/// <summary> /// 进行一次判定 /// </summary> /// <param name="Player"></param> /// <param name="AdvisedNumber">建议的结果</param> /// <returns></returns> public int Judge(PPlayer Player, int AdvisedNumber) { if (!Player.IsAlive) { return(7); } int Result = PMath.RandInt(1, 6); PJudgeTag JudgeTag = Monitor.CallTime(PTime.Judge.JudgeTime, new PJudgeTag(Player, Result, AdvisedNumber)); PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(Player.Name + "的判定结果:" + JudgeTag.Result)); PNetworkManager.NetworkServer.TellClients(new PPushTextOrder(Player.Index.ToString(), "判定结果:" + JudgeTag.Result, PPushType.Information.Name)); Monitor.CallTime(PTime.Judge.AfterJudgeTime, JudgeTag); return(JudgeTag.Result); }
public P_LiuJi() : base("刘基") { Sex = PSex.Male; Age = PAge.Industrial; Index = 12; Cost = 10; Tips = "定位:防御\n" + "难度:简单\n" + "史实:明代政治家、文学家,“明初诗文三大家”之一,在平定张士诚、陈友谅和北伐中作为参谋,以神机妙算著称。\n" + "攻略:\n刘基作为军事大师,两个技能均和判定有关,可以称作是使用伏兵的专家。刘基可以从【闪电】、【瘟疫】、【陷阱】这类会轮转的牌中获益,而对于【乐不思蜀】、【兵粮寸断】有天然的免疫能力。\n【八卦阵】可以说是刘基的神器,当刘基持有【八卦阵】时,每次受到伤害不但减半,而且反而可以摸1000,配合陈圆圆,队友之间互相伤害可以形成共赢的效果。"; PSkill MiaoSuan = new PSkill("妙算") { SoftLockOpen = true }; SkillList.Add(MiaoSuan .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(MiaoSuan.Name) { IsLocked = false, Player = Player, Time = PTime.Judge.JudgeTime, AIPriority = 100, Condition = (PGame Game) => { PJudgeTag JudgeTag = Game.TagManager.FindPeekTag <PJudgeTag>(PJudgeTag.TagName); return JudgeTag.Player.Equals(Player); }, Effect = (PGame Game) => { PJudgeTag JudgeTag = Game.TagManager.FindPeekTag <PJudgeTag>(PJudgeTag.TagName); MiaoSuan.AnnouceUseSkill(Player); int ChosenResult = 1; if (Player.IsAI) { ChosenResult = JudgeTag.AdvisedResult; } else { ChosenResult = PNetworkManager.NetworkServer.ChooseManager.Ask1To6(Player, MiaoSuan.Name); } JudgeTag.Result = ChosenResult; } }); })); PSkill TianDu = new PSkill("天妒") { SoftLockOpen = true }; SkillList.Add(TianDu .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(TianDu.Name) { IsLocked = false, Player = Player, Time = PTime.Judge.AfterJudgeTime, AIPriority = 100, Condition = (PGame Game) => { PJudgeTag JudgeTag = Game.TagManager.FindPeekTag <PJudgeTag>(PJudgeTag.TagName); return JudgeTag.Player.Equals(Player); }, Effect = (PGame Game) => { PJudgeTag JudgeTag = Game.TagManager.FindPeekTag <PJudgeTag>(PJudgeTag.TagName); TianDu.AnnouceUseSkill(Player); Game.GetMoney(Player, 200 * JudgeTag.Result); } }); })); }