/// <summary> /// Gets comments /// </summary> public async Task GetComment(string id, string city, string reportName) { try { this.IsDataLoading = true; if (NetworkInterface.GetIsNetworkAvailable()) { // Add an Accept header for JSON format. client.DefaultRequestHeaders.Accept.Add( new MediaTypeWithQualityHeaderValue("application/json")); var response = await client.GetAsync(string.Format(Constant.GetCommentsUrl, Constant.CommentsAzureServiceKey, id, city, reportName)); if (response.IsSuccessStatusCode) { var products = response.Content.ReadAsStringAsync().Result; this.CommentList = JSON_Helper.Deserialize <List <CommentData> >(products).ToObservableCollection(); } this.IsDataLoading = false; } else { this.MessageDialog = "Internet connection required. Please check your internet connection and try again."; this.IsDataLoading = false; } } catch (Exception) { this.MessageDialog = "There is some problem on connecting to server. Please check your internet connection and try again."; this.IsDataLoading = false; } }
/// <summary> /// Adds comment. /// </summary> async public void AddComment(CommentData requestData) { try { this.IsDataLoading = true; if (NetworkInterface.GetIsNetworkAvailable()) { var results = JSON_Helper.Serialize <CommentData>(requestData); HttpContent content = new StringContent(results); content.Headers.ContentType = new MediaTypeHeaderValue("application/json"); var response = await client.PostAsync(string.Format(Constant.AzureServiceURL, Constant.CommentsAzureServiceKey), content); this.IsDataLoading = false; } else { this.MessageDialog = "Internet connection required. Please check your internet connection and try again."; this.IsDataLoading = false; } } catch (Exception) { this.MessageDialog = "There is some problem on connecting to server. Please check your internet connection and try again."; this.IsDataLoading = false; } }
/// <summary> /// 蓄气阶段 /// </summary> public override void Raise_Stage() { //将所有机器人置为释放技能 foreach (Player player in Players) { if (player.Is_Robot) { player.Action = true; } } Latest_Date = DateTime.Now; Stage = Enums.Room.Action; string universal_Informations; Random random = new Random(); ++Round; SendMessages("当前回合:" + Round.ToString()); //奇遇 foreach (Player player in Players) { if (random.Next(1, 100) <= GeneralControl.Menu_GameControl_Class.Instance.Adventure_Probability) { continue; } int random_personal = random.Next(1, 100); foreach (Adventure adventure in GeneralControl.Adventures) { if (random_personal >= adventure.Probability) { foreach (Player enemy in player.Enemies) { if (adventure.Attack != 0) { enemy.Add_Hp(-adventure.Attack); } if (adventure.Direct_Mp != 0) { enemy.Add_Mp(-adventure.Direct_Mp); } if (enemy.Active == Enums.Player_Active.Map) { //先赋予状态 foreach (State state in player.Action_Skill.Effect_States) { if (!state.Is_Self) { state.Expire_Immediate = DateTime.Now.AddSeconds(state.Duration_Immediate); state.Owner = player; state.Direct = enemy; enemy.Add_States(state); } } } enemy.OnDeath(this, new EventArgsModel.DeathEventArgs(null, player)); } foreach (Player friend in player.Friends) { if (friend.Active != Enums.Player_Active.Map) { player.SendMessages($"{friend}已离开仙域,该目标无法进行技能释放"); continue; } friend.Leisure = DateTime.Now.AddMinutes(5); if (adventure.Cure != 0) { // messages += friend.Add_Hp(adventure.Cure, "被" + player.Name + "所经历的奇遇【" + adventure.Name + "】"); friend.Add_Hp(adventure.Cure); } if (adventure.Self_Mp != 0) { //messages += friend.Add_Mp(adventure.Self_Mp, "被" + player.Name + "所经历的奇遇【" + adventure.Name + "】" + "使"); friend.Add_Mp(adventure.Self_Mp); } if (friend.Active == Enums.Player_Active.Map) { //先赋予状态 foreach (State state in player.Action_Skill.Effect_States) { if (state.Is_Self) { state.Expire_Immediate = DateTime.Now.AddSeconds(state.Duration_Immediate); state.Owner = player; state.Direct = friend; friend.Add_States(state); } } } if (friend != player && friend.Active == Enums.Player_Active.Map) { friend.SendMessages($"{player.Name}所经历的奇遇【{adventure.Name}】\n{messages}"); if (friend.Is_Death && player.Active == Enums.Player_Active.Map) { friend.OnDeath(player); } } SendMessages(messages); } if (!GeneralControl.Menu_GameControl_Class.Instance.Adventure_Concurrent) { break; } } } SendMessages(universal_Informations); } //获得仙气 universal_Informations = ""; if (Round <= 4) { foreach (Player player in Players) { universal_Informations += player.Add_Mp(random.Next(1, 5), "通过吸收仙气,"); } } else if (Round <= 8) { foreach (Player player in Players) { universal_Informations += player.Add_Mp(random.Next(5, 10), "通过吸收仙气,"); } } else if (Round >= 8) { foreach (Player player in Players) { universal_Informations += player.Add_Mp(random.Next(10, 15), "通过吸收仙气,"); } } SendMessages(universal_Informations); //个人面板 universal_Informations = "【天道盟】\n"; int pos = 0; foreach (Player player in Players) { string statetemp = ""; foreach (State item in player.States) { statetemp += item.Name + "(" + item.Expire_Round.ToString() + "-" + item.Effect_mp + ")"; } universal_Informations += "【" + player.User.Title + "】" + player.Name + "\n" + "ID:" + (pos++).ToString() + "\n" + "血量:" + player.Hp.ToString() + "\n" + "仙气:" + player.Mp.ToString() + "\n" + "状态:" + statetemp + "\n" + BQ.d + BQ.d + BQ.d + BQ.d + BQ.d + BQ.d + BQ.d + "\n"; } SendMessages(universal_Informations); //检测冻结状态 foreach (Player player in Players) { if (player.State_Is_Exist("冻结", player.Mp) != null) { player.Private_SendMessages("您已被冻结"); player.Action_Skill = null; player.Action = true; } } //检测是否死亡 foreach (Player player in Players) { if (player.Hp <= 0) { player.Action = true; player.Private_SendMessages("您已死亡"); } } //发送手牌 foreach (Player player in (from Player item in Players where !item.Is_Robot select item)) { player.Private_SendMessages_JSON(JSON_Helper.Hand_Skill_Show(player)); } //检测是否全部出招 if ((from Player item in Players where item.Action == false select item).Any() == false) { Result_Stage(); } }