public P_ChiaChiihPuTien() : base(CardName) { Point = 5; Index = 27; foreach (PTime Time in new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }) { MoveInHandTriggerList.Add((PPlayer Player, PCard Card) => { return(new PTrigger(CardName) { IsLocked = false, Player = Player, Time = Time, AIPriority = 10, Condition = (PGame Game) => { int MinMoney = PMath.Min(Game.PlayerList.FindAll((PPlayer _Player) => _Player.IsAlive), (PPlayer _Player) => _Player.Money).Value; return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.Money == MinMoney; }, AICondition = (PGame Game) => { return PAiMapAnalyzer.OutOfGameExpect(Game, Player, true) > 0 && Game.NowPeriod.Equals(PPeriod.FirstFreeTime.During); }, Effect = MakeNormalEffect(Player, Card, AIEmitTargets, AIEmitTargets, (PGame Game, PPlayer User, PPlayer Target) => { Target.Tags.CreateTag(PTag.OutOfGameTag); }) }); }); } }
public override int AIInHandExpectation(PGame Game, PPlayer Player) { int Basic = 0; Basic = Math.Max(Basic, PAiMapAnalyzer.OutOfGameExpect(Game, Player, true, true) - 2000 * (Player.Area.HandCardArea.CardNumber - 1)); return(Math.Max(Basic, base.AIInHandExpectation(Game, Player))); }
public List <PPlayer> AIEmitTargets(PGame Game, PPlayer Player) { return(new List <PPlayer>() { PMath.Max(Game.Enemies(Player), (PPlayer _Player) => { return -PAiMapAnalyzer.OutOfGameExpect(Game, _Player); }, true).Key }); }
public override int AIInHandExpectation(PGame Game, PPlayer Player) { int Basic = 0; int OutOfGameExpect = PMath.Max(Game.Enemies(Player), (PPlayer _Player) => { return(-PAiMapAnalyzer.OutOfGameExpect(Game, _Player)); }, true).Value; Basic = Math.Max(Basic, OutOfGameExpect); return(Math.Max(Basic, base.AIInHandExpectation(Game, Player))); }
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_ShevngTungChiHsi() : base(CardName) { Point = 1; Index = 6; foreach (PTime Time in new PTime[] { PTime.Card.AfterEmitTargetTime }) { MoveInHandTriggerList.Add((PPlayer Player, PCard Card) => { return(new PTrigger(CardName) { IsLocked = false, Player = Player, Time = Time, AIPriority = 100, Condition = (PGame Game) => { PUseCardTag UseCardTag = Game.TagManager.FindPeekTag <PUseCardTag>(PUseCardTag.TagName); return UseCardTag.TargetList.Count == 1 && UseCardTag.Card.Type.Equals(PCardType.SchemeCard) && !UseCardTag.Card.Name.Equals(P_ChinChaanToowChiiao.CardName); }, AICondition = (PGame Game) => { PUseCardTag UseCardTag = Game.TagManager.FindPeekTag <PUseCardTag>(PUseCardTag.TagName); if (UseCardTag.Card.Model.Name.Equals(P_ManTiienKuoHai.CardName) || UseCardTag.Card.Model.Name.Equals(P_WeiWeiChiuChao.CardName) || UseCardTag.Card.Model.Name.Equals(P_CheevnHuoTaChieh.CardName) || UseCardTag.Card.Model.Name.Equals(P_LiTaiTaaoChiang.CardName) || UseCardTag.Card.Model.Name.Equals(P_ShunShouChiienYang.CardName) || UseCardTag.Card.Model.Name.Equals(P_TaTsaaoChingShev.CardName) || UseCardTag.Card.Model.Name.Equals(P_KuanMevnChoTsev.CardName) || UseCardTag.Card.Model.Name.Equals(P_ChihSangMaHuai.CardName) || UseCardTag.Card.Model.Name.Equals(P_FanChienChi.CardName) || UseCardTag.Card.Model.Name.Equals(P_ChiehTaoShaJevn.CardName) || UseCardTag.Card.Model.Name.Equals(P_PaaoChuanYinYoo.CardName) || UseCardTag.Card.Model.Name.Equals(P_ChiaTaoFaKuo.CardName)) { return UseCardTag.TargetList[0].TeamIndex == Player.TeamIndex && UseCardTag.User.TeamIndex != Player.TeamIndex; } else if (UseCardTag.Card.Name.Equals(P_WuChungShevngYou.CardName) || UseCardTag.Card.Model.Name.Equals(P_AnTuCheevnTsaang.CardName) || UseCardTag.Card.Model.Name.Equals(P_ChiehShihHuanHun.CardName) || UseCardTag.Card.Model.Name.Equals(P_YooenChiaoChinKung.CardName) || UseCardTag.Card.Model.Name.Equals(P_TsouWeiShangChi.CardName)) { return UseCardTag.TargetList[0].TeamIndex != Player.TeamIndex; } else if (UseCardTag.Card.Model.Name.Equals(P_YooChiinKuTsung.CardName)) { return UseCardTag.TargetList[0].TeamIndex == Player.TeamIndex && Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName).Injure <= 3000; } else if (UseCardTag.Card.Model.Name.Equals(P_ChiinTsevChiinWang.CardName)) { return UseCardTag.User.TeamIndex != Player.TeamIndex && PMath.Max(Game.PlayerList, (PPlayer _Player) => { if (Player.TeamIndex == _Player.TeamIndex) { return PAiMapAnalyzer.ChangeFaceExpect(Game, _Player); } else { return -PAiMapAnalyzer.ChangeFaceExpect(Game, _Player); } }).Value - PAiMapAnalyzer.ChangeFaceExpect(Game, UseCardTag.TargetList[0]) * (UseCardTag.TargetList[0].TeamIndex == Player.TeamIndex ? 1 : -1) >= 3000; } else if (UseCardTag.Card.Model.Name.Equals(P_ShangWuChoouTii.CardName)) { int NowValue = PAiMapAnalyzer.Expect(Game, UseCardTag.TargetList[0], UseCardTag.TargetList[0].Position) * (UseCardTag.TargetList[0].TeamIndex == Player.TeamIndex ? 1 : -1); int MaxValue = PMath.Max(Game.PlayerList, (PPlayer _Player) => { if (_Player.TeamIndex == Player.TeamIndex) { return PAiMapAnalyzer.Expect(Game, _Player, _Player.Position); } else { return -PAiMapAnalyzer.Expect(Game, _Player, _Player.Position); } }, true).Value; return MaxValue - NowValue >= 3000; } else if (UseCardTag.Card.Model.Name.Equals(P_KuungCheevngChi.CardName)) { KeyValuePair <PPlayer, int> Target = PMath.Max(Game.Enemies(Player), (PPlayer _Player) => _Player.Area.HandCardArea.CardNumber); return Target.Value >= 3 && !UseCardTag.TargetList[0].Equals(Target.Key); } else if (UseCardTag.Card.Model.Name.Equals(P_HsiaoLiTsaangTao.CardName)) { return UseCardTag.User.TeamIndex != Player.TeamIndex && (UseCardTag.TargetList[0].TeamIndex != Player.TeamIndex || UseCardTag.TargetList[0].Area.EquipmentCardArea.CardNumber > 0 || UseCardTag.TargetList[0].Money <= 500); } return false; }, Effect = (PGame Game) => { List <PPlayer> Targets = new List <PPlayer>(); Game.Monitor.CallTime(PTime.Card.AfterEmitTargetTime, new PUseCardTag(Card, Player, Targets)); Game.CardManager.MoveCard(Card, Player.Area.HandCardArea, Game.CardManager.SettlingArea); Game.Monitor.CallTime(PTime.Card.AfterBecomeTargetTime, new PUseCardTag(Card, Player, Targets)); PUseCardTag UseCardTag = Game.TagManager.FindPeekTag <PUseCardTag>(PUseCardTag.TagName); PPlayer Target = null; if (Player.IsUser) { List <PPlayer> TargetList = new List <PPlayer>() { null }; TargetList.AddRange(Game.PlayerList.FindAll((PPlayer _Player) => !_Player.Equals(UseCardTag.TargetList[0]) && _Player.IsAlive)); List <string> TargetNameList = TargetList.ConvertAll((PPlayer _Player) => { if (_Player == null) { return "令该计策牌无效"; } else { return "转移给:" + _Player.Name; } }); Target = TargetList[PNetworkManager.NetworkServer.ChooseManager.Ask(Player, "选择一项", TargetNameList.ToArray())]; } else { if (UseCardTag.Card.Model.Name.Equals(P_ManTiienKuoHai.CardName)) { Target = PAiTargetChooser.InjureTarget(Game, UseCardTag.User, Player, PTrigger.Except(UseCardTag.TargetList[0]), 700, UseCardTag.Card, true); } else if (UseCardTag.Card.Model.Name.Equals(P_KuanMevnChoTsev.CardName) || UseCardTag.Card.Model.Name.Equals(P_ChiaTaoFaKuo.CardName)) { Target = PAiTargetChooser.InjureTarget(Game, UseCardTag.User, Player, PTrigger.Except(UseCardTag.TargetList[0]), 1000, UseCardTag.Card, true); } else if (UseCardTag.Card.Model.Name.Equals(P_ChihSangMaHuai.CardName)) { Target = PAiTargetChooser.InjureTarget(Game, Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName).FromPlayer, Player, null, Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName).Injure, Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName).InjureSource, true); } else if (UseCardTag.Card.Model.Name.Equals(P_ChiinTsevChiinWang.CardName)) { Target = PMath.Max(Game.PlayerList, (PPlayer _Player) => { if (Player.TeamIndex == _Player.TeamIndex) { return PAiMapAnalyzer.ChangeFaceExpect(Game, _Player); } else { return -PAiMapAnalyzer.ChangeFaceExpect(Game, _Player); } }).Key; } else if (UseCardTag.Card.Model.Name.Equals(P_TaTsaaoChingShev.CardName)) { List <PPlayer> PossibleEnemies = Game.Enemies(Player).FindAll((PPlayer _Player) => Player.HasHouse); if (PossibleEnemies.Count > 0) { Target = PossibleEnemies[PMath.RandInt(0, PossibleEnemies.Count - 1)]; } } else if (UseCardTag.Card.Model.Name.Equals(P_ChiehShihHuanHun.CardName)) { int MaxMoney = PMath.Max(Game.PlayerList, (PPlayer _Player) => { return _Player.Money; }).Value; Target = PMath.Max(Game.PlayerList, (PPlayer _Player) => { int Delta = Math.Min(10000, MaxMoney - _Player.Money) - 2000 * _Player.Area.HandCardArea.CardNumber - (int)PMath.Sum(_Player.Area.EquipmentCardArea.CardList.ConvertAll((PCard _Card) => (double)_Card.Model.AIInEquipExpectation(Game, _Player))); if (_Player.TeamIndex == Player.TeamIndex) { return Delta; } else { return -Delta; } }).Key; } else if (UseCardTag.Card.Model.Name.Equals(P_WuChungShevngYou.CardName) || UseCardTag.Card.Name.Equals(P_AnTuCheevnTsaang.CardName)) { Target = PAiCardExpectation.MostValuableCardUser(Game, Game.Teammates(Player)); } else if (UseCardTag.Card.Model.Name.Equals(P_ShangWuChoouTii.CardName)) { Target = PMath.Max(Game.AlivePlayers(), (PPlayer _Player) => { if (_Player.TeamIndex == Player.TeamIndex) { return PAiMapAnalyzer.Expect(Game, _Player, _Player.Position); } else { return -PAiMapAnalyzer.Expect(Game, _Player, _Player.Position); } }, true).Key; } else if (UseCardTag.Card.Model.Name.Equals(P_KuungCheevngChi.CardName)) { Target = PMath.Max(Game.Enemies(Player), (PPlayer _Player) => _Player.Area.HandCardArea.CardNumber).Key; } else if (UseCardTag.Card.Model.Name.Equals(P_TsouWeiShangChi.CardName)) { Target = PMath.Max(Game.Teammates(Player), (PPlayer _Player) => PAiMapAnalyzer.OutOfGameExpect(Game, Player)).Key; } } if (Target == null || Target == UseCardTag.TargetList[0]) { PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder("声东击西:无效")); #region 成就:地府的公正 if (UseCardTag.Card.Model is P_ChiehShihHuanHun) { PArch.Announce(Game, Player, "地府的公正"); } #endregion UseCardTag.TargetList.Clear(); } else { PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder("声东击西:转移给" + Target.Name)); UseCardTag.TargetList[0] = Target; } Game.CardManager.MoveCard(Card, Game.CardManager.SettlingArea, Game.CardManager.ThrownCardHeap); Game.Monitor.CallTime(PTime.Card.EndSettleTime, new PUseCardTag(Card, Player, Targets)); } }); }); } }
public override int AIInHandExpectation(PGame Game, PPlayer Player) { int Basic = PAiMapAnalyzer.OutOfGameExpect(Game, Player, true); return(Math.Max(Basic, base.AIInHandExpectation(Game, Player))); }
public P_ZhangSanFeng() : base("张三丰") { Sex = PSex.Male; Age = PAge.Industrial; Index = 8; Tips = "定位:攻防兼备\n" + "难度:中等\n" + "史实:宋末元初武术家,道家内丹祖师,武当派、太极拳的开创者,被封为“通微显化天尊”。\n" + "攻略:\n张三丰的技能需要预判下一回合的走向,玩家如果能对场上的局势有一定的预判能力,就能最大化地发挥张三丰两个状态的加成。\n因为张三丰的技能没有消耗,所以也可以走纯阳或者纯阴,做一个简单的防御(或攻击)将使用。"; PSkill TaiJi = new PSkill("太极") { Lock = true }; SkillList.Add(TaiJi .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(TaiJi.Name) { IsLocked = true, Player = Player, Time = PPeriod.StartTurn.During, AIPriority = 200, Condition = (PGame Game) => { return Game.NowPlayer.Equals(Player); }, Effect = (PGame Game) => { TaiJi.AnnouceUseSkill(Player); Player.Tags.PopTag <PTag>(PYinTag.Name); Player.Tags.PopTag <PTag>(PYangTag.Name); int ChooseResult = 0; if (Player.IsAI) { int Yin = -PAiMapAnalyzer.OutOfGameExpect(Game, Player, false); int Yang = PAiMapAnalyzer.OutOfGameExpect(Game, Player, true, true); ChooseResult = (Yin >= Yang ? 0 : 1); } else { ChooseResult = PNetworkManager.NetworkServer.ChooseManager.Ask(Player, TaiJi.Name, new string[] { "阴", "阳" }, new string[] { "造成的伤害+20%", "受到的伤害-20%" }); } if (ChooseResult == 0) { Player.Tags.CreateTag(PYinTag); } else { Player.Tags.CreateTag(PYangTag); } } }); }) .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(TaiJi.Name + "[阴]") { IsLocked = true, Player = Player, Time = PTime.Injure.EmitInjure, AIPriority = 100, Condition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); return Player.Tags.ExistTag(PYinTag.Name) && InjureTag.Injure > 0 && InjureTag.ToPlayer != null && Player.Equals(InjureTag.FromPlayer); }, Effect = (PGame Game) => { TaiJi.AnnouceUseSkill(Player); Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName).Injure += PMath.Percent(Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName).Injure, 20); } }); }) .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(TaiJi.Name + "[阳]") { IsLocked = true, Player = Player, Time = PTime.Injure.AcceptInjure, AIPriority = 100, Condition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); return Player.Tags.ExistTag(PYangTag.Name) && InjureTag.Injure > 0 && Player.Equals(InjureTag.ToPlayer); }, Effect = (PGame Game) => { TaiJi.AnnouceUseSkill(Player); Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName).Injure -= PMath.Percent(Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName).Injure, 20); } }); })); }