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TopDanger 战争算法摘要 游戏最核心的部分,建议WG开发、策划人员仔细阅读

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发表于 2009-6-13 02:16:38 | 显示全部楼层 |阅读模式
WebGame.Module.War <br /><br />public class War<br />{<br />    // Fields<br />    public int[,] Atk_AimAttack;<br />    public bool atkDead;<br />    public bool AtkHasLand;<br />    public IList&lt;WarHero&gt; atkHero;<br />    public long atkLossMoney;<br />    public int AtkMaxRange;<br />    public int AtkSpareHarm1;<br />    public int AtkSpareHarm2;<br />    public int AtkTotalLife1;<br />    public int AtkTotalLife2;<br />    public long atkTotalPrice;<br />    public bool AtkWin;<br />    public int AttackAdd;<br />    public Hashtable callBackHt;<br />    public IList&lt;CallBackRes&gt; callBackRes;<br />    public int[,] Def_AimAttack;<br />    public bool defDead;<br />    public int DefenseAdd;<br />    public bool DefHasLand;<br />    public IList&lt;WarHero&gt; defHero;<br />    public long defLossMoney;<br />    public int DefMaxRange;<br />    public int DefSpareHarm1;<br />    public int DefSpareHarm2;<br />    public int DefTotalLife1;<br />    public int DefTotalLife2;<br />    public long defTotalPrice;<br />    public bool DefWin;<br />    public int LifeAdd;<br />    public int Result;<br />    public IList&lt;RobRes&gt; robRes;<br />    public StringBuilder strAtk;<br />    public StringBuilder strDef;<br />    public string strResNo;<br />    public int ToAttackAdd;<br />    public int ToDefenseAdd;<br />    public int ToLifeAdd;<br />    public int ToUserID;<br />    public int warTimes;<br />    public long WarValue;<br /><br />    // Methods<br />    public War();<br />    public void AddHero(DataRow dr, WarHero obj);<br />    public void AddUnit(DataTable dt, WarHero obj, int heroID, int role);<br />    public void CallBack(IList&lt;WarHero&gt; heroList, int role);<br />    public long CallBack1(long carry);<br />    public void CureRepair(IList&lt;WarHero&gt; heroList, int warRole, int toCityID);<br />    public void GetAimAttack(int role, int kind, int toKind, int toType1, int attackValue);<br />    public int GetAimBuild(IList&lt;WarHero&gt; heroList, int qty, int attack1, int attack2);<br />    public int GetAimUnit(IList&lt;WarHero&gt; heroList, int type, int times, int qty, int kind, int attack1, int attack2);<br />    public int GetAimUnit1(IList&lt;WarHero&gt; heroList, int type, int times, int qty);<br />    public void GetAttackUnit(string relatHero);<br />    public void GetDefenseUnit(int cityID);<br />    public int GetExp(long diePrice, int times, int armyQty);<br />    public int GetGoodsID(long warValue, int heroID, out string goodsName);<br />    public long GetHarm(int attack, int defense);<br />    public int GetRange(int times);<br />    public void GetUnitInfo(IList&lt;WarHero&gt; heroList1, IList&lt;WarHero&gt; heroList2, int times, int range, int role);<br />    public void ProcessHarm(IList&lt;WarHero&gt; heroList, int harm1, int harm2, int role, int type1);<br />    public void ProcessSnare(IList&lt;WarHero&gt; defHeroList, IList&lt;WarHero&gt; atkHeroList, int range);<br />    public static War ProcessWar(int actionID, int userID, string nickName, int toUserID, string toNickName, int toCityID, int attackAdd, int defenseAdd, int lifeAdd, int toAttackAdd, int toDefenseAdd, int toLifeAdd, string relatHero);<br />    public bool SaveDB(int actionID, int cityID, int userID, string nickName, int heroID, string cityName, int toCityID, int toUserID, string toNickName, string toCityName);<br />}<br /><br /><br />WebGame.Module.TaskWar<br />public class TaskWar<br />{<br />    // Fields<br />    public int[,] Atk_AimAttack;<br />    public bool atkDead;<br />    public bool AtkHasLand;<br />    public IList&lt;WarHero&gt; atkHero;<br />    public long atkLossMoney;<br />    public int AtkMaxRange;<br />    public long atkPreLossMoney;<br />    public int AtkSpareHarm1;<br />    public int AtkSpareHarm2;<br />    public int AtkTotalLife1;<br />    public int AtkTotalLife2;<br />    public long atkTotalPrice;<br />    public bool AtkWin;<br />    public int AttackAdd;<br />    public Hashtable callBackHt;<br />    public IList&lt;CallBackRes&gt; callBackRes;<br />    public int[,] Def_AimAttack;<br />    public bool defDead;<br />    public int DefenseAdd;<br />    public bool DefHasLand;<br />    public IList&lt;WarHero&gt; defHero;<br />    public long defLossMoney;<br />    public int DefMaxRange;<br />    public int DefSpareHarm1;<br />    public int DefSpareHarm2;<br />    public int DefTotalLife1;<br />    public int DefTotalLife2;<br />    public long defTotalPrice;<br />    public bool DefWin;<br />    public bool IsFinish;<br />    public int LifeAdd;<br />    public int Result;<br />    public IList&lt;RobRes&gt; robRes;<br />    public StringBuilder strAtk;<br />    public StringBuilder strDef;<br />    public string strResNo;<br />    public IList&lt;TaskPart&gt; taskPart;<br />    public int ToAttackAdd;<br />    public int ToDefenseAdd;<br />    public int ToLifeAdd;<br />    public int ToUserID;<br />    public int warTimes;<br />    public long WarValue;<br /><br />    // Methods<br />    public TaskWar();<br />    public void AddHero(DataRow dr, WarHero obj);<br />    public void AddNpcUnit(DataTable dt, WarHero obj, int heroID, int role);<br />    public void AddUnit(DataTable dt, WarHero obj, int heroID, int role);<br />    public void CallBack(IList&lt;WarHero&gt; heroList, int role);<br />    public long CallBack1(long carry);<br />    public void CureRepair(IList&lt;WarHero&gt; heroList, int warRole);<br />    public void GetAimAttack(int role, int kind, int toKind, int toType1, int attackValue);<br />    public int GetAimBuild(IList&lt;WarHero&gt; heroList, int qty, int attack1, int attack2);<br />    public int GetAimUnit(IList&lt;WarHero&gt; heroList, int type, int times, int qty, int kind, int attack1, int attack2);<br />    public int GetAimUnit1(IList&lt;WarHero&gt; heroList, int type, int times, int qty);<br />    public void GetAttackUnit(string relatHero);<br />    public void GetDefenseUnit(int partID, int npcID);<br />    public int GetExp(long diePrice, int times, int armyQty);<br />    public int GetGoodsID(long warValue, int heroID, out string goodsName);<br />    public long GetHarm(int attack, int defense);<br />    public int GetRange(int times);<br />    public void GetUnitInfo(IList&lt;WarHero&gt; heroList1, IList&lt;WarHero&gt; heroList2, int times, int range, int role);<br />    public void Init();<br />    public void ProcessHarm(IList&lt;WarHero&gt; heroList, int harm1, int harm2, int role, int type1);<br />    public void ProcessSnare(IList&lt;WarHero&gt; defHeroList, IList&lt;WarHero&gt; atkHeroList, int range);<br />    public static TaskWar ProcessWar(int actionID, int userID, string nickName, int taskID, int attackAdd, int defenseAdd, int lifeAdd, string relatHero);<br />    public bool SaveDB(int actionID, int type, int cityID, int userID, string nickName, int heroID, string cityName, int logID, int taskID, string toNickName, string toCityName);<br />}<br /><br /><br /><blockquote class="blockquote">From: http://www.ia56.com/read-htm-tid-306-page-e-.html  Powered by PHPWind.com</blockquote>
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