/// <summary> /// 让玩家从牌堆拿n张牌,该方法会自动将牌放置到武将的手牌中,并且发送takecards消息(n=0方法无作为) /// </summary> /// <param name="aChief">武将对象</param> /// <param name="n">拿牌的数量</param> /// <returns>牌的数组</returns> internal Card[] TakeingCards(ChiefBase aChief, int n) { if (n <= 0) { return new Card[] { } } ; if (GamePlayers[aChief].Dead) { return new Card[] { } } ; Card[] ret = CardsHeap.Pop(n); GamePlayers[aChief].Hands.AddRange(ret); AsynchronousCore.SendPrivateMessageWithOpenMessage(aChief, new Beaver("takecards", aChief.ChiefName, Card.Cards2Beaver("cards", ret)).ToString(), new Beaver("takecards", aChief.ChiefName, n.ToString(), GamePlayers[aChief].Hands.Count.ToString()).ToString(), GamePlayers); //AsynchronousCore.SendMessage( GamePlayers.All.Where(c=>c.Chief != aChief ).ToArray(), // new Beaver("takecards", aChief.ChiefName , n.ToString() , GamePlayers[aChief].Hands.Count.ToString()).ToString(),true); // //new XElement("takecards", // // new XElement("target" , aChief.ChiefName), // // new XElement("takecount" , n.ToString()), // // new XElement("count" , GamePlayers[aChief].Hands.Count.ToString()) // //) , true); //AsynchronousCore.SendMessage(new ChiefBase[] { aChief }, // new Beaver("takecards", aChief.ChiefName, Card.Cards2Beaver("cards", ret)).ToString(), false); // //new XElement("takecards", // // new XElement("target", aChief.ChiefName), // // Card.Cards2XML("cards", ret) // //),false); return(ret); }
/// <summary> /// 从牌堆取出一张牌作为判定牌 /// </summary> /// <param name="aChief">判定的武将对象</param> /// <param name="aEffect">要判定的效果</param> /// <returns>一张判定牌</returns> internal Card popJudgementCard(ChiefBase aChief, Card.Effect aEffect) { Card c = CardsHeap.Pop(); //取一张牌 AsynchronousCore.SendMessage( new Beaver("judgmentcard", aChief.ChiefName, aEffect.ToString(), Card.Cards2Beaver("cards", new Card[] { c })).ToString()); //new XElement("judgmentcard", // new XElement("target", aChief.ChiefName), // new XElement("effect", aEffect), // Card.Cards2XML("cards", new Card[] { c }) //)); //发送揭出判定牌的消息 ChiefBase t = aChief; //现在从判定牌持有的玩家开始,轮询武将OnChiefJudgementCardShow_Turn方法 do { foreach (ASkill s in t.Skills) { c = s.OnChiefJudgementCardShow_Turn(aChief, c, t, gData); } t = t.Next; }while (t != aChief); c.CardEffect = aEffect; //最后这里设定判定牌的性质是考虑之前判定牌不确定的因素 return(c); }
/// <summary> /// 玩家出牌阶段的处理方法 /// </summary> /// <param name="aResult">问询玩家产生的结果</param> /// <returns>如果出牌合法,那么将返回true</returns> protected bool LeadEvent(MessageCore.AskForResult aResult) { //对参数的检查 if (aResult == null) { return(false); //参数不可以是null } if (aResult.Leader == null) { return(false); //问询回应者不能是null } if (aResult.Targets == null) { return(false); //问询目标数组不能是null,但可以是空数组 } if (aResult.Cards == null) { return(false); //问询的出牌数组不能是null,但可以是空数组 } foreach (ChiefBase c in aResult.Targets) //每个目标对象不能是null { if (c == null) { return(false); } } foreach (Card c in aResult.Cards) //每个牌对象不能是null { if (c == null) { return(false); } } //出牌无效 if (!CheckValid(aResult, aResult.Leader)) { return(false); } //将结果安置在这些临时变量中 ChiefBase aChiefSource = aResult.Leader; ChiefBase[] aChiefTarget = aResult.Targets; Card[] aCards = aResult.Cards; Card.Effect aEffect = aResult.Effect; //清除 打牌列表 FreeCardBin(); //清除事件队列 queRecoard.Clear(); //清除子事件队列 lstRecoard.Clear(); //根据牌的效果确定游戏玩法 //并将事件安置到子事件队列 switch (aEffect) { //技能处理过的回应,那这里就不处理他了 case Card.Effect.Skill: DropCards(true, CardFrom.Slot, string.Empty, CardsBuffer[WGFDSlotName].Cards.ToArray(), Card.Effect.None, null, null, null); CardsBuffer[WGFDSlotName].Cards.Clear(); //释放打牌列表,将这些牌放进弃牌堆 FreeCardBin(); //清除事件队列 queRecoard.Clear(); //清除子事件队列 lstRecoard.Clear(); return(true); //出杀 case Card.Effect.Sha: //若出杀有限制且已经没有机会杀了不能执行 if (!gData.ShaNoLimit && gData.KillRemain < 1) { goto FAILED; } //if (GamePlayers[aChiefSource].Weapon != null) // Weapon.ModifyProperty(GamePlayers[aChiefSource].Weapon.CardEffect, aCards, aChiefSource, aChiefTarget, MessageCore.AskForEnum.Aggressive, Card.Effect.Sha, gData); //杀的目标数量高于最大值不能执行 if (CalcMaxShaTargets(aChiefSource, aCards) < aChiefTarget.Count()) { goto FAILED; } //没有目标不能执行 if (aChiefTarget.Count() == 0) { goto FAILED; } //遍历目标集合,如果目标有自己或者目标已死亡或者 够不到对方不能执行 foreach (ChiefBase c in aChiefTarget) { if (c.IsMe(aChiefSource) || GamePlayers[c].Dead || !WithinShaRange(aChiefSource, c)) { goto FAILED; } bool Enable = true; foreach (ASkill s in c.Skills) { Enable = s.EffectFeasible(aCards, aEffect, c, Enable, gData); } if (!Enable) { goto FAILED; } } //如果有重复的目标也不能执行 if (aChiefTarget.Distinct().Count() != aChiefTarget.Count()) { goto FAILED; } //设置杀计数器 if (gData.KillRemain < 2) { gData.KillRemain = 0; } else { --gData.KillRemain; } //将杀事件按目标分解成一个个小事件,并装进子事件队列 //即每个子事件都是玩家杀单独的玩家的处理事件 foreach (ChiefBase c in aChiefTarget) { queRecoard.Enqueue(new EventRecoard(aChiefSource, c, aCards, aEffect, aResult.SkillName)); } //发送消息 if (aResult.PlayerLead) { AsynchronousCore.SendMessage( new Beaver("sha", aChiefSource.ChiefName, ChiefBase.Chiefs2Beaver("to", aChiefTarget), aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); } //new XElement("sha", // new XElement("from", aChiefSource.ChiefName), // ChiefBase.Chiefs2XML("to", aChiefTarget), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) // ); //通知武将技能 玩家使用了杀效果 foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //决斗 case Card.Effect.JueDou: if (aChiefTarget.Count() == 1) { //目标不能是自己 if (aChiefTarget[0].IsMe(aChiefSource)) { goto FAILED; } //对方不能死亡 if (GamePlayers[aChiefTarget[0]].Dead) { goto FAILED; } bool Enable = true; foreach (ASkill s in aChiefTarget[0].Skills) { Enable = s.EffectFeasible(aCards, aEffect, aChiefTarget[0], Enable, gData); } if (!Enable) { goto FAILED; } //安置到事件子队列 queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aCards, aEffect, aResult.SkillName)); //发送消息 AsynchronousCore.SendMessage( new Beaver("jd", aChiefSource.ChiefName, aChiefTarget[0].ChiefName, aResult.SkillName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("jd", // new XElement("from", aChiefSource.ChiefName), // new XElement("to", aChiefTarget[0].ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); //通知武将技能 玩家使用了效果 foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } } else if (aChiefTarget.Count() == 2) { if (aChiefTarget[0] == aChiefTarget[1]) { goto FAILED; } if (GamePlayers[aChiefTarget[0]].Dead || GamePlayers[aChiefTarget[1]].Dead) { goto FAILED; } bool Enable = true; foreach (ASkill s in aChiefTarget[1].Skills) { Enable = s.EffectFeasible(aCards, aEffect, aChiefTarget[1], Enable, gData); } if (!Enable) { goto FAILED; } //安置到事件子队列 queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aChiefTarget[1], aCards, aEffect, aResult.SkillName)); //发送消息 AsynchronousCore.SendMessage( new Beaver("jd", aChiefTarget[0].ChiefName, aChiefTarget[1].ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("jd", // new XElement("from", aChiefTarget[0].ChiefName), // new XElement("to", aChiefTarget[1].ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); } else { goto FAILED; } break; //桃 case Card.Effect.Tao: //血量不能大于等于体力上限 if (GamePlayers[aChiefSource].Health == GamePlayers[aChiefSource].MaxHealth) { goto FAILED; } //安置到事件子队列 queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName)); //发送消息 AsynchronousCore.SendMessage( new Beaver("tao", aChiefSource.ChiefName, aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); // new XElement("tao", // new XElement("from", aChiefSource.ChiefName), // new XElement("to", aChiefSource.ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); //通知武将技能 玩家使用了效果 foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //南蛮入侵 case Card.Effect.NanManRuQin: //下面是把出牌玩家以后的其他玩家依次装入子事件列表中 ChiefBase t = GamePlayers.NextChief(aChiefSource); while (!t.IsMe(aChiefSource)) { queRecoard.Enqueue(new EventRecoard(aChiefSource, t, aCards, aEffect, aResult.SkillName)); t = GamePlayers.NextChief(t); } AsynchronousCore.SendMessage( new Beaver("nmrq", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("nmrq", // new XElement("from", aChiefSource.ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //万箭齐发 case Card.Effect.WanJianQiFa: //下面是把出牌玩家以后的其他玩家依次装入子事件列表中 ChiefBase t2 = GamePlayers.NextChief(aChiefSource); while (!t2.IsMe(aChiefSource)) { queRecoard.Enqueue(new EventRecoard(aChiefSource, t2, aCards, aEffect, aResult.SkillName)); t2 = GamePlayers.NextChief(t2); } AsynchronousCore.SendMessage( new Beaver("wjqf", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("wjqf", // new XElement("from", aChiefSource.ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //桃园结义 case Card.Effect.TaoYuanJieYi: //下面是把从出牌玩家开始的所有玩家依次装入子事件列表中 ChiefBase t3 = aChiefSource; do { if (GamePlayers[t3].Health < GamePlayers[t3].MaxHealth) { queRecoard.Enqueue(new EventRecoard(aChiefSource, t3, aCards, aEffect, aResult.SkillName)); } t3 = GamePlayers.NextChief(t3); } while (!t3.IsMe(aChiefSource)); AsynchronousCore.SendMessage( new Beaver("tyjy", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("tyjy", // new XElement("from", aChiefSource.ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) // ); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //无中生有 case Card.Effect.WuZhongShengYou: //添加进子事件队列 queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName)); AsynchronousCore.SendMessage( new Beaver("wzsy", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("wzsy", // new XElement("from", aChiefSource.ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //过河拆桥 case Card.Effect.GuoHeChaiQiao: //必须有目标 if (aChiefTarget.Count() != 1) { goto FAILED; } //目标不能是自己 if (aChiefTarget[0].IsMe(aChiefSource)) { goto FAILED; } //对方不能死亡 if (GamePlayers[aChiefTarget[0]].Dead) { goto FAILED; } //对方要有牌 if (!GamePlayers[aChiefTarget[0]].HasCardWithJudgementArea) { goto FAILED; } //添加进子事件队列 queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aCards, aEffect, aResult.SkillName)); AsynchronousCore.SendMessage( new Beaver("ghcq", aChiefSource.ChiefName, aChiefTarget[0].ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("ghcq", // new XElement("from", aChiefSource.ChiefName), // new XElement("to", aChiefTarget[0].ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; case Card.Effect.ShunShouQianYang: //必须有目标 if (aChiefTarget.Count() != 1) { goto FAILED; } //目标不能是自己 if (aChiefTarget[0].IsMe(aChiefSource)) { goto FAILED; } //对方不能死亡 if (GamePlayers[aChiefTarget[0]].Dead) { goto FAILED; } //对方要有牌 if (!GamePlayers[aChiefTarget[0]].HasCardWithJudgementArea) { goto FAILED; } //可以够到对方 if (!WithinKitRange(aChiefSource, aChiefTarget[0])) { goto FAILED; } //添加进子事件队列 queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aCards, aEffect, aResult.SkillName)); AsynchronousCore.SendMessage( new Beaver("sspy", aChiefSource.ChiefName, aChiefTarget[0].ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("ssqy", // new XElement("from", aChiefSource.ChiefName), // new XElement("to", aChiefTarget[0].ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //借刀杀人 case Card.Effect.JieDaoShaRen: //必须有两个目标 if (aChiefTarget.Count() != 2) { goto FAILED; } //第一个目标不能是自己 if (aChiefTarget[0].IsMe(aChiefSource)) { goto FAILED; } //第一个目标不能死亡 if (GamePlayers[aChiefTarget[0]].Dead) { goto FAILED; } //第二个目标不能死亡 if (GamePlayers[aChiefTarget[1]].Dead) { goto FAILED; } //两个目标不能一样 if (aChiefTarget[0].IsMe(aChiefTarget[1])) { goto FAILED; } //必须能能够到对方 if (!WithinShaRange(aChiefTarget[0], aChiefTarget[1])) { goto FAILED; } //添加进子事件队列 queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aChiefTarget[1], aCards, aEffect, aResult.SkillName)); AsynchronousCore.SendMessage( new Beaver("jdsr", aChiefSource.ChiefName, aChiefTarget[0].ChiefName, aChiefTarget[1].ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("jdsr", // new XElement("from", aChiefSource.ChiefName), // new XElement("to", aChiefTarget[0].ChiefName), // new XElement("to2", aChiefTarget[1].ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //乐不思蜀 case Card.Effect.LeBuSiShu: //必须有目标且目标不能使自己且目标不能死亡 if (aChiefTarget.Count() != 1 || aChiefTarget[0] == aChiefSource || GamePlayers[aChiefTarget[0]].Dead) { goto FAILED; } //目标不能有乐不思蜀buff if (GamePlayers[aChiefTarget[0]].HasDebuff(Card.Effect.LeBuSiShu)) { goto FAILED; } //添加进子事件队列 queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aCards, aEffect, aResult.SkillName)); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //闪电 case Card.Effect.ShanDian: //玩家不能死亡 if (GamePlayers[aChiefSource].Dead) { goto FAILED; } //玩家不能有闪电buff if (GamePlayers[aChiefSource].HasDebuff(Card.Effect.ShanDian)) { goto FAILED; } //添加进子事件队列 queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName)); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //五谷丰登 case Card.Effect.WuGuFengDeng: ChiefBase t4 = aChiefSource; do { queRecoard.Enqueue(new EventRecoard(aChiefSource, t4, aCards, aEffect, aResult.SkillName)); t4 = GamePlayers.NextChief(t4); } while (!t4.IsMe(aChiefSource)); //List<Card> lstWGFD = CardsHeap.Pop(GamePlayers.PeoplealiveCount).ToList(); //lstWGFDBuff = lstWGFD; CardsBuffer[WGFDSlotName].Cards.Clear(); CardsBuffer[WGFDSlotName].Cards.AddRange(CardsHeap.Pop(GamePlayers.PeoplealiveCount)); AsynchronousCore.SendMessage( new Beaver("wgfd", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", CardsBuffer[WGFDSlotName].Cards.ToArray())).ToString()); //new XElement("wgfd", //new XElement("from", aChiefSource.ChiefName), //new XElement("skill", aResult.SkillName), //Card.Cards2XML("cards", CardsBuffer[WGFDSlotName].Cards.ToArray()))); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //八卦阵 case Card.Effect.BaGuaZhen: //藤甲 case Card.Effect.TengJia: //仁王盾 case Card.Effect.RenWangDun: //白银狮子 case Card.Effect.BaiYinShiZi: queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName)); AsynchronousCore.SendMessage( new Beaver("armor", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("armor", // new XElement("from", aChiefSource.ChiefName), // new XElement("skill", aResult.SkillName), // Card.Cards2XML("cards", aCards) // ) //); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; //武器 case Card.Effect.ZhangBaSheMao: case Card.Effect.ZhuGeLianNu: case Card.Effect.GuDianDao: case Card.Effect.QiLinGong: case Card.Effect.GuanShiFu: case Card.Effect.QingLongYanYueDao: case Card.Effect.QingGangJian: case Card.Effect.CiXiongShuangGuJian: case Card.Effect.ZhuQueYuShan: case Card.Effect.FangTianHuaJi: queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName)); AsynchronousCore.SendMessage( new Beaver("weapon", aChiefSource.ChiefName, aResult.SkillName, aResult.Effect.ToString(), Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("weapon", // new XElement("from", aChiefSource.ChiefName), // new XElement("skill", aResult.SkillName), // new XElement("effect", aResult.Effect), // Card.Cards2XML("cards", aCards) // ) //); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; case Card.Effect.Jia1: case Card.Effect.Jian1: queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName)); AsynchronousCore.SendMessage( new Beaver("horse", aChiefSource.ChiefName, aResult.SkillName, aResult.Effect.ToString(), Card.Cards2Beaver("cards", aCards)).ToString()); //new XElement("horse", // new XElement("from", aChiefSource.ChiefName), // new XElement("skill", aResult.SkillName), // new XElement("effect", aResult.Effect), // Card.Cards2XML("cards", aCards) // ) //); foreach (ASkill s in aChiefSource.Skills) { s.OnUseEffect(aChiefSource, aEffect, gData); } break; default: return(false); } if (aResult.PlayerLead) { if (!RemoveHand(aChiefSource, aCards)) { goto FAILED; } } AsynchronousCore.LeadingValid(aChiefSource); //将牌放入 打牌列表 if (aResult.PlayerLead) { lstCardBin.AddRange(aCards); } //处理子事件 while (queRecoard.Count != 0) { EventProc(); //清除子事件节点 lstRecoard.Clear(); } //删除五谷丰登牌堆中的牌 DropCards(true, CardFrom.Slot, string.Empty, CardsBuffer[WGFDSlotName].Cards.ToArray(), Card.Effect.None, null, null, null); CardsBuffer[WGFDSlotName].Cards.Clear(); //释放打牌列表,将这些牌放进弃牌堆 FreeCardBin(); //清除事件队列 queRecoard.Clear(); //清除子事件队列 lstRecoard.Clear(); //执行成功 return(true); FAILED: AsynchronousCore.LeadingInvalid(aChiefSource); DropCards(true, CardFrom.Slot, string.Empty, CardsBuffer[WGFDSlotName].Cards.ToArray(), Card.Effect.None, null, null, null); CardsBuffer[WGFDSlotName].Cards.Clear(); //释放打牌列表,将这些牌放进弃牌堆 FreeCardBin(); //清除事件队列 queRecoard.Clear(); //清除子事件队列 lstRecoard.Clear(); //执行成功 return(false); }