private void GetPlanSave(TGGSession session) { session.Player.War.PlayerInCityId = 1000053; var vo = new WarDefencePlanVo() { id = 1, roles = null, listarea = null, }; session.Player.User.coin = 1000000; var dic = new Dictionary <string, object> { { "warDefencePlanVo", vo } }; var aso = new ASObject(dic); // TGG.Module.War.Service.Defence.WAR_DEFENCE_PLAN_UPDATE.GetInstance().CommandStart(session, aso); }
/// <summary> /// 组装数据 /// </summary> /// <param name="plan">实体</param> /// <returns></returns> private ASObject BuildData(tg_war_city_plan plan) { var vo = new WarDefencePlanVo() { id = plan.id, frontId = (int)plan.formation, location = plan.location, listarea = null, roles = null }; var dic = new Dictionary <string, object>() { { "result", (int)ResultType.SUCCESS }, { "warDefencePlanVo", vo } }; return(new ASObject(dic)); }
/// <summary> /// 组装数据 /// </summary> /// <returns></returns> private ASObject BuildData(tg_war_city_plan plan) { //组装防守方案vo var vo = new WarDefencePlanVo() { id = plan.id, frontId = (int)plan.formation, location = plan.location, isChoose = plan.is_choose, isInit = plan.is_update, roles = ConverDefenseRoles(plan.id), listarea = ConverDefenseAreas(plan.id), }; var dic = new Dictionary <string, object>() { { "result", (int)ResultType.SUCCESS }, { "warDefencePlanVo", vo } }; return(new ASObject(dic)); }
/// <summary> /// 保存数据 /// </summary> /// <param name="roles">防守武将实体集合</param> /// <param name="plan">防守方案实体</param> /// <param name="rolesvo">前端传输武将集合</param> /// <param name="planvo">前端传输方案vo</param> /// <param name="areasetid">地形设定主键id</param> /// <returns></returns> private bool SavaData(List <tg_war_city_defense> roles, tg_war_city_plan plan, List <DefenceRoleVo> rolesvo, WarDefencePlanVo planvo, List <view_user_area_set> areasetlist) { //更新方案表 plan.formation = planvo.frontId; plan.Update(); //更新武将表 foreach (var vo in rolesvo) { var entity = roles.FirstOrDefault(q => q.role_id == vo.id); if (entity.point_x == vo.pointX && entity.point_y == vo.pointY) { continue; } entity.point_x = vo.pointX; entity.point_y = vo.pointY; } tg_war_city_defense.GetListUpdate(roles); //更新地形设定 SaveAreaSetData(areasetlist, plan.id); return(true); }
/// <summary> /// 验证前端发送的数据 /// </summary> /// <param name="listvo">防守武将集合</param> /// <param name="planvo">防守方案vo</param> /// <param name="userid">用户id</param> /// <param name="areaid">地形设定主键id</param> /// <returns>bool:数据是否正确 int64:地形id</returns> private Tuple <bool, tg_war_city_plan, List <tg_war_city_defense> > CheckData(List <DefenceRoleVo> listvo, WarDefencePlanVo planvo, Int64 userid, Int64 areaid) { //验证防守方案 var plan = tg_war_city_plan.GetEntityByPlanId((long)planvo.id, userid); if (plan == null) { return(Tuple.Create(false, plan, new List <tg_war_city_defense>())); } var defenselist = tg_war_city_defense.GetListByPlanId(plan.id); //验证阵 if (tg_war_formation.GetEntityByUserIdAndBaseId(userid, planvo.frontId) == null) { return(Tuple.Create(false, plan, defenselist)); } //验证地形 //if (tg_war_area.FindByid(areaid) == null) // return Tuple.Create(false, plan, defenselist); //验证武将 return(Tuple.Create(!listvo.Any(vo => defenselist.All(q => q.role_id != vo.id)), plan, defenselist)); }