public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aData.Game.Response.SkillName == SkillName && SkillStatus == SkillEnabled.Enable && aChief.ChiefStatus == ChiefBase.Status.Majesty && aAskFor == MessageCore.AskForEnum.Shan) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); ChiefBase t = aChief.Next; while (!t.IsMe(aChief)) { if (t.ChiefCamp == ChiefBase.Camp.Wei) { string msg = new Beaver("askfor.hujia.shan", t.ChiefName).ToString(); //new XElement("askfor.hujia.shan", // new XElement("target", t.ChiefName) // ); MessageCore.AskForResult res2 = aData.Game.AsynchronousCore.AskForCards(t, MessageCore.AskForEnum.Shan, new AskForWrapper(msg, aData.Game), aData); if (res2.Effect == Card.Effect.Shan) { aData.Game.AsynchronousCore.SendMessage( new Beaver("hujia.shan", t.ChiefName, Card.Cards2Beaver("cards", res2.Cards)).ToString()); //new XElement("hujia.shan", // new XElement("target", t.ChiefName), // Card.Cards2XML("cards", res2.Cards) // ) //); return(new MessageCore.AskForResult(false, t, new ChiefBase[] { }, res2.Cards, Card.Effect.Shan, false, res2.PlayerLead, SkillName)); } } t = t.Next; } } return(null); }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aData.Game.Response.SkillName == SkillName && aChief.ChiefStatus == ChiefBase.Status.Majesty && (aAskFor == MessageCore.AskForEnum.Sha || aAskFor == MessageCore.AskForEnum.Aggressive) && SkillStatus == SkillEnabled.Enable) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); ChiefBase[] targets = Player.Players2Chiefs(aData.Game.Response.Targets); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, targets, new Card[] { })); ChiefBase t = aChief.Next; while (!t.IsMe(aChief)) { if (t.ChiefCamp == ChiefBase.Camp.Shu) { string msg = new Beaver("askfor.jijiang.sha", t.ChiefName).ToString(); new XElement("askfor.jijiang.sha", new XElement("target", t.ChiefName) ); MessageCore.AskForResult res2 = aData.Game.AsynchronousCore.AskForCards(t, MessageCore.AskForEnum.Sha, new AskForWrapper(msg, aData.Game), aData); if (res2.Effect == Card.Effect.Sha) { aData.Game.AsynchronousCore.SendMessage( new Beaver("jijiang.sha", t.ChiefName, Card.Cards2Beaver("cards", res2.Cards), res2.SkillName).ToString()); //new XElement("jijiang.sha", // new XElement("target", t.ChiefName), // Card.Cards2XML("cards", res2.Cards), // new XElement("skill" , res2.SkillName) // ) //); if (res2.PlayerLead) { aData.Game.DropCards(true, GlobalEvent.CardFrom.Hand, string.Empty, res2.Cards, Card.Effect.Sha, t, null, null); } return(new MessageCore.AskForResult(false, aChief, targets, res2.Cards, Card.Effect.Sha, false, false, SkillName)); } } t = t.Next; } } return(null); }
//internal void LoadHorse(Card aHorse, GlobalEvent aObj) //{ // switch (aHorse.CardEffect) // { // case Card.Effect.Jia1: // if (Jia1Ma != null) // aObj.EventNode(true, GlobalEvent.CardFrom.Equipage, string.Empty, new Card[] { Jia1Ma }, Card.Effect.None, null, null, null); // Jia1Ma = aHorse; // aObj.EventNode(false, GlobalEvent.CardFrom.None, string.Empty, new Card[] { aHorse }, aHorse.CardEffect, Chief, Chief, null); // break; // case Card.Effect.Jian1: // if (Jian1Ma != null) // aObj.EventNode(true, GlobalEvent.CardFrom.Equipage, string.Empty, new Card[] { Jian1Ma }, Card.Effect.None, null, null, null); // Jian1Ma = aHorse; // aObj.EventNode(false, GlobalEvent.CardFrom.None, string.Empty, new Card[] { aHorse }, aHorse.CardEffect, Chief, Chief, null); // break; // } //} //internal void UnloadHorse(GlobalEvent aObj) //{ //} /// <summary> /// 安装防具的方法 /// </summary> /// <param name="aArmor">被安装的牌</param> /// <param name="aObj">游戏事件对象</param> internal void LoadArmor(Card aArmor, GlobalEvent aObj) { if (Armor != null) { aObj.DropCards(true, GlobalEvent.CardFrom.Equipage, string.Empty, new Card[] { Armor }, Card.Effect.None, Chief, null, null); } aObj.AsynchronousCore.SendMessage( new Beaver("armor.load", Chief.ChiefName, aArmor.CardEffect.ToString(), Card.Cards2Beaver("cards", new Card[] { aArmor })).ToString()); //new XElement("armor.load", // new XElement("target", Chief.ChiefName), // new XElement("effect", aArmor.CardEffect), // Card.Cards2XML("cards", new Card[] { aArmor }) //) //); Armor = aArmor; aObj.DropCards(false, GlobalEvent.CardFrom.None, string.Empty, new Card[] { aArmor }, aArmor.CardEffect, Chief, Chief, null); }
/// <summary> /// 安装武器的方法 /// </summary> /// <param name="aWeapon">被安装的牌</param> /// <param name="aObj">游戏事件对象</param> /// <param name="aData">游戏数据</param> internal void LoadWeapon(Card aWeapon, GlobalEvent aObj, GlobalData aData) { if (Weapon != null) { aObj.DropCards(true, GlobalEvent.CardFrom.Equipage, string.Empty, new Card[] { Weapon }, Card.Effect.None, Chief, null, null); } Weapon = aWeapon; SGS.ServerCore.Contest.Equipage.Weapon.ActiveWeapon(Weapon.CardEffect, aData); aData.Game.AsynchronousCore.SendMessage( new Beaver("weapon.load", Chief.ChiefName, aWeapon.CardEffect.ToString(), Card.Cards2Beaver("cards", new Card[] { aWeapon })).ToString()); //new XElement("weapon.load", // new XElement("target", Chief.ChiefName), // new XElement("effect" , aWeapon.CardEffect), // Card.Cards2XML("cards", new Card[] { aWeapon }) //) //); foreach (ASkill s in Chief.Skills) { s.WeaponUpdated(Chief, Weapon, aData); } aObj.DropCards(false, GlobalEvent.CardFrom.None, string.Empty, new Card[] { aWeapon }, aWeapon.CardEffect, Chief, Chief, null); }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aData.Game.Response.SkillName == SkillName) { if (SkillStatus == SkillEnabled.Enable && aData.Game.GamePlayers[aChief].HasHand) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, Player.Players2Chiefs(aData.Game.Response.Targets), new Card[] { })); ChiefBase target = aData.Game.Response.Targets[0].Chief; aData.Game.AsynchronousCore.SendMessage(new Beaver("askfor.fanjian.suit", target.ChiefName).ToString()); // new XElement("askfor.fanjian.suit", new XElement("target", target.ChiefName))); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForCards(target, MessageCore.AskForEnum.Suit, target); if (res.Cards.Count() == 0) { aData.Game.AsynchronousCore.SendMessage(new Beaver("fanjian.suit", target.ChiefName, Card.Cards2Beaver("cards", new Card[] { CardHeap.HeiTao })).ToString()); // new XElement("fanjian.suit", new XElement("target", target.ChiefName), Card.Cards2XML("cards", new Card[] { CardHeap.HeiTao }))); } else { aData.Game.AsynchronousCore.SendMessage(new Beaver("fanjian.suit", target.ChiefName, Card.Cards2Beaver("cards", res.Cards)).ToString()); // new XElement("fanjian.suit", new XElement("target", target.ChiefName), Card.Cards2XML("cards", res.Cards))); } System.Threading.Thread.Sleep(10); aData.Game.AsynchronousCore.SendMessage(new Beaver("askfor.fanjian.card", target.ChiefName, aChief.ChiefName).ToString()); // new XElement("askfor.fanjian.card", new XElement("target", target.ChiefName), new XElement("target2", aChief))); MessageCore.AskForResult res2 = aData.Game.AsynchronousCore.AskForCards(target, MessageCore.AskForEnum.TargetCard, aChief); Card c = aData.Game.AutoSelect(aChief); aData.Game.AsynchronousCore.SendMessage(new Beaver("fanjian.card", target.ChiefName, aChief.ChiefName, Card.Cards2Beaver("cards", new Card[] { c })).ToString()); // new XElement("fanjian.card", new XElement("target", target.ChiefName), new XElement("target2", aChief.ChiefName), Card.Cards2XML("cards", new Card[] { c }))); if (c.CardHuaSe != res.Cards[0].CardHuaSe) { aData.Game.DamageHealth(target, 1, aChief, new GlobalEvent.EventRecoard(aChief, target, new Card[] { }, Card.Effect.Skill, SkillName)); } if (!aData.Game.GamePlayers[target].Dead) { if (aData.Game.GamePlayers[aChief].HasCardsInHand(new Card[] { c })) { aData.Game.AsynchronousCore.SendGiveMessage(aChief, target, new Card[] { c }, aData.Game.GamePlayers); aData.Game.Move(aChief, target, new Card[] { c }); } else if (aData.Game.HasCardsInBin(new Card[] { c })) { if (aData.Game.PickRubbish(new Card[] { c })) { aData.Game.AsynchronousCore.SendPickMessage(target, new Card[] { c }); aData.Game.GamePlayers[aChief].Hands.Add(c.GetOriginalCard()); } } } return(new MessageCore.AskForResult(false, aChief, new ChiefBase[] { }, new Card[] { }, Card.Effect.Skill, false, false, SkillName)); } } return(null); }
public override void BeforeTurnStart(ChiefBase aChief, GlobalData aData) { aChief.SlotsBuffer[Top].Cards.Clear(); aChief.SlotsBuffer[Bottom].Cards.Clear(); aChief.SlotsBuffer[Total].Cards.Clear(); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aChief, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aChief); if (res.YN) { int alive = aData.Game.GamePlayers.PeoplealiveCount; alive = alive > 5 ? 5 : alive; Card[] cards = aData.Game.CardsHeap.Pop(alive); aChief.SlotsBuffer[Total].Cards.AddRange(cards); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); aData.Game.AsynchronousCore.SendPrivateMessageWithOpenMessage(aChief, new Beaver("askfor.guanxing.cards", aChief.ChiefName, Card.Cards2Beaver("cards", cards)).ToString().ToString(), new Beaver("askfor.guanxing.cards", aChief.ChiefName).ToString(), aData.Game.GamePlayers); //new XElement("askfor.guanxing.cards", new XElement("target", aChief.ChiefName), Card.Cards2XML("cards", cards)), //new XElement("askfor.guanxing.cards", new XElement("target", aChief.ChiefName)), //aData.Game.GamePlayers //); res = aData.Game.AsynchronousCore.AskForCards(aChief, MessageCore.AskForEnum.SlotCards, aChief); List <Card> target = aChief.SlotsBuffer[Top].Cards; foreach (Card c in res.Cards) { if (!cards.Contains(c)) { if (c.ID == 0) { target = aChief.SlotsBuffer[Bottom].Cards; } else { aChief.SlotsBuffer[Top].Cards.Clear(); aChief.SlotsBuffer[Bottom].Cards.AddRange(cards); break; } } else { target.Add(c); } } if ((aChief.SlotsBuffer[Top].Cards.Count + aChief.SlotsBuffer[Bottom].Cards.Count) != cards.Count()) { aChief.SlotsBuffer[Top].Cards.Clear(); aChief.SlotsBuffer[Bottom].Cards.AddRange(cards); } aData.Game.AsynchronousCore.SendMessage( new Beaver("guanxing.info", aChief.SlotsBuffer[Top].Cards.Count.ToString(), aChief.SlotsBuffer[Bottom].Cards.Count.ToString()).ToString()); //new XElement("guanxing.info", // new XElement("up", aChief.SlotsBuffer[Top].Cards.Count), // new XElement("down", aChief.SlotsBuffer[Bottom].Cards.Count) // ) // ); aData.Game.CardsHeap.PutOnTop(aChief.SlotsBuffer[Top].Cards.ToArray()); aData.Game.CardsHeap.PutOnBottom(aChief.SlotsBuffer[Bottom].Cards.ToArray()); aChief.SlotsBuffer[Top].Cards.Clear(); aChief.SlotsBuffer[Bottom].Cards.Clear(); aChief.SlotsBuffer[Total].Cards.Clear(); } }
public override void OnChiefHarmed(GlobalEvent.EventRecoard aSourceEvent, ChiefBase aSource, ChiefBase aTarget, GlobalData aData, sbyte aDamage) { int i = 0; for (i = 0; i < aDamage; i++) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeAskForSkillMessage(aTarget, this)); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForYN(aTarget); if (res.YN) { aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aTarget, this, new ChiefBase[] { }, new Card[] { })); Card[] cards = aData.Game.TakeingCards(aTarget, 2); aTarget.SlotsBuffer[SkillName].Cards.Clear(); aTarget.SlotsBuffer[SkillName].Cards.AddRange(cards); int times = 0; while (aTarget.SlotsBuffer[SkillName].Cards.Count > 0 && times < 2) { aData.Game.AsynchronousCore.SendPrivateMessageWithOpenMessage(aTarget, new Beaver("askfor.yiji.cards", aTarget.ChiefName, Card.Cards2Beaver("cards", aTarget.SlotsBuffer[SkillName].Cards.ToArray())).ToString(), //new XElement("askfor.yiji.cards", // new XElement("target", aTarget.ChiefName), // Card.Cards2XML("cards", aTarget.SlotsBuffer[SkillName].Cards.ToArray()) // ), new Beaver("askfor.yiji.cards", aTarget.ChiefName).ToString(), //new XElement("askfor.yiji.cards", // new XElement("target", aTarget.ChiefName) // ), aData.Game.GamePlayers); res = aData.Game.AsynchronousCore.AskForCardsWithCount(aTarget, -1); if (res.Targets.Count() != 1 || res.Targets[0] == aTarget || aData.Game.GamePlayers[res.Targets[0]].Dead) { break; } foreach (Card c in res.Cards) { if (!aTarget.SlotsBuffer[SkillName].Cards.Contains(c)) { break; } } aData.Game.AsynchronousCore.SendGiveMessage(aTarget, res.Targets[0], res.Cards, aData.Game.GamePlayers); aData.Game.DropCards(false, GlobalEvent.CardFrom.Hand, SkillName, res.Cards, Card.Effect.None, aTarget, null, null); aData.Game.GamePlayers[res.Targets[0]].Hands.AddRange(res.Cards); foreach (Card c in res.Cards) { aTarget.SlotsBuffer[SkillName].Cards.Remove(c); } times++; } aTarget.SlotsBuffer[SkillName].Cards.Clear(); } else { break; } } }