string updateActionBySys(interfaceOfEngine.tryCatchAction actionDo, OrderToReturnBySystem c, string operateKey) { string conditionNotReason; if (actionDo.conditionsOk(c, out conditionNotReason)) { List <string> notifyMsg = new List <string>(); lock (that.PlayerLock) { if (that._Players.ContainsKey(operateKey)) { if (that._Players[operateKey].Bust) { var player = that._Players[operateKey]; var car = that._Players[operateKey].getCar(); switch (car.state) { case CarState.waitOnRoad: { if (actionDo.carAbilitConditionsOk(player, car, c)) { car.setState(player, ref notifyMsg, CarState.returning); setReturn(new returnning() { c = "returnning", changeType = returnning.ChangeType.BeforeTax, key = player.Key, returningOjb = player.returningOjb, target = car.targetFpIndex }); } }; break; } } } } for (var i = 0; i < notifyMsg.Count; i += 2) { var url = notifyMsg[i]; var sendMsg = notifyMsg[i + 1]; //Console.WriteLine($"url:{url}"); if (!string.IsNullOrEmpty(url)) { Startup.sendMsg(url, sendMsg); } } return(""); } else { return(conditionNotReason); } }
internal string updateAction(interfaceOfEngine.tryCatchAction actionDo, Command c, string operateKey) { string conditionNotReason; if (actionDo.conditionsOk(c, out conditionNotReason)) { List <string> notifyMsg = new List <string>(); lock (that.PlayerLock) { if (that._Players.ContainsKey(operateKey)) { if (that._Players[operateKey].Bust) { } else { var player = that._Players[operateKey]; var car = that._Players[operateKey].getCar(); switch (car.state) { case CarState.waitAtBaseStation: case CarState.waitOnRoad: { if (actionDo.carAbilitConditionsOk(player, car, c)) { MileResultReason mrr; RoomMainF.RoomMain.commandWithTime.ReturningOjb returningOjb = actionDo.maindDo(player, car, c, ref notifyMsg, out mrr); if (mrr == MileResultReason.Abundant) { player.returningOjb = returningOjb; } else if (mrr == MileResultReason.CanNotReach) { actionDo.failedThenDo(car, player, c, ref notifyMsg); this.WebNotify(player, "小车不能到达目的地,被安排返回!"); } else if (mrr == MileResultReason.CanNotReturn) { actionDo.failedThenDo(car, player, c, ref notifyMsg); this.WebNotify(player, "小车到达目的地后不能返回,在当前地点安排返回!"); } else if (mrr == MileResultReason.MoneyIsNotEnougt) { actionDo.failedThenDo(car, player, c, ref notifyMsg); } else if (mrr == MileResultReason.NearestIsMoneyWhenPromote) { } else if (mrr == MileResultReason.NearestIsMoneyWhenAttack) { // this.WebNotify(player, $"离宝石最近的是钱,不是你的车。请离宝石再近点儿!"); } } else { actionDo.failedThenDo(car, player, c, ref notifyMsg); } }; break; case CarState.working: { this.WebNotify(player, "您的小车正在赶往目标!"); }; break; case CarState.returning: { WebNotify(player, "您的小车正在返回!"); }; break; } // MeetWithNPC(sa); } } } this.sendMsg(notifyMsg); //for (var i = 0; i < notifyMsg.Count; i += 2) //{ // var url = notifyMsg[i]; // var sendMsg = notifyMsg[i + 1]; // //Console.WriteLine($"url:{url}"); // if (!string.IsNullOrEmpty(url)) // { // Startup.sendMsg(url, sendMsg); // } //} return(""); } else { return(conditionNotReason); } }