📄 armament_action_boss.php
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$gon_num=count($gon_soldier_num_temp);
//循环开始;
while ($kf<$gon_now_num)
{
$k++;
//每个士兵种类应该分以的伤害为(int)($last_power_temp/$gon_now_num);
$last_power_temp=$last_power_temp-$last_power_temp_ls;
if ($last_power_temp_ls<>0) $last_power_temp_ls=0;
if ($last_power_temp<1 || $gon_now_num<1)
{
break;
}else {
$power_one=(int)($last_power_temp/$gon_now_num);
if ($power_one<1) break;
}
for ($i=0;$i<$gon_num;$i++)
{
if ($power_one<$gon_soldier_one_life[$i]) {
$end_i=$end_i+1;
}else {
if ($gon_soldier_num_temp[$i]>0)//如果此兵种还有士兵的话
{
//死亡士兵公式:(int)($power_one/$gon_soldier_one_life[$i])
$dear_num=(int)($power_one/$gon_soldier_one_life[$i]);
//echo $last_power_temp.'|'.$gon_now_num.'|'.$power_one.'|'.$gon_soldier_one_life[$i].'|'.$dear_num.'|'.$gon_soldier_num_temp[$i].'<br/>';
//如果现有兵数减去死亡兵数大于0,减去对应兵数,总伤害减少;
if ($gon_soldier_num_temp[$i]-$dear_num>0) {
$last_power_temp_ls=$last_power_temp_ls+$dear_num*$gon_soldier_one_life[$i];
$gon_soldier_num_temp[$i]=$gon_soldier_num_temp[$i]-$dear_num;
}else {
//如果现有兵数减去死亡兵数小于或等于0,对应兵数为0,减少相应总伤减害;
$last_power_temp_ls=$last_power_temp_ls+$gon_soldier_num_temp[$i]*$gon_soldier_one_life[$i];
$gon_soldier_num_temp[$i]=0;
$gon_now_num=$gon_now_num-1;
}
}else $end_i=$end_i+1;
}
}
$kf++;
}
//循环结束;
}
////////////////////////守方打攻方结束/////////////////////////
}
}
//////////////////////
//结果
/////////////////////
//攻方
$gon_end_soldier_all=0; //现士兵数;
$gon_num_soldier_all=0; //死亡士兵数;
$boss_gen_explo_all=0; //武将总获得经验;
//计录攻方最后死亡兵种(兵数);
$gon_end_dear_army='';
//计录攻方最后剩作兵种(兵数);
$gon_end_life_army='';
$ls=count($gon_soldier_num_temp_ls);
for ($i=0;$i<count($gon_soldier_num_temp_ls);$i++)
{
//记录现在有士兵数
$gon_end_life_army_array[$i]=0;
if ($gon_soldier_num_temp_ls[$i]>0) {
//单兵死亡数$gon_num_ls;
$gon_num_ls=$gon_soldier_num_temp_ls[$i]-$gon_soldier_num_temp[$i];
//死亡士兵数
$gon_num_soldier_all=$gon_num_soldier_all+$gon_num_ls;
//士兵死亡数,例:兵种名称(死亡数);
$gon_end_dear_army=$gon_end_dear_army.$gon_soldier_name_temp[$i].'('.$gon_num_ls.')';
//记录现在有士兵数
$gon_end_life_army_array[$i]=$gon_soldier_num_temp[$i];
//死亡士兵更新表;
//$db->query("update soldier set ".$soldier_type_name_en[$gon_soldier_type_array_num_temp[$i]]."=(".$soldier_type_name_en[$gon_soldier_type_array_num_temp[$i]]."-'".$gon_num_ls."') where u_id='".$war_array['u_id']."' and c_id='".$war_array['c_id']."'");
//守方武将经验数:
// $boss_gen_explo_all=$boss_gen_explo_all+$war_gen_add_score[$gon_soldier_type_array_num_temp[$i]]*$gon_num_ls;
//算士兵现在总数
$gon_end_soldier_all=$gon_end_soldier_all+$gon_soldier_num_temp[$i];
}
}
//守方玩家经验;公式:100+(死亡兵数[$gon_num_soldier_all]*1)
$boss_player_explo=0;
$boss_player_explo=100+($gon_num_soldier_all*1);
//守方
$boss_end_soldier_all=0; //现士兵数;
$boss_num_soldier_all=0; //死亡士兵数;
$gon_gen_explo_all=0; //武将总获得经验;
//计录守方最后死亡兵种(兵数);
$boss_end_dear_army='';
for ($i=0;$i<count($boss_soldier_num_temp_ls);$i++)
{
if ($boss_soldier_num_temp_ls[$i]>0) {
//单兵死亡数$gon_num_ls
$boss_num_ls=$boss_soldier_num_temp_ls[$i]-$boss_soldier_num_temp[$i];
//分类记录死亡士兵数
$boss_dear_num_type[$i]=$boss_num_ls;
//死亡士兵数
$boss_num_soldier_all=$boss_num_soldier_all+$boss_num_ls;
//士兵死亡数,例:兵种名称(死亡数);
$boss_end_dear_army=$boss_end_dear_army.$boss_soldier_name_temp[$i].'('.$boss_num_ls.')';
//死亡士兵更新表;
//$db->query("update soldier set ".$soldier_type_name_en[$fang_soldier_type_array_num_temp[$i]]."=(".$soldier_type_name_en[$fang_soldier_type_array_num_temp[$i]]."-'".$fang_num_ls."') where u_id='".$war_array['to_u_id']."' and c_id='".$war_array['to_c_id']."'");
//攻方武将经验数:
$gon_gen_explo_all=$gon_gen_explo_all+$enemy_soldier_type[$boss_soldier_type_array_num_temp[$i]][6]*$boss_num_ls;
//算士兵现在总数
$boss_end_soldier_all=$boss_end_soldier_all+$boss_soldier_num_temp[$i];
}
}
//攻方玩家经验;公式:100+(死亡兵数[$fang_num_soldier_all]*1)
$gon_player_explo=0;
$gon_player_explo=100+($boss_num_soldier_all*1);
//////////////////////////
//结果;
/////////////////////////
//武将加经验
if ($gon_gen_num_if) {//如果攻方有武将的话;
//攻方武将加经验;
$db->query("update gen set g_exploit=(g_exploit + '".$gon_gen_explo_all."') where id='".$gon_gen_id."';");
//攻击方武将属性(入表用);
$gon_gen_attribute=$gon_gen_attribute.'|'.$gon_gen_explo_all.'|'.$gon_player_explo;
}else {
//攻击方武将属性(入表用);
$gon_gen_attribute=$gon_gen_attribute.'|0|'.$gon_player_explo;
}
// if ($fang_gen_num_if) {//如果守方有武将的话;
// //守方武将加经验;
// $db->query("update gen set g_exploit=(g_exploit + '".$fang_gen_explo_all."') where id='".$fang_gen_id."';");
// //防守方武将属性(入表用);
// $fang_gen_attribute=$fang_gen_attribute.'|'.$fang_gen_explo_all.'|'.$fang_player_explo;
// }else {
// //防守方武将属性(入表用);
// $fang_gen_attribute=$fang_gen_attribute.'|0|'.$fang_player_explo;
// }
//echo $gon_gen_explo_all.'|'.$fang_gen_explo_all.'<br/>';
//echo $gon_gen_num_if.'><'.$gon_gen_attribute.'<br/>';
//echo $fang_gen_num_if.'><'.$fang_gen_attribute.'<br/>';
//exit;
$rn_ls=rand(1,100);
if ($gon_end_soldier_all>0 && $boss_end_soldier_all>0) {
//$end_info="平局";
$end_if=2;
//攻方玩家经验;
$db->query("update player_info set p_score=(p_score + '".$gon_player_explo."') where u_id='".$war_array['u_id']."';");
//守方玩家经验
// $db->query("update player_info set p_score=(p_score + '".$gon_num_soldier_all."') where u_id='".$war_array['to_u_id']."';");
//现在玩家城墙值;
// $query_citywall=$db->query("select b_citywall_fy from building where u_id='".$war_array['to_u_id']."' and c_id='".$war_array['to_c_id']."';");
// $list_citywall=$db->fetch_array($query_citywall);
// //如果城墙值比第一次攻值高,城墙防御不减
// if ($gon_all_power_first>=$list_citywall['b_citywall_fy']) {
// //守方城墙损失;
// $city_citywall=rand(5,20);
// //减少城墙值;
// $list_citywall['b_citywall_fy']=$list_citywall['b_citywall_fy']-($list_citywall['b_citywall_fy']/100 * $city_citywall);
// //更新城墙值;
// $db->query("update building set b_citywall_fy='".$list_citywall['b_citywall_fy']."',b_citywall_status=(b_citywall_status-'".$city_citywall."') where u_id='".$war_array['to_u_id']."' and c_id='".$war_array['to_c_id']."';");
// }else {
// $list_citywall['b_citywall_fy']=0;
// }
}elseif($gon_end_soldier_all>0 && $boss_end_soldier_all<1) {
///////////////////////////////////start///////////////////////////////////////
//$end_info="攻方胜";掠夺资开始,并有5%—20%概率被俘或被杀,被俘或被杀机率各一半;
$end_if=1;
//守方城墙损失;
// $city_citywall=rand(10,30);
//现在玩家城墙值;
// $query_citywall=$db->query("select b_citywall_fy from building where u_id='".$war_array['to_u_id']."' and c_id='".$war_array['to_c_id']."';");
// $list_citywall=$db->fetch_array($query_citywall);
// //减少城墙值;
// $list_citywall['b_citywall_fy']=$list_citywall['b_citywall_fy']-($list_citywall['b_citywall_fy']/100 * $city_citywall);
// //更新城墙值;
// $db->query("update building set b_citywall_fy='".$list_citywall['b_citywall_fy']."',b_citywall_status=(b_citywall_status-'".$city_citywall."') where u_id='".$war_array['to_u_id']."' and c_id='".$war_array['to_c_id']."';");
//攻方玩家经验;
$db->query("update player_info set p_score=(p_score + '".$gon_player_explo."') where u_id='".$war_array['u_id']."';");
///////////
//资源掠夺;
///////////
$loot_golds=0;
for ($i=0;$i<count($boss_soldier_type_array_num_temp);$i++)
$loot_golds=$loot_golds+ $boss_dear_num_type[$i]*$enemy_soldier_type[$boss_soldier_type_array_num_temp[$i]][7]; //抢夺黄金
//计算剩余兵的携带量;
//引用临时变量清空区
$gon_take_num_temp=0; //临时全部队总携带量
//计算有几种士兵;
$gon_num=count($gon_soldier_num_temp);
for ($gi=0;$gi<$gon_num;$gi++)
{
if ($gon_soldier_num_temp[$gi]>0) {
//计算士兵附属属性:携带量,近战加攻,近战加防,远程/机械加防,远程/机械加攻;
//临时总携带量,公式:兵数*(单兵携带量+(单兵携带量*加成[$gon_take_add]))
$gon_take_num_temp=$gon_take_num_temp+$gon_soldier_num_temp[$gi]*($gon_soldier_one_take[$gi]+($gon_soldier_one_take[$gi]*$gon_take_add));
}
}
//如果守方有武将
$gon_get_goods=0;
$loot_gen_golds=0;
if ($boss_gen_num_if<6) {
$enemy_count_num=count($enemy_gen_goods_rate[$boss_gen_num_if]);
//爆率rate
$rate=rand($enemy_gen_goods_rate[$boss_gen_num_if][1],$enemy_gen_goods_rate[$boss_gen_num_if][$enemy_count_num]);
//小于2是给黄金
if ($rate<=$enemy_gen_goods_rate[$boss_gen_num_if][2]) {
$loot_gen_golds=rand($enemy_gen_goods[$boss_gen_num_if][1],$enemy_gen_goods[$boss_gen_num_if][2]);
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