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PlayerLevelManager.cs
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254 lines (224 loc) · 9.52 KB
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using Exiled.API.Enums;
using Exiled.API.Extensions;
using Exiled.API.Features;
using Exiled.Events.EventArgs.Player;
using MEC;
using PlayerRoles;
using System;
using System.Collections.Generic;
using System.IO;
using YamlDotNet.Serialization;
using YamlDotNet.Serialization.NamingConventions;
namespace LevelEverywhere
{
public class PlayerData
{
public int Level { get; set; } = 1;
public int Exp { get; set; } = 0;
}
public class PlayerLevelManager
{
private readonly Plugin plugin;
private readonly Dictionary<string, PlayerData> cache = new Dictionary<string, PlayerData>();
private readonly string dataPath;
private readonly ISerializer serializer;
private readonly IDeserializer deserializer;
private CoroutineHandle _hudCoroutine;
public PlayerLevelManager(Plugin plugin)
{
this.plugin = plugin;
dataPath = Path.ChangeExtension(Path.Combine(Paths.Configs, plugin.Config.DataFileName), ".yml");
serializer = new SerializerBuilder().WithNamingConvention(CamelCaseNamingConvention.Instance).Build();
deserializer = new DeserializerBuilder().WithNamingConvention(CamelCaseNamingConvention.Instance).Build();
Load();
}
public PlayerData Get(string userId)
{
return cache.TryGetValue(userId, out var data) ? data : new PlayerData();
}
public void AddExp(Player player, int amount)
{
if (player == null || string.IsNullOrEmpty(player.UserId)) return;
var data = Get(player.UserId);
data.Exp += amount;
int required;
while ((required = GetRequiredExp(data.Level)) > 0 && data.Exp >= required)
{
data.Exp -= required;
data.Level += 1;
player.Broadcast(5, $"<color=#00ff00>恭喜!你已升级到 Lv.{data.Level}</color>");
RefreshLevelTag(player);
}
cache[player.UserId] = data;
Save();
}
private int GetRequiredExp(int level)
{
return level < 0 || level >= plugin.Config.ExpTable.Count ? 0 : plugin.Config.ExpTable[level];
}
#region 事件
public void SubscribeEvents()
{
Exiled.Events.Handlers.Player.Died += OnDied;
Exiled.Events.Handlers.Player.Escaping += OnEscaping;
Exiled.Events.Handlers.Player.Joined += OnJoined;
// 启动 HUD 协程
_hudCoroutine = Timing.RunCoroutine(HudLoop());
}
private void OnJoined(JoinedEventArgs ev)
{
RefreshLevelTag(ev.Player);
}
public void UnsubscribeEvents()
{
Exiled.Events.Handlers.Player.Died -= OnDied;
Exiled.Events.Handlers.Player.Escaping -= OnEscaping;
// 停止 HUD 协程
if (_hudCoroutine.IsRunning)
Timing.KillCoroutines(_hudCoroutine);
}
private void OnDied(DiedEventArgs ev)
{
if (ev.Attacker == null || ev.Attacker.UserId == ev.Player.UserId) return;
bool isScp = ev.Player.IsScp;
int exp = isScp ? plugin.Config.ExpPerScpKill : plugin.Config.ExpPerKill;
AddExp(ev.Attacker, exp);
if (plugin.Config.Debug)
Log.Debug($"{ev.Attacker.Nickname} 获得 {exp} 经验,击杀 {(isScp ? "SCP" : "人类")}");
}
private void OnEscaping(EscapingEventArgs ev)
{
AddExp(ev.Player, plugin.Config.ExpPerEscape);
}
#endregion
private string GetRoleChineseName(string roleName)
{
// 引用: https://github.com/liangkga/SCPSL-chunyugrade/blob/main/Plugin.cs
// 用了你的样式用了你的代码,给你标注了喵!
// 那个其实我有一个建议给你,就是存储用yml,json用非json存储感觉挺难受。
switch (roleName)
{
case "ClassD": return "D级人员";
case "Scientist": return "科学家";
case "FacilityGuard": return "设施警卫";
case "NtfCaptain": return "九尾狐-指挥官";
case "NtfSergeant": return "九尾狐-中士";
case "NtfSpecialist": return "九尾狐-收容专家";
case "NtfPrivate": return "九尾狐-列兵";
case "ChaosConscript": return "混沌分裂者-新兵";
case "ChaosMarauder": return "混沌分裂者-掠夺者";
case "ChaosRepressor": return "混沌分裂者-镇压者";
case "ChaosRifleman": return "混沌分裂者-步枪手";
case "Scp049": return "SCP-049";
case "Scp0492": return "SCP-049-2";
case "Scp096": return "SCP-096";
case "Scp106": return "SCP-106";
case "Scp173": return "SCP-173";
case "Scp939": return "SCP-939";
case "Scp3114": return "SCP-3114";
case "Tutorial": return "教程";
case "Spectator": return "观察者";
case "Overwatch": return "监督者";
case "Filmmaker": return "摄影师";
case "RipAndTear": return "撕裂模式";
case "Scp079": return "SCP-079";
case "None": return "无";
default: return roleName;
}
}
private void RefreshLevelTag(Player player)
{
if (player == null || string.IsNullOrEmpty(player.UserId)) return;
var data = Get(player.UserId);
// 组装成 [Lv 3]昵称 这种形式
player.CustomName = $"[Lv {data.Level}]{player.Nickname}";
}
private string GetDick(int level)
{ // 没错这是一个彩蛋
if (level == 1) return "初来乍到";
if (level == 2) return "萌新";
if (level == 3) return "新手";
if (level == 4) return "科学家";
if (level == 5) return "收容工程师";
if (level == 6) return "安全工程师";
if (level == 7) return "设施总监";
if (level == 8) return "高级设施总监";
if (level == 9) return "O5 高级总监";
return "神";
}
#region HUD 循环
private IEnumerator<float> HudLoop()
{
for (;;)
{
yield return Timing.WaitForSeconds(0.5f); // 更新频率
foreach (var player in Player.List)
{
if (player.IsHost || player.IsNPC || player.Role.Type.ToString() == "Spectator")
continue;
var data = Get(player.UserId);
int required = GetRequiredExp(data.Level);
string roleName = GetRoleChineseName(player.Role.Type.ToString());
string tagName = GetDick(data.Level);
string hintText =
$"\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n" +
$"<size=16>" +
$"<color=#00FFFF>玩家: {player.Nickname}</color> | " +
$"<color=#FFFF00>生命值: {player.Health:F0}</color> | " +
$"<color=#00FF00>Tickrate: {Server.Tps:F0}</color> | " +
$"等级: {data.Level} | " +
$"<color=#FFFF00>经验: {data.Exp}/{required}</color> | " +
$"<color=#FFA500>称号: {tagName}</color> | " +
$"<color=#ADD8E6>角色: {roleName}</color>" +
$"</size>";
try
{
player.ShowHint(hintText, 1.1f); // 比更新间隔略长
}
catch (Exception ex)
{
Log.Error($"显示玩家提示时出错 {player.Nickname}: {ex.Message}");
}
}
}
}
#endregion
#region YAML 持久化
private void Load()
{
if (!File.Exists(dataPath)) return;
try
{
using (var reader = new StreamReader(dataPath))
{
var loaded = deserializer.Deserialize<Dictionary<string, PlayerData>>(reader) ?? new Dictionary<string, PlayerData>();
cache.Clear();
foreach (var kv in loaded)
cache[kv.Key] = kv.Value;
}
}
catch (Exception ex)
{
Log.Error("[LevelEverywhere] 读取 YAML 数据失败: " + ex);
}
}
public void Save()
{
try
{
var dir = Path.GetDirectoryName(dataPath);
if (!Directory.Exists(dir))
Directory.CreateDirectory(dir);
using (var writer = new StreamWriter(dataPath))
{
serializer.Serialize(writer, cache);
}
}
catch (Exception ex)
{
Log.Error("[LevelEverywhere] 保存 YAML 数据失败: " + ex);
}
}
#endregion
}
}