private void PlayerAct(XunYuanGamingModel player, int choice, XunyuanMonsterModel monster, XunYuanGamingModel partner) { switch (choice) { case -1: { PushMsg("你放弃了思考!"); break; } case 0: { monster.HP = Math.Max(0, monster.HP - player.Attack); PushMsg($"{monster.Name} 受到了 {CodeApi.Code_At(player.QQNum)} 的 {player.Attack} 点伤害,剩余 {monster.HP} 点生命值"); break; } case 1: { partner.HP = Math.Max(0, partner.HP - player.Attack); PushMsg($"{CodeApi.Code_At(player.QQNum)} 受到了 {CodeApi.Code_At(player.QQNum)} 的 {player.Attack} 点伤害,剩余 {partner.HP} 点生命值"); if (partner.IsDead) { PushMsg($"{CodeApi.Code_At(partner.QQNum)} 被移除了队伍!"); Gamers.Remove(partner); } break; } } }
private void MonsterTurn(XunyuanMonsterModel monster) { var target = Gamers[Rander.RandInt(Gamers.Count)]; target.HP = Math.Max(0, target.HP - monster.Atk); PushMsg($"{CodeApi.Code_At(target.QQNum)} 受到了 {monster.Name} 的 {monster.Atk}点攻击伤害!剩余 {target.HP}点生命"); if (!target.IsDead) { return; } PushMsg($"{CodeApi.Code_At(target.QQNum)} 被移除了队伍!"); Gamers.Remove(target); }