コード例 #1
0
        //class PromoteObj : interfaceOfHM.ContactInterface
        //{
        //    public delegate void SetPromoteArrivalThreadM(int startT, Car car, SetPromote sp, int goMile, Node goPath, commandWithTime.ReturningOjb ro);
        //    private SetPromote _sp;

        //    SetPromoteArrivalThreadM _setPromoteArrivalThread;
        //    public PromoteObj(SetPromote sp, SetPromoteArrivalThreadM spthread)
        //    {
        //        this._sp = sp;
        //        this._setPromoteArrivalThread = spthread;
        //    }

        //    public string targetOwner
        //    {
        //        get { return ""; }
        //        // get { return this._sp.ta}
        //    }

        //    public int target => throw new NotImplementedException();

        //    public bool carLeftConditions(Car car)
        //    {
        //        throw new NotImplementedException();
        //    }

        //    public void SetArrivalThread(int startT, Car car, int goMile, Node goPath, commandWithTime.ReturningOjb returningOjb)
        //    {
        //        throw new NotImplementedException();
        //    }
        //}
        private commandWithTime.ReturningOjb promote(RoleInGame player, Car car, SetPromote sp, ref List <string> notifyMsg, out MileResultReason mrr)
        {
            RoleInGame boss;

            if (player.HasTheBoss(roomMain._Players, out boss))
            {
                return(promotePassBossAddress(player, boss, car, sp, ref notifyMsg, out mrr));
                //return promotePassBossAddress(player, boss, car, sp, ref notifyMsg, out reason);
            }
            else
            {
                //if(sp.pType=="mi")
                switch (sp.pType)
                {
                case "mile":
                case "business":
                case "volume":
                case "speed":
                {
                    switch (car.state)
                    {
                    case CarState.waitAtBaseStation:
                    {
                        // if(player.Money<)
                        OssModel.FastonPosition fpResult;
                        var distanceIsEnoughToStart = that.theNearestToDiamondIsCarNotMoney(player, car, sp.pType, out fpResult);
                        if (distanceIsEnoughToStart)
                        {
                            var from = this.getFromWhenAction(player, car);
                            var to   = that.GetPromotePositionTo(sp.pType);              //  this.promoteMilePosition;

                            var fp1    = Program.dt.GetFpByIndex(from);
                            var fp2    = Program.dt.GetFpByIndex(to);
                            var baseFp = Program.dt.GetFpByIndex(player.StartFPIndex);
                            var goPath = that.GetAFromB_v2(from, to, player, ref notifyMsg);
                            // var returnPath = Program.dt.GetAFromB(to, player.StartFPIndex);
                            var returnPath = that.GetAFromB_v2(to, player.StartFPIndex, player, ref notifyMsg);

                            var goMile     = that.GetMile(goPath);
                            var returnMile = that.GetMile(returnPath);


                            //第一步,计算去程和回程。
                            if (car.ability.leftMile >= goMile + returnMile)
                            {
                                int startT;
                                this.EditCarStateWhenActionStartOK(player, ref car, to, fp1, goPath, ref notifyMsg, out startT);

                                RoomMainF.RoomMain.commandWithTime.ReturningOjb ro = commandWithTime.ReturningOjb.ojbWithoutBoss(returnPath);
                                that.diamondOwnerE.StartDiamondOwnerThread(startT, 0, player, car, sp, ro, goMile, goPath);
                                //  getAllCarInfomations(sp.Key, ref notifyMsg);
                                mrr = MileResultReason.Abundant;
                                return(ro);
                            }

                            else if (car.ability.leftMile >= goMile)
                            {
                                WebNotify(player, $"去程{goMile}km,回程{returnMile}km,去了回不来");
                                mrr = MileResultReason.CanNotReturn;
                                return(player.returningOjb);
                            }
                            else
                            {
                                WebNotify(player, $"去程{goMile}km,回程{returnMile}km,去不了");
                                // printState(player, car, $"去程{goMile},回程{returnMile},去不了");
                                mrr = MileResultReason.CanNotReach;
                                return(player.returningOjb);
                            }
                        }
                        else
                        {
                            mrr = MileResultReason.NearestIsMoneyWhenPromote;
                            this.WebNotify(player, $"离宝石最近的是[{fpResult.FastenPositionName}]处的钱,不是你的车。请离宝石再近点儿!");
                            return(player.returningOjb);
                        }
                    };

                    case CarState.waitOnRoad:
                    {
                        OssModel.FastonPosition fpResult;
                        var distanceIsEnoughToStart = that.theNearestToDiamondIsCarNotMoney(player, car, sp.pType, out fpResult);
                        if (distanceIsEnoughToStart)
                        {
                            var from = this.getFromWhenAction(player, car);
                            var to   = that.GetPromotePositionTo(sp.pType);              //  this.promoteMilePosition;

                            var fp1        = Program.dt.GetFpByIndex(from);
                            var fp2        = Program.dt.GetFpByIndex(to);
                            var baseFp     = Program.dt.GetFpByIndex(player.StartFPIndex);
                            var goPath     = that.GetAFromB_v2(from, to, player, ref notifyMsg);
                            var returnPath = that.GetAFromB_v2(to, player.StartFPIndex, player, ref notifyMsg);

                            var goMile     = that.GetMile(goPath);
                            var returnMile = that.GetMile(returnPath);


                            //第一步,计算去程和回程。
                            if (car.ability.leftMile >= goMile + returnMile)
                            {
                                int startT;
                                this.EditCarStateWhenActionStartOK(player, ref car, to, fp1, goPath, ref notifyMsg, out startT);

                                RoomMainF.RoomMain.commandWithTime.ReturningOjb ro = commandWithTime.ReturningOjb.ojbWithoutBoss(returnPath);
                                that.diamondOwnerE.StartDiamondOwnerThread(startT, 0, player, car, sp, ro, goMile, goPath);
                                mrr = MileResultReason.Abundant;
                                return(ro);
                            }

                            else if (car.ability.leftMile >= goMile)
                            {
                                WebNotify(player, $"去程{goMile}km,回程{returnMile}km,去了回不来");
                                mrr = MileResultReason.CanNotReturn;
                                return(player.returningOjb);
                            }
                            else
                            {
                                WebNotify(player, $"去程{goMile}km,回程{returnMile}km,去不了");
                                mrr = MileResultReason.CanNotReach;
                                return(player.returningOjb);
                            }
                        }
                        else
                        {
                            mrr = MileResultReason.NearestIsMoneyWhenPromote;
                            this.WebNotify(player, $"离宝石最近的是[{fpResult.FastenPositionName}]处的钱,不是你的车。请离宝石再近点儿!");
                            return(player.returningOjb);
                        }
                    };

                    default:
                    {
                        throw new Exception($"{Enum.GetName(typeof(CarState), car.state)}不是注册的类型!");
                    }
                    }
                };

                default:
                {
                    throw new Exception($"{sp.pType}-不是规定的输入!");
                };
                }
            }
        }
コード例 #2
0
        public RoomMainF.RoomMain.commandWithTime.ReturningOjb contact(RoleInGame player, Car car, interfaceOfHM.ContactInterface ci, ref List <string> notifyMsg, out MileResultReason Mrr)
        {
            //sa = attackTargetChange(player, sa);
            RoleInGame boss;

            if (player.HasTheBoss(roomMain._Players, out boss))
            {
                if (player.confuseRecord.IsBeingControlled())
                {
                    if (player.confuseRecord.getControlType() == Manager_Driver.ConfuseManger.ControlAttackType.Confuse)
                    {
                        return(randomWhenConfused(player, boss, car, ci, ref notifyMsg, out Mrr));
                    }
                    else
                    {
                        return(contactPassBossAddress(player, boss, car, ci, ref notifyMsg, out Mrr));
                    }
                }
                else
                {
                    return(contactPassBossAddress(player, boss, car, ci, ref notifyMsg, out Mrr));
                }
                //return promotePassBossAddress(player, boss, car, sp, ref notifyMsg, out reason);
            }
            else
            {
                if (that._Players.ContainsKey(ci.targetOwner))
                {
                    //beneficiary
                    var victimOrBeneficiary = that._Players[ci.targetOwner];
                    OssModel.FastonPosition fpResult;
                    var distanceIsEnoughToStart = that.theNearestToPlayerIsCarNotMoney(player, car, victimOrBeneficiary, out fpResult);
                    if (distanceIsEnoughToStart)
                    {
                        if (ci.carLeftConditions(car))
                        {
                            var from = this.getFromWhenAction(player, car);
                            var to   = ci.target;
                            var fp1  = Program.dt.GetFpByIndex(from);
                            //var fp2 = Program.dt.GetFpByIndex(to);
                            //var baseFp = Program.dt.GetFpByIndex(player.StartFPIndex);
                            var goPath = that.GetAFromB_v2(from, to, player, ref notifyMsg);
                            //var returnPath = Program.dt.GetAFromB(fp2, baseFp.FastenPositionID);
                            //var returnPath = Program.dt.GetAFromB(to, player.StartFPIndex);
                            var returnPath = that.GetAFromB_v2(to, player.StartFPIndex, player, ref notifyMsg);

                            var goMile     = that.GetMile(goPath);
                            var returnMile = that.GetMile(returnPath);



                            //第一步,计算去程和回程。
                            if (car.ability.leftMile >= goMile + returnMile)
                            {
                                int startT;
                                this.EditCarStateWhenActionStartOK(player, ref car, to, fp1, goPath, ref notifyMsg, out startT);
                                ci.SetArrivalThread(startT, car, goMile, goPath, commandWithTime.ReturningOjb.ojbWithoutBoss(returnPath));

                                // getAllCarInfomations(sa.Key, ref notifyMsg);
                                Mrr = MileResultReason.Abundant;
                                return(commandWithTime.ReturningOjb.ojbWithoutBoss(returnPath));
                            }

                            else if (car.ability.leftMile >= goMile)
                            {
                                Mrr = MileResultReason.CanNotReturn;
                                return(player.returningOjb);
                            }
                            else
                            {
                                Mrr = MileResultReason.CanNotReach;
                                return(player.returningOjb);
                            }
                        }
                        else
                        {
                            Mrr = MileResultReason.MoneyIsNotEnougt;
                            this.WebNotify(player, "你身上的剩余业务空间不够啦!");
                            return(player.returningOjb);
                        }
                    }
                    else
                    {
                        Mrr = MileResultReason.NearestIsMoneyWhenAttack;
                        this.WebNotify(player, $"离【{victimOrBeneficiary.PlayerName}】最近的是[{fpResult.FastenPositionName}]处的钱,不是你的车,攻击失败!");
                        that.ViewPosition(player, fpResult, ref notifyMsg);
                        return(player.returningOjb);
                    }
                }
                else
                {
                    throw new Exception("准备运行条件里没有筛查?");
                }
            }
        }
コード例 #3
0
        RoomMainF.RoomMain.commandWithTime.ReturningOjb collect(RoleInGame player, Car car, SetCollect sc, ref List <string> notifyMsg, out MileResultReason Mrr)
        {
            if (player.confuseRecord.IsBeingControlled())
            {
                if (player.confuseRecord.getControlType() == Manager_Driver.ConfuseManger.ControlAttackType.Lost)
                {
                    Model.FastonPosition target;
                    if (car.state == CarState.waitOnRoad)
                    {
                        target = Program.dt.GetFpByIndex(car.targetFpIndex);
                    }
                    else if (car.state == CarState.waitAtBaseStation)
                    {
                        target = Program.dt.GetFpByIndex(player.StartFPIndex);
                    }
                    else
                    {
                        throw new Exception("");
                    }
                    var positions = that.getCollectPositionsByDistance(target);
                    if (sc.collectIndex == positions[0] || sc.collectIndex == positions[1])
                    {
                    }
                    else
                    {
                        var position0 = Program.dt.GetFpByIndex(that._collectPosition[positions[0]]);
                        var position1 = Program.dt.GetFpByIndex(that._collectPosition[positions[1]]);
                        var distance0 = CommonClass.Geography.getLengthOfTwoPoint.GetDistance(target.Latitde, target.Longitude, position0.Latitde, position0.Longitude);
                        var distance1 = CommonClass.Geography.getLengthOfTwoPoint.GetDistance(target.Latitde, target.Longitude, position1.Latitde, position1.Longitude);
                        if (distance0 < distance1)
                        {
                            this.WebNotify(player, $"您处于迷失状态,未能到达远方!只能先到附近的[{position0.FastenPositionName}]执行收集任务!");
                            var newSc = new SetCollect()
                            {
                                c                = "SetCollect",
                                collectIndex     = positions[0],
                                fastenpositionID = position0.FastenPositionID,
                                cType            = "findWork",
                                Key              = sc.Key
                            };
                            return(collect(player, car, newSc, ref notifyMsg, out Mrr));
                        }
                        else
                        {
                            this.WebNotify(player, $"您处于迷失状态,未能到达远方!只能先到附近的[{position1.FastenPositionName}]执行收集任务!");
                            var newSc = new SetCollect()
                            {
                                c                = "SetCollect",
                                collectIndex     = positions[1],
                                fastenpositionID = position1.FastenPositionID,
                                cType            = "findWork",
                                Key              = sc.Key
                            };
                            return(collect(player, car, newSc, ref notifyMsg, out Mrr));
                        }
                    }
                    //var target = Program.dt.GetFpByIndex(victim.StartFPIndex);
                    //var collectIndexTarget = that.getCollectPositionsByDistance(target)[randomValue];
                }
            }
            RoleInGame boss;

            if (player.HasTheBoss(roomMain._Players, out boss))
            {
                return(collectPassBossAddress(player, boss, car, sc, ref notifyMsg, out Mrr));
                //return promotePassBossAddress(player, boss, car, sp, ref notifyMsg, out reason);
            }
            else
            {
                if (car.ability.leftVolume > 0)
                {
                    var from   = this.GetFromWhenUpdateCollect(that._Players[sc.Key], sc.cType, car);
                    var to     = getCollectPositionTo(sc.collectIndex);//  this.promoteMilePosition;
                    var fp1    = Program.dt.GetFpByIndex(from);
                    var fp2    = Program.dt.GetFpByIndex(to);
                    var fbBase = Program.dt.GetFpByIndex(player.StartFPIndex);
                    //var goPath = Program.dt.GetAFromB(fp1, fp2.FastenPositionID);
                    //var goPath = Program.dt.GetAFromB(from, to);
                    var goPath = that.GetAFromB_v2(from, to, player, ref notifyMsg);

                    //var returnPath = Program.dt.GetAFromB(to, player.StartFPIndex);
                    var returnPath = that.GetAFromB_v2(to, player.StartFPIndex, player, ref notifyMsg);
                    var goMile     = that.GetMile(goPath);
                    var returnMile = that.GetMile(returnPath);
                    if (car.ability.leftMile >= goMile + returnMile)
                    {
                        int startT;
                        this.EditCarStateWhenActionStartOK(player, ref car, to, fp1, goPath, ref notifyMsg, out startT);
                        var ro = commandWithTime.ReturningOjb.ojbWithoutBoss(returnPath);
                        //  Thread th=new Thread() { }
                        car.setState(player, ref notifyMsg, CarState.working);
                        StartArriavalThread(startT, 0, player, car, sc, ro, goMile, goPath);
                        //if (player.playerType == RoleInGame.PlayerType.NPC)
                        //    StartArriavalThread(startT, car, sc, ro, goMile);
                        //else
                        //    StartArriavalThread(startT, car, sc, ro, goMile);
                        //   StartSelectThread(0, startT, car, sc, ro, goMile, goPath);
                        //  getAllCarInfomations(sc.Key, ref notifyMsg);
                        Mrr = MileResultReason.Abundant;//返回原因
                        return(ro);
                    }

                    else if (car.ability.leftMile >= goMile)
                    {
                        //  printState(player, car, $"剩余里程为{car.ability.leftMile}去程{goMile},回程{returnMile},你去了回不来。所以安排返回");
                        Mrr = MileResultReason.CanNotReturn;
                        return(player.returningOjb);
                    }
                    else
                    {
                        // printState(player, car, $"剩余里程为{car.ability.leftMile}去程{goMile},回程{returnMile},去不了。所以安排返回");
                        Mrr = MileResultReason.CanNotReach;
                        return(player.returningOjb);
                        //   return false;
                    }
                }
                else
                {
                    Mrr = MileResultReason.MoneyIsNotEnougt;
                    this.WebNotify(player, "你身上的剩余收集空间不够啦!");
                    return(player.returningOjb);
                }
            }
        }