacter = true;
bool showItem = true;
int characterCount = 0;
int itemCount = 0;
int prevSequence = dict.Take((showPage - 1) * 10).Count();
foreach (int index in seq)
{
object obj = dict[index];
string str = "";
if (obj is Character character)
{
characterCount++;
if (showCharacter)
{
showCharacter = false;
list.Add("======= 角色 =======");
}
str = $"{prevSequence + characterCount}. {character.ToStringWithLevelWithOutUser()}";
}
if (obj is Item item)
{
itemCount++;
if (showItem)
{
showItem = false;
list.Add("======= 物品 =======");
}
str = $"{index - (characterCount > 0 ? prevSequence + characterCount : characters.Count)}. [{ItemSet.GetQualityTypeName(item.QualityType)}|{ItemSet.GetItemTypeName(item.ItemType)}] {item.Name}\r\n";
str += $"{item.ToStringInventory(false).Trim()}";
}
list.Add(str);
}
list.Add($"页数:{showPage} / {maxPage}");
}
else
{
list.Add($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。");
}
}
else
{
list.Add(noSaved);
}
return list;
}
[HttpPost("ckkc3")]
public List<string> GetInventoryInfo3([FromQuery] long? qq = null, [FromQuery] int? page = null, [FromQuery] int? order = null, [FromQuery] int? orderqty = null)
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
int showPage = page ?? 1;
if (showPage <= 0) showPage = 1;
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
List<string> list = [];
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
list.Add($"☆★☆ {user.Inventory.Name} ☆★☆");
list.Add($"{General.GameplayEquilibriumConstant.InGameCurrency}{user.Inventory.Credits:0.00}");
list.Add($"{General.GameplayEquilibriumConstant.InGameMaterial}{user.Inventory.Materials:0.00}");
List<Item> items = [.. user.Inventory.Items];
Dictionary<string, List<Item>> itemCategory = [];
foreach (Item item in items)
{
if (!itemCategory.TryAdd(item.GetIdName(), [item]))
{
itemCategory[item.GetIdName()].Add(item);
}
}
if (orderqty != 0)
{
IOrderedEnumerable<KeyValuePair<string, List<Item>>>? orderEnum = null;
if (order != 0)
{
orderEnum = order switch
{
1 => itemCategory.OrderBy(kv => kv.Value.FirstOrDefault()?.QualityType ?? 0),
2 => itemCategory.OrderByDescending(kv => kv.Value.FirstOrDefault()?.QualityType ?? 0),
3 => itemCategory.OrderBy(kv => kv.Value.FirstOrDefault()?.ItemType ?? 0),
4 => itemCategory.OrderByDescending(kv => kv.Value.FirstOrDefault()?.ItemType ?? 0),
_ => itemCategory.OrderBy(kv => 0)
};
}
if (orderEnum != null)
{
if (orderqty == 1)
{
orderEnum = orderEnum.ThenBy(kv => kv.Value.Count);
}
else
{
orderEnum = orderEnum.ThenByDescending(kv => kv.Value.Count);
}
itemCategory = orderEnum.ToDictionary();
}
}
int maxPage = (int)Math.Ceiling((double)itemCategory.Count / 10);
if (showPage <= maxPage)
{
List<string> keys = [.. FunGameService.GetPage(itemCategory.Keys, showPage, 10)];
int itemCount = 0;
list.Add("======= 物品 =======");
foreach (string key in keys)
{
itemCount++;
List<Item> objs = itemCategory[key];
string str = $"{itemCount}. [{ItemSet.GetQualityTypeName(objs[0].QualityType)}|{ItemSet.GetItemTypeName(objs[0].ItemType)}] {objs[0].Name}\r\n";
str += $"物品序号:{string.Join("", objs.Select(i => items.IndexOf(i) + 1))}\r\n";
str += $"拥有数量:{objs.Count}(可出售数量:{objs.Count(i => i.IsSellable)},可交易数量:{objs.Count(i => i.IsTradable)}";
list.Add(str);
}
list.Add($"页数:{showPage} / {maxPage}");
}
else
{
list.Add($"没有这么多页!当前总页数为 {maxPage},但你请求的是第 {showPage} 页。");
}
}
else
{
list.Add(noSaved);
}
return list;
}
[HttpPost("ck")]
public string DrawCard([FromQuery] long? qq = null)
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
int reduce = drawCardReduce;
if (user.Inventory.Credits >= reduce)
{
user.Inventory.Credits -= reduce;
}
else
{
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {reduce} 呢,无法抽卡!");
}
double dice = Random.Shared.NextDouble();
if (dice > 0.8)
{
string msg = FunGameService.GetDrawCardResult(reduce, user);
pc.Add("user", user);
pc.SaveConfig();
return NetworkUtility.JsonSerialize(msg);
}
else
{
pc.SaveConfig();
return NetworkUtility.JsonSerialize($"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameCurrency},你什么也没抽中……");
}
}
else
{
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("ck10")]
public List<string> DrawCards([FromQuery] long? qq = null)
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
int reduce = drawCardReduce * 10;
if (user.Inventory.Credits >= reduce)
{
user.Inventory.Credits -= reduce;
}
else
{
return [$"你的{General.GameplayEquilibriumConstant.InGameCurrency}不足 {reduce} 呢,无法十连抽卡!"];
}
List<string> result = [$"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameCurrency},恭喜你抽到了:"];
int count = 0;
for (int i = 0; i < 10; i++)
{
double dice = Random.Shared.NextDouble();
if (dice > 0.8)
{
count++;
result.Add(FunGameService.GetDrawCardResult(reduce, user, true, count));
}
}
if (result.Count == 1)
{
result[0] = $"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameCurrency},你什么也没抽中……";
}
pc.Add("user", user);
pc.SaveConfig();
return result;
}
else
{
return [noSaved];
}
}
[HttpPost("clck")]
public string DrawCard_Material([FromQuery] long? qq = null)
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
int reduce = drawCardReduce_Material;
if (user.Inventory.Materials >= reduce)
{
user.Inventory.Materials -= reduce;
}
else
{
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce} 呢,无法抽卡!");
}
double dice = Random.Shared.NextDouble();
if (dice > 0.8)
{
string msg = FunGameService.GetDrawCardResult(reduce, user);
pc.Add("user", user);
pc.SaveConfig();
return NetworkUtility.JsonSerialize(msg);
}
else
{
pc.SaveConfig();
return NetworkUtility.JsonSerialize($"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},你什么也没抽中……");
}
}
else
{
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("clck10")]
public List<string> DrawCards_Material([FromQuery] long? qq = null)
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
int reduce = drawCardReduce_Material * 10;
if (user.Inventory.Materials >= reduce)
{
user.Inventory.Materials -= reduce;
}
else
{
return [$"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce} 呢,无法十连抽卡!"];
}
List<string> result = [$"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},恭喜你抽到了:"];
int count = 0;
for (int i = 0; i < 10; i++)
{
double dice = Random.Shared.NextDouble();
if (dice > 0.8)
{
count++;
result.Add(FunGameService.GetDrawCardResult(reduce, user, true, count));
}
}
if (result.Count == 1)
{
result[0] = $"消耗 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},你什么也没抽中……";
}
pc.Add("user", user);
pc.SaveConfig();
return result;
}
else
{
return [noSaved];
}
}
[HttpPost("dhjb")]
public string ExchangeCredits([FromQuery] long? qq = null, [FromQuery] double? materials = null)
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
double useMaterials = materials ?? 0;
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
int reduce = (int)useMaterials >= 10 ? (int)useMaterials : 10;
reduce -= reduce % 10;
if (reduce >= 10 && user.Inventory.Materials >= reduce)
{
int reward = reduce / 10 * 2000;
user.Inventory.Credits += reward;
user.Inventory.Materials -= reduce;
pc.Add("user", user);
pc.SaveConfig();
return NetworkUtility.JsonSerialize($"兑换成功!你消耗了 {reduce} {General.GameplayEquilibriumConstant.InGameMaterial},增加了 {reward} {General.GameplayEquilibriumConstant.InGameCurrency}");
}
else
{
return NetworkUtility.JsonSerialize($"你的{General.GameplayEquilibriumConstant.InGameMaterial}不足 {reduce},最低消耗 10 {General.GameplayEquilibriumConstant.InGameMaterial}兑换 2000 {General.GameplayEquilibriumConstant.InGameCurrency}");
}
}
else
{
return NetworkUtility.JsonSerialize(noSaved);
}
}
[HttpPost("cckjs")]
public string GetCharacterInfoFromInventory([FromQuery] long? qq = null, [FromQuery] int? seq = null)
{
try
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
int cIndex = seq ?? 0;
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
if (cIndex > 0 && cIndex <= user.Inventory.Characters.Count)
{
Character character = user.Inventory.Characters.ToList()[cIndex - 1];
return NetworkUtility.JsonSerialize($"这是你库存中序号为 {cIndex} 的角色详细信息:\r\n{character.GetInfo().Trim()}");
}
else
{
return NetworkUtility.JsonSerialize($"没有找到与这个序号相对应的角色!");
}
}
else
{
return NetworkUtility.JsonSerialize(noSaved);
}
}
catch (Exception e)
{
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpPost("cckwp")]
public string GetItemInfoFromInventory([FromQuery] long? qq = null, [FromQuery] int? seq = null)
{
try
{
long userid = qq ?? Convert.ToInt64("10" + Verification.CreateVerifyCode(VerifyCodeType.NumberVerifyCode, 11));
int itemIndex = seq ?? 0;
PluginConfig pc = new("saved", userid.ToString());
pc.LoadConfig();
if (pc.Count > 0)
{
User user = FunGameService.GetUser(pc);
if (itemIndex > 0 && itemIndex <= user.Inventory.Items.Count)
{
Item item = user.Inventory.Items.ToList()[itemIndex - 1];
return NetworkUtility.JsonSerialize($"这是你库存中序号为 {itemIndex} 的物品详细信息:\r\n{item.ToStringInventory(true).Trim()}");
}
else
{
return NetworkUtility.JsonSerialize($"没有找到与这个序号相对应的物品!");
}
}
else
{
return NetworkUtility.JsonSerialize(noSaved);
}
}
catch (Exception e)
{
return NetworkUtility.JsonSerialize(e.ToString());
}
}
[HttpGet("reload")]
public string Relaod([FromQuery] long? master = null)
{
if (master != null && master == GeneralSettings.Master)
{
FunGameService.Reload();
FunGameSimulation.InitFunGame();
return NetworkUtility.JsonSerialize("FunGame已重新加载。");
}
return NetworkUtility.JsonSerialize("提供的参数不正确。");
}
[HttpPost("post")]
public string PostName([FromBody] string name)
{
return NetworkUtility.JsonSerialize($"Your Name received successfully: {name}.");
}
[HttpPost("bind")]
public string Post([FromBody] BindQQ b)
{
return NetworkUtility.JsonSerialize("绑定失败,请稍后再试。");
}
}
}