forked from project-redbud/FunGame-Core
添加了获取角色技能和物品信息的方法;添加了 Web API 验证自定义 Token 的方法;添加角色死亡时清空能量条
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3b78270112
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725e6e03f9
@ -617,6 +617,50 @@ namespace Milimoe.FunGame.Core.Api.Utility
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}
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}
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public class WebAPIAuthenticator
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{
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/// <summary>
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/// Web API 自定义 Token 验证器
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/// </summary>
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public static event Func<string, string>? WebAPICustomBearerTokenAuthenticator;
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/// <summary>
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/// 添加自定义 Token 验证器
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/// </summary>
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/// <param name="handler"></param>
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public static void AddCustomBearerTokenHandler(Func<string, string> handler)
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{
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WebAPICustomBearerTokenAuthenticator += handler;
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}
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/// <summary>
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/// 对自定义 Token 进行验证
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/// </summary>
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/// <param name="token"></param>
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/// <returns></returns>
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public static string ValidateToken(string token)
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{
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string result = "";
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if (WebAPICustomBearerTokenAuthenticator != null)
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{
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foreach (Delegate handler in WebAPICustomBearerTokenAuthenticator.GetInvocationList())
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{
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if (handler is Func<string, string> authHandler)
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{
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string name = authHandler.Invoke(token);
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if (name != "")
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{
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return name;
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}
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}
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}
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}
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return result;
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}
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}
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#endregion
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#region 多线程服务
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@ -1592,6 +1592,150 @@ namespace Milimoe.FunGame.Core.Entity
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return builder.ToString();
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}
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/// <summary>
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/// 获取角色的技能信息
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/// </summary>
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/// <returns></returns>
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public string GetSkillInfo(bool showUser = true)
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{
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StringBuilder builder = new();
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builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser());
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if (CharacterState != CharacterState.Actionable)
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{
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builder.AppendLine(CharacterSet.GetCharacterState(CharacterState));
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}
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if (IsNeutral)
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{
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builder.AppendLine("角色是无敌的");
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}
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if (IsUnselectable)
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{
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builder.AppendLine("角色是不可选中的");
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}
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builder.AppendLine("== 普通攻击 ==");
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builder.Append(NormalAttack.ToString());
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if (Skills.Count > 0)
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{
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builder.AppendLine("== 角色技能 ==");
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foreach (Skill skill in Skills)
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{
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builder.Append(skill.ToString());
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}
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}
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if (Effects.Where(e => e.EffectType != EffectType.Item).Any())
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{
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builder.AppendLine("== 状态栏 ==");
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foreach (Effect effect in Effects.Where(e => e.EffectType != EffectType.Item))
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{
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builder.Append(effect.ToString());
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}
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}
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return builder.ToString();
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}
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/// <summary>
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/// 获取角色的物品信息
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/// </summary>
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/// <returns></returns>
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public string GetItemInfo(bool showUser = true, bool showGrowth = true, bool showEXP = false)
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{
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StringBuilder builder = new();
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builder.AppendLine(showUser ? ToStringWithLevel() : ToStringWithLevelWithOutUser());
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if (showEXP)
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{
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builder.AppendLine($"等级:{Level} / {General.GameplayEquilibriumConstant.MaxLevel}(突破进度:{LevelBreak + 1} / {General.GameplayEquilibriumConstant.LevelBreakList.Count})");
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builder.AppendLine($"经验值:{EXP}{(Level != General.GameplayEquilibriumConstant.MaxLevel && General.GameplayEquilibriumConstant.EXPUpperLimit.TryGetValue(Level, out double need) ? " / " + need : "")}");
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}
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double exHP = ExHP + ExHP2 + ExHP3;
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builder.AppendLine($"生命值:{HP:0.##} / {MaxHP:0.##}" + (exHP != 0 ? $" [{BaseHP:0.##} {(exHP >= 0 ? "+" : "-")} {Math.Abs(exHP):0.##}]" : ""));
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double exMP = ExMP + ExMP2 + ExMP3;
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builder.AppendLine($"魔法值:{MP:0.##} / {MaxMP:0.##}" + (exMP != 0 ? $" [{BaseMP:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exMP):0.##}]" : ""));
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builder.AppendLine($"能量值:{EP:0.##} / {General.GameplayEquilibriumConstant.MaxEP:0.##}");
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double exATK = ExATK + ExATK2 + ExATK3;
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builder.AppendLine($"攻击力:{ATK:0.##}" + (exATK != 0 ? $" [{BaseATK:0.##} {(exATK >= 0 ? "+" : "-")} {Math.Abs(exATK):0.##}]" : ""));
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double exDEF = ExDEF + ExDEF2 + ExDEF3;
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builder.AppendLine($"物理护甲:{DEF:0.##}" + (exDEF != 0 ? $" [{BaseDEF:0.##} {(exMP >= 0 ? "+" : "-")} {Math.Abs(exDEF):0.##}]" : "") + $" ({PDR * 100:0.##}%)");
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double mdf = Calculation.Round4Digits((MDF.None + MDF.Starmark + MDF.PurityNatural + MDF.PurityContemporary +
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MDF.Bright + MDF.Shadow + MDF.Element + MDF.Fleabane + MDF.Particle) / 9) * 100;
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if (Calculation.IsApproximatelyZero(mdf)) mdf = 0;
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builder.AppendLine($"魔法抗性:{mdf:0.##}%(平均)");
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double exSPD = AGI * General.GameplayEquilibriumConstant.AGItoSPDMultiplier + ExSPD;
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builder.AppendLine($"行动速度:{SPD:0.##}" + (exSPD != 0 ? $" [{InitialSPD:0.##} {(exSPD >= 0 ? "+" : "-")} {Math.Abs(exSPD):0.##}]" : "") + $" ({ActionCoefficient * 100:0.##}%)");
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builder.AppendLine($"核心属性:{CharacterSet.GetPrimaryAttributeName(PrimaryAttribute)}");
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double exSTR = ExSTR + ExSTR2;
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builder.AppendLine($"力量:{STR:0.##}" + (exSTR != 0 ? $" [{BaseSTR:0.##} {(exSTR >= 0 ? "+" : "-")} {Math.Abs(exSTR):0.##}]" : "") + (showGrowth ? $"({(STRGrowth >= 0 ? "+" : "-")}{Math.Abs(STRGrowth)}/Lv)" : ""));
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double exAGI = ExAGI + ExAGI2;
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builder.AppendLine($"敏捷:{AGI:0.##}" + (exAGI != 0 ? $" [{BaseAGI:0.##} {(exAGI >= 0 ? "+" : "-")} {Math.Abs(exAGI):0.##}]" : "") + (showGrowth ? $"({(AGIGrowth >= 0 ? "+" : "-")}{Math.Abs(AGIGrowth)}/Lv)" : ""));
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double exINT = ExINT + ExINT2;
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builder.AppendLine($"智力:{INT:0.##}" + (exINT != 0 ? $" [{BaseINT:0.##} {(exINT >= 0 ? "+" : "-")} {Math.Abs(exINT):0.##}]" : "") + (showGrowth ? $"({(INTGrowth >= 0 ? "+" : "-")}{Math.Abs(INTGrowth)}/Lv)" : ""));
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builder.AppendLine($"生命回复:{HR:0.##}" + (ExHR != 0 ? $" [{InitialHR + STR * General.GameplayEquilibriumConstant.STRtoHRFactor:0.##} {(ExHR >= 0 ? "+" : "-")} {Math.Abs(ExHR):0.##}]" : ""));
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builder.AppendLine($"魔法回复:{MR:0.##}" + (ExMR != 0 ? $" [{InitialMR + INT * General.GameplayEquilibriumConstant.INTtoMRFactor:0.##} {(ExMR >= 0 ? "+" : "-")} {Math.Abs(ExMR):0.##}]" : ""));
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builder.AppendLine($"暴击率:{CritRate * 100:0.##}%");
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builder.AppendLine($"暴击伤害:{CritDMG * 100:0.##}%");
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builder.AppendLine($"闪避率:{EvadeRate * 100:0.##}%");
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builder.AppendLine($"冷却缩减:{CDR * 100:0.##}%");
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builder.AppendLine($"加速系数:{AccelerationCoefficient * 100:0.##}%");
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builder.AppendLine($"物理穿透:{PhysicalPenetration * 100:0.##}%");
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builder.AppendLine($"魔法穿透:{MagicalPenetration * 100:0.##}%");
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builder.AppendLine($"魔法消耗减少:{INT * General.GameplayEquilibriumConstant.INTtoCastMPReduce * 100:0.##}%");
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builder.AppendLine($"能量消耗减少:{INT * General.GameplayEquilibriumConstant.INTtoCastEPReduce * 100:0.##}%");
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if (EquipSlot.Any())
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{
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builder.AppendLine("== 装备栏 ==");
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if (EquipSlot.MagicCardPack != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.MagicCardPack.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.MagicCardPack) + ":" + EquipSlot.MagicCardPack.Name);
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builder.AppendLine(EquipSlot.MagicCardPack.Description);
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}
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if (EquipSlot.Weapon != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Weapon.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Weapon) + ":" + EquipSlot.Weapon.Name);
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builder.AppendLine(EquipSlot.Weapon.Description);
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}
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if (EquipSlot.Armor != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Armor.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Armor) + ":" + EquipSlot.Armor.Name);
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builder.AppendLine(EquipSlot.Armor.Description);
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}
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if (EquipSlot.Shoes != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Shoes.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Shoes) + ":" + EquipSlot.Shoes.Name);
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builder.AppendLine(EquipSlot.Shoes.Description);
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}
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if (EquipSlot.Accessory1 != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory1.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory1) + ":" + EquipSlot.Accessory1.Name);
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builder.AppendLine(EquipSlot.Accessory1.Description);
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}
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if (EquipSlot.Accessory2 != null)
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{
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builder.AppendLine($"[{ItemSet.GetQualityTypeName(EquipSlot.Accessory2.QualityType)}]" + ItemSet.GetEquipSlotTypeName(EquipSlotType.Accessory2) + ":" + EquipSlot.Accessory2.Name);
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builder.AppendLine(EquipSlot.Accessory2.Description);
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}
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}
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if (Items.Count > 0)
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{
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builder.AppendLine("== 角色背包 ==");
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foreach (Item item in Items)
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{
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builder.Append(item.ToString());
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}
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}
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return builder.ToString();
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}
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/// <summary>
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/// 更新角色的状态
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/// </summary>
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@ -62,8 +62,8 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
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/// <param name="sender"></param>
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public MailObject(MailSender sender)
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{
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this.Sender = sender.SmtpClientInfo.SenderMailAddress;
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this.SenderName = sender.SmtpClientInfo.SenderName;
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Sender = sender.SmtpClientInfo.SenderMailAddress;
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SenderName = sender.SmtpClientInfo.SenderName;
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}
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/// <summary>
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@ -73,8 +73,8 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
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/// <param name="senderName"></param>
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public MailObject(string sender, string senderName)
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{
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this.Sender = sender;
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this.SenderName = senderName;
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Sender = sender;
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SenderName = senderName;
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}
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/// <summary>
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@ -86,10 +86,10 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
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/// <param name="to"></param>
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public MailObject(MailSender sender, string subject, string body, string to)
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{
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this.Sender = sender.SmtpClientInfo.SenderMailAddress;
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this.SenderName = sender.SmtpClientInfo.SenderName;
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this.Subject = subject;
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this.Body = body;
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Sender = sender.SmtpClientInfo.SenderMailAddress;
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SenderName = sender.SmtpClientInfo.SenderName;
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Subject = subject;
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Body = body;
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ToList.Add(to);
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}
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@ -103,10 +103,10 @@ namespace Milimoe.FunGame.Core.Library.Common.Network
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/// <param name="cc"></param>
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public MailObject(MailSender sender, string subject, string body, string to, string cc)
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{
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this.Sender = sender.SmtpClientInfo.SenderMailAddress;
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this.SenderName = sender.SmtpClientInfo.SenderName;
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this.Subject = subject;
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this.Body = body;
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Sender = sender.SmtpClientInfo.SenderMailAddress;
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SenderName = sender.SmtpClientInfo.SenderName;
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Subject = subject;
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Body = body;
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ToList.Add(to);
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CCList.Add(cc);
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}
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@ -1417,6 +1417,10 @@ namespace Milimoe.FunGame.Core.Model
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return DamageResult.Normal;
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}
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/// <summary>
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/// 处理角色死亡
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/// </summary>
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/// <param name="character"></param>
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public void ProcessCharacterDeath(Character character)
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{
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foreach (Character enemy in _roundDeaths)
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@ -1604,6 +1608,8 @@ namespace Milimoe.FunGame.Core.Model
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}
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}
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death.EP = 0;
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// 清除对死者的助攻数据
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List<AssistDetail> ads = [.. _assistDamage.Values.Where(ad => ad.Character != death)];
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foreach (AssistDetail ad in ads)
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