/// <summary> /// Cancel attack by id. /// </summary> /// <returns><c>true</c> if this instance cancel attack the specified tskId; otherwise, <c>false</c>.</returns> /// <param name="tskId">Tsk identifier.</param> public bool CancelAttack(string tskId) { AttackInfo attackInfo = FindAttackTask(tskId); if (attackInfo != null) { CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load(); foreach (CombatUnit unit in attackInfo.attackerUnit.Keys) { data.AddCombatUnit(unit.unitType, attackInfo.attackerUnit[unit]); } _trackAttackTask.Remove(attackInfo); Save(); return(true); } attackInfo = FindAttackTaskInComplete(tskId); if (attackInfo != null) { _completeAttackTask.Remove(attackInfo); Save(); return(true); } return(false); }
/// <summary> /// Calculates the battle result. /// </summary> public void CalculateResult() { BattleReportMetaData reportData = BattleReportMetaData.Load(); int fAttackerSum = GetAttackerSum(); int fDefenderSum = GetDefenderSum(); if ((fAttackerSum - fDefenderSum) > 0) //attacker win, defender defeat { Debug.Log("Attacker " + GetAttackerSum() + " vs " + targetName + " " + GetDefenderSum() + " win"); float ratio = (float)fDefenderSum * 100f / (float)fAttackerSum / 100f; CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load(); //calculate unit lost for attacker List <UnitLostInfo> attackerLostInfo = new List <UnitLostInfo>(); foreach (CombatUnit unit in attackerUnit.Keys) { int lostUnit = Mathf.Clamp((int)(ratio * attackerUnit[unit]), 1, attackerUnit[unit]); UnitLostInfo info = new UnitLostInfo(unit.unitType, attackerUnit[unit], lostUnit); //return unit data.AddCombatUnit(unit.unitType, info.to); attackerLostInfo.Add(info); } //calculate unit lost for defender List <UnitLostInfo> targetLostInfo = new List <UnitLostInfo>(); foreach (CombatUnit unit in targetUnit.Keys) { float penalty = Mathf.Clamp((1 - ratio) * 10f, 1f, 10f); int lostUnit = Mathf.Clamp((int)(ratio * penalty * targetUnit[unit]), 1, targetUnit[unit]); //TODO:Decrease ai player unit targetLostInfo.Add(new UnitLostInfo(unit.unitType, targetUnit[unit], lostUnit)); } result = AttackResult.Win; reportData.AddBattleReport(result, targetName, "Player", attackerLostInfo, targetLostInfo, resourceAward); //add resource PlayerResourceStorageMetaData pData = PlayerResourceStorageMetaData.Load(); foreach (ResourceType type in resourceAward.Keys) { pData.AddResourceForType(type, resourceAward[type]); } } else if ((fAttackerSum - fDefenderSum) < 0) //attacker defeat, defender win { Debug.Log("Attacker " + GetAttackerSum() + " vs " + targetName + " " + GetDefenderSum() + " fail"); float ratio = (float)fAttackerSum * 100f / (float)fDefenderSum / 100f; CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load(); //calculate unit lost for attacker List <UnitLostInfo> attackerLostInfo = new List <UnitLostInfo>(); foreach (CombatUnit unit in attackerUnit.Keys) { float penalty = Mathf.Clamp((1 - ratio) * 10f, 1f, 10f); int lostUnit = Mathf.Clamp((int)(ratio * penalty * attackerUnit[unit]), 1, attackerUnit[unit]); UnitLostInfo info = new UnitLostInfo(unit.unitType, attackerUnit[unit], lostUnit); //return unit data.AddCombatUnit(unit.unitType, info.to); attackerLostInfo.Add(info); } //calculate unit lost for defender List <UnitLostInfo> targetLostInfo = new List <UnitLostInfo>(); foreach (CombatUnit unit in targetUnit.Keys) { int lostUnit = Mathf.Clamp((int)(ratio * targetUnit[unit]), 1, targetUnit[unit]); //TODO:Decrease ai player unit targetLostInfo.Add(new UnitLostInfo(unit.unitType, targetUnit[unit], lostUnit)); } result = AttackResult.Lost; reportData.AddBattleReport(result, targetName, "Player", attackerLostInfo, targetLostInfo); } else //draw { Debug.Log("Attacker " + GetAttackerSum() + " vs " + targetName + " " + GetDefenderSum() + " draw"); float ratio = (float)fAttackerSum * 100f / (float)fDefenderSum / 100f * 0.5f; CombatUnitManagerMetaData data = CombatUnitManagerMetaData.Load(); //calculate unit lost for attacker List <UnitLostInfo> attackerLostInfo = new List <UnitLostInfo>(); foreach (CombatUnit unit in attackerUnit.Keys) { int lostUnit = Mathf.Clamp((int)(ratio * 0.3f * attackerUnit[unit]), 1, attackerUnit[unit]); UnitLostInfo info = new UnitLostInfo(unit.unitType, attackerUnit[unit], lostUnit); //return unit data.AddCombatUnit(unit.unitType, info.to); attackerLostInfo.Add(info); } //calculate unit lost for defender List <UnitLostInfo> targetLostInfo = new List <UnitLostInfo>(); foreach (CombatUnit unit in targetUnit.Keys) { int lostUnit = Mathf.Clamp((int)(ratio * 0.3f * targetUnit[unit]), 1, targetUnit[unit]); //TODO:Decrease ai player unit targetLostInfo.Add(new UnitLostInfo(unit.unitType, targetUnit[unit], lostUnit)); } result = AttackResult.Draw; reportData.AddBattleReport(result, targetName, "Player", attackerLostInfo, targetLostInfo); } }