Exemple #1
0
    public override void AnnouceInvokeJudge(PGame Game, PPlayer Player, PCard Card)
    {
        base.AnnouceInvokeJudge(Game, Player, Card);
        int Result = Game.Judge(Player, new Func <int>(() => {
            if (Player.Area.EquipmentCardArea.CardNumber > 0)
            {
                return(6);
            }
            else
            {
                return(5);
            }
        })());

        if (Result != 6)
        {
            if (Player.Area.EquipmentCardArea.CardNumber > 0)
            {
                Game.ThrowCard(Player, Player, false, true);
            }
            if (Game.GetNextPlayer(Player).Area.AmbushCardArea.CardList.Exists((PCard _Card) => _Card.Model is P_HsienChing))
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Game.GetNextPlayer(Player)).Area.AmbushCardArea);
            }
            else
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Player).Area.AmbushCardArea);
            }
        }
        else
        {
            Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.CardManager.ThrownCardHeap);
        }
    }
Exemple #2
0
    public override void AnnouceInvokeJudge(PGame Game, PPlayer Player, PCard Card)
    {
        base.AnnouceInvokeJudge(Game, Player, Card);
        int Result = Game.Judge(Player, new Func <int>(() => {
            if (Game.Enemies(Player).Count > Game.Teammates(Player, false).Count&& !(Game.Teammates(Player, false).Exists((PPlayer _Player) => _Player.Money <= 1000)))
            {
                return(6);
            }
            return(2);
        })());

        if (Result != 2)
        {
            Game.LoseMoney(Player, 1000);
            if (Game.GetNextPlayer(Player).Area.AmbushCardArea.CardList.Exists((PCard _Card) => _Card.Model is P_WevnI))
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Game.GetNextPlayer(Player)).Area.AmbushCardArea);
            }
            else
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Player).Area.AmbushCardArea);
            }
        }
        else
        {
            Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.CardManager.ThrownCardHeap);
        }
    }
Exemple #3
0
    public override void AnnouceInvokeJudge(PGame Game, PPlayer Player, PCard Card)
    {
        base.AnnouceInvokeJudge(Game, Player, Card);
        int Result1 = Game.Judge(Player, 6);
        int Result2 = Game.Judge(Player, 6);

        if (Result1 + Result2 <= 5)
        {
            Game.Injure(null, Player, 6000, Card);
            Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.CardManager.ThrownCardHeap);
        }
        else
        {
            if (Game.GetNextPlayer(Player).Area.AmbushCardArea.CardList.Exists((PCard _Card) => _Card.Model is P_ShanTien))
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Game.GetNextPlayer(Player)).Area.AmbushCardArea);
            }
            else
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Player).Area.AmbushCardArea);
            }
        }
    }
Exemple #4
0
    /// <summary>
    /// 将一个玩家移出游戏对其的收益,无卡牌收益嵌套
    /// </summary>
    /// <param name="Game"></param>
    /// <param name="Player"></param>
    /// <param name="Including">是否包含其行走阶段</param>
    /// <returns></returns>
    public static int OutOfGameExpect(PGame Game, PPlayer Player, bool Including = false, bool IncludingOnly = false)
    {
        if (Player.OutOfGame)
        {
            return(0);
        }
        int Sum = 0;

        // 一轮其他角色可能造成的过路费收益总和的相反数
        if (!IncludingOnly)
        {
            PPlayer _Player = Game.NowPlayer;
            if (Player.Equals(Game.NowPlayer))
            {
                _Player = Game.GetNextPlayer(_Player);
            }
            for (; !_Player.Equals(Player); _Player = Game.GetNextPlayer(_Player))
            {
                if (_Player.Equals(Game.NowPlayer) && Game.NowPeriod.IsAfter(PPeriod.WalkingStage))
                {
                    continue;
                }
                int           Temp   = 0;
                List <PBlock> Blocks = NextBlocks(Game, _Player);
                Blocks.ForEach((PBlock Block) => {
                    int BlockTemp = 0;
                    if (Block.Lord != null && Player.Equals(Block.Lord))
                    {
                        BlockTemp = Math.Max(0, PAiTargetChooser.InjureExpect(Game, Player, Player, _Player, Block.Toll, Block));
                    }
                    if (_Player.General is P_Newton)
                    {
                        PBlock PossibleBlock = Game.Map.NextStepBlock(Block, P_Newton.Grx_Next(Game, _Player.Position).Value);
                        if (PossibleBlock.Lord != null && Player.Equals(PossibleBlock.Lord))
                        {
                            BlockTemp = Math.Min(BlockTemp, Math.Max(0, PAiTargetChooser.InjureExpect(Game, Player, Player, _Player, Block.Toll, Block)));
                        }
                        else
                        {
                            BlockTemp = 0;
                        }
                    }
                    Temp -= BlockTemp;
                });
                Sum += Temp / Math.Max(1, Blocks.Count);
            }
        }
        int SumSelf = 0;

        if (Including)
        {
            List <PBlock> Blocks = NextBlocks(Game, Player);
            Blocks.ForEach((PBlock Block) => {
                int BlockTemp = 0;
                if (Block.Lord != null && Player.TeamIndex != Block.Lord.TeamIndex)
                {
                    BlockTemp = Math.Max(0, -PAiTargetChooser.InjureExpect(Game, Player, Block.Lord, Player, Block.Toll, Block));
                }
                if (Player.General is P_Newton)
                {
                    PBlock PossibleBlock = Game.Map.NextStepBlock(Block, P_Newton.Grx_Next(Game, Player.Position).Value);
                    if (PossibleBlock.Lord != null && Player.TeamIndex != PossibleBlock.Lord.TeamIndex)
                    {
                        BlockTemp = Math.Max(BlockTemp, Math.Max(0, -PAiTargetChooser.InjureExpect(Game, Player, Block.Lord, Player, Block.Toll, Block)));
                    }
                    else
                    {
                        BlockTemp = 0;
                    }
                }
                SumSelf += BlockTemp;
            });
            SumSelf /= Math.Max(1, Blocks.Count);
        }
        return(Sum + SumSelf);
    }