public void ForcedWallconquestWar(TPlayObject PlayObject, string[] @Params) { string sCASTLENAME = @Params.Length > 0 ? @Params[0] : ""; string s20; TGUild Guild = null; if (sCASTLENAME == "") { if (GameConfig.boGMShowFailMsg) { PlayObject.SysMsg("命令格式: @" + base.Attributes.Name + " 城堡名称", TMsgColor.c_Red, TMsgType.t_Hint); } return; } TUserCastle Castle = M2Share.g_CastleManager.Find(sCASTLENAME); if (Castle != null) { Castle.m_boUnderWar = !Castle.m_boUnderWar; // 设置为可以攻城 if (Castle.m_boUnderWar) // 正在攻城 { if (GuildManager.GuildList.Count > 0) // 增加所有行会为攻城行会 { for (int I = 0; I < GuildManager.GuildList.Count; I++) { Guild = GuildManager.GuildList[I]; Castle.m_AttackGuildList.Add(Guild); } } Castle.m_boShowOverMsg = false; Castle.m_WarDate = DateTime.Now; Castle.m_dwStartCastleWarTick = HUtil32.GetTickCount(); Castle.StartWallconquestWar(); UserEngine.SendServerGroupMsg(Grobal2.SS_212, M2Share.nServerIndex, ""); s20 = "[" + Castle.m_sName + " 攻城战已经开始]"; UserEngine.SendBroadCastMsg(s20, TMsgType.t_System); UserEngine.SendServerGroupMsg(Grobal2.SS_204, M2Share.nServerIndex, s20); Castle.MainDoorControl(true); } else { Castle.StopWallconquestWar(); } } else { PlayObject.SysMsg(string.Format(GameMsgDef.g_sGameCommandSbkGoldCastleNotFoundMsg, sCASTLENAME), TMsgColor.c_Red, TMsgType.t_Hint); } }
public void Button2Click(object sender, EventArgs e) { string s20; TGUild Guild; int I; if (CurCastle == null) { Button2.Enabled = false; return; } CurCastle.m_boUnderWar = !CurCastle.m_boUnderWar; // 设置为攻城 if (CurCastle.m_boUnderWar) // 正在攻城 { if (M2Share.g_GuildManager.GuildList.Count > 0) // 增加所有行会为攻城行会 { for (I = 0; I < M2Share.g_GuildManager.GuildList.Count; I++) { Guild = ((TGUild)(M2Share.g_GuildManager.GuildList[I])); CurCastle.m_AttackGuildList.Add(Guild); } } CurCastle.m_boShowOverMsg = false; CurCastle.m_WarDate = DateTime.Now; //CurCastle.m_dwStartCastleWarTick = GetTickCount(); CurCastle.StartWallconquestWar(); //UserEngine.SendServerGroupMsg(Grobal2.SS_212, M2Share.nServerIndex, ""); s20 = "[" + CurCastle.m_sName + " 攻城战已经开始]"; M2Share.UserEngine.SendBroadCastMsg(s20, TMsgType.t_System); //UserEngine.SendServerGroupMsg(Grobal2.SS_204, M2Share.nServerIndex, s20); CurCastle.MainDoorControl(true); M2Share.MainOutMessage(s20); Button2.Text = "关闭攻城"; } else { CurCastle.StopWallconquestWar(); Button2.Text = "开始攻城"; } Button2.Enabled = false; }
public void ForcedWallconquestWar(string[] @Params, TPlayObject PlayObject) { string sCASTLENAME = @Params.Length > 0 ? @Params[0] : ""; if (sCASTLENAME == "") { PlayObject.SysMsg("命令格式: @" + this.Attributes.Name + " 城堡名称", TMsgColor.c_Red, TMsgType.t_Hint); return; } TUserCastle Castle = M2Share.g_CastleManager.Find(sCASTLENAME); if (Castle != null) { Castle.m_boUnderWar = !Castle.m_boUnderWar; if (Castle.m_boUnderWar) { Castle.m_dwStartCastleWarTick = HUtil32.GetTickCount(); Castle.StartWallconquestWar(); // UserEngine.SendServerGroupMsg(SS_212, nServerIndex, ''); string s20 = '[' + Castle.m_sName + "攻城战已经开始]"; UserEngine.SendBroadCastMsg(s20, TMsgType.t_System); // UserEngine.SendServerGroupMsg(SS_204, nServerIndex, s20); Castle.MainDoorControl(true); } else { Castle.StopWallconquestWar(); } } else { PlayObject.SysMsg(String.Format(GameMsgDef.g_sGameCommandSbkGoldCastleNotFoundMsg, sCASTLENAME), TMsgColor.c_Red, TMsgType.t_Hint); } }