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📄 gon_processing1.php

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<?php
//引用临时变量清空区
$gon_take_num_temp=0;														//临时全部队总携带量
$gon_close_in_sum_power=0;                                                  //临时近战士兵总伤害
$gon_close_in_sum_comm=0;                                                   //临时近战士兵总防御
$gon_long_range_sum_power=0;                                                //临时远战和机械士兵总伤害
$gon_long_range_sum_comm=0;                                                 //临时远战和机械士兵总防御
$gon_now_num=0;                                                             //统计存活的士兵种类
$gon_info='';                                                               //攻方战报信息

//计算有几种士兵;
$gon_num=count($gon_soldier_num_temp);
$bc=1;
for ($gi=0;$gi<$gon_num;$gi++)
{
	if ($gon_soldier_num_temp[$gi]>0) {
		//统计存活的士兵种类
		$gon_now_num+=1;
		//计算士兵附属属性:携带量,近战加攻,近战加防,远程/机械加防,远程/机械加攻;
			//临时总携带量,公式:兵数*(单兵携带量+(单兵携带量*加成[$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));
											
			//随机发挥点数;
			$exert_rand=rand(0,$gon_soldier_one_exert[$gi]);
			
			//兵种为近战,$i+1为所应兵种,现把后面数字减1;例($i+1)<>5  5为短弓手,现改为$i<>4 ;
			if ($gon_soldier_type_array_num_temp[$gi]<>5 && $gon_soldier_type_array_num_temp[$gi]<>9 && $gon_soldier_type_array_num_temp[$gi]<>14 && $gon_soldier_type_array_num_temp[$gi]<>10 && $gon_soldier_type_array_num_temp[$gi]<>8 && $gon_soldier_type_array_num_temp[$gi]<>16 && $gon_soldier_type_array_num_temp[$gi]<>17) {
				
				//临时近战总伤害,公式:兵数*(单兵伤+(单兵伤*加成[$gon_close_in_power_add])+(单伤*兵法加成[$gon_all_soldier_power_add]))*((发挥点数[$exert_rand]*10+100)/100)* 武将加成
				$gon_close_in_sum_power=$gon_close_in_sum_power+$gon_soldier_num_temp[$gi]*($gon_soldier_one_power[$gi]+($gon_soldier_one_power[$gi]*$gon_close_in_power_add)+($gon_soldier_one_power[$gi]*$gon_all_soldier_power_add))*($exert_rand*10+100)/100 * $gon_power_add;
												
				//临时近战总防御;公式:兵数*(单兵防+(单兵防*加成[$gon_close_in_comm_add])+(单防*阵法加成[$gon_all_soldier_add_comm])) * 武将加成;
				$gon_close_in_sum_comm=$gon_close_in_sum_comm+$gon_soldier_num_temp[$gi]*($gon_soldier_one_comm[$gi]+($gon_soldier_one_comm[$gi]*$gon_close_in_comm_add)+($gon_soldier_one_comm[$gi]*$gon_all_soldier_add_comm)) * $gon_comm_add;
			}else{
				//兵种为远程和机械
				//临时远程和机械总伤害;公式:兵数*(单伤+(单伤*加成[$gon_long_range_power_add])+(单伤*兵法加成[$gon_all_soldier_power_add]))*((发挥点数[$exert_rand]*10+100)/100)* 武将加成
				$gon_long_range_sum_power=$gon_long_range_sum_power+$gon_soldier_num_temp[$gi]*($gon_soldier_one_power[$gi]+($gon_soldier_one_power[$gi]*$gon_long_range_power_add)+($gon_soldier_one_power[$gi]*$gon_all_soldier_power_add))*($exert_rand*10+100)/100 * $gon_power_add;
												
				//临时远程和机械总防御;公式:兵数*(单兵防+(单兵防*加成[$gon_long_range_comm_add])+(单防*阵法加成[$gon_all_soldier_add_comm])) * 武将加成;
				$gon_long_range_sum_comm=$gon_long_range_comm_add+$gon_soldier_num_temp[$gi]*($gon_soldier_one_comm[$gi]+($gon_soldier_one_comm[$gi]*$gon_long_range_comm_add)+($gon_soldier_one_comm[$gi]*$gon_all_soldier_add_comm)) * $gon_comm_add;
												
			}		
			$query_p=$db->query("select p_nickname from player_info where u_id='".$war_array3[$gi]['u_id']."';");
									$list_p=$db->fetch_array($query_p);
									
			
			//写入攻方所有士兵报
			$gon_info=$gon_info.$list_p['p_nickname']."第".$bc."队".$soldier_type_name[$gon_soldier_type_array_num_temp[$gi]].'('.$gon_soldier_num_temp[$gi].')<br>';
	}
	$bc++;
}
//总攻击值[$gon_all_power],总防御值[$gon_all_comm]
	//总攻击值[$gon_all_power]
	$gon_all_power=(int)($gon_close_in_sum_power+$gon_long_range_sum_power);
	//总防御值[$gon_all_comm]
	$gon_all_comm=(int)($gon_close_in_sum_comm+$gon_long_range_sum_comm+$gon_comm_all);
	
//写入守方所有信息报
//$gon_info_array=$gon_info.'<br/>'.'总攻击('.$gon_all_power.')&nbsp;&nbsp;总防御('.$gon_all_comm.')';

//每轮士兵数;
$gon_army_array[]=$gon_info;
//每轮总攻击
$gon_army_power_array[]=$gon_all_power;
//每轮总防御
$gon_army_recovery_array[]=$gon_all_comm;
$aj++;
?>

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