/// <summary>
        /// 对手回合结束的清场
        /// </summary>
        public static List <String> TurnEnd(ActionStatus gameStatus)
        {
            List <String> ActionLst = new List <string>();
            //对手回合加成属性的去除
            int ExistMinionCount = gameStatus.AllRole.MyPublicInfo.BattleField.MinionCount;

            for (int i = 0; i < ExistMinionCount; i++)
            {
                if (gameStatus.AllRole.MyPublicInfo.BattleField.BattleMinions[i] != null)
                {
                    gameStatus.AllRole.MyPublicInfo.BattleField.BattleMinions[i].本回合生命力加成 = 0;
                    gameStatus.AllRole.MyPublicInfo.BattleField.BattleMinions[i].本回合攻击力加成 = 0;
                    if (gameStatus.AllRole.MyPublicInfo.BattleField.BattleMinions[i].特殊效果 == MinionCard.特殊效果枚举.回合结束死亡)
                    {
                        gameStatus.AllRole.MyPublicInfo.BattleField.BattleMinions[i] = null;
                    }
                }
            }
            gameStatus.AllRole.MyPublicInfo.BattleField.ClearDead(gameStatus.battleEvenetHandler, false);
            ActionLst.AddRange(ActionStatus.Settle(gameStatus));
            ActionLst.AddRange(gameStatus.battleEvenetHandler.事件处理(gameStatus));
            return(ActionLst);
        }
Exemple #2
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        /// <summary>
        /// 处理对方的动作
        /// </summary>
        /// <param name="ActionCommand"></param>
        /// <param name="game"></param>
        public static void Process(string ActionCommand, ActionStatus game)
        {
            string[] actField = ActionCommand.Split(CardUtility.strSplitMark.ToCharArray());
            switch (ActionCode.GetActionType(ActionCommand))
            {
            case ActionCode.ActionType.Card:
                CardEffect.ReRunEffect(1, game, actField);
                break;

            case ActionCode.ActionType.UseMinion:
                int Pos    = int.Parse(actField[2]);
                var minion = (MinionCard)CardUtility.GetCardInfoBySN(actField[1]);
                minion.初始化();
                game.AllRole.YourPublicInfo.BattleField.PutToBattle(Pos, minion);
                Buff.ResetBuff(game);
                break;

            case ActionCode.ActionType.UseWeapon:
                game.AllRole.YourPublicInfo.Hero.Weapon = (WeaponCard)CardUtility.GetCardInfoBySN(actField[1]);
                break;

            case ActionCode.ActionType.UseSecret:
                game.AllRole.YourPublicInfo.Hero.SecretCount++;;
                break;

            case ActionCode.ActionType.UseAbility:
                break;

            case ActionCode.ActionType.Fight:
                //FIGHT#1#2
                FightHandler.Fight(int.Parse(actField[2]), int.Parse(actField[1]), game, false);
                break;

            case ActionCode.ActionType.Point:
                IAtomicEffect point = new PointEffect();
                point.ReRunEffect(game, actField);
                break;

            case ActionCode.ActionType.Health:
                IAtomicEffect health = new HealthEffect();
                health.ReRunEffect(game, actField);
                break;

            case ActionCode.ActionType.Status:
                IAtomicEffect status = new StatusEffect();
                status.ReRunEffect(game, actField);
                break;

            case ActionCode.ActionType.Transform:
                IAtomicEffect transform = new TransformEffect();
                transform.ReRunEffect(game, actField);
                break;

            case ActionCode.ActionType.Attack:
                IAtomicEffect attack = new AttackEffect();
                attack.ReRunEffect(game, actField);
                break;

            case ActionCode.ActionType.HitSecret:
                SecretCard.ReRunSecret(game, actField);
                break;

            case ActionCode.ActionType.Control:
                ControlEffect.ReRunEffect(game, actField);
                break;

            case ActionCode.ActionType.Summon:
                SummonEffect.ReRunEffect(game, actField);
                break;

            case ActionCode.ActionType.Crystal:
                CrystalEffect.ReRunEffect(game, actField);
                break;

            case ActionCode.ActionType.WeaponPoint:
                WeaponPointEffect.ReRunEffect(game, actField);
                break;

            case ActionCode.ActionType.Settle:
                ActionStatus.Settle(game);
                break;
            }
        }