Exemple #1
0
        private void DeleteItem(int x, int y, string str)
        {
            Target t = scene.blocks[x, y].target;
            Block  b = BlockFactory.CreateGround();

            b.target           = t;
            scene.blocks[x, y] = b;
            scene.AddDebugMessage(t.name + "捡起了" + str);
        }
Exemple #2
0
        public void Action()
        {
            turns++;
            hugeHandCooldown--;
            crossFireCooldown--;
            if (bornFlag)
            {
                PointContinueTurns++;
            }


            //倒计时1释放火焰之地作为提醒
            if (hugeHandCooldown == 1)
            {
                scene.environmentController.ShowMessageBox("泯灭神击!!!!!!!!");
                foreach (var v in hugeHandRange)
                {
                    Target t = scene.blocks[v.x, v.y].target;
                    scene.blocks[v.x, v.y]        = BlockFactory.CreateFire();
                    scene.blocks[v.x, v.y].target = t;
                }
                scene.Show();
            }
            //如果神之掌击技能冷却完毕
            if (hugeHandCooldown == 0)
            {
                List <Target> attackListPlayer = new List <Target>();
                List <Target> attackListEnemy  = new List <Target>();
                List <Target> attackListOther  = new List <Target>();
                //获取攻击发起列表,去除指示器
                foreach (var v in hugeHandRange)
                {
                    Target t = scene.blocks[v.x, v.y].target;
                    if (t != null)
                    {
                        //将t加入list进行下一步处理 攻击分类结算等等等
                        if (t.faction == Target.Faction.Enemy)
                        {
                            attackListEnemy.Add(t);
                        }
                        else if (t.faction == Target.Faction.Player)
                        {
                            attackListPlayer.Add(t);
                        }
                        else if (t.faction == Target.Faction.Friendly)
                        {
                            attackListOther.Add(t);
                        }
                    }
                    scene.blocks[v.x, v.y]        = BlockFactory.CreateGround();
                    scene.blocks[v.x, v.y].target = t;
                }

                int sum = attackListEnemy.Count + attackListOther.Count + attackListPlayer.Count;
                if (sum == 0)
                {
                    sum = 1;
                }
                int attack = 0;
                if (scene.difficult == Scene.Difficult.easy)
                {
                    attack = 400 + angry * 50;
                }
                else if (scene.difficult == Scene.Difficult.hard)
                {
                    attack = 600 + angry * 100;
                }
                //每个敌人受到的伤害
                int perAttack = attack / sum;
                //用来释放的技能
                Skill s = Skill.CreateBoss1(perAttack, bossSelf);
                //它可能是被从控制器中移除了,单位应该是不会被销毁的
                //int before = attackListEnemy.Count;
                //for (int i = attackListEnemy.Count-1;i>-1;--i)
                //{
                //    attackListEnemy[i].BeHit(s);
                //}
                foreach (var v in attackListEnemy)
                {
                    v.BeHit(s);
                }
                //统计打死了几个敌人
                int c = 0;
                foreach (var v in attackListEnemy)
                {
                    if (v.isDead)
                    {
                        c++;
                    }
                }
                //无论如何都要加一点愤怒,为了能够更快的刷新弱点攻击
                angry++;
                angry += c;
                //石头直接打就行
                foreach (var v in attackListOther)
                {
                    v.BeHit(s);
                }
                if (attackListPlayer.Count > 0)
                {
                    foreach (var v in attackListPlayer)
                    {
                        v.BeHit(s);
                    }
                }
                //如果没有命中目标
                else
                {
                    //如果还有敌人可以打... 由于均摊数量太少,/2降低每次伤害
                    if (scene.playerController.lists.Count > 0)
                    {
                        perAttack = attack / scene.playerController.lists.Count / 2;
                        //用来释放的技能
                        s = Skill.CreateBoss1(perAttack, bossSelf);

                        List <Target> lists = scene.GetPlayers();
                        //处理交给第三方行动的单位
                        for (int i = lists.Count - 1; i > -1; i--)
                        {
                            lists[i].BeHit(s);
                        }
                    }
                }
                scene.AddDebugMessage("#R泯灭神击一共造成了" + attack.ToString() + "点伤害");
                scene.Show();
                //如果里面有己方英雄,对攻击范围内造成400+50*愤怒值的伤害 由所有单位均摊(不分敌友) 每杀死一个敌人会+1愤怒值
                //如果里面没有己方英雄,追加一次神之掌击 对全屏造成400+5*愤怒值的伤害 由己方所有英雄均摊.
                hugeHandCooldown = 3;

                int count = 0;
                if (scene.difficult == Scene.Difficult.easy)
                {
                    count = 1 + angry / 3;
                }
                if (scene.difficult == Scene.Difficult.hard)
                {
                    count = 0 + angry / 5;
                }
                for (int i = 0; i < count; i++)
                {
                    int r = scene.random.Next(0, bossList.Count - 1);
                    bossList[r].isWeakness  = true;
                    bossList[r].colorActive = ConsoleColor.Red;
                    bossList[r].pic         = "■";
                    bossList[r].name        = "弱点";
                }

                scene.AddDebugMessage("震颤过后,boss露出了弱点,可以使用神杖攻击!");
            }

            if (crossFireCooldown == 3)
            {
                scene.environmentController.ShowMessageBox("封锁烈焰!!!!!!!!!!");
                foreach (var v in crossFireRange)
                {
                    Target t = scene.blocks[v.x, v.y].target;
                    scene.blocks[v.x, v.y]        = BlockFactory.CreateFire();
                    scene.blocks[v.x, v.y].target = t;
                }
                scene.environmentController.ShowMessageBox("注意躲开脚下的火墙,会造成致命伤害");
            }

            if (crossFireCooldown == 1)
            {
                scene.environmentController.ShowMessageBox("永远禁锢在火焰之中吧!");
                foreach (var v in crossFireRange)
                {
                    Target t = scene.blocks[v.x, v.y].target;
                    if (t != null)
                    {
                        t.BeHit(Skill.CreateBoss1(1000, bossSelf));
                    }
                    scene.blocks[v.x, v.y] = BlockFactory.CreateDoor();
                }
            }
            if (crossFireCooldown == 0)
            {
                bornFlag = true;
            }

            if (bornFlag)
            {
                int during = 4;
                if (scene.difficult == Scene.Difficult.hard)
                {
                    during = 8;
                }
                //普通持续4个回合 困难持续8个回合
                if (PointContinueTurns == during)
                {
                    scene.environmentController.ShowMessageBox("场地清除");
                    for (int y = 0; y < 10; y++)
                    {
                        for (int x = 0; x < 20; x++)
                        {
                            Target t = scene.blocks[33 + x, 10 + y].target;
                            scene.blocks[33 + x, 10 + y]        = BlockFactory.CreateGround();
                            scene.blocks[33 + x, 10 + y].target = t;
                        }
                    }
                    bornFlag = false;
                }
                else
                {
                    List <Pos> fireAera = new List <Pos>();
                    foreach (var v in bornEnemyPoint)
                    {
                        //搜索这个点可以移动的区域
                        //将三个点的所有扩展区域加入aera
                        fireAera.AddRange(scene.ShowAera(v, PointContinueTurns, bossSelf.BFSSearchRoute));
                    }
                    //将所有可移动区域创建为火焰之地
                    foreach (var v in fireAera)
                    {
                        Target t = scene.blocks[v.x, v.y].target;
                        scene.blocks[v.x, v.y]        = BlockFactory.CreateFire();
                        scene.blocks[v.x, v.y].target = t;
                        //如果火焰之地的点上没有怪则按照几率刷新怪物
                        if (scene.blocks[v.x, v.y].target == null)
                        {
                            int r = scene.random.Next(1, 100);
                            if (r < 2)
                            {
                                scene.enemyController.CreatKnight(v);
                            }
                            else if (r < 4)
                            {
                                scene.enemyController.CreateBoom(v);
                            }
                            else if (r < 10)
                            {
                                scene.enemyController.CreatGuard(v);
                            }
                        }
                    }
                }
            }

            //    public int hugeHandCooldown = 3;
            //public int crossFireCooldown = 5;
            //public int PointContinueTurns = 0;
            scene.AddDebugMessage("boss技能冷却:神击" + hugeHandCooldown.ToString() + "火墙" + crossFireCooldown.ToString()
                                  + "刷怪" + PointContinueTurns.ToString() + "愤怒" + angry.ToString());

            /* 简单难度 极大增加封锁烈焰的冷却,只有开始时放一轮. 极大降低泯灭神击的愤怒值加成,将怪都拉进神击中击杀
             * 封锁烈焰 第一个回合按照迷宫形状遍历txt 按照形状创建灼热之地,第二个回合按照形状先对目标的地点进行神之击秒杀站在上面的目标,然后造墙(红门贴图).
             * 第三个回合选取三个刷怪地点开始铺灼热地面并开始刷三种小怪.持续刷小怪,刷一轮大怪,隔一定时间刷炸弹.
             */
        }
Exemple #3
0
        public void Action()
        {
            //本地计时器,如果符合条件就清0
            levelTurns++;
            //直接反应在这测试
            scene.turns = levelTurns;

            //执行场地效果结算
            foreach (var v in scene.blocks)
            {
                if (v.name == "fire")
                {
                    if (v.target != null)
                    {
                        if (v.target.faction == Target.Faction.Player)
                        {
                            v.target.BeHit(Skill.CreateFireGround(20, world));
                        }
                    }
                }
                else if (v.name == "bastion")
                {
                    if (v.target != null)
                    {
                        v.target.BeHit(Skill.CreateBastionRestore(20, world));
                    }
                }
            }
            foreach (var v in ItemPos)
            {
                Block b = scene.SelectBlock(v);
                if (b.target != null)
                {
                    if (b.target.GetItem(b.name))
                    {
                        DeleteItem(v.x, v.y, b.name);
                    }
                }
            }

            //处理交给第三方行动的单位
            for (int i = lists.Count - 1; i > -1; i--)
            {
                lists[i].Action();
            }
            //第一个回合
            if (scene.turns == 1 && state == State.begin)
            {
                Init();

                scene.Show();
                if (scene.difficult == Scene.Difficult.easy)
                {
                    ShowMessageBox("欢迎来到战棋冒险的世界 [Enter]继续对话");
                    ShowMessageBox("操作说明:[q]取消 [空格]确认 [方向键]移动光标 [esc]结束当前回合 [1-4]释放技能");

                    scene.MoveCursor(new Pos(6, 6));
                    scene.Show();
                    ShowMessageBox("神杖是通关所需的关键装备,使用神杖的攻击可以击破特殊怪物的防御甲壳,不同角色携带神杖可以获得不同的神杖技能");
                }
                else
                {
                    ShowMessageBox("欢迎来到战棋冒险的世界 [Enter]继续对话");
                    ShowMessageBox("这里是丧心病狂的困难难度,为了帮助到达这里的勇士通关,下面是一些有助于通关的小tips");
                    ShowMessageBox("1.岩和寒的2技能造墙可以隔离敌人的视野,但是适当的留缝隙和反复堵迷宫可以改变敌人的行动路线,效果比堵死要好");
                }
                ShowMessageBox("停在道具上可以在第二回合捡起道具,准备开始冒险吧!");
                scene.AddDebugMessage("#C停在道具上可以在第二回合捡起道具");
                scene.AddDebugMessage("#C捡起所有的道具,准备开始冒险吧!");

                state = State.level1;
            }
            //是否开始了第一关
            else if (state == State.level1)
            {
                scene.AddDebugMessage("剩余" + (levelContinuance - levelTurns).ToString() + "回合");
                if (levelTurns == 2)
                {
                    ShowMessageBox("♟卫士,普通敌人♞冲击骑士,第一次攻击造成巨量单体伤害");
                }

                //每两个回合创造一次
                if (levelTurns < 20 && levelTurns > 3 && levelTurns % 2 == 0)
                {
                    foreach (var v in spawnEnemyPos)
                    {
                        if (scene.SelectBlock(v).target == null)
                        {
                            int r = scene.random.Next(0, 99);
                            if (r < 20)
                            {
                                scene.enemyController.CreatKnight(v);
                            }
                            else
                            {
                                scene.enemyController.CreatGuard(v);
                            }
                        }
                        else if (scene.SelectBlock(v).target.faction != Target.Faction.Enemy)
                        {
                            scene.SelectBlock(v).target.BeHit(Skill.CreateNormalDamage(100, world));
                        }
                    }
                }
                if (levelTurns == 5)
                {
                    ShowMessageBox("◉自爆球,贴近产生AOE自爆攻击.被神杖攻击过会破壳变成◎,此时可以正常受到伤害");
                }

                if (levelTurns == 5 || levelTurns == 9 || levelTurns == 13 || levelTurns == 17)
                {
                    foreach (var v in spawnEnemyPos)
                    {
                        if (scene.SelectBlock(v).target == null)
                        {
                            scene.enemyController.CreateBoom(v);
                        }
                        else if (scene.SelectBlock(v).target.faction != Target.Faction.Enemy)
                        {
                            scene.SelectBlock(v).target.BeHit(Skill.CreateNormalDamage(200, world));
                        }
                    }
                }

                if (levelTurns == 7)
                {
                    ShowMessageBox("♜重甲骑士,具有较高的生命值和攻击力");
                }

                //疯狂刷新骑士
                if (levelTurns == 7 || levelTurns == 11 || levelTurns == 15 || levelTurns == 19)
                {
                    foreach (var v in spawnEnemyPos)
                    {
                        if (scene.SelectBlock(v).target == null)
                        {
                            scene.enemyController.CreatRook(v);
                        }
                        else if (scene.SelectBlock(v).target.faction != Target.Faction.Enemy)
                        {
                            scene.SelectBlock(v).target.BeHit(Skill.CreateNormalDamage(200, world));
                        }
                        else
                        {
                            scene.SelectBlock(v).target.Dead();
                            scene.enemyController.CreatRook(v);
                        }
                    }
                }

                //该结束了
                if (levelTurns == levelContinuance)
                {
                    //打开后两个门
                    scene.blocks[32, 17] = BlockFactory.CreateGround();
                    scene.blocks[32, 18] = BlockFactory.CreateGround();

                    scene.MoveCursor(new Pos(32, 17) - scene.CursorPos);
                    ShowMessageBox("大门已经打开,请加油通过吧!");
                }

                if (levelTurns > levelContinuance)
                {
                    bool isAllRight = true;
                    foreach (var v in scene.playerController.lists)
                    {
                        if (v.location.x < 33)
                        {
                            isAllRight = false;
                        }
                    }
                    //如果全部通过了
                    if (isAllRight)
                    {
                        ShowMessageBox("已经通过,正在封锁通道");
                        for (int i = scene.enemyController.lists.Count - 1; i > -1; i--)
                        {
                            if (scene.enemyController.lists[i].location.x < 33)
                            {
                                scene.MoveCursorTo(scene.enemyController.lists[i].location);
                                scene.Show();
                                Thread.Sleep(300);
                                scene.enemyController.lists[i].BeHit(Skill.CreateNormalDamage(1000, world));
                            }
                        }
                        ShowMessageBox("已经成功执行清扫");

                        Console.Clear();
                        //后两个门的位置
                        scene.blocks[32, 17] = BlockFactory.CreateDoor();
                        scene.blocks[32, 18] = BlockFactory.CreateDoor();
                        levelTurns           = 0;
                        state = State.level2;
                    }
                }
            }
            //是否开始了第二关
            else if (state == State.level2)
            {
                if (levelTurns == 1)
                {
                    //片头动画

                    ShowMessageBox("~~~~~哇嘎嘎嘎嘎嘎嘎~~~~~~");
                    Console.Clear();
                    ShowBoss0();
                    ShowMessageBox("BUG之神:哇哈哈哈哈~来互相伤害啊");
                    BossAnimate();
                    ShowMessageBox("BUG之神:来啊,一起快活啊~嘎嘎嘎嘎嘎");
                    BossAnimate();
                    ShowBoss0();
                    ShowMessageBox("加油吧 骚年");

                    Console.Clear();
                    scene.canvas.InitUI();
                    scene.canvas.Refresh();
                    //直接把英雄传送过去
                    List <Pos> pl = new List <Pos>()
                    {
                        new Pos(38, 10), new Pos(40, 10), new Pos(42, 10), new Pos(44, 10), new Pos(46, 10)
                    };
                    for (int i = 0; i < scene.playerController.lists.Count; i++)
                    {
                        scene.playerController.lists[i].MoveTo(pl[i]);
                        scene.playerController.lists[i].changeHP(100);
                        scene.playerController.lists[i].changeMP(100);
                        scene.playerController.lists[i].changeAct(10);
                    }
                    scene.MoveCursorTo(new Pos(48, 6));
                    scene.Show();
                    ShowMessageBox("准备消灭BUG之神吧,BUG之神的任何部位都可以被攻击,其中红色的部位是弱点,用神杖点爆可以造成额外伤害");

                    foreach (var v in scene.GetPlayers())
                    {
                        v.GetItem("神杖");
                    }
                }
                else
                {
                    //之后每回合调用这个来进行boss的操作.
                    bossCollection.Action();
                }
            }

            void BossAnimate()
            {
                for (int i = 0; i < 5; i++)
                {
                    ShowBoss0();
                    Thread.Sleep(100);
                    ShowBoss2();
                    Thread.Sleep(100);
                    ShowBoss1();
                    Thread.Sleep(100);
                    ShowBoss2();
                    Thread.Sleep(100);
                }

                void ShowBoss1()
                {
                    int x = 2, y = 1;

                    foreach (var v in bossCollection.bossPic)
                    {
                        Console.SetCursorPosition(x, y);
                        y++;
                        string s = " " + v;
                        Console.WriteLine(s);
                    }
                }

                void ShowBoss2()
                {
                    int x = 2, y = 1;

                    foreach (var v in bossCollection.bossPic)
                    {
                        string s = "";
                        int    a = scene.random.Next(0, 100);
                        if (a < 30)
                        {
                            s = " " + v;
                        }
                        else if (a > 30 && a < 50)
                        {
                            s = "  " + v;
                        }
                        else
                        {
                            s = v;
                        }
                        Console.SetCursorPosition(x, y);
                        y++;

                        Console.WriteLine(s);
                    }
                }
            }

            void ShowBoss0()
            {
                int x = 2, y = 1;

                foreach (var v in bossCollection.bossPic)
                {
                    Console.SetCursorPosition(x, y);
                    y++;
                    Console.WriteLine(v);
                }
            }
        }