public ZhuiKong() { var trigger = new AutoNotifyPassiveSkillTrigger( this, (p, e, a) => { return p != a.Source && p.LostHealth > 0 && p.HandCards().Count > 0 && a.Source.HandCards().Count > 0; }, (p, e, a) => { if (Game.CurrentGame.PinDian(p, a.Source, this) == true) { Game.CurrentGame.PhasesSkipped.Add(TurnPhase.Play); } else { Trigger tri = new ZhuiKongLose(a.Source, p); Game.CurrentGame.RegisterTrigger(GameEvent.PlayerDistanceOverride, tri); Game.CurrentGame.RegisterTrigger(GameEvent.PhasePostEnd, new ZhuiKongRemoval(a.Source, tri)); } }, TriggerCondition.Global ); Triggers.Add(GameEvent.PhaseProceedEvents[TurnPhase.BeforeStart], trigger); IsAutoInvoked = null; }
public ZhuiKong() { var trigger = new AutoNotifyPassiveSkillTrigger( this, (p, e, a) => { return(p != a.Source && p.LostHealth > 0 && p.HandCards().Count > 0 && a.Source.HandCards().Count > 0); }, (p, e, a) => { if (Game.CurrentGame.PinDian(p, a.Source, this) == true) { Game.CurrentGame.PhasesSkipped.Add(TurnPhase.Play); } else { Trigger tri = new ZhuiKongLose(a.Source, p); Game.CurrentGame.RegisterTrigger(GameEvent.PlayerDistanceOverride, tri); Game.CurrentGame.RegisterTrigger(GameEvent.PhasePostEnd, new ZhuiKongRemoval(a.Source, tri)); } }, TriggerCondition.Global ); Triggers.Add(GameEvent.PhaseProceedEvents[TurnPhase.BeforeStart], trigger); IsAutoInvoked = null; }