Exemple #1
0
        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);
        }
Exemple #2
0
        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);
        }
Exemple #3
0
        //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);
        }
Exemple #4
0
 /// <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);
 }
Exemple #5
0
 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);
 }
Exemple #6
0
        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();
            }
        }
Exemple #7
0
        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;
                }
            }
        }