/// <summary> 组装全局Boss血量 </summary> /// <param name="camp">阵营</param> private CampCondition BuildCampCondition(int camp) { var model = new CampCondition { player_camp = camp, //BaseLife = 10, BaseLife = GetBaseNpcSiegeLife((int)SiegeNpcType.BASE, camp), //BossLife = 100000, BossLife = GetBaseBossLife((int)SiegeNpcType.BOSS, camp), // GateLife = 1, GateLife = GetBaseNpcSiegeLife((int)SiegeNpcType.GATE, camp), }; return(model); }
/// <summary> 数据验证 </summary> /// <param name="playerdata">要验证的玩家活动数据</param> /// <param name="boss">boss</param> private ResultType IsData(SiegePlayer playerdata, CampCondition boss) { if (playerdata.count < Variable.Activity.Siege.BaseData.BossLadder) { return(ResultType.SIEGE_YUNTI_ERROR); //验证云梯 } var time = Convert.ToDouble((DateTime.Now.Ticks - 621355968000000000) / 10000); if (playerdata.bosstime > time) { return(ResultType.ARENA_TIME_ERROR); //验证间隔 } if (boss == null) { return(ResultType.BASE_TABLE_ERROR); //验证全局Boss数据 } if (boss.GateLife > 0 || boss.BossLife <= 0) { return(ResultType.SIEGE_BOSS_ERROR); //验证城门是否破坏 } return(ResultType.SUCCESS); }