Esempio n. 1
0
    private List <PGeneral> GenerateGenerals(string Config)
    {
        string[]        Parts       = CodeInputField.text.Split(';');
        bool            Random      = Parts[Parts.Length - 2].Equals("Random");
        List <PGeneral> GeneralList = new List <PGeneral>();

        for (int i = 0; i < PSystem.CurrentMode.PlayerNumber; ++i)
        {
            if (i >= Parts.Length - 2)
            {
                GeneralList.Add(new P_Soldier());
            }
            else
            {
                PGeneral General = ListSubTypeInstances <PGeneral>().Find((PGeneral _General) => _General.Name.Equals(Parts[i]));
                if (General != null)
                {
                    GeneralList.Add(General);
                }
                else
                {
                    GeneralList.Add(new P_Soldier());
                }
            }
        }
        if (Random)
        {
            PMath.Wash(GeneralList);
        }
        return(GeneralList);
    }
Esempio n. 2
0
    public PChooseGeneralTriggerInstaller() : base("选将")
    {
        TriggerList.Add(new PTrigger("选将")
        {
            IsLocked = true,
            Time     = PTime.ChooseGeneralTime,
            Effect   = (PGame Game) => {
                List <PGeneral> Generals = new List <PGeneral>();

                #region  将卡的结算
                List <PGeneral> AvailableGenerals = new List <PGeneral>();
                AvailableGenerals = ListSubTypeInstances <PGeneral>().FindAll((PGeneral General) => !(General is P_Soldier) && General.CanBeChoose);
                Game.Traverse((PPlayer Player) => {
                    if (!(Player.General is P_Soldier))
                    {
                        AvailableGenerals.RemoveAll((PGeneral General) => General.Name.Equals(Player.General.Name));
                    }
                });
                List <PAge> Ages = new List <PAge>()
                {
                    PAge.Classic, PAge.Medieval, PAge.Renaissance, PAge.Industrial
                };
                for (int i = 0; i < 8; ++i)
                {
                    Generals.Add(new P_Soldier());
                }
                Game.Traverse((PPlayer Player) => {
                    // 现在不能主动选将
                    if (Player.IsUser && PNetworkManager.NetworkServer.ChooseManager.AskYesOrNo(Player, "是否使用点将卡?"))
                    {
                        PAge Age = Ages[PNetworkManager.NetworkServer.ChooseManager.Ask(Player, "选择时代", Ages.ConvertAll((PAge _Age) => _Age.Name).ToArray())];
                        List <PGeneral> PossibleGenerals = AvailableGenerals.FindAll((PGeneral General) => General.Age.Equals(Age));
                        PGeneral TargetGeneral           = PossibleGenerals[PNetworkManager.NetworkServer.ChooseManager.Ask(Player, "点将", PossibleGenerals.ConvertAll((PGeneral General) => General.Name).ToArray())];
                        Generals[Player.Index]           = TargetGeneral;
                        PLogger.Log(Player.Index + "号玩家选择了" + TargetGeneral.Name);
                    }
                }, Game.PlayerList[0]);
                // 去掉重复的将
                AvailableGenerals.ForEach((PGeneral General) => {
                    List <int> ChosenIndex = new List <int>();
                    for (int i = 0; i < 8; ++i)
                    {
                        if (Generals[i].Equals(General))
                        {
                            ChosenIndex.Add(i);
                        }
                    }
                    if (ChosenIndex.Count > 1)
                    {
                        PMath.Wash(ChosenIndex);
                        for (int i = 1; i < ChosenIndex.Count; ++i)
                        {
                            Generals[ChosenIndex[i]] = new P_Soldier();
                        }
                    }
                });
                // 剩下的将随机
                // 每个人有4个将可选
                // 其中最多1个免费将
                List <PGeneral> Selected = new List <PGeneral>();
                for (int i = 0; i < Game.PlayerNumber; ++i)
                {
                    if (Generals[i] is P_Soldier)
                    {
                        List <PGeneral> PossibleGenerals = new List <PGeneral>();
                        PMath.Wash(AvailableGenerals);
                        bool NoFreeGeneral = true;
                        foreach (PGeneral General in AvailableGenerals)
                        {
                            if (!Generals.Contains(General) && !Selected.Contains(General) && (NoFreeGeneral || General.Cost != 0))
                            {
                                if (Game.PlayerList[i].IsAI ||
                                    PNetworkManager.NetworkServer.ChooseManager.AskHaveGeneral(Game.PlayerList[i], General.Name))
                                {
                                    Selected.Add(General);
                                    PossibleGenerals.Add(General);
                                    if (General.Cost == 0)
                                    {
                                        NoFreeGeneral = false;
                                    }
                                }
                            }
                            if (PossibleGenerals.Count >= 4)
                            {
                                break;
                            }
                        }
                        if (PossibleGenerals.Count == 1)
                        {
                            Generals[i] = PossibleGenerals[0];
                        }
                        else
                        {
                            if (Game.PlayerList[i].IsAI)
                            {
                                PMath.Wash(PossibleGenerals);
                                Generals[i] = PossibleGenerals.Find((PGeneral _General) => _General.NewGeneral);
                                if (Generals[i] == null)
                                {
                                    Generals[i] = PossibleGenerals[0];
                                }
                            }
                            else
                            {
                                Generals[i] = PossibleGenerals[PNetworkManager.NetworkServer.ChooseManager.Ask(Game.PlayerList[i], "点将",
                                                                                                               PossibleGenerals.ConvertAll((PGeneral General) => General.Name).ToArray())];
                            }
                        }
                    }
                }
                #endregion

                #region 全AI模式下指定武将
                if (Game.PlayerList.TrueForAll((PPlayer _Player) => _Player.IsAI))
                {
                    string dataDirectory       = PPath.GetPath("Data\\User\\special.txt");
                    StreamReader ArcFileReader = new StreamReader(dataDirectory, Encoding.UTF8);
                    string Line = string.Empty;
                    while ((Line = ArcFileReader.ReadLine()) != null)
                    {
                        if (Line.Length > 0 && Line[0] != '#')
                        {
                            string[] LineData = Line.Split('|');
                            if (LineData.Length == Game.PlayerNumber)
                            {
                                for (int i = 0; i < Game.PlayerNumber; ++i)
                                {
                                    PGeneral General = AvailableGenerals.Find((PGeneral _General) => _General.Name.Equals(LineData[i]));
                                    if (General != null)
                                    {
                                        Generals[i] = General;
                                    }
                                }
                            }
                            break;
                        }
                    }
                    ArcFileReader.Close();
                }
                #endregion

                Game.Traverse((PPlayer Player) => {
                    if (Player.General is P_Soldier)
                    {
                        Player.General = Generals[Player.Index];
                    }
                    Player.Age = Player.General.Age;
                    Player.Sex = Player.General.Sex;
                    Player.General.SkillList.ForEach((PSkill Skill) => {
                        Skill.TriggerList.ForEach((Func <PPlayer, PSkill, PTrigger> TriggerGenerator) => {
                            Game.Monitor.AddTrigger(TriggerGenerator(Player, Skill));
                        });
                    });
                    PNetworkManager.NetworkServer.TellClients(new PRefreshGeneralOrder(Player));
                }, Game.PlayerList[0]);
            }
        });
    }
Esempio n. 3
0
    public PGeneralButtonUI Initialize(Transform Prototype, int _Index, int LineCapacity, PGeneral _General)
    {
        Index   = _Index;
        General = _General;
        UIBackgroundImage.GetComponentInChildren <Text>().text = General.Name;
        UIBackgroundImage.localScale    = new Vector3(1, 1, 1);
        UIBackgroundImage.localPosition = new Vector3(70.0f * (Index % LineCapacity) + Prototype.localPosition.x, -70.0f * (Index / LineCapacity) + Prototype.localPosition.y, 0.0f);

        void InvokeBuyGeneral(Button TargetButton)
        {
            string Method = (TargetButton.Equals(PUIManager.GetUI <PGeneralUI>().BuyArchPointButton) ? "成就点" : "银两");

            TargetButton.onClick.RemoveAllListeners();
            TargetButton.GetComponentInChildren <Text>().text = General.Cost.ToString() + Method + " 购买";
            TargetButton.onClick.AddListener(() => {
                if (!PSystem.UserManager.GeneralList.Contains(General.Name))
                {
                    bool CanPurchase = false;
                    if (Method.Equals("成就点") && PSystem.UserManager.ArchPoint >= General.Cost)
                    {
                        PSystem.UserManager.ArchPoint -= General.Cost;
                        CanPurchase = true;
                    }
                    else if (Method.Equals("银两") && PSystem.UserManager.Money >= General.Cost)
                    {
                        PSystem.UserManager.Money -= General.Cost;
                        CanPurchase = true;
                    }
                    if (CanPurchase)
                    {
                        PSystem.UserManager.GeneralList.Add(General.Name);
                        PSystem.UserManager.Write();
                        UIBackgroundImage.GetComponent <Image>().color = PGeneralUI.Config.GotGeneralColor;
                        PUIManager.GetUI <PGeneralUI>().BuyArchPointButton.interactable = false;
                        PUIManager.GetUI <PGeneralUI>().BuyMoneyButton.interactable     = false;
                    }
                }
            });
            if (PSystem.UserManager.GeneralList.Contains(General.Name))
            {
                TargetButton.interactable = false;
            }
            else
            {
                TargetButton.interactable = true;
            }
        }

        GeneralButton.onClick.AddListener(() => {
            PUIManager.GetUI <PGeneralUI>().GeneralInfoInputField.text = General.Name + "\n" +
                                                                         "性别:" + General.Sex + "\n" +
                                                                         "时代:" + General.Age + "\n" +
                                                                         string.Join("\n", General.SkillList.ConvertAll((PSkill Skill) => {
                PSkillInfo SkillInfo = ListInstance <PSkillInfo>().Find((PSkillInfo Info) => Info.Name.Equals(Skill.Name));
                if (SkillInfo == null)
                {
                    return(Skill.Name);
                }
                else
                {
                    return(Skill.Name + ":" + SkillInfo.ToolTip);
                }
            })) + "\n\n" +
                                                                         General.Tips;
            InvokeBuyGeneral(PUIManager.GetUI <PGeneralUI>().BuyArchPointButton);
            InvokeBuyGeneral(PUIManager.GetUI <PGeneralUI>().BuyMoneyButton);
        });
        UIBackgroundImage.gameObject.SetActive(true);
        return(this);
    }