public override void OnChiefHarmed(GlobalEvent.EventRecoard aSourceEvent, ChiefBase aSource, ChiefBase aTarget, GlobalData aData, sbyte aDamage) { if (aSource != null && aData.Game.GamePlayers[aSource].HasCard) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aTarget, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aTarget); if (res.YN == true && aData.Game.GamePlayers[aSource].HasCard) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aTarget, this, new ChiefBase[] { aSource }, new Card[] { })); res = aData.Game.AsynchronousCore.AskForCards(aTarget, MessageCore.AskForEnum.TargetCard, aSource); if (res.Cards.Count() == 0) { if (aData.Game.GamePlayers[aSource].HasCard) { res = new MessageCore.AskForResult(false, aTarget, new ChiefBase[] { }, new Card[] { aData.Game.AutoSelect(aSource) }, Card.Effect.GuoHeChaiQiao, false, false, string.Empty); } else { return; } } //检查牌的来源知否是正确 if (!aData.Game.GamePlayers[aSource].HasCardsInHandOrEquipage(res.Cards)) { return; } aData.Game.AsynchronousCore.SendStealMessage(aSource, aTarget, res.Cards, aData.Game.GamePlayers); aData.Game.Move(aTarget, aSource, res.Cards); } } }
public override void TakingCards(ChiefBase aChief, GlobalData aData) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aChief, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aChief); if (res.YN) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); res = aData.Game.AsynchronousCore.AskForCardsWithCount(aChief, 0); if (res.Targets.Count() > 2 || res.Targets.Count() == 0) { return; } else { foreach (ChiefBase c in res.Targets) { if (c.IsMe(aChief) || aData.Game.GamePlayers[c].Dead) { return; } } } aData.TakeCardsCount = 0; foreach (ChiefBase c in res.Targets) { Card item = aData.Game.AutoSelect(c); aData.Game.AsynchronousCore.SendStealMessage(c, aChief, new Card[] { item }, aData.Game.GamePlayers); aData.Game.Move(c, aChief, new Card[] { item }); //aData.Game.EventNode(false, GlobalEvent.CardFrom.Hand, SkillName, new Card[] { item }, Card.Effect.None, c, null, null); //aData.Game.GamePlayers[aChief].Hands.Add(item.GetOriginalCard()); } } }
public override void OnChiefHarmed(GlobalEvent.EventRecoard aSourceEvent, ChiefBase aSource, ChiefBase aTarget, GlobalData aData, sbyte aDamage) { int i = 0; for (i = 0; i < aDamage; i++) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aTarget, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aTarget); if (res.YN) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aTarget, this, new ChiefBase[] { }, new Card[] { })); Card[] cards = aData.Game.TakeingCards(aTarget, 2); aTarget.SlotsBuffer[SkillName].Cards.Clear(); aTarget.SlotsBuffer[SkillName].Cards.AddRange(cards); int times = 0; while (aTarget.SlotsBuffer[SkillName].Cards.Count > 0 && times < 2) { aData.Game.AsynchronousCore.SendPrivateMessageWithOpenMessage(aTarget, new Beaver("askfor.yiji.cards", aTarget.ChiefName, Card.Cards2Beaver("cards", aTarget.SlotsBuffer[SkillName].Cards.ToArray())).ToString(), //new XElement("askfor.yiji.cards", // new XElement("target", aTarget.ChiefName), // Card.Cards2XML("cards", aTarget.SlotsBuffer[SkillName].Cards.ToArray()) // ), new Beaver("askfor.yiji.cards", aTarget.ChiefName).ToString(), //new XElement("askfor.yiji.cards", // new XElement("target", aTarget.ChiefName) // ), aData.Game.GamePlayers); res = aData.Game.AsynchronousCore.AskForCardsWithCount(aTarget, -1); if (res.Targets.Count() != 1 || res.Targets[0] == aTarget || aData.Game.GamePlayers[res.Targets[0]].Dead) { break; } foreach (Card c in res.Cards) { if (!aTarget.SlotsBuffer[SkillName].Cards.Contains(c)) { break; } } aData.Game.AsynchronousCore.SendGiveMessage(aTarget, res.Targets[0], res.Cards, aData.Game.GamePlayers); aData.Game.DropCards(false, GlobalEvent.CardFrom.Hand, SkillName, res.Cards, Card.Effect.None, aTarget, null, null); aData.Game.GamePlayers[res.Targets[0]].Hands.AddRange(res.Cards); foreach (Card c in res.Cards) { aTarget.SlotsBuffer[SkillName].Cards.Remove(c); } times++; } aTarget.SlotsBuffer[SkillName].Cards.Clear(); } else { break; } } }
public override void BeforeTurnStart(ChiefBase aChief, GlobalData aData) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aChief, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aChief); if (res.YN) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); Active = true; aData.TakeCardsCount--; } }
public override void BeforeAbandonment(ChiefBase aChief, GlobalData aData) { OnLeading = false; if (!UseShaEffect) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aChief, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aChief); if (res.YN) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); aData.Abandonment = false; } } }
public override void BeforeTurnStart(ChiefBase aChief, GlobalData aData) { Card c = null; do { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aChief, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aChief); if (res.YN) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); c = aData.Game.popJudgementCard(aChief, Card.Effect.LuoShen); aData.Game.DropCards(true, GlobalEvent.CardFrom.JudgementCard, res.SkillName, new Card[] { c }, Card.Effect.None, aChief, null, null); } } while (c != null && (c.CardHuaSe == Card.Suit.HeiTao || c.CardHuaSe == Card.Suit.CaoHua)); }
public override int CalcAskforTimes(ChiefBase aChief, ChiefBase aTarget, Card.Effect aEffect, int aOldTimes, GlobalData aData) { if (aEffect == Card.Effect.Sha) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aChief, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aChief); if (res.YN) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); Card c = aData.Game.popJudgementCard(aChief, Card.Effect.TieQi); aData.Game.DropCards(true, GlobalEvent.CardFrom.JudgementCard, SkillName, new Card[] { c }, Card.Effect.TieQi, aChief, null, null); if (c.CardHuaSe == Card.Suit.HongTao || c.CardHuaSe == Card.Suit.FangPian) { return(0); } } } return(aOldTimes); }
public override void OnChiefHarmed(GlobalEvent.EventRecoard aSourceEvent, ChiefBase aSource, ChiefBase aTarget, GlobalData aData, sbyte aDamage) { //不能有牌存在,且伤害事件的牌在垃圾桶中 if (aSourceEvent.Cards.Count() != 0 && aData.Game.HasCardsInBin(aSourceEvent.Cards)) { //问询是否发动技能 aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aTarget, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aTarget); if (res.YN == true && aData.Game.HasCardsInBin(aSourceEvent.Cards)) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aTarget, this, new ChiefBase[] { }, aSourceEvent.Cards)); aData.Game.PickRubbish(aSourceEvent.Cards); foreach (Card c in aSourceEvent.Cards) { aData.Game.GamePlayers[aTarget].Hands.Add(c.GetOriginalCard()); } } } }
public override Card OnChiefJudgementCardShow_Turn(ChiefBase aJudgeChief, Card aJudgementCard, ChiefBase aThisChief, GlobalData aData) { if (aData.Game.GamePlayers[aThisChief].HasHand) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aThisChief, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForCards(aThisChief, MessageCore.AskForEnum.TargetHand, aThisChief); if (res.Cards.Count() == 1) { //旧的判定牌删去 aData.Game.DropCards(true, GlobalEvent.CardFrom.None, res.SkillName, new Card[] { aJudgementCard }, Card.Effect.None, aJudgeChief, null, null); //将自己的这张手牌除去 aData.Game.DropCards(false, GlobalEvent.CardFrom.Hand, res.SkillName, res.Cards, Card.Effect.None, aThisChief, null, null); //触发技能的消息 aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aThisChief, this, new ChiefBase[] { aJudgeChief }, res.Cards)); //返回新的判定牌 return(res.Cards[0]); } } return(aJudgementCard); }
public override void PreprocessingSubEvent(ChiefBase aTargetChief, ref GlobalEvent.EventRecoard aEvent, GlobalData aData) { if (aEvent.Effect == Card.Effect.Sha) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aTargetChief, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aTargetChief); if (res.YN) { aData.Game.AsynchronousCore.SendMessage(new Beaver("askfor.liuli.args", aTargetChief.ChiefName).ToString()); // new XElement("askfor.liuli.args", new XElement("target", aTargetChief.ChiefName))); res = aData.Game.AsynchronousCore.AskForCards(aTargetChief, MessageCore.AskForEnum.TargetHand, aTargetChief); if (res.Targets.Count() != 1) { return; } if (res.Targets[0] == aTargetChief) { return; } if (res.Targets[0] == aEvent.Source) { return; } if (aData.Game.GamePlayers[res.Targets[0]].Dead) { return; } if (!aData.Game.WithinShaRange(aTargetChief, res.Targets[0])) { return; } aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aTargetChief, this, res.Targets, res.Cards)); aData.Game.DropCards(true, GlobalEvent.CardFrom.Hand, SkillName, aData.Game.Response.Cards, Card.Effect.Skill, aTargetChief, null, null); aEvent.Target = res.Targets[0]; } } }
public override void OnChiefHarmed(GlobalEvent.EventRecoard aSourceEvent, ChiefBase aSource, ChiefBase aTarget, GlobalData aData, sbyte aDamage) { if (aSource != null) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aTarget, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aTarget); if (res.YN == true) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aTarget, this, new ChiefBase[] { aSource }, new Card[] { })); Card judgement = aData.Game.popJudgementCard(aTarget, Card.Effect.GangLie); aData.Game.DropCards(true, GlobalEvent.CardFrom.JudgementCard, res.SkillName, new Card[] { judgement }, Card.Effect.GangLie, aTarget, aSource, null); if (judgement.CardHuaSe != Card.Suit.HongTao) { if (aData.Game.GamePlayers[aSource].Hands.Count < 2) { aData.Game.DamageHealth(aSource, 1, aTarget, new GlobalEvent.EventRecoard(aTarget, aSource, new Card[] { }, Card.Effect.None, res.SkillName)); } else { aData.Game.AsynchronousCore.SendMessage(new Beaver("askfor.ganglie.cards", aTarget.ChiefName, aSource.ChiefName).ToString()); // new XElement("askfor.ganglie.cards", new XElement("target", aTarget.ChiefName), new XElement("target2", aSource.ChiefName))); res = aData.Game.AsynchronousCore.AskForCardsWithCount(aSource, 2); if (res.Cards.Count() != 2) { aData.Game.DamageHealth(aSource, 1, aTarget, new GlobalEvent.EventRecoard(aTarget, aSource, new Card[] { }, Card.Effect.None, res.SkillName)); } else { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeDropMessage(aSource, aSource, res.Cards)); aData.Game.DropCards(true, GlobalEvent.CardFrom.Hand, res.SkillName, res.Cards, Card.Effect.None, aSource, null, null); } } } } } }
public override void BeforeTurnStart(ChiefBase aChief, GlobalData aData) { aChief.SlotsBuffer[Top].Cards.Clear(); aChief.SlotsBuffer[Bottom].Cards.Clear(); aChief.SlotsBuffer[Total].Cards.Clear(); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aChief, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aChief); if (res.YN) { int alive = aData.Game.GamePlayers.PeoplealiveCount; alive = alive > 5 ? 5 : alive; Card[] cards = aData.Game.CardsHeap.Pop(alive); aChief.SlotsBuffer[Total].Cards.AddRange(cards); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); aData.Game.AsynchronousCore.SendPrivateMessageWithOpenMessage(aChief, new Beaver("askfor.guanxing.cards", aChief.ChiefName, Card.Cards2Beaver("cards", cards)).ToString().ToString(), new Beaver("askfor.guanxing.cards", aChief.ChiefName).ToString(), aData.Game.GamePlayers); //new XElement("askfor.guanxing.cards", new XElement("target", aChief.ChiefName), Card.Cards2XML("cards", cards)), //new XElement("askfor.guanxing.cards", new XElement("target", aChief.ChiefName)), //aData.Game.GamePlayers //); res = aData.Game.AsynchronousCore.AskForCards(aChief, MessageCore.AskForEnum.SlotCards, aChief); List <Card> target = aChief.SlotsBuffer[Top].Cards; foreach (Card c in res.Cards) { if (!cards.Contains(c)) { if (c.ID == 0) { target = aChief.SlotsBuffer[Bottom].Cards; } else { aChief.SlotsBuffer[Top].Cards.Clear(); aChief.SlotsBuffer[Bottom].Cards.AddRange(cards); break; } } else { target.Add(c); } } if ((aChief.SlotsBuffer[Top].Cards.Count + aChief.SlotsBuffer[Bottom].Cards.Count) != cards.Count()) { aChief.SlotsBuffer[Top].Cards.Clear(); aChief.SlotsBuffer[Bottom].Cards.AddRange(cards); } aData.Game.AsynchronousCore.SendMessage( new Beaver("guanxing.info", aChief.SlotsBuffer[Top].Cards.Count.ToString(), aChief.SlotsBuffer[Bottom].Cards.Count.ToString()).ToString()); //new XElement("guanxing.info", // new XElement("up", aChief.SlotsBuffer[Top].Cards.Count), // new XElement("down", aChief.SlotsBuffer[Bottom].Cards.Count) // ) // ); aData.Game.CardsHeap.PutOnTop(aChief.SlotsBuffer[Top].Cards.ToArray()); aData.Game.CardsHeap.PutOnBottom(aChief.SlotsBuffer[Bottom].Cards.ToArray()); aChief.SlotsBuffer[Top].Cards.Clear(); aChief.SlotsBuffer[Bottom].Cards.Clear(); aChief.SlotsBuffer[Total].Cards.Clear(); } }