public PWalkingTriggerInstaller() : base("行走")
 {
     TriggerList.Add(new PTrigger("行走")
     {
         IsLocked = true,
         Time     = PPeriod.WalkingStage.During,
         Effect   = (PGame Game) => {
             PStepCountTag Tag   = Game.TagManager.PopTag <PStepCountTag>(PStepCountTag.TagName);
             int RemainStepCount = (Tag != null ? Tag.StepCount : 0);
             Game.MoveForward(Game.NowPlayer, RemainStepCount);
             PNetworkManager.NetworkServer.TellClients(new PCloseDiceOrder());
         }
     });
 }
Beispiel #2
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    public P_Newton() : base("牛顿")
    {
        Sex   = PSex.Male;
        Age   = PAge.Renaissance;
        Index = 19;
        Cost  = 40;
        Tips  = "定位:防御\n" +
                "难度:中等\n" +
                "史实:英国物理学家、数学家。主要贡献包括但不限于发现万有引力定律、牛顿运动定律、光的色散原理,提出微积分、牛顿迭代法、二项式定理,发明反射式望远镜等。代表作《自然哲学的数学原理》。\n" +
                "攻略:\n牛顿是一个趣味性十足的武将,技能应用十分灵活,【惯性】的存在使其拥有极强的移动能力,能够灵活规避各种危险,同时在前期迅速攫取土地,中后期能够更快经过奖励处,从而拥有一定的续航能力。牛顿可以配合队友的上屋抽梯或逃避敌人的【剑舞】或【霸王】,需要较强的预判力。";

        PSkill Grx_ = new PSkill("惯性");

        SkillList.Add(Grx_
                      .AddTrigger(
                          (PPlayer Player, PSkill Skill) => {
            return(new PTrigger(Grx_.Name)
            {
                IsLocked = false,
                Player = Player,
                Time = PPeriod.WalkingStage.Start,
                AIPriority = 10,
                Condition = (PGame Game) => {
                    return Game.NowPlayer.Equals(Player) && Player.Position.HouseNumber == 0 &&
                    Player.Money > 500;
                },
                AICondition = (PGame Game) => {
                    PStepCountTag StepCountTag = Game.TagManager.FindPeekTag <PStepCountTag>(PStepCountTag.TagName);
                    int Current = PAiMapAnalyzer.Expect(Game, Player, Game.Map.NextStepBlock(Player.Position, StepCountTag.StepCount));
                    PBlock NewtonTarget = Grx_Next(Game, Player.Position).Key;
                    int Possible = PAiMapAnalyzer.Expect(Game, Player, Game.Map.NextStepBlock(NewtonTarget, StepCountTag.StepCount));
                    return Possible - Current > 500;
                },
                Effect = (PGame Game) => {
                    Grx_.AnnouceUseSkill(Player);
                    Game.LoseMoney(Player, 500);
                    Game.MovePosition(Player, Player.Position, Grx_Next(Game, Player.Position).Key);
                }
            });
        }));
    }