mirror of
https://github.com/oshima-studios/OshimaGameModule.git
synced 2025-04-21 19:39:36 +08:00
553 lines
24 KiB
C#
553 lines
24 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.Interface.Base;
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using Milimoe.FunGame.Core.Library.Common.Addon;
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using Milimoe.FunGame.Core.Library.Constant;
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using Milimoe.FunGame.Core.Model;
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using Oshima.FunGame.OshimaModules;
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using Oshima.FunGame.OshimaModules.Items;
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using Oshima.FunGame.OshimaModules.Skills;
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namespace Oshima.FunGame.OshimaServers
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{
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public class FastAutoServer : GameModuleServer
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{
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public override string Name => OshimaGameModuleConstant.FastAuto;
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public override string Description => OshimaGameModuleConstant.Description;
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public override string Version => OshimaGameModuleConstant.Version;
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public override string Author => OshimaGameModuleConstant.Author;
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public override string DefaultMap => OshimaGameModuleConstant.FastAutoMap;
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public override GameModuleDepend GameModuleDepend => OshimaGameModuleConstant.GameModuleDepend;
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public static List<Character> Characters { get; } = [];
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public static Dictionary<Character, CharacterStatistics> CharacterStatistics { get; } = [];
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public static PluginConfig StatsConfig { get; } = new(OshimaGameModuleConstant.FastAuto, nameof(CharacterStatistics));
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public static GameModuleLoader? GameModuleLoader { get; set; } = null;
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public static List<User> ConnectedUsers { get; } = [];
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public override async Task<Dictionary<string, object>> GamingMessageHandler(string username, GamingType type, Dictionary<string, object> data)
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{
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Dictionary<string, object> result = [];
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switch (type)
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{
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case GamingType.Connect:
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string un = (DataRequest.GetDictionaryJsonObject<string>(data, "un") ?? "").Trim();
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if (un != "" && !ConnectedUsers.Where(u => u.Username == un).Any())
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{
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ConnectedUsers.Add(Users.Where(u => u.Username == un).First());
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Controller.WriteLine(un + " 已连接至房间。");
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}
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break;
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case GamingType.Disconnect:
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break;
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case GamingType.Reconnect:
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break;
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case GamingType.BanCharacter:
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break;
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case GamingType.PickCharacter:
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break;
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case GamingType.Random:
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break;
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case GamingType.Round:
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break;
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case GamingType.LevelUp:
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break;
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case GamingType.Move:
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break;
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case GamingType.Attack:
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break;
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case GamingType.Skill:
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break;
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case GamingType.Item:
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break;
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case GamingType.Magic:
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break;
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case GamingType.Buy:
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break;
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case GamingType.SuperSkill:
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break;
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case GamingType.Pause:
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break;
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case GamingType.Unpause:
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break;
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case GamingType.Surrender:
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break;
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case GamingType.UpdateInfo:
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break;
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case GamingType.Punish:
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break;
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case GamingType.None:
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default:
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await Task.Delay(1);
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break;
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}
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return result;
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}
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protected Room Room = General.HallInstance;
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protected List<User> Users = [];
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protected IServerModel? RoomMaster;
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protected Dictionary<string, IServerModel> All = [];
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public override bool StartServer(string GameModule, Room Room, List<User> Users, IServerModel RoomMasterServerModel, Dictionary<string, IServerModel> ServerModels, params object[] Args)
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{
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// 将参数转为本地属性
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this.Room = Room;
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this.Users = Users;
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RoomMaster = RoomMasterServerModel;
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All = ServerModels;
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TaskUtility.NewTask(StartGame).OnError(Controller.Error);
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return true;
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}
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public async Task StartGame()
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{
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try
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{
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while (true)
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{
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if (ConnectedUsers.Count == Users.Count)
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{
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break;
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}
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await Task.Delay(500);
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}
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Dictionary<User, Character> characters = [];
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List<Character> characterPickeds = [];
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Dictionary<string, object> data = [];
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// 抽取角色
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foreach (User user in Users)
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{
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List<Character> list = [.. Characters.Where(c => !characterPickeds.Contains(c))];
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Character cr = list[Random.Shared.Next(list.Count - 1)];
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string msg = $"{user.Username} 抽到了 [ {cr} ]";
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characterPickeds.Add(cr);
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characters.Add(user, cr.Copy());
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Controller.WriteLine(msg);
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SendAllGamingMessage(data, msg);
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}
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int clevel = 60;
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int slevel = 6;
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int mlevel = 8;
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List<Character> inGameCharacters = [.. characters.Values];
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// 升级和赋能
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foreach (Character c in inGameCharacters)
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{
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c.Level = clevel;
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c.NormalAttack.Level = mlevel;
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Skill 冰霜攻击 = new 冰霜攻击(c)
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{
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Level = mlevel
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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 = slevel
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};
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c.Skills.Add(疾风步);
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if (c.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 = mlevel
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};
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c.Skills.Add(力量爆发);
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}
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if (c.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 = slevel
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};
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c.Skills.Add(天赐之力);
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}
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if (c.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 = slevel
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};
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c.Skills.Add(魔法涌流);
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}
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if (c.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 = slevel
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};
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c.Skills.Add(三重叠加);
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}
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if (c.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 = slevel
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};
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c.Skills.Add(变幻之心);
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}
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if (c.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 = slevel
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};
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c.Skills.Add(精准打击);
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}
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if (c.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 = slevel
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};
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c.Skills.Add(绝对领域);
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}
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if (c.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 = slevel
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};
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c.Skills.Add(能量毁灭);
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}
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if (c.Id == 9)
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{
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Skill 破釜沉舟 = new 破釜沉舟(c)
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{
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Level = 1
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};
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c.Skills.Add(破釜沉舟);
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Skill 迅捷之势 = new 迅捷之势(c)
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{
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Level = slevel
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};
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c.Skills.Add(迅捷之势);
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}
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if (c.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 = slevel
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};
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c.Skills.Add(嗜血本能);
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}
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if (c.Id == 11)
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{
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Skill 敏捷之刃 = new 敏捷之刃(c)
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{
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Level = 1
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};
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c.Skills.Add(敏捷之刃);
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Skill 平衡强化 = new 平衡强化(c)
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{
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Level = slevel
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};
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c.Skills.Add(平衡强化);
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}
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if (c.Id == 12)
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{
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Skill 弱者猎手 = new 弱者猎手(c)
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{
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Level = 1
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};
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c.Skills.Add(弱者猎手);
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Skill 血之狂欢 = new 血之狂欢(c)
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{
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Level = slevel
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};
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c.Skills.Add(血之狂欢);
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}
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SendAllGamingMessage(data, c.GetInfo());
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}
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ActionQueue actionQueue = new(inGameCharacters, false, (str) =>
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{
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SendAllGamingMessage(data, str);
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});
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// 总游戏时长
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double totalTime = 0;
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// 总死亡数
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int deaths = 0;
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// 开始空投
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空投(actionQueue, totalTime);
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// 总回合数
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int i = 1;
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while (i < 999)
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{
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if (i == 998)
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{
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SendAllGamingMessage(data, $"=== 终局审判 ===");
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Dictionary<Character, double> 他们的血量百分比 = [];
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foreach (Character c in inGameCharacters)
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{
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他们的血量百分比.TryAdd(c, Calculation.Round4Digits(c.HP / c.MaxHP));
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}
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double max = 他们的血量百分比.Values.Max();
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Character winner = 他们的血量百分比.Keys.Where(c => 他们的血量百分比[c] == max).First();
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SendAllGamingMessage(data, "[ " + winner + " ] 成为了天选之人!!");
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foreach (Character c in inGameCharacters.Where(c => c != winner && c.HP > 0))
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{
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SendAllGamingMessage(data, "[ " + winner + " ] 对 [ " + c + " ] 造成了 99999999999 点真实伤害。");
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actionQueue.DeathCalculation(winner, c);
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}
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actionQueue.EndGameInfo(winner);
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break;
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}
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// 检查是否有角色可以行动
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Character? characterToAct = actionQueue.NextCharacter();
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// 处理回合
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if (characterToAct != null)
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{
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SendAllGamingMessage(data, $"=== Round {i++} ===");
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SendAllGamingMessage(data, "现在是 [ " + characterToAct + " ] 的回合!");
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if (actionQueue.Queue.Count == 0)
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{
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break;
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}
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bool isGameEnd = actionQueue.ProcessTurn(characterToAct);
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if (isGameEnd)
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{
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break;
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}
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actionQueue.DisplayQueue();
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}
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// 模拟时间流逝
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totalTime += actionQueue.TimeLapse();
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if (actionQueue.Eliminated.Count > deaths)
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{
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deaths = actionQueue.Eliminated.Count;
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}
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}
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SendAllGamingMessage(data, "--- End ---");
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SendAllGamingMessage(data, "总游戏时长:" + Calculation.Round2Digits(totalTime));
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// 赛后统计
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SendAllGamingMessage(data, "=== 伤害排行榜 ===");
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int top = inGameCharacters.Count;
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int count = 1;
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foreach (Character character in actionQueue.CharacterStatistics.OrderByDescending(d => d.Value.TotalDamage).Select(d => d.Key))
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{
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StringBuilder builder = new();
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CharacterStatistics stats = actionQueue.CharacterStatistics[character];
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builder.AppendLine($"{count++}. [ {character.ToStringWithLevel()} ] ({stats.Kills} / {stats.Assists})");
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builder.AppendLine($"存活时长:{stats.LiveTime} / 存活回合数:{stats.LiveRound} / 行动回合数:{stats.ActionTurn}");
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builder.AppendLine($"总计伤害:{stats.TotalDamage} / 总计物理伤害:{stats.TotalPhysicalDamage} / 总计魔法伤害:{stats.TotalMagicDamage}");
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builder.AppendLine($"总承受伤害:{stats.TotalTakenDamage} / 总承受物理伤害:{stats.TotalTakenPhysicalDamage} / 总承受魔法伤害:{stats.TotalTakenMagicDamage}");
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builder.Append($"每秒伤害:{stats.DamagePerSecond} / 每回合伤害:{stats.DamagePerTurn}");
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SendAllGamingMessage(data, builder.ToString());
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CharacterStatistics? totalStats = CharacterStatistics.Where(kv => kv.Key.GetName() == character.GetName()).Select(kv => kv.Value).FirstOrDefault();
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if (totalStats != null)
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{
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// 统计此角色的所有数据
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totalStats.TotalDamage = Calculation.Round2Digits(totalStats.TotalDamage + stats.TotalDamage);
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totalStats.TotalPhysicalDamage = Calculation.Round2Digits(totalStats.TotalPhysicalDamage + stats.TotalPhysicalDamage);
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totalStats.TotalMagicDamage = Calculation.Round2Digits(totalStats.TotalMagicDamage + stats.TotalMagicDamage);
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totalStats.TotalRealDamage = Calculation.Round2Digits(totalStats.TotalRealDamage + stats.TotalRealDamage);
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totalStats.TotalTakenDamage = Calculation.Round2Digits(totalStats.TotalTakenDamage + stats.TotalTakenDamage);
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totalStats.TotalTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage + stats.TotalTakenPhysicalDamage);
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totalStats.TotalTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage + stats.TotalTakenMagicDamage);
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totalStats.TotalTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage + stats.TotalTakenRealDamage);
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totalStats.LiveRound += stats.LiveRound;
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totalStats.ActionTurn += stats.ActionTurn;
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totalStats.LiveTime = Calculation.Round2Digits(totalStats.LiveTime + stats.LiveTime);
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totalStats.TotalEarnedMoney += stats.TotalEarnedMoney;
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totalStats.Kills += stats.Kills;
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totalStats.Deaths += stats.Deaths;
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totalStats.Assists += stats.Assists;
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totalStats.LastRank = stats.LastRank;
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double totalRank = totalStats.AvgRank * totalStats.Plays + totalStats.LastRank;
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totalStats.Plays += stats.Plays;
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if (totalStats.Plays != 0) totalStats.AvgRank = Calculation.Round2Digits(totalRank / totalStats.Plays);
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totalStats.Wins += stats.Wins;
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totalStats.Top3s += stats.Top3s;
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totalStats.Loses += stats.Loses;
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if (totalStats.Plays != 0)
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{
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totalStats.AvgDamage = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.Plays);
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totalStats.AvgPhysicalDamage = Calculation.Round2Digits(totalStats.TotalPhysicalDamage / totalStats.Plays);
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totalStats.AvgMagicDamage = Calculation.Round2Digits(totalStats.TotalMagicDamage / totalStats.Plays);
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totalStats.AvgRealDamage = Calculation.Round2Digits(totalStats.TotalRealDamage / totalStats.Plays);
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totalStats.AvgTakenDamage = Calculation.Round2Digits(totalStats.TotalTakenDamage / totalStats.Plays);
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totalStats.AvgTakenPhysicalDamage = Calculation.Round2Digits(totalStats.TotalTakenPhysicalDamage / totalStats.Plays);
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totalStats.AvgTakenMagicDamage = Calculation.Round2Digits(totalStats.TotalTakenMagicDamage / totalStats.Plays);
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totalStats.AvgTakenRealDamage = Calculation.Round2Digits(totalStats.TotalTakenRealDamage / totalStats.Plays);
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totalStats.AvgLiveRound = totalStats.LiveRound / totalStats.Plays;
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totalStats.AvgActionTurn = totalStats.ActionTurn / totalStats.Plays;
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totalStats.AvgLiveTime = Calculation.Round2Digits(totalStats.LiveTime / totalStats.Plays);
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totalStats.AvgEarnedMoney = totalStats.TotalEarnedMoney / totalStats.Plays;
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totalStats.Winrates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Wins) / Convert.ToDouble(totalStats.Plays));
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totalStats.Top3rates = Calculation.Round4Digits(Convert.ToDouble(totalStats.Top3s) / Convert.ToDouble(totalStats.Plays));
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}
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if (totalStats.LiveRound != 0) totalStats.DamagePerRound = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.LiveRound);
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if (totalStats.ActionTurn != 0) totalStats.DamagePerTurn = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.ActionTurn);
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if (totalStats.LiveTime != 0) totalStats.DamagePerSecond = Calculation.Round2Digits(totalStats.TotalDamage / totalStats.LiveTime);
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}
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}
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// 显示每个角色的信息
|
||
for (i = actionQueue.Eliminated.Count - 1; i >= 0; i--)
|
||
{
|
||
Character character = actionQueue.Eliminated[i];
|
||
SendAllGamingMessage(data, $"=== 角色 [ {character} ] ===\r\n{character.GetInfo()}");
|
||
}
|
||
|
||
lock (StatsConfig)
|
||
{
|
||
foreach (Character c in CharacterStatistics.Keys)
|
||
{
|
||
StatsConfig.Add(c.ToStringWithOutUser(), CharacterStatistics[c]);
|
||
}
|
||
StatsConfig.SaveConfig();
|
||
}
|
||
|
||
// 结束
|
||
await Send(All.Values, SocketMessageType.EndGame, Room, Users);
|
||
foreach (IServerModel model in All.Values)
|
||
{
|
||
model.NowGamingServer = null;
|
||
}
|
||
ConnectedUsers.Clear();
|
||
}
|
||
catch (Exception e)
|
||
{
|
||
TXTHelper.AppendErrorLog(e.ToString());
|
||
}
|
||
}
|
||
|
||
public static void 空投(ActionQueue queue, double totalTime)
|
||
{
|
||
Item[] 这次发放的空投;
|
||
if (totalTime == 0)
|
||
{
|
||
foreach (Character character in queue.Queue)
|
||
{
|
||
这次发放的空投 = [new 攻击之爪50()];
|
||
foreach (Item item in 这次发放的空投)
|
||
{
|
||
queue.Equip(character, EquipSlotType.Accessory1, item, out _);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
public void SendAllGamingMessage(Dictionary<string, object> data, string str, bool showmessage = false)
|
||
{
|
||
data.Clear();
|
||
data.Add("msg", str);
|
||
data.Add("showmessage", showmessage);
|
||
SendGamingMessage(All.Values, GamingType.UpdateInfo, data);
|
||
}
|
||
|
||
public override void AfterLoad(params object[] args)
|
||
{
|
||
foreach (Character c in GameModuleDepend.Characters.Values)
|
||
{
|
||
Character character = c.Copy();
|
||
Characters.Add(character);
|
||
CharacterStatistics.Add(character, new());
|
||
}
|
||
|
||
StatsConfig.LoadConfig();
|
||
foreach (Character character in CharacterStatistics.Keys)
|
||
{
|
||
if (StatsConfig.ContainsKey(character.ToStringWithOutUser()))
|
||
{
|
||
CharacterStatistics[character] = StatsConfig.Get<CharacterStatistics>(character.ToStringWithOutUser()) ?? CharacterStatistics[character];
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|