/// <summary>
        /// 被动魂技效果
        /// </summary>
        /// <param name="userId"></param>
        /// <returns></returns>
        public static List <SelfAbilityEffect> GetSelfAbilityEffectList(string userId, short role)
        {
            List <SelfAbilityEffect> selfAbilityEffectList = new List <SelfAbilityEffect>();
            var cacheSetUserAbility  = new PersonalCacheStruct <UserAbility>();
            var cacheSetUserEmbattle = new PersonalCacheStruct <UserEmbattle>();
            var cacheSetAbilityInfo  = new ShareCacheStruct <AbilityInfo>();
            var userAbility          = cacheSetUserAbility.FindKey(userId);
            var userMagic            = new PersonalCacheStruct <UserMagic>().Find(userId, s => s.IsEnabled);

            if (userAbility != null && userAbility.AbilityList != null)
            {
                var userEmbattleList = cacheSetUserEmbattle.FindAll(userId, s => s.MagicID == userMagic.MagicID);
                userEmbattleList.ForEach(obj =>
                {
                    if (obj.GeneralID > 0)
                    {
                        var abilityList =
                            userAbility.AbilityList.FindAll(s => s.GeneralID == obj.GeneralID);
                        abilityList.ForEach(ability =>
                        {
                            var abilityInfo = cacheSetAbilityInfo.FindKey(ability.AbilityID);
                            if (abilityInfo != null && abilityInfo.IsActive == 1)
                            {
                                SelfAbilityEffect selfAbilityEffect = new SelfAbilityEffect();
                                selfAbilityEffect.GeneralID         = obj.GeneralID;
                                selfAbilityEffect.EffectID1         = abilityInfo.EffectID1;
                                selfAbilityEffect.FntHeadID         = abilityInfo.FntHeadID;
                                selfAbilityEffect.IsIncrease        = abilityInfo.IsIncrease;
                                selfAbilityEffect.Position          = obj.Position;
                                selfAbilityEffect.Role = role;
                                selfAbilityEffectList.Add(selfAbilityEffect);
                            }
                        });
                    }
                });
            }
            return(selfAbilityEffectList);
        }
Beispiel #2
0
        public bool Doing()
        {
            List <EmbattleQueue> queueList = GetPriorityQueue();

            if (queueList.Count != 2)
            {
                return(false);
            }
            EmbattleQueue roleA = queueList[0];
            EmbattleQueue roleD = queueList[1];

            //原因:空阵BUG
            if (roleA.GeneralCount == 0 && roleD.GeneralCount == 0)
            {
                new BaseLog().SaveLog("战斗双方佣兵不存在");
                return(false);
            }
            if (roleA.Role == EmbattleRole.RoleA)
            {
                if (roleA.GeneralCount > 0 && roleD.GeneralCount == 0)
                {
                    return(true);
                }
                if (roleA.GeneralCount == 0 && roleD.GeneralCount > 0)
                {
                    return(false);
                }
            }
            else if (roleA.Role == EmbattleRole.RoleD)
            {
                if (roleA.GeneralCount > 0 && roleD.GeneralCount == 0)
                {
                    return(false);
                }
                if (roleA.GeneralCount == 0 && roleD.GeneralCount > 0)
                {
                    return(true);
                }
            }

            queueList.ForEach(item =>
            {
                var general = (CombatGeneral)item.NextGeneral();

                if (general != null)
                {
                    general.SelfAbilityInfoList.ForEach(SelfAbility =>
                    {
                        SelfAbilityEffect selfAbilityEffect = new SelfAbilityEffect();
                        selfAbilityEffect.GeneralID         = general.GeneralID;
                        selfAbilityEffect.EffectID1         = SelfAbility.EffectID1;
                        selfAbilityEffect.FntHeadID         = SelfAbility.FntHeadID;
                        selfAbilityEffect.IsIncrease        = SelfAbility.IsIncrease;
                        selfAbilityEffect.Position          = general.Position;
                        selfAbilityEffect.Role = item.Role.ToShort();
                        processContainer.SelfAbilityEffectList.Add(selfAbilityEffect);
                    });
                }
            });
            //原因:闪避高时死锁
            bool isCombatOut = false;
            int  index       = 0;

            while (roleA.HasCombat() && roleD.HasCombat())
            {
                if (index >= MaxCount)
                {
                    isCombatOut = true;
                    //防止死锁
                    new BaseLog().SaveLog(string.Format("[{0}]战斗超出最大回合数,判攻方输", _combatType));
                    break;
                }
                //设置重新一轮
                roleA.ResetGeneralQueue();
                roleD.ResetGeneralQueue();

                DoSingle(queueList);

                index++;
            }

            foreach (var item in priorityList)
            {
                if (item.Number > BoutNum)
                {
                    BoutNum = item.Number;
                }
                //恢复血量
                double resumeLife = ConfigEnvSet.GetDouble("Combat.ResumeLifeNum");
                //领土战直接恢复100%
                if (_combatType == CombatType.Country && item.IsOver)
                {
                    resumeLife = 1;
                }

                if ((_combatType == CombatType.Country && item.IsOver) ||
                    (_combatType != CombatType.Country && item.IsOver))
                {
                    if (item.Role == EmbattleRole.RoleA)
                    {
                        DoResumeLife(processContainer.AttackList, resumeLife);
                    }
                    else
                    {
                        DoResumeLife(processContainer.DefenseList, resumeLife);
                    }
                }
            }
            ;
            //超出判断攻方输
            if (isCombatOut && roleA.Role == EmbattleRole.RoleA)
            {
                return(false);
            }
            if (isCombatOut && roleA.Role == EmbattleRole.RoleD)
            {
                return(true);
            }
            return(!priorityList.Find(m => m.Role == EmbattleRole.RoleA).IsOver);
        }