执行代码清理

This commit is contained in:
milimoe 2025-03-18 01:38:57 +08:00
parent 92452873ef
commit 86ad73f672
Signed by: milimoe
GPG Key ID: 05D280912DA6C69E
18 changed files with 36 additions and 37 deletions

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@ -18,7 +18,7 @@ namespace Milimoe.FunGame.Core.Api.Transmittal
public abstract SQLServerInfo ServerInfo { get; }
public abstract int UpdateRows { get; }
public abstract DataSet DataSet { get; }
public abstract Dictionary<string, object> Parameters { get; }
public abstract Dictionary<string, object> Parameters { get; }
public bool Success => Result == SQLResult.Success;
public bool ClearParametersAfterExecute { get; set; } = true;

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@ -19,7 +19,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
/// 默认的序列化选项
/// </summary>
public static JsonSerializerOptions JsonSerializerOptions => JsonManager.GeneralOptions;
/// <summary>
/// 序列化选项
/// </summary>

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@ -249,7 +249,7 @@ namespace Milimoe.FunGame.Core.Api.Utility
}
}
}
/// <summary>
/// 将配置保存到配置文件。调用此方法会覆盖原有的.json请注意备份
/// </summary>

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@ -17,7 +17,7 @@ namespace Milimoe.FunGame.Core.Controller
/// 与服务器的连接套接字实例
/// </summary>
public Socket? Socket => _Socket;
/// <summary>
/// 与服务器的连接套接字实例WebSocket
/// </summary>
@ -37,7 +37,7 @@ namespace Milimoe.FunGame.Core.Controller
/// 用于类内赋值
/// </summary>
protected Socket? _Socket;
/// <summary>
/// 用于类内赋值
/// </summary>
@ -215,7 +215,7 @@ namespace Milimoe.FunGame.Core.Controller
return [result, msg, serverName, notice];
}
/// <summary>
/// 使用 WebSocket 方式连接服务器
/// </summary>
@ -363,7 +363,7 @@ namespace Milimoe.FunGame.Core.Controller
}
return true;
}
/// <summary>
/// 关闭 WebSocket 连接
/// </summary>
@ -385,7 +385,7 @@ namespace Milimoe.FunGame.Core.Controller
}
return true;
}
/// <summary>
/// 输出消息
/// </summary>
@ -645,7 +645,7 @@ namespace Milimoe.FunGame.Core.Controller
case SocketMessageType.Gaming:
SocketHandler_Gaming(obj);
break;
case SocketMessageType.AnonymousGameServer:
SocketHandler_AnonymousGameServer(obj);
break;

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@ -134,7 +134,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 经验值
/// </summary>
public double EXP { get; set; } = 0;
/// <summary>
/// 等级突破进度 [ 对应 <see cref="Model.EquilibriumConstant.LevelBreakList"/> 中的索引 ]
/// </summary>
@ -190,7 +190,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 额外生命值3 [ 额外生命值% ]
/// </summary>
public double ExHP3 => (BaseHP + ExHP + ExHP2) * ExHPPercentage;
/// <summary>
/// 额外生命值% [ 与技能和物品相关 ]
/// </summary>
@ -243,7 +243,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 额外魔法值3 [ 额外魔法值% ]
/// </summary>
public double ExMP3 => (BaseMP + ExMP + ExMP2) * ExMPPercentage;
/// <summary>
/// 额外魔法值% [ 与技能和物品相关 ]
/// </summary>
@ -343,7 +343,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 额外攻击力2 [ 与技能和物品相关 ]
/// </summary>
public double ExATK2 { get; set; } = 0;
/// <summary>
/// 额外攻击力3 [ 额外攻击力% ]
/// </summary>
@ -384,7 +384,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 额外物理护甲3 [ 额外物理护甲% ]
/// </summary>
public double ExDEF3 => (BaseDEF + ExDEF + ExDEF2) * ExDEFPercentage;
/// <summary>
/// 额外物理护甲% [ 与技能和物品相关 ]
/// </summary>
@ -612,7 +612,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 额外智力2 [ 额外智力% ]
/// </summary>
public double ExINT2 => (BaseINT + ExINT) * ExINTPercentage;
/// <summary>
/// 额外力量% [ 与技能和物品相关 ]
/// </summary>
@ -702,7 +702,7 @@ namespace Milimoe.FunGame.Core.Entity
return Calculation.PercentageCheck(value);
}
}
/// <summary>
/// 额外加速系数(%) [ 与技能和物品相关 ]
/// </summary>
@ -1155,7 +1155,7 @@ namespace Milimoe.FunGame.Core.Entity
}
}
}
/// <summary>
/// 角色突破,允许继续升级
/// </summary>
@ -1261,7 +1261,7 @@ namespace Milimoe.FunGame.Core.Entity
}
return str;
}
/// <summary>
/// 获取角色实例的名字、昵称以及等级
/// </summary>
@ -1427,7 +1427,7 @@ namespace Milimoe.FunGame.Core.Entity
return builder.ToString();
}
/// <summary>
/// 获取角色的简略信息
/// </summary>
@ -1585,7 +1585,7 @@ namespace Milimoe.FunGame.Core.Entity
return builder.ToString();
}
/// <summary>
/// 获取战斗状态的信息(简略版)
/// </summary>

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@ -66,7 +66,7 @@ namespace Milimoe.FunGame.Core.Entity
InitialHR = initialHR;
InitialMR = initialMR;
}
/// <summary>
/// 基于模板角色创建角色构建器
/// </summary>

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@ -466,7 +466,7 @@ namespace Milimoe.FunGame.Core.Entity
builder.Append(item.ToString());
}
}
/**
*
*/

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@ -334,7 +334,7 @@ namespace Milimoe.FunGame.Core.Entity
/// <returns></returns>
public bool UseItem(Dictionary<string, object> args)
{
if (User != null)
if (User != null)
{
bool result = OnItemUsed(args);
if (result)

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@ -248,7 +248,7 @@ namespace Milimoe.FunGame.Core.Entity
{
}
/// <summary>
/// 对目标触发技能效果
/// </summary>

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@ -357,7 +357,7 @@ namespace Milimoe.FunGame.Core.Entity
e.OnSkillCasted(caster, targets, Values);
}
}
/// <summary>
/// 对目标触发技能效果
/// </summary>

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@ -70,7 +70,7 @@ namespace Milimoe.FunGame.Core.Entity
/// 小队
/// </summary>
public HashSet<long> Squad { get; set; } = [];
/// <summary>
/// 练级中的角色
/// </summary>
@ -112,7 +112,7 @@ namespace Milimoe.FunGame.Core.Entity
builder.AppendLine($"{i}. {character.ToStringWithLevelWithOutUser()}");
}
}
builder.AppendLine($"======= 物品 =======");
Item[] items = [.. Items];
for (int i = 1; i <= items.Length; i++)

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@ -26,7 +26,7 @@ namespace Milimoe.FunGame.Core.Entity
}
return false;
}
public bool ChangeRandomWeather()
{
if (Weathers.Count == 0) return false;
@ -55,13 +55,13 @@ namespace Milimoe.FunGame.Core.Entity
builder.AppendLine($"== 头目 ==");
builder.AppendLine(string.Join("", Characters.Select(o => o.Name)));
}
if (Units.Count > 0)
{
builder.AppendLine($"== 生物 ==");
builder.AppendLine(string.Join("", Units.Select(o => o.Name)));
}
if (Crops.Count > 0)
{
builder.AppendLine($"== 作物 ==");

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@ -81,7 +81,7 @@ namespace Milimoe.FunGame.Core.Entity
goods.SetPrice(needy, price);
}
}
public bool GetPrice(long id, string needy, out double price)
{
price = 0;

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@ -99,7 +99,7 @@ namespace Milimoe.FunGame.Core.Library.Common.Addon
{
return true;
}
/// <summary>
/// 结束匿名服务器监听
/// </summary>

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@ -1,7 +1,6 @@
using System.Text.Json;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Entity;
using Milimoe.FunGame.Core.Interface.Entity;
using Milimoe.FunGame.Core.Library.Common.Architecture;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.SQLScript.Entity;

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@ -1440,7 +1440,8 @@ namespace Milimoe.FunGame.Core.Model
if (MaxRespawnTimes != 0)
{
string[] teamActive = Teams.OrderByDescending(kv => kv.Value.Score).Select(kv => {
string[] teamActive = Teams.OrderByDescending(kv => kv.Value.Score).Select(kv =>
{
int activeCount = kv.Value.GetActiveCharacters(this).Count;
if (kv.Value == killTeam)
{

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@ -9,7 +9,7 @@ namespace Milimoe.FunGame.Core.Model
/// 游戏货币名称
/// </summary>
public string InGameCurrency { get; set; } = "金币";
/// <summary>
/// 游戏材料名称(第二货币)
/// </summary>
@ -238,7 +238,7 @@ namespace Milimoe.FunGame.Core.Model
/// 每 1 点智力减少能量消耗
/// </summary>
public double INTtoCastEPReduce { get; set; } = 0.00075;
/// <summary>
/// 每 1 点智力增加加速系数
/// </summary>

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@ -2,7 +2,6 @@ using System.Net;
using System.Net.Sockets;
using Milimoe.FunGame.Core.Api.Utility;
using Milimoe.FunGame.Core.Library.Constant;
using Milimoe.FunGame.Core.Library.Exception;
namespace Milimoe.FunGame.Core.Service
{