public bool Reborn(MsgInformationEx MsgDTO, object[] param) { var archaeologist = Archaeologist.Get(MsgDTO.FromQQ); if (!archaeologist.IsDead) { MsgSender.PushMsg(MsgDTO, "活着的人,是不需要复活的!"); return(false); } var asset = ArchAsset.Get(MsgDTO.FromQQ); if (asset.RedStarStone < 1) { MsgSender.PushMsg(MsgDTO, $"你没有足够的赤星石来复活!({asset.RedStarStone}/1)"); return(false); } var msg = $"此操作将会花费赤星石*1,你当前剩余赤星石({asset.RedStarStone})颗,是否确认?"; if (!WaiterSvc.WaitForConfirm(MsgDTO, msg, 10)) { MsgSender.PushMsg(MsgDTO, "操作取消!"); return(false); } asset.RedStarStone--; archaeologist.RebornTime = DateTime.Now; asset.Update(); archaeologist.Update(); MsgSender.PushMsg(MsgDTO, "祈愿成功!"); return(true); }
public bool MyStatus(MsgInformationEx MsgDTO, object[] param) { var archaeologist = Archaeologist.Get(MsgDTO.FromQQ); var collection = ArchCollection.Get(MsgDTO.FromQQ); var msgList = new List <string>() { $"SAN:{archaeologist.CurSAN}/{archaeologist.SAN}", $"{Emoji.雪花}:{archaeologist.Ice}", $"{Emoji.火焰}:{archaeologist.Flame}", $"{Emoji.闪电}:{archaeologist.Lightning}", $"收藏品碎片:{collection.ItemColles.Sum(p => p.Segments.Sum(s => s.Value))}", $"收藏品:{collection.Collectables.Sum(p => p.Value)}", $"特殊收藏品:{collection.SpecialColles.Count}", $"地图碎片:{collection.MapSegments}" }; if (archaeologist.IsDead) { msgList.Add($"复活时间:{archaeologist.RebornTime:yyyy-MM-dd HH:mm:ss}"); } var msg = string.Join("\r\n", msgList); MsgSender.PushMsg(MsgDTO, msg); return(true); }
public bool StartAdv(MsgInformationEx MsgDTO, object[] param) { var archaeologist = Archaeologist.Get(MsgDTO.FromQQ); if (archaeologist.IsDead) { MsgSender.PushMsg(MsgDTO, $"你当前处在死亡惩罚时间中,无法进行该操作!复活时间:{archaeologist.RebornTime:yyyy-MM-dd HH:mm:ss}"); return(false); } var asset = ArchAsset.Get(MsgDTO.FromQQ); if (asset.GreenAmbur == 0 && asset.BlueAmbur == 0) { MsgSender.PushMsg(MsgDTO, "很抱歉,你没有任何琥珀,无法开启副本!"); return(false); } if (asset.GreenAmbur > 0) { asset.GreenAmbur -= 1; } else { if (!WaiterSvc.WaitForConfirm(MsgDTO, $"此操作将消耗 碧蓝琥珀*1 (你当前剩余 {asset.BlueAmbur}),是否继续?")) { MsgSender.PushMsg(MsgDTO, "操作取消!"); return(false); } asset.BlueAmbur -= 1; } asset.Update(); var engine = new ArchAdvEngine(MsgDTO); engine.StartAdv(); return(true); }
public bool UpdateElement(MsgInformationEx MsgDTO, object[] param) { var archaeologist = Archaeologist.Get(MsgDTO.FromQQ); if (archaeologist.IsDead) { MsgSender.PushMsg(MsgDTO, $"你当前处在死亡惩罚时间中,无法进行该操作!复活时间:{archaeologist.RebornTime:yyyy-MM-dd HH:mm:ss}"); return(false); } var asset = ArchAsset.Get(MsgDTO.FromQQ); var flameEles = asset.FlameEssence; var iceEles = asset.IceEssence; var lightningEles = asset.LightningEssence; var flameNeed = archaeologist.Flame * 10; var iceNeed = archaeologist.Ice * 10; var lighningNeed = archaeologist.Lightning * 10; var options = new[] { $"{Emoji.火焰}:({flameEles}/{flameNeed})", $"{Emoji.雪花}:({iceEles}/{iceNeed})", $"{Emoji.闪电}:({lightningEles}/{lighningNeed})", "取消" }; var option = WaiterSvc.WaitForOptions(MsgDTO.FromGroup, MsgDTO.FromQQ, "请选择你要晋升的元素之力!", options, MsgDTO.BindAi); if (option < 0 || option == 3) { MsgSender.PushMsg(MsgDTO, "操作取消!"); return(false); } switch (option) { case 0 when flameEles < flameNeed: MsgSender.PushMsg(MsgDTO, "火焰精魄不足,无法晋升!"); return(false); case 0: asset.FlameEssence -= flameNeed; archaeologist.Flame++; break; case 1 when iceEles < iceNeed: MsgSender.PushMsg(MsgDTO, "寒冰精魄不足,无法晋升!"); return(false); case 1: asset.IceEssence -= iceNeed; archaeologist.Ice++; break; case 2 when lightningEles < lighningNeed: MsgSender.PushMsg(MsgDTO, "雷电精魄不足,无法晋升!"); return(false); case 2: asset.LightningEssence -= lighningNeed; archaeologist.Lightning++; break; } asset.Update(); archaeologist.Update(); MsgSender.PushMsg(MsgDTO, "晋升成功!"); return(true); }