Beispiel #1
0
        public void HandleChallengeResult(TroopDamage damage, int result, Troop sourceTroop, Person sourcePerson, Troop destinationTroop, Person destinationPerson)
        {
            Session.MainGame.mainGameScreen.TroopPersonChallenge(result, sourceTroop, sourcePerson, destinationTroop, destinationPerson);

            switch (result)
            {
            case 1:     //P1武将胜利
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, sourcePerson, destinationPerson, "被打下馬");
                damage.SourceMoraleChange           += 20;
                damage.DestinationMoraleChange      -= 20;
                damage.SourceCombativityChange      += 20;
                damage.DestinationCombativityChange -= 20;      //第2只军队战意下降
                break;

            case 2:     //2:P2武将胜利
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, destinationPerson, sourcePerson, "被打下馬");
                damage.SourceMoraleChange           -= 20;
                damage.DestinationMoraleChange      += 20;
                damage.SourceCombativityChange      -= 20;
                damage.DestinationCombativityChange += 20;
                break;

            case 3:     //3:P1武将被杀
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, destinationPerson, sourcePerson, "被擊殺");
                this.challengePersonDie(sourcePerson, sourceTroop, destinationPerson);
                damage.SourceMoraleChange           -= 30;
                damage.DestinationMoraleChange      += 30;
                damage.SourceCombativityChange      -= 30;
                damage.DestinationCombativityChange += 30;
                break;

            case 4:     //4:P2武将被杀
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, sourcePerson, destinationPerson, "被擊殺");
                this.challengePersonDie(destinationPerson, destinationTroop, sourcePerson);
                damage.SourceMoraleChange           += 30;
                damage.DestinationMoraleChange      -= 30;
                damage.SourceCombativityChange      += 30;
                damage.DestinationCombativityChange -= 30;
                break;

            case 5:     //5:P1武将逃跑
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, destinationPerson, sourcePerson, "逃跑");
                damage.SourceMoraleChange      -= 20;
                damage.DestinationMoraleChange += 20;
                break;

            case 6:     //6:P2武将逃跑
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, sourcePerson, destinationPerson, "逃跑");
                damage.SourceMoraleChange      += 20;
                damage.DestinationMoraleChange -= 20;
                break;

            case 7:     //7、P1武将被俘虏
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, destinationPerson, sourcePerson, "被俘虜");
                destinationTroop.CatchCaptiveFromTroop(sourcePerson);
                sourceTroop.RefreshAfterLosePerson();
                damage.SourceMoraleChange           -= 20;
                damage.DestinationMoraleChange      += 20;
                damage.SourceCombativityChange      -= 20;
                damage.DestinationCombativityChange += 20;
                break;

            case 8:     //8、P2武将被俘虏
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, sourcePerson, destinationPerson, "被俘虜");
                sourceTroop.CatchCaptiveFromTroop(destinationPerson);
                destinationTroop.RefreshAfterLosePerson();
                damage.SourceMoraleChange           += 20;
                damage.DestinationMoraleChange      -= 20;
                damage.SourceCombativityChange      += 20;
                damage.DestinationCombativityChange -= 20;
                break;

            case 9:     //9、P1武将被说服
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, destinationPerson, sourcePerson, "被说服");
                destinationPerson.ConvincePersonSuccess(sourcePerson);
                damage.SourceCombativityChange      -= 30;
                damage.DestinationCombativityChange += 30;
                break;

            case 10:     //10、P2武将被说服
                Session.Current.Scenario.YearTable.addChallengeEntry(Session.Current.Scenario.Date, sourcePerson, destinationPerson, "被说服");
                sourcePerson.ConvincePersonSuccess(destinationPerson);
                damage.SourceCombativityChange      += 30;
                damage.DestinationCombativityChange -= 30;
                break;

            case -1:     //-1:平局
                Session.Current.Scenario.YearTable.addChallengeDrawEntry(Session.Current.Scenario.Date, sourcePerson, destinationPerson);
                break;

            case -2:     //-2:平局:P1武将被杀
                Session.Current.Scenario.YearTable.addChallengeDrawKilledEntry(Session.Current.Scenario.Date, destinationPerson, sourcePerson);
                this.challengePersonDie(sourcePerson, sourceTroop, destinationPerson);
                break;

            case -3:     //-3:平局:P2武将被杀
                Session.Current.Scenario.YearTable.addChallengeDrawKilledEntry(Session.Current.Scenario.Date, sourcePerson, destinationPerson);
                this.challengePersonDie(destinationPerson, destinationTroop, sourcePerson);
                break;

            case -4:     //-4:平局:双方武将被杀
                Session.Current.Scenario.YearTable.addChallengeDrawBothKilledEntry(Session.Current.Scenario.Date, sourcePerson, destinationPerson);
                this.challengePersonDie(sourcePerson, sourceTroop, destinationPerson);
                this.challengePersonDie(destinationPerson, destinationTroop, sourcePerson);
                break;
            }
        }
Beispiel #2
0
        internal void HandleChallengeResult(TroopDamage damage, int result, Troop sourceTroop, Person sourcePerson, Troop destinationTroop, Person destinationPerson, GameScenario scenario)
        {
            scenario.GameScreen.TroopPersonChallenge(result, sourceTroop, sourcePerson, destinationTroop, destinationPerson);

            switch (result)
            {
            case 1:     //P1武将胜利
                damage.SourceMoraleChange           += 20;
                damage.DestinationMoraleChange      -= 20;
                damage.SourceCombativityChange      += 20;
                damage.DestinationCombativityChange -= 20;      //第2只军队战意下降
                break;

            case 2:     //2:P2武将胜利
                damage.SourceMoraleChange           -= 20;
                damage.DestinationMoraleChange      += 20;
                damage.SourceCombativityChange      -= 20;
                damage.DestinationCombativityChange += 20;
                break;

            case 3:     //3:P1武将被杀
                this.challengePersonDie(sourcePerson, sourceTroop);
                damage.SourceMoraleChange           -= 30;
                damage.DestinationMoraleChange      += 30;
                damage.SourceCombativityChange      -= 30;
                damage.DestinationCombativityChange += 30;
                break;

            case 4:     //4:P2武将被杀
                this.challengePersonDie(destinationPerson, destinationTroop);
                damage.SourceMoraleChange           += 30;
                damage.DestinationMoraleChange      -= 30;
                damage.SourceCombativityChange      += 30;
                damage.DestinationCombativityChange -= 30;
                break;

            case 5:     //5:P1武将逃跑
                damage.SourceMoraleChange      -= 20;
                damage.DestinationMoraleChange += 20;
                break;

            case 6:     //6:P2武将逃跑
                damage.SourceMoraleChange      += 20;
                damage.DestinationMoraleChange -= 20;
                break;

            case 7:     //7、P1武将被俘虏
                destinationTroop.CatchCaptiveFromTroop(sourcePerson);
                sourceTroop.RefreshAfterLosePerson();
                damage.SourceMoraleChange           -= 20;
                damage.DestinationMoraleChange      += 20;
                damage.SourceCombativityChange      -= 20;
                damage.DestinationCombativityChange += 20;
                break;

            case 8:     //8、P2武将被俘虏
                sourceTroop.CatchCaptiveFromTroop(destinationPerson);
                destinationTroop.RefreshAfterLosePerson();
                damage.SourceMoraleChange           += 20;
                damage.DestinationMoraleChange      -= 20;
                damage.SourceCombativityChange      += 20;
                damage.DestinationCombativityChange -= 20;
                break;

            case 9:     //9、P1武将被说服
                destinationPerson.ConvincePersonSuccess(sourcePerson);
                damage.SourceCombativityChange      -= 30;
                damage.DestinationCombativityChange += 30;
                break;

            case 10:     //10、P2武将被说服
                sourcePerson.ConvincePersonSuccess(destinationPerson);

                damage.SourceCombativityChange      += 30;
                damage.DestinationCombativityChange -= 30;
                break;

            case -1:     //-1:平局
                break;

            case -2:     //-2:平局:P1武将被杀
                this.challengePersonDie(sourcePerson, sourceTroop);
                break;

            case -3:     //-3:平局:P2武将被杀
                this.challengePersonDie(destinationPerson, destinationTroop);
                break;

            case -4:     //-4:平局:双方武将被杀
                this.challengePersonDie(sourcePerson, sourceTroop);
                this.challengePersonDie(destinationPerson, destinationTroop);
                break;
            }
        }