/// <summary> 组装出招Vo </summary> /// <param name="roleid"></param> /// <param name="hitids"></param> private MovesVo BuildMovesVo(Int64 roleid, List <double> hitids) { var move = new MovesVo { attackId = roleid, hitIds = hitids, rolesA = ConvertRoleFightVo(GetRoles(true, true)), rolesB = ConvertRoleFightVo(GetRoles(false, true)), times = Round }; if (!FirstRoles.Any()) { move.yinA = 0; } else { var dic = FirstRoles.First(); move.yinA = AllRoles.ContainsKey(dic.Value) ? YinCount[AllRoles[dic.Value].user_id] : 0; } if (!AfterRoles.Any()) { move.yinB = 0; } else { var dic = AfterRoles.First(); move.yinB = AllRoles.ContainsKey(dic.Value) ? YinCount[AllRoles[dic.Value].user_id] : 0; } return(move); }
/// <summary> 给全局前后手赋值 </summary> /// <param name="model"></param> /// <param name="flag">是否先手</param> private void GiveFirstAfter(PlayMatrix model, bool flag) { if (model.r1 != null) { if (flag) { FirstRoles.Add(1, model.r1.id); } else { AfterRoles.Add(1, model.r1.id); } } if (model.r2 != null) { if (flag) { FirstRoles.Add(2, model.r2.id); } else { AfterRoles.Add(2, model.r2.id); } } if (model.r3 != null) { if (flag) { FirstRoles.Add(3, model.r3.id); } else { AfterRoles.Add(3, model.r3.id); } } if (model.r4 != null) { if (flag) { FirstRoles.Add(4, model.r4.id); } else { AfterRoles.Add(4, model.r4.id); } } if (model.r5 != null) { if (flag) { FirstRoles.Add(5, model.r5.id); } else { AfterRoles.Add(5, model.r5.id); } } }