/// <summary> /// 游戏结束 /// </summary> private void GameOver(int userId, FightRoom room) { //确定身份 是农民还是地主 int identity = room.GetPlayerIdentity(userId); List <int> winUids = room.GetSameIdentityUids(identity); int winBeen = room.Mutiple * 1000; //给胜利的玩家 胜场 豆子 经验 等级..之后玩家数据模型刷新 for (int i = 0; i < winUids.Count; i++) { UserModel model = user.GetModelByUserId(winUids[i]); model.winCount++; model.been += winBeen; model.exp += 100; int maxExp = model.lv * 100; while (maxExp <= model.exp) { model.lv++; model.exp -= maxExp; maxExp = model.lv * 100; } user.Update(model); } //给失败的玩家 败场 豆子 经验 等级..之后玩家数据模型刷新 List <int> loseUids = room.GetDifIdentityUids(identity); for (int i = 0; i < winUids.Count; i++) { UserModel model = user.GetModelByUserId(loseUids[i]); model.loseCount++; model.been -= winBeen; model.exp += 10; int maxExp = model.lv * 100;; while (maxExp <= model.exp) { model.lv++; model.exp -= maxExp; maxExp = model.lv * 100; } user.Update(model); } //给逃跑的玩家 逃跑 豆子 经验 等级..之后玩家数据模型刷新 for (int i = 0; i < room.LeaveUidList.Count; i++) { UserModel model = user.GetModelByUserId(room.LeaveUidList[i]); model.runCount++; model.been -= (winBeen) * 3; model.exp += 0; user.Update(model); } //给客户端发消息 谁赢了。身份,豆子多少 OverDto dto = new OverDto(); dto.winIdentity = identity; dto.winUidList = winUids; dto.beenCount = winBeen; Brocast(room, OpCode.FIGHT, FightCode.OVER_BRO, dto); fight.Destroy(room); }
/// <summary> /// 游戏结束 /// </summary> /// <param name="userId"></param> /// <param name="room"></param> private void gameOver(int userId, FightRoom room) { //获取获胜身份 所有的玩家id int winIdentity = room.GetPlayerIdentity(userId); int winBeen = room.Multiple * 1000; //给胜利的玩家添加胜场 List <int> winUIds = room.GetSameIdentityUIds(winIdentity); for (int i = 0; i < winUIds.Count; i++) { UserModel um = userCache.GetModelById(winUIds[i]); um.WinCount++; um.Been += winBeen; um.Exp += 100; userCache.Update(um); } //给失败的玩家添加负场 List <int> loseUIds = room.GetDifferentIdentityUIds(winIdentity); for (int i = 0; i < loseUIds.Count; i++) { UserModel um = userCache.GetModelById(loseUIds[i]); um.LoseCount++; um.Been -= winBeen; um.Exp += 10; userCache.Update(um); } //给逃跑玩家添加逃跑场次 for (int i = 0; i < room.LeaveUIdList.Count; i++) { UserModel um = userCache.GetModelById(room.LeaveUIdList[i]); um.RunCount++; um.Been -= (winBeen) * 3; um.Been += 0; userCache.Update(um); } //给客户端发消息 赢的身份是什么? 谁赢了? 加多少豆子? OverDto dto = new OverDto(); dto.WinIdentity = winIdentity; dto.WinUIdList = winUIds; dto.BeenCount = winBeen; brocast(room, OpCode.FIGHT, FightCode.OVER_BRO, dto); //在缓存层销毁房间数据 fightCache.Destroy(room); }
private void gameOver(int userId, FightRoom room) { int winIdentity = room.GetPlayerIdentity(userId); int winBean = room.Multiple * 1000; List <int> winUserIdList = room.GetSameIdentityUserId(winIdentity); //win player pluas win count for (int i = 0; i < winUserIdList.Count; i++) { UserModel um = userCache.GetModelByAccountId(winUserIdList[i]); um.WinCount++; um.Been = winBean; um.Exp = um.LV * 100; int maxExp = um.LV * 100; while (maxExp <= um.Exp) { um.LV++; um.Exp -= maxExp; } userCache.Update(um); } //add lose count to loser List <int> loseUIds = room.GetDifferentIdentityUserId(winIdentity); for (int i = 0; i < loseUIds.Count; i++) { UserModel um = userCache.GetModelById(loseUIds[i]); um.LoseCount++; um.Been -= winBean; um.Exp += 10; int maxExp = um.LV * 100; while (maxExp <= um.Exp) { um.LV++; um.Exp -= maxExp; } userCache.Update(um); } OverDto dto = new OverDto(); dto.WinIdentity = winIdentity; dto.WinUserIdList = winUserIdList; dto.BeanCount = winBean; Broadcast(room, OpCode.FIGHT, FightCode.Over_BROADCAST, dto); fightCache.Destroy(room); }
/// <summary> /// 游戏结束 /// </summary> /// <param name="room"></param> /// <param name="userId"></param> private void GameOver(FightRoom room, int userId) { var winIdentity = room.GetPlayerIdentity(userId); var winUserIds = room.GetSameIdentityUserIds(winIdentity); var beens = room.multiple * 1000; //给胜利的玩家结算 for (int i = 0; i < winUserIds.Count; i++) { var userModel = user.GetModelById(winUserIds[i]); userModel.winCount++; userModel.beens += winIdentity == Identity.Landlord ? beens : beens / 2; userModel.exp += 100; user.Update(userModel); } var loseUserIds = room.GetDifferentIdentityUserIds(winIdentity); //给失败的玩家结算 for (int i = 0; i < loseUserIds.Count; i++) { var userModel = user.GetModelById(loseUserIds[i]); userModel.loseCount++; userModel.beens -= winIdentity == Identity.Landlord ? beens / 2 : beens; userModel.exp += 50; user.Update(userModel); } //给逃跑玩家结算 离开的时候已经结算了 //for (int i = 0; i < room.leavePlayerIdList.Count; i++) //{ // var userModel = user.GetModelById(room.leavePlayerIdList[i]); // userModel.runCount++; // userModel.loseCount++; // userModel.beens -= beens * 3;//逃跑的人减3倍 // user.Update(userModel); //} //给客户端发消息 游戏结束了 var dto = new OverDto(winIdentity, winUserIds, beens); Brocast(room, OpCode.FIGHT, FightCode.OVER_BRO, dto); //游戏结束 fight.Destroy(room); }
/// <summary> /// 游戏结束 /// </summary> /// <param name="userId"></param> /// <param name="room"></param> private void gameOver(int userId, FightRoom room) { //获取获胜身份 所有玩家id int winIdentity = room.GetPlayerIdentity(userId); //给胜利玩家添加胜场 List <int> winUIds = room.GetSameIdentityUIds(winIdentity); for (int i = 0; i < winUIds.Count; i++) { UserModel um = userCache.GetModelById(winUIds[i]); int multiple; room.multiDict.TryGetValue(winUIds[i], out multiple); um.WinCount++; foreach (var player in room.PlayerList) { if (player.UserId == winUIds[i]) { if (player.Identity == Identity.FARMER) { um.winBeen += multiple * 100; um.Been += um.winBeen; } else if (player.Identity == Identity.LANDLORD) { um.winBeen += 400; um.Been += um.winBeen; } } } um.Exp += 100; int maxExp = um.Lv * 100; while (maxExp <= um.Exp) { um.Lv++; um.Exp -= maxExp; maxExp = um.Lv * 100; } userCache.Update(um); //给客户端发消息 赢得身份是什么?谁赢了?加多少豆子? OverDto dto = new OverDto(); dto.WinIdentity = winIdentity; dto.WinUIdList = winUIds; dto.tempUIdList = winUIds; dto.BeenCount = um.winBeen; singleBrocast(room, OpCode.FIGHT, FightCode.OVER_BRO, dto, winUIds[i]); um.winBeen = 0; } //给失败的玩家添加负场 List <int> loseUIds = room.GetDifferentIdentityUIds(winIdentity); for (int i = 0; i < loseUIds.Count; i++) { UserModel um = userCache.GetModelById(loseUIds[i]); int multiple; room.multiDict.TryGetValue(loseUIds[i], out multiple); um.LoseCount++; foreach (var player in room.PlayerList) { if (player.UserId == loseUIds[i]) { if (player.Identity == Identity.FARMER) { um.winBeen -= multiple * 100; if (um.winBeen >= 0) { um.Been -= um.winBeen; } else { um.Been += um.winBeen; } } else if (player.Identity == Identity.LANDLORD) { um.winBeen -= 400; if (um.winBeen >= 0) { um.Been -= um.winBeen; } else { um.Been += um.winBeen; } } } } um.Exp += 10; int maxExp = um.Lv * 100; while (maxExp <= um.Exp) { um.Lv++; um.Exp -= maxExp; maxExp = um.Lv * 100; } userCache.Update(um); //给客户端发消息 赢得身份是什么?谁赢了?加多少豆子? OverDto dto = new OverDto(); dto.WinIdentity = winIdentity; dto.WinUIdList = winUIds; dto.tempUIdList = loseUIds; dto.BeenCount = Math.Abs(um.winBeen); singleBrocast(room, OpCode.FIGHT, FightCode.OVER_BRO, dto, loseUIds[i]); um.winBeen = 0; } //给逃跑玩家添加逃跑场次 for (int i = 0; i < room.LeaveUIdList.Count; i++) { UserModel um = userCache.GetModelById(room.LeaveUIdList[i]); int multiple; room.multiDict.TryGetValue(loseUIds[i], out multiple); um.RunCount++; foreach (var player in room.PlayerList) { if (player.UserId == winUIds[i]) { if (player.Identity == Identity.FARMER) { um.winBeen -= multiple * 100; if (um.winBeen >= 0) { um.Been -= um.winBeen; } else { um.Been += um.winBeen; } } else if (player.Identity == Identity.LANDLORD) { um.winBeen -= 1200; if (um.winBeen >= 0) { um.Been -= um.winBeen; } else { um.Been += um.winBeen; } } } } um.Exp += 0; um.winBeen = 0; userCache.Update(um); } //在缓存层销毁房间数值 fightCache.Destroy(room); }