private PCard ChooseCard(PPlayer Player, PPlayer TargetPlayer, string Title, bool AllowHandCards = true, bool AllowEquipment = true, bool AllowAmbush = false, bool IsGet = false) { PCard TargetCard = null; if (Player.IsUser) { if (Player.Equals(TargetPlayer)) { TargetCard = PNetworkManager.NetworkServer.ChooseManager.AskToChooseOwnCard(Player, Title, AllowHandCards, AllowEquipment, AllowAmbush); } else { if (!AllowEquipment) { if (AllowHandCards) { TargetCard = TargetPlayer.Area.HandCardArea.RandomCard(); } } else { TargetCard = PNetworkManager.NetworkServer.ChooseManager.AskToChooseOthersCard(Player, TargetPlayer, Title, AllowHandCards, AllowAmbush); } } } else { if (IsGet) { if (!Player.Age.Equals(TargetPlayer.Age) && TargetPlayer.HasEquipment <P_HsiYooYangToow>() && AllowEquipment) { TargetCard = TargetPlayer.GetEquipment(PCardType.TrafficCard); } else { TargetCard = PAiCardExpectation.FindMostValuableToGet(this, Player, TargetPlayer, AllowHandCards, AllowEquipment, AllowAmbush, Player.Equals(TargetPlayer)).Key; } } else { if (Player.TeamIndex == TargetPlayer.TeamIndex) { TargetCard = PAiCardExpectation.FindLeastValuable(this, Player, TargetPlayer, AllowHandCards, AllowEquipment, AllowAmbush, Player.Equals(TargetPlayer)).Key; } else { TargetCard = PAiCardExpectation.FindMostValuable(this, Player, TargetPlayer, AllowHandCards, AllowEquipment, AllowAmbush).Key; } } } return(TargetCard); }
public void GiveCardTo(PPlayer Player, PPlayer TargetPlayer, bool AllowHandCards = true, bool AllowEquipment = true, bool AllowJudge = false, bool Directly = false) { string Title = "请选择给出一张" + (AllowHandCards ? "[手牌]" : string.Empty) + (AllowEquipment ? "[装备]" : string.Empty) + (AllowJudge ? "[伏兵]" : string.Empty); PCard Card = null; if (Player.IsAI) { if (Player.TeamIndex == TargetPlayer.TeamIndex) { Card = PAiCardExpectation.FindMostValuable(this, TargetPlayer, Player, AllowHandCards, AllowEquipment, AllowJudge, true).Key; } else { Card = PAiCardExpectation.FindLeastValuable(this, TargetPlayer, Player, AllowHandCards, AllowEquipment, AllowJudge, true).Key; } } else { Card = PNetworkManager.NetworkServer.ChooseManager.AskToChooseOwnCard(Player, Title, AllowHandCards, AllowEquipment, AllowJudge); } if (Card != null) { PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(Player.Name + "交给了" + TargetPlayer.Name + (Player.Area.HandCardArea.CardList.Contains(Card) ? "1张手牌" : Card.Name))); if (Player.Area.HandCardArea.CardList.Contains(Card)) { CardManager.MoveCard(Card, Player.Area.HandCardArea, TargetPlayer.Area.HandCardArea); } else if (Player.Area.EquipmentCardArea.CardList.Contains(Card)) { if (Directly) { CardManager.MoveCard(Card, Player.Area.EquipmentCardArea, TargetPlayer.Area.EquipmentCardArea); } else { CardManager.MoveCard(Card, Player.Area.EquipmentCardArea, TargetPlayer.Area.HandCardArea); } } else if (Player.Area.AmbushCardArea.CardList.Contains(Card)) { CardManager.MoveCard(Card, Player.Area.AmbushCardArea, TargetPlayer.Area.HandCardArea); } } }
private int RoundExpect(PGame Game, PPlayer Player) { int Sum = 0; double Rate = 5.0 / 6; Game.Traverse((PPlayer _Player) => { int Cof = (Player.TeamIndex == _Player.TeamIndex ? -1 : 1); if (_Player.General is P_LiuJi) { Sum -= 1200 * Cof; Rate = 0; } else { Sum += (int)(PAiCardExpectation.FindLeastValuable(Game, _Player, _Player, false, true, false, true).Value *Rate) * Cof; Rate *= 5.0 / 6; } }, Player); return(Sum); }
public P_WangXu() : base("王诩") { Sex = PSex.Male; Age = PAge.Classic; Index = 5; Tips = "定位:全能\n" + "难度:困难\n" + "史实:战国时期思想家、纵横家,号“鬼谷子”。\n" + "攻略:\n王诩具有两个技能,在免费武将里是一个较为难用的武将,建议对游戏有一定了解之后使用。\n【纵横】可以将牌转化成【远交近攻】,但3和6两个点数里有不少高价值的牌,如【借尸还魂】、【欲擒故纵】、【抛砖引玉】、【走为上计】等,是否将这些牌转化成显性1000收益、隐性收益视队友状况而定的【远交近攻】,需要结合场上形势进行把握。\n【隐居】提高了王诩的生存能力,但【隐居】本身是负收益技能,移出游戏的王诩失去了收取过路费的能力,还会亏一座房屋,如果每回合都使用,必定只能苟延残喘片刻。所以,【隐居】的目的地需要给自己留出几个回合较为安全的空间,让自己在【隐居】的间隙可以造成输出。\n对于新手而言,也可以选择无脑【纵横】给大神队友补牌,后期保持【隐居】牵制敌人的打法。"; PSkill ZongHeng = new PSkill("纵横") { Initiative = true }; SkillList.Add(ZongHeng .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(ZongHeng.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 200, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.Area.HandCardArea.CardList.Exists((PCard Card) => Card.Point % 3 == 0); }, AICondition = (PGame Game) => { return Player.Area.HandCardArea.CardList.Exists((PCard Card) => { return Card.Point % 3 == 0 && Card.Model.AIInHandExpectation(Game, Player) < 3000; }) && P_YooenChiaoChinKung.AIEmitTargets(Game, Player)[0] != null; }, Effect = (PGame Game) => { ZongHeng.AnnouceUseSkill(Player); PCard TargetCard = null; if (Player.IsAI) { TargetCard = PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, false, false, true, (PCard Card) => Card.Point % 3 == 0).Key; } else { List <PCard> Waiting = Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Point % 3 == 0); int Result = PNetworkManager.NetworkServer.ChooseManager.Ask(Player, ZongHeng.Name, Waiting.ConvertAll((PCard Card) => Card.Name).Concat(new List <string> { "取消" }).ToArray()); if (Result >= 0 && Result < Waiting.Count) { TargetCard = Waiting[Result]; } } if (TargetCard != null) { TargetCard.Model = new P_YooenChiaoChinKung(); PTrigger Trigger = TargetCard.Model.MoveInHandTriggerList.Find((Func <PPlayer, PCard, PTrigger> TriggerGenerator) => TriggerGenerator(Player, TargetCard).Time.Equals(PPeriod.FirstFreeTime.During))?.Invoke(Player, TargetCard); if (Trigger != null) { Game.Logic.StartSettle(new PSettle("纵横[远交近攻]", Trigger.Effect)); } } } }); })); PSkill YinJu = new PSkill("隐居") { Initiative = true }; SkillList.Add(YinJu .AnnounceTurnOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(YinJu.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 10, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.RemainLimit(YinJu.Name) && Player.HasHouse; }, AICondition = (PGame Game) => { if (!Player.CanBeInjured) { return false; } if (Game.NowPeriod.Equals(PPeriod.FirstFreeTime)) { bool CanGo = false; PAiMapAnalyzer.NextBlocks(Game, Player).ForEach((PBlock Block) => { if (Block.Lord != null && Block.Lord.TeamIndex != Player.TeamIndex && Block.Toll >= Player.Money) { CanGo = true; } if (Block.GetMoneyStopSolid < 0 && -Block.GetMoneyStopSolid >= Player.Money) { CanGo = true; } if (Block.GetMoneyStopPercent < 0 && PMath.Percent(Player.Money, -Block.GetMoneyStopPercent) >= Player.Money) { CanGo = true; } }); return CanGo || PAiMapAnalyzer.OutOfGameExpect(Game, Player, true) - PAiMapAnalyzer.MinValueHouse(Game, Player).Value > 0; } else { return false; } }, Effect = (PGame Game) => { YinJu.AnnouceUseSkill(Player); PBlock Block = null; if (Player.IsAI) { Block = PAiMapAnalyzer.MinValueHouse(Game, Player).Key; } else { Block = PNetworkManager.NetworkServer.ChooseManager.AskToChooseBlock(Player, YinJu.Name, (PBlock _Block) => { return Player.Equals(_Block.Lord) && _Block.HouseNumber > 0; }); } if (Block != null) { Game.MovePosition(Player, Player.Position, Block); PNetworkManager.NetworkServer.TellClients(new PHighlightBlockOrder(Block.Index.ToString())); Game.LoseHouse(Block, 1); Player.Tags.CreateTag(PTag.OutOfGameTag); YinJu.DeclareUse(Player); } } }); })); }
public P_ChenSheng() : base("陈胜") { Sex = PSex.Male; Age = PAge.Classic; Index = 21; Cost = 20; Tips = "定位:防御\n" + "难度:中等\n" + "史实:秦朝末年农民起义的领袖,建立了张楚政权。其名言“王侯将相宁有种乎”、“燕雀安知鸿鹄之志”等广为人知。\n" + "攻略:\n陈胜是一名拥有不俗控制能力和防御能力的武将。【起义】作为控制技能,能够在前期翻面敌人,从而迅速拉开己方团队与敌方团队的土地数量差距,同时能够在后期翻面自己或队友,从而减少敌人的伤害。在前期,使用【起义】控制敌人,可以帮助己方抢占地盘,同时使被翻面无法购买土地的敌人保持最高现金,制造连续控制的机会。【鸿鹄】大多数情况下配合【起义】使用,也可通过【金蝉脱壳】、【反间计】等卡牌发动。【鸿鹄】可以回避伤害的特性进一步增强了陈胜的防御,在后期,优势情况下的陈胜如果成为现金最多者,就可以连续【起义】自己形成滚雪球优势。陈胜的技能需要大量卡牌发动,因此可以通过大量建造研究所为陈胜创造条件。"; PSkill QiYi = new PSkill("起义") { Initiative = true }; SkillList.Add(QiYi .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(QiYi.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 200, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.Area.HandCardArea.CardList.Exists((PCard Card) => Card.Point % 2 == 1); }, AICondition = (PGame Game) => { int LeastValue = PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, false, false, true, (PCard Card) => Card.Point % 2 == 1).Value; return P_ChiinTsevChiinWang.AIEmitTargets(Game, Player, LeastValue)[0] != null; }, Effect = (PGame Game) => { QiYi.AnnouceUseSkill(Player); PCard TargetCard = null; if (Player.IsAI) { TargetCard = PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, false, false, true, (PCard Card) => Card.Point % 2 == 1).Key; } else { List <PCard> Waiting = Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Point % 2 == 1); int Result = PNetworkManager.NetworkServer.ChooseManager.Ask(Player, QiYi.Name, Waiting.ConvertAll((PCard Card) => Card.Name).Concat(new List <string> { "取消" }).ToArray()); if (Result >= 0 && Result < Waiting.Count) { TargetCard = Waiting[Result]; } } if (TargetCard != null) { TargetCard.Model = new P_ChiinTsevChiinWang(); PTrigger Trigger = TargetCard.Model.MoveInHandTriggerList.Find((Func <PPlayer, PCard, PTrigger> TriggerGenerator) => TriggerGenerator(Player, TargetCard).Time.Equals(PPeriod.FirstFreeTime.During))?.Invoke(Player, TargetCard); if (Trigger != null) { Game.Logic.StartSettle(new PSettle("起义[擒贼擒王]", Trigger.Effect)); } } } }); })); PSkill HongHu = new PSkill("鸿鹄") { SoftLockOpen = true }; SkillList.Add(HongHu .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(HongHu.Name) { IsLocked = false, Player = Player, Time = PTime.ChangeFaceTime, AIPriority = 100, Condition = (PGame Game) => { PChangeFaceTag ChangeFaceTag = Game.TagManager.FindPeekTag <PChangeFaceTag>(PChangeFaceTag.TagName); return Player.Equals(ChangeFaceTag.Player); }, Effect = (PGame Game) => { HongHu.AnnouceUseSkill(Player); Game.GetMoney(Player, 2000); int Step = 1; if (Player.IsAI) { Step = PMath.Max(new List <int> { 1, 2, 3, 4, 5, 6 }, (int StepNumber) => PAiMapAnalyzer.StartFromExpect(Game, Player, Game.Map.NextStepBlock(Player.Position, StepNumber), 0, false)).Key; } else { Step = PNetworkManager.NetworkServer.ChooseManager.Ask1To6(Player, QiYi.Name); } PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(Player.Name + "选择向前移动" + Step + "步")); Game.MoveForward(Player, Step); } }); })); }
public P_ShiQian() : base("时迁") { Sex = PSex.Male; Age = PAge.Renaissance; Index = 7; Tips = "定位:控制\n" + "难度:简单\n" + "史实:《水浒传》中人物,地贼星,绰号“鼓上蚤”,擅长偷盗,多次利用专业技能为梁山立功。\n" + "攻略:\n时迁的使用方法非常简单,只要使用【顺手牵羊】即可。【顺手牵羊】的时机把握是比较重要的问题,手中存留一张【顺手牵羊】,将其用于关键的【乐不思蜀】、【草木皆兵】或者装备上,会比使用【顺手牵羊】直到没有【顺手牵羊】为止效果更好。"; //PSkill FeiZei = new PSkill("飞贼") { // Lock = true //}; //SkillList.Add(FeiZei // .AddTimeTrigger( // new PTime[] { // PTime.Card.AfterBecomeTargetTime // }, // (PTime Time, PPlayer Player, PSkill Skill) => { // return new PTrigger(FeiZei.Name) { // IsLocked = true, // Player = Player, // Time = Time, // AIPriority = 200, // Condition = (PGame Game) => { // PUseCardTag UseCardTag = Game.TagManager.FindPeekTag<PUseCardTag>(PUseCardTag.TagName); // return UseCardTag.TargetList.Contains(Player) && UseCardTag.Card.Model is P_ShunShouChiienYang; // }, // Effect = (PGame Game) => { // FeiZei.AnnouceUseSkill(Player); // Game.TagManager.FindPeekTag<PUseCardTag>(PUseCardTag.TagName).TargetList.Remove(Player); // } // }; // })); PSkill QingMin = new PSkill("轻敏") { Initiative = true }; SkillList.Add(QingMin .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(QingMin.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 200, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Game.PlayerList.Exists((PPlayer _Player) => _Player.Area.CardNumber > 0 && !_Player.Equals(Player) && _Player.IsAlive) && Player.Area.HandCardArea.CardList.Exists((PCard Card) => Card.Point == 1); }, AICondition = (PGame Game) => { return Player.Area.HandCardArea.CardList.Exists((PCard Card) => { return Card.Point == 1 && P_ShunShouChiienYang.AIBaseEmitTargets(Game, Player, Card.Model.AIInHandExpectation(Game, Player) + 100)[0] != null; }); }, Effect = (PGame Game) => { QingMin.AnnouceUseSkill(Player); PCard TargetCard = null; if (Player.IsAI) { TargetCard = PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, false, false, true, (PCard Card) => Card.Point == 1).Key; } else { List <PCard> Waiting = Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Point == 1); int Result = PNetworkManager.NetworkServer.ChooseManager.Ask(Player, QingMin.Name, Waiting.ConvertAll((PCard Card) => Card.Name).Concat(new List <string> { "取消" }).ToArray()); if (Result >= 0 && Result < Waiting.Count) { TargetCard = Waiting[Result]; } } if (TargetCard != null) { TargetCard.Model = new P_ShunShouChiienYang(); PTrigger Trigger = TargetCard.Model.MoveInHandTriggerList.Find((Func <PPlayer, PCard, PTrigger> TriggerGenerator) => TriggerGenerator(Player, TargetCard).Time.Equals(PPeriod.FirstFreeTime.During))?.Invoke(Player, TargetCard); if (Trigger != null) { Game.Logic.StartSettle(new PSettle("轻敏[顺手牵羊]", Trigger.Effect)); } Game.GetCard(Player); } } }); })); }
public PBlockTriggerInstaller() : base("格子的停留结算") { TriggerList.Add(new PTrigger("初始化结算阶段购买土地或房屋的次数") { IsLocked = true, Time = PPeriod.SettleStage.Before, Effect = (PGame Game) => { Game.TagManager.CreateTag(new PPurchaseTag(1, 0)); } }); TriggerList.Add(new PTrigger("清除结算阶段购买土地或房屋的次数") { IsLocked = true, Time = PPeriod.SettleStage.After, Effect = (PGame Game) => { Game.TagManager.PopTag <PPurchaseTag>(PPurchaseTag.TagName); } }); TriggerList.Add(new PTrigger("奖励点(固定数额)") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetMoneyStopSolid > 0); }, Effect = (PGame Game) => { Game.GetMoney(Game.NowPlayer, Game.NowPlayer.Position.GetMoneyStopSolid); } }); TriggerList.Add(new PTrigger("奖励点(百分比)") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetMoneyStopPercent > 0); }, Effect = (PGame Game) => { Game.GetMoney(Game.NowPlayer, PMath.Percent(Game.NowPlayer.Money, Game.NowPlayer.Position.GetMoneyStopPercent)); } }); TriggerList.Add(new PTrigger("天灾(固定数额)") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetMoneyStopSolid < 0); }, Effect = (PGame Game) => { Game.Injure(null, Game.NowPlayer, -Game.NowPlayer.Position.GetMoneyStopSolid, null); } }); TriggerList.Add(new PTrigger("天灾(百分比)") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetMoneyStopPercent < 0); }, Effect = (PGame Game) => { Game.Injure(null, Game.NowPlayer, PMath.Percent(Game.NowPlayer.Money, -Game.NowPlayer.Position.GetMoneyStopPercent), null); } }); TriggerList.Add(new PTrigger("牌库") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetCardStop > 0); }, Effect = (PGame Game) => { Game.GetCard(Game.NowPlayer, Game.NowPlayer.Position.GetCardStop); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("购买土地") { IsLocked = false, Player = Player, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; PPurchaseTag PurchaseTag = Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName); return(Game.NowPlayer.Equals(Player) && NowBlock.CanPurchase && NowBlock.Lord == null && PurchaseTag.Count < PurchaseTag.Limit && NowBlock.Price < Game.NowPlayer.Money); }, Effect = (PGame Game) => { Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName).Count++; Game.PurchaseLand(Game.NowPlayer, Game.NowPlayer.Position); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("购买房屋") { IsLocked = false, Player = Player, Time = PPeriod.SettleStage.During, CanRepeat = true, Condition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; PPurchaseTag PurchaseTag = Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName); return(Game.NowPlayer.Equals(Player) && Game.NowPlayer.Equals(NowBlock.Lord) && PurchaseTag.Count < PurchaseTag.Limit && NowBlock.HousePrice < Game.NowPlayer.Money); }, AICondition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; PPurchaseTag PurchaseTag = Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName); /* * AI的买房策略: * 第1次:必买 * 第2次:钱多于20000 or 钱多于10000且地价高于2000 * 以上:钱多于15000且地价多于3000 or 钱多于10000且为购物中心 * * 必买:公园 or 破军歌姬 * 必不买:廉颇 or 无房被兵 * * 赵云:2000次数上限为3,1000无限建 */ if (NowBlock.BusinessType.Equals(PBusinessType.Park)) { return(true); } if (Player.General is P_Gabriel && Game.AlivePlayersExist <P_IzayoiMiku>()) { return(true); } if (Player.General is P_LianPo) { return(false); } if (Player.Area.AmbushCardArea.CardList.Exists((PCard Card) => Card.Model is P_PingLiangTsuunTuan) && !Player.HasHouse) { return(false); } if (PurchaseTag.Count == 0) { return(true); } if (PurchaseTag.Count == 1) { if (Player.Money >= 20000) { return(true); } else if (Player.Money >= 10000 && NowBlock.Price >= 2000) { return(true); } } if (Player.Money >= 15000 && NowBlock.Price >= 3000) { return(true); } if (Player.Money >= 10000 && (NowBlock.BusinessType.Equals(PBusinessType.ShoppingCenter) || NowBlock.BusinessType.Equals(PBusinessType.Club))) { return(true); } if (Player.General is P_ZhaoYun) { if (Player.Money >= 5000 && NowBlock.Price < 3000 && PurchaseTag.Count <= 2) { return(true); } if (Player.Money >= 2000 && NowBlock.Price < 2000) { return(true); } } return(false); }, Effect = (PGame Game) => { Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName).Count++; Game.PurchaseHouse(Game.NowPlayer, Game.NowPlayer.Position); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("研究所[视察研究成果]") { Player = Player, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; return(Player.Equals(NowBlock.Lord) && NowBlock.BusinessType.Equals(PBusinessType.Institute)); }, AICondition = (PGame Game) => { return(Player.TeamIndex == Game.NowPlayer.TeamIndex); }, Effect = (PGame Game) => { int Number = PMath.RandInt(2, 7) / 2; Game.GetCard(Game.NowPlayer, Number); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("当铺[典当手牌]") { Player = Player, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; return(Game.NowPlayer.Equals(Player) && NowBlock.Lord != null && Player.Area.HandCardArea.CardNumber > 0 && NowBlock.BusinessType.Equals(PBusinessType.Pawnshop)); }, AICondition = (PGame Game) => { return(Game.NowPlayer.TeamIndex == Game.NowPlayer.Position.Lord.TeamIndex || PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, false, false, true).Value < 750); }, Effect = (PGame Game) => { Game.GiveCardTo(Game.NowPlayer, Game.NowPlayer.Position.Lord, true, false); Game.GetMoney(Game.NowPlayer, 2000); } }); TriggerList.Add(new PTrigger("公园[扩建政府补助]") { IsLocked = true, Time = PTime.PurchaseHouseTime, Condition = (PGame Game) => { return(Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName).Block.BusinessType.Equals(PBusinessType.Park)); }, Effect = (PGame Game) => { PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); Game.GetMoney(PurchaseHouseTag.Player, PMath.Percent(PurchaseHouseTag.Block.Price, 10)); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("收取过路费") { Player = Player, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(!Game.NowPlayer.Equals(Player) && Player.Equals(Game.NowPlayer.Position.Lord)); }, AICondition = (PGame Game) => { if ((Game.NowPlayer.General is P_PanYue || Game.NowPlayer.General is P_ChenSheng) && Game.NowPlayer.TeamIndex == Player.TeamIndex) { // 给闲居和起义让路 return(false); } return(PAiTargetChooser.InjureExpect(Game, Player, Player, Game.NowPlayer, Game.NowPlayer.Position.Toll, Game.NowPlayer.Position) > 0); }, Effect = (PGame Game) => { Game.Toll(Player, Game.NowPlayer, Game.NowPlayer.Position); } }); }
public P_LvZhi() : base("吕雉") { Sex = PSex.Female; Age = PAge.Classic; Index = 29; Cost = 30; NewGeneral = true; Tips = "定位:攻击\n" + "难度:简单\n" + "史实:汉高祖刘邦的皇后,惠帝、二少帝时的皇太后。统治时期实行与民休息的政策,为文景之治奠定了基础。\n" + "攻略:\n-"; PSkill ZhenSha = new PSkill("鸩杀") { Initiative = true }; PPlayer ZhenShaTarget(PGame Game, PPlayer Player) { List <PPlayer> PossibleTargets = Game.AlivePlayers(Player).FindAll((PPlayer _Player) => _Player.Distance(Player) <= 1); PPlayer Target = PMath.Max(PossibleTargets, (PPlayer _Player) => { int InjureValue = PAiTargetChooser.InjureExpect(Game, Player, Player, _Player, ZhenShaInjure, ZhenSha); if (_Player.TeamIndex == Player.TeamIndex) { KeyValuePair <PCard, int> MaxValueCard = PAiCardExpectation.FindMostValuable(Game, _Player, Player, true, false, false, true); int MaxValue = MaxValueCard.Value - MaxValueCard.Key.AIInHandExpectation(Game, Player); return(MaxValue + InjureValue); } else { KeyValuePair <PCard, int> MinValueCard = PAiCardExpectation.FindLeastValuable(Game, _Player, Player, true, false, false, true); int MinValue = MinValueCard.Value + MinValueCard.Key.AIInHandExpectation(Game, Player); return(-MinValue + InjureValue); } }, true).Key; return(Target); } SkillList.Add(ZhenSha .AnnounceTurnOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(ZhenSha.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 40, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.RemainLimit(ZhenSha.Name) && Player.Area.HandCardArea.CardNumber > 0 && Game.AlivePlayers(Player).Exists((PPlayer _Player) => _Player.Distance(Player) <= 1); }, AICondition = (PGame Game) => { return ZhenShaTarget(Game, Player) != null; }, Effect = (PGame Game) => { ZhenSha.AnnouceUseSkill(Player); PPlayer Target = null; if (Player.IsAI) { Target = ZhenShaTarget(Game, Player); } else { Target = PNetworkManager.NetworkServer.ChooseManager.AskForTargetPlayer(Player, (PGame _Game, PPlayer _Player) => _Player.Distance(Player) <= 1 && !_Player.Equals(Player), ZhenSha.Name, true); } if (Target != null) { Game.GiveCardTo(Player, Target, true, false); Game.Injure(Player, Target, 1500, ZhenSha); ZhenSha.DeclareUse(Player); } } }); })); PSkill XuMou = new PSkill("蓄谋") { Lock = true }; SkillList.Add(XuMou .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(XuMou.Name) { IsLocked = true, Player = Player, Time = PTime.LeaveDyingTime, AIPriority = 100, Condition = (PGame Game) => { PDyingTag DyingTag = Game.TagManager.FindPeekTag <PDyingTag>(PDyingTag.TagName); return Player.Equals(DyingTag.Killer) && !Player.Equals(DyingTag.Player); }, Effect = (PGame Game) => { XuMou.AnnouceUseSkill(Player); PDyingTag DyingTag = Game.TagManager.FindPeekTag <PDyingTag>(PDyingTag.TagName); DyingTag.Player.Money = 0; Game.Die(DyingTag.Player, DyingTag.Killer); } }); })); }
public P_Gryu() : base("关羽") { Sex = PSex.Male; Age = PAge.Medieval; Index = 18; Cost = 20; Tips = "定位:攻辅一体\n" + "难度:简单\n" + "史实:三国时期蜀汉名将,“五虎上将”之一。曾有在万军之中斩杀上将颜良,水淹七军威震华夏等壮举。被尊为“武圣”。\n" + "攻略:\n关羽是一个较为稳定的武将,操作较为简单,【武圣】提供了一种类似诸葛连弩的输出方式,偶数牌的数量保证了技能的发动频率,因而购物中心和研究所是关羽优先选择的方向。即使没有高地价土地,关羽也可以利用废牌增加输出能力。\n" + "【怒斩】是一个稳定的输出技能,在破坏装备卡牌缺乏的环境中容易建立起持久的优势,并可在一定程度上威慑华雄【叫阵】及其他消耗装备牌技能的发动,同时给关羽一个较强的续航能力。"; PSkill WuSheng = new PSkill("武圣") { Initiative = true }; SkillList.Add(WuSheng .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(WuSheng.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 190, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && (Player.Area.HandCardArea.CardList.Exists((PCard Card) => Card.Point % 2 == 0) || Player.Area.EquipmentCardArea.CardList.Exists((PCard Card) => Card.Point % 2 == 0)); }, AICondition = (PGame Game) => { int MaxHouseValue = PMath.Max(Game.Teammates(Player), (PPlayer _Player) => { return PAiMapAnalyzer.MaxValueHouse(Game, _Player, true).Value; }).Value; return PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, true, false, true, (PCard Card) => Card.Point % 2 == 0).Value < MaxHouseValue - 500 && P_ShuShangKaaiHua.AIEmitTarget(Game, Player) != null; }, Effect = (PGame Game) => { WuSheng.AnnouceUseSkill(Player); PCard TargetCard = null; if (Player.IsAI) { TargetCard = PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, true, false, true, (PCard Card) => Card.Point % 2 == 0).Key; } else { List <PCard> Waiting = Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Point % 2 == 0); List <PCard> WaitingEquipments = Player.Area.EquipmentCardArea.CardList.FindAll((PCard Card) => Card.Point % 2 == 0); int Result = PNetworkManager.NetworkServer.ChooseManager.Ask(Player, WuSheng.Name, Waiting.ConvertAll((PCard Card) => Card.Name).Concat(WaitingEquipments.ConvertAll((PCard Card) => Card.Name + "(已装备)")).Concat(new List <string> { "取消" }).ToArray()); if (Result >= 0 && Result < Waiting.Count) { TargetCard = Waiting[Result]; } } if (TargetCard != null) { TargetCard.Model = new P_ShuShangKaaiHua(); PTrigger Trigger = TargetCard.Model.MoveInHandTriggerList.Find((Func <PPlayer, PCard, PTrigger> TriggerGenerator) => TriggerGenerator(Player, TargetCard).Time.Equals(PPeriod.FirstFreeTime.During))?.Invoke(Player, TargetCard); if (Trigger != null) { Game.Logic.StartSettle(new PSettle("武圣[树上开花]", Trigger.Effect)); } } } }); })); PSkill Nuvj = new PSkill("怒斩") { Lock = true }; SkillList.Add(Nuvj .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(Nuvj.Name) { IsLocked = true, Player = Player, Time = PTime.Injure.EmitInjure, AIPriority = 200, Condition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); return InjureTag.Injure > 0 && InjureTag.ToPlayer != null && Player.Equals(InjureTag.FromPlayer) && Player.Area.EquipmentCardArea.CardNumber > InjureTag.ToPlayer.Area.EquipmentCardArea.CardNumber && InjureTag.InjureSource is PBlock; }, Effect = (PGame Game) => { Nuvj.AnnouceUseSkill(Player); Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName).Injure += 600; } }); })); }
public P_LvMeng() : base("吕蒙") { Sex = PSex.Male; Age = PAge.Medieval; Index = 26; Cost = 25; Tips = "定位:控制\n" + "难度:困难\n" + "史实:东汉末期东吴名将,“东吴四都督”之一。早年武勇过人,后勤奋读书,渐有国士之风,留有“士别三日当刮目相待”的佳话。\n" + "攻略:\n吕蒙是一名拥有强大控制和防御能力的武将。【勤学】能够极大加速牌堆的流动,同时检索出足量的装备,因此吕蒙对【诸葛连弩】的需求较高,而经过一定次数的【勤学】后又有极大概率找到【诸葛连弩】,因此吕蒙往往能够手握大量的装备牌。但吕蒙对房屋的需求很高,若无法获得【诸葛连弩】或建造公园,【勤学】的价值便下降很多。【勤学】对花木兰、关羽等需要装备牌的武将可以呈现明显克制,同时能够快速洗出新的【声东击西】、【借尸还魂】等关键牌,还可防止敌方拿到牌堆剩下的关键牌,因此对发动时机要求非常高。【白衣】能够与【勤学】形成高效的联动,因此吕蒙对赵云、关羽等通过过路费输出的武将拥有较高的防御力。吕蒙的防御力和加快牌堆流动的能力往往能将战局引导向对吕蒙有利的方向,但需要一定记忆牌堆的能力才能充分发挥其优势。"; PSkill QinXue = new PSkill("勤学") { Initiative = true }; const int QinXueParameter = 4; SkillList.Add(QinXue .AnnounceTurnOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(QinXue.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 185, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.HasHouse && Player.RemainLimit(QinXue.Name); }, AICondition = (PGame Game) => { KeyValuePair <PBlock, int> MinBlock = PAiMapAnalyzer.MinValueHouse(Game, Player, false, true); if (MinBlock.Key == null) { return false; } int PossibleEquipmentCount = Game.CardManager.CardHeap.CardList.FindAll((PCard _Card) => _Card.Type.IsEquipment()).Count; int AllCardCount = Game.CardManager.CardHeap.CardNumber; int CardCountExpectation = 0; if (AllCardCount >= QinXueParameter) { CardCountExpectation = PossibleEquipmentCount * QinXueParameter / AllCardCount; } if (Player.Area.EquipmentCardArea.CardNumber < 3) { return CardCountExpectation * 2000 > MinBlock.Value; } else { return CardCountExpectation * 1500 > MinBlock.Value; } }, Effect = (PGame Game) => { QinXue.AnnouceUseSkill(Player); Game.ThrowHouse(Player, Player, QinXue.Name); List <PCard> QinXueCardList = Game.GetCard(Player, QinXueParameter, true); foreach (PCard Card in QinXueCardList) { if (Card.Type.IsEquipment()) { Game.CardManager.MoveCard(Card, Game.CardManager.SettlingArea, Player.Area.HandCardArea); } else { Game.CardManager.MoveCard(Card, Game.CardManager.SettlingArea, Game.CardManager.ThrownCardHeap); } } QinXue.DeclareUse(Player); } }); })); bool BaiYiCondition(PGame Game, PPlayer Player, PPlayer Source, int BaseInjure) { if (BaseInjure >= Player.Money && PMath.Percent(BaseInjure, 50) < Player.Money) { return(true); } else { int Profit = (BaseInjure - PMath.Percent(BaseInjure, 50)) * (Source == null ? 1 : (Source.TeamIndex == Player.TeamIndex ? 0 : 2)); int Value = PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, true, false, true, (PCard Card) => Card.Type.IsEquipment()).Value; return(Profit > Value + 1000); } } PSkill BaiYi = new PSkill("白衣"); SkillList.Add(BaiYi .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(BaiYi.Name) { IsLocked = false, Player = Player, Time = PTime.Injure.AcceptInjure, AIPriority = 50, Condition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); return InjureTag.Injure > 0 && Player.Equals(InjureTag.ToPlayer) && InjureTag.InjureSource is PBlock && Player.HasEquipInArea(); }, AICondition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); return BaiYiCondition(Game, Player, InjureTag.FromPlayer, InjureTag.Injure); }, Effect = (PGame Game) => { BaiYi.AnnouceUseSkill(Player); PCard TargetCard = null; if (Player.IsAI) { TargetCard = PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, true, false, true, (PCard Card) => Card.Type.IsEquipment()).Key; } else { do { TargetCard = PNetworkManager.NetworkServer.ChooseManager.AskToChooseOwnCard(Player, BaiYi.Name + "[选择一张装备牌]", true, true); } while (!TargetCard.Type.IsEquipment()); } if (TargetCard != null) { Game.CardManager.MoveCard(TargetCard, Player.Area.HandCardArea.CardList.Contains(TargetCard) ? Player.Area.HandCardArea : Player.Area.EquipmentCardArea, Game.CardManager.ThrownCardHeap); PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(Player.Name + "弃置了" + TargetCard.Name)); PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); InjureTag.Injure = PMath.Percent(InjureTag.Injure, 50); } } }); })); }
public P_Faraday() : base("法拉第") { Sex = PSex.Male; Age = PAge.Industrial; Index = 16; Cost = 20; Tips = "定位:控制\n" + "难度:中等\n" + "史实:英国物理学家、化学家,曾提出电磁感应学说,发现了电场和磁场的联系,并发明了发电机,被称为“交流电之父”。\n" + "攻略:\n法拉第和时迁都是控制系武将。相对于时迁,法拉第利用的牌中包含【借尸还魂】、【抛砖引玉】、【走为上计】等价值极高的牌,在决定是否要发动【电击】的时候,会更为困难,并且也不具备时迁那样可以对对方的1点装备发动【轻敏】从而连续【顺手牵羊】的可能。\n" + "在1.2.3及以前的版本,法拉第只能使用3点牌发动技能,于1.2.4中得到了加强。"; PSkill DianJi = new PSkill("电击") { Initiative = true }; SkillList.Add(DianJi .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(DianJi.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 200, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Game.PlayerList.Exists((PPlayer _Player) => !_Player.Equals(Player) && _Player.Distance(Player) <= 3) && Player.Area.HandCardArea.CardList.Exists((PCard Card) => Card.Point % 3 == 0); }, AICondition = (PGame Game) => { int ShangWctExpect = P_ShangWuChoouTii.Target(Game, Player).Value; return Player.Area.HandCardArea.CardList.Exists((PCard Card) => { return Card.Point % 3 == 0 && Card.Model.AIInHandExpectation(Game, Player) < ShangWctExpect; }); }, Effect = (PGame Game) => { DianJi.AnnouceUseSkill(Player); PCard TargetCard = null; if (Player.IsAI) { TargetCard = PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, false, false, true, (PCard Card) => Card.Point % 3 == 0).Key; } else { List <PCard> Waiting = Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Point % 3 == 0); int Result = PNetworkManager.NetworkServer.ChooseManager.Ask(Player, DianJi.Name, Waiting.ConvertAll((PCard Card) => Card.Name).Concat(new List <string> { "取消" }).ToArray()); if (Result >= 0 && Result < Waiting.Count) { TargetCard = Waiting[Result]; } } if (TargetCard != null) { TargetCard.Model = new P_ShangWuChoouTii(); PTrigger Trigger = TargetCard.Model.MoveInHandTriggerList.Find((Func <PPlayer, PCard, PTrigger> TriggerGenerator) => TriggerGenerator(Player, TargetCard).Time.Equals(PPeriod.FirstFreeTime.During))?.Invoke(Player, TargetCard); if (Trigger != null) { Game.Logic.StartSettle(new PSettle("电击[上屋抽梯]", Trigger.Effect)); } } } }); })); }