Esempio n. 1
0
        internal static async Task <string> buyDiamond(State s, BuyDiamond bd)
        {
            {
                switch (bd.pType)
                {
                case "mile":
                case "business":
                case "volume":
                case "speed":
                {
                    SetBuyDiamond sbd = new SetBuyDiamond()
                    {
                        c     = "SetBuyDiamond",
                        Key   = s.Key,
                        pType = bd.pType
                    };
                    var msg = Newtonsoft.Json.JsonConvert.SerializeObject(sbd);
                    await Startup.sendInmationToUrlAndGetRes(Room.roomUrls[s.roomIndex], msg);
                }; break;

                default: { }; break;
                }
            }
            return("");
        }
Esempio n. 2
0
        internal void Buy(SetBuyDiamond bd)
        {
            List <string> notifyMsg = new List <string>();

            lock (this.PlayerLock)
                if (this._Players.ContainsKey(bd.Key))
                {
                    var role = this._Players[bd.Key];
                    if (role.Bust)
                    {
                    }
                    //else if(player.)
                    else
                    {
                        switch (bd.pType)
                        {
                        case "mile":
                        {
                            if (this.Market.mile_Price != null)
                            {
                                var calValue = this.Market.mile_Price.Value;
                                if (role.Money >= calValue)
                                {
                                    role.MoneySet(role.Money - calValue, ref notifyMsg);
                                    role.PromoteDiamondCount[bd.pType]++;
                                    if (role.playerType == RoleInGame.PlayerType.player)
                                    {
                                        SendPromoteCountOfPlayer(bd.pType, (Player)role, ref notifyMsg);
                                    }
                                    this.Market.Send(bd.pType, 1);
                                }
                            }
                            else
                            {
                                Console.WriteLine("市場沒開放");
                            }
                        }; break;

                        case "business":
                        {
                            if (this.Market.business_Price != null)
                            {
                                var calValue = this.Market.business_Price.Value;
                                if (role.Money >= calValue)
                                {
                                    role.MoneySet(role.Money - calValue, ref notifyMsg);
                                    role.PromoteDiamondCount[bd.pType]++;
                                    if (role.playerType == RoleInGame.PlayerType.player)
                                    {
                                        SendPromoteCountOfPlayer(bd.pType, (Player)role, ref notifyMsg);
                                    }
                                    this.Market.Send(bd.pType, 1);
                                }
                            }
                            else
                            {
                                Console.WriteLine("市場沒開放");
                            }
                        }; break;

                        case "volume":
                        {
                            if (this.Market.volume_Price != null)
                            {
                                var calValue = this.Market.volume_Price.Value;
                                if (role.Money >= calValue)
                                {
                                    role.MoneySet(role.Money - calValue, ref notifyMsg);
                                    role.PromoteDiamondCount[bd.pType]++;
                                    if (role.playerType == RoleInGame.PlayerType.player)
                                    {
                                        SendPromoteCountOfPlayer(bd.pType, (Player)role, ref notifyMsg);
                                    }
                                    this.Market.Send(bd.pType, 1);
                                }
                            }
                            else
                            {
                                Console.WriteLine("市場沒開放");
                            }
                        }; break;

                        case "speed":
                        {
                            if (this.Market.speed_Price != null)
                            {
                                var calValue = this.Market.speed_Price.Value;
                                if (role.Money >= calValue)
                                {
                                    role.MoneySet(role.Money - calValue, ref notifyMsg);
                                    role.PromoteDiamondCount[bd.pType]++;
                                    if (role.playerType == RoleInGame.PlayerType.player)
                                    {
                                        SendPromoteCountOfPlayer(bd.pType, (Player)role, ref notifyMsg);
                                    }
                                    this.Market.Send(bd.pType, 1);
                                }
                            }
                            else
                            {
                                Console.WriteLine("市場沒開放");
                            }
                        }; break;
                        }
                    }
                }

            for (var i = 0; i < notifyMsg.Count; i += 2)
            {
                var url     = notifyMsg[i];
                var sendMsg = notifyMsg[i + 1];
                Startup.sendMsg(url, sendMsg);
            }
        }