コード例 #1
0
ファイル: CallBackEffect.cs プロジェクト: JulioCL/HearthStone
 public string DealMinion(ActionStatus game, MinionCard Minion)
 {
     var Pos = Minion.战场位置;
     if (Pos.本方对方标识)
     {
         if (game.AllRole.MyPrivateInfo.handCards.Count != SystemManager.MaxHandCardCount)
         {
             game.AllRole.MyPrivateInfo.handCards.Add(
                 CardUtility.GetCardInfoBySN(game.AllRole.MyPublicInfo.BattleField.BattleMinions[Pos.位置 - 1].序列号)
             );
         }
         game.AllRole.MyPublicInfo.BattleField.BattleMinions[Pos.位置 - 1] = null;
     }
     else
     {
         if (game.AllRole.YourPrivateInfo.handCards.Count != SystemManager.MaxHandCardCount)
         {
             game.AllRole.YourPrivateInfo.handCards.Add(
                 CardUtility.GetCardInfoBySN(game.AllRole.YourPublicInfo.BattleField.BattleMinions[Pos.位置 - 1].序列号)
             );
         }
         game.AllRole.YourPublicInfo.BattleField.BattleMinions[Pos.位置 - 1] = null;
     }
     return String.Empty;
 }
コード例 #2
0
 /// <summary>
 /// 随从卡牌
 /// </summary>
 /// <param name="game"></param>
 /// <param name="CardSn"></param>
 /// <param name="AIParm"></param>
 /// <param name="card"></param>
 /// <param name="ActionCodeLst"></param>
 /// <param name="PlayInfo"></param>
 public static void RunCS(ActionStatus game, string MinionCardSN, int Position)
 {
     int MinionPos = Position;
     var minion = (MinionCard)CardUtility.GetCardInfoBySN(MinionCardSN);
     //初始化
     minion.初始化();
     //必须在放入之前做得原因是,被放入的随从不能被触发这个事件
     game.AllRole.MyPublicInfo.BattleField.PutToBattle(MinionPos, minion);
     if (!string.IsNullOrEmpty(minion.战吼效果))
     {
         SpellCard spell = (SpellCard)CardUtility.GetCardInfoBySN(minion.战吼效果);
         if (!spell.FirstAbilityDefine.IsNeedTargetSelect())
         {
             game.Interrupt.Step = 1;
             game.Interrupt.SessionData = "MINIONPOSITION:" + MinionPos + "|";
             UseSpellAction.RunBS(game, minion.战吼效果);
         }
     }
     game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
     {
         触发事件类型 = EventCard.事件类型枚举.召唤,
         触发位置 = new CardUtility.指定位置结构体()
         {
             位置 = MinionPos,
             本方对方标识 = true
         }
     });
 }
コード例 #3
0
ファイル: ExpressHandler.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 效果点数的表达式计算
 /// </summary>
 /// <param name="strEffectPoint"></param>
 /// <returns></returns>
 public static int GetEffectPoint(ActionStatus game, String strEffectPoint)
 {
     int point = 0;
     strEffectPoint = strEffectPoint.ToUpper();
     if (!String.IsNullOrEmpty(strEffectPoint))
     {
         if (strEffectPoint.StartsWith("="))
         {
             switch (strEffectPoint.Substring(1))
             {
                 case "MYWEAPONAP":
                     //本方武器攻击力
                     if (game.AllRole.MyPublicInfo.Hero.Weapon != null) point = game.AllRole.MyPublicInfo.Hero.Weapon.攻击力;
                     break;
                 default:
                     break;
             }
         }
         else
         {
             point = int.Parse(strEffectPoint);
         }
     }
     return point;
 }
コード例 #4
0
ファイル: CardEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 抽牌【本方】
 /// </summary>
 /// <param name="game"></param>
 /// <param name="Result"></param>
 private void DrawYourCard(ActionStatus game, List<string> Result)
 {
     if (string.IsNullOrEmpty(指定卡牌编号) || 指定卡牌编号 == CardUtility.strIgnore)
     {
         if (game.AllRole.YourPublicInfo.RemainCardDeckCount > 0)
         {
             if (SystemManager.游戏类型 == SystemManager.GameType.HTML版)
             {
                 var drawCards = GameServer.DrawCard(game.GameId, !game.IsHost, 1);
                 game.AllRole.YourPrivateInfo.handCards.Add(CardUtility.GetCardInfoBySN(drawCards[0]));
             }
             game.AllRole.YourPublicInfo.HandCardCount++;
             game.AllRole.YourPublicInfo.RemainCardDeckCount--;
             Result.Add(ActionCode.strCard + CardUtility.strSplitMark + CardUtility.strYou);
         }
     }
     else
     {
         if (SystemManager.游戏类型 == SystemManager.GameType.HTML版)
         {
             game.AllRole.YourPrivateInfo.handCards.Add(CardUtility.GetCardInfoBySN(指定卡牌编号));
         }
         game.AllRole.YourPublicInfo.HandCardCount++;
         Result.Add(ActionCode.strCard + CardUtility.strSplitMark + CardUtility.strYou + CardUtility.strSplitMark + 指定卡牌编号);
     }
 }
コード例 #5
0
ファイル: AttackEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 对方复原操作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="actField"></param>
 void IAtomicEffect.ReRunEffect(ActionStatus game, string[] actField)
 {
     int AttackPoint = int.Parse(actField[3]);
     if (actField[1] == CardUtility.strYou)
     { 
         //MyInfo
         if (actField[2] == Client.BattleFieldInfo.HeroPos.ToString("D1"))
         {
             game.AllRole.MyPublicInfo.Hero.AfterBeAttack(AttackPoint);
         }
         else
         {
             game.AllRole.MyPublicInfo.BattleField.BattleMinions[int.Parse(actField[2]) - 1].设置被攻击后状态(AttackPoint);
         }
     }
     else
     {
         //YourInfo
         if (actField[2] == Client.BattleFieldInfo.HeroPos.ToString("D1"))
         {
             game.AllRole.MyPublicInfo.Hero.AfterBeAttack(AttackPoint);
         }
         else
         {
             game.AllRole.MyPublicInfo.BattleField.BattleMinions[int.Parse(actField[2]) - 1].设置被攻击后状态(AttackPoint);
         }
     }
 }
コード例 #6
0
ファイル: CardEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 抽牌【对方】
 /// </summary>
 /// <param name="game"></param>
 /// <param name="Result"></param>
 private void DrawMyCard(ActionStatus game, List<string> Result)
 {
     if (string.IsNullOrEmpty(指定卡牌编号) || 指定卡牌编号 == CardUtility.strIgnore)
     {
         List<string> drawCards;
         if (SystemManager.游戏类型 == SystemManager.GameType.HTML版)
         {
             drawCards = GameServer.DrawCard(game.GameId, game.IsHost, 1);
         }
         else
         {
             drawCards = ClientRequest.DrawCard(game.GameId.ToString(GameServer.GameIdFormat), game.IsHost, 1);
         }
         if (drawCards.Count == 1)
         {
             game.AllRole.MyPrivateInfo.handCards.Add(CardUtility.GetCardInfoBySN(drawCards[0]));
             game.AllRole.MyPublicInfo.HandCardCount++;
             game.AllRole.MyPublicInfo.RemainCardDeckCount--;
             Result.Add(ActionCode.strCard + CardUtility.strSplitMark + CardUtility.strMe);
         }
     }
     else
     {
         game.AllRole.MyPrivateInfo.handCards.Add((CardUtility.GetCardInfoBySN(指定卡牌编号)));
         game.AllRole.MyPublicInfo.HandCardCount++;
         Result.Add(ActionCode.strCard + CardUtility.strSplitMark + CardUtility.strMe);
     }
 }
コード例 #7
0
 /// <summary>
 /// 对随从动作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="Minion"></param>
 /// <returns></returns>
 String IAtomicEffect.DealMinion(ActionStatus game, Card.MinionCard Minion)
 {
     var Summon = (Engine.Card.MinionCard)CardUtility.GetCardInfoBySN(变形目标卡牌编号);
     //一定要初始化,不然的话,生命值是0;
     Summon.初始化();
     Summon.战场位置 = Minion.战场位置;
     //战场位置的继承
     Minion = Summon;
     return Server.ActionCode.strStatus + CardUtility.strSplitMark + Minion.战场位置.ToString() + CardUtility.strSplitMark + 变形目标卡牌编号;
 }
コード例 #8
0
ファイル: TargetSelect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// TargetSelect
 /// </summary>
 /// <param name="option"></param>
 /// <param name="_actionStatus"></param>
 public TargetSelect(CardUtility.位置选择用参数结构体 option, ActionStatus _actionStatus)
 {
     InitializeComponent();
     SelectOption = option;
     actionStatus = _actionStatus;
     Position.位置 = -1;
     ctlUsageCard.CardInfo = GameManager.MyClientManager.CurrentActiveCard;
     ctlUsageCard.Enabled = false;
     ctlUsageCard.Visible = true;
 }
コード例 #9
0
ファイル: PlayerInfo.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 手牌消耗重置
 /// </summary>
 public void ResetHandCardCost(ActionStatus game)
 {
     foreach (var card in handCards)
     {
         if (card.卡牌种类 == CardBasicInfo.资源类型枚举.法术)
         {
             card.使用成本 = card.使用成本 + game.AllRole.YourPublicInfo.BattleField.AbilityCost;
             if (card.使用成本 < 0) card.使用成本 = 0;
         }
     }
 }
コード例 #10
0
ファイル: DoAction.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 获得一个动作
 /// </summary>
 /// <param name="gameStatus"></param>
 /// <returns></returns>
 public static void GetAction(ActionStatus gameStatus)
 {
     String Action = String.Empty;
     PublicInfo PlayInfo = gameStatus.AllRole.MyPublicInfo;
     PrivateInfo PlaySelfInfo = gameStatus.AllRole.MyPrivateInfo;
     List<String> Result = new List<string>();
     //优先使用技能
     if (PlayInfo.IsHeroSkillEnable(true))
     {
         //召唤
         if (PlayInfo.Hero.HeroSkill.FirstAbilityDefine.MainAbilityDefine.TrueAtomicEffect.AtomicEffectType ==
             Effect.AtomicEffectDefine.AtomicEffectEnum.召唤 && 
             PlayInfo.BattleField.MinionCount != SystemManager.MaxMinionCount)
         {
             gameStatus.Interrupt.ActionCard = new MinimizeBattleInfo.HandCardInfo();
             gameStatus.Interrupt.ActionCard.Init(PlayInfo.Hero.HeroSkill);
             gameStatus.ActionName = "USEHEROSKILL";
             gameStatus.Interrupt.Step = 1;
             gameStatus.Interrupt.ActionName = "SPELL";
             PlayInfo.crystal.CurrentRemainPoint -= PlayInfo.Hero.HeroSkill.使用成本;
             PlayInfo.Hero.IsUsedHeroAbility = true;
             RunAction.StartActionCS(gameStatus, PlayInfo.Hero.HeroSkill.序列号, new string[] { });
             gameStatus.Interrupt.ActionName = "SPELL";
             return;
         }
     }
     //能上场的随从都上场
     int HandCardIndex = HasBattleMinion(gameStatus);
     if (HandCardIndex != -1)
     {
         int newPos = PlayInfo.BattleField.MinionCount + 1;
         var card = PlaySelfInfo.handCards[HandCardIndex];
         RunAction.StartActionCS(gameStatus, card.序列号, new string[] { newPos.ToString() });
         PlayInfo.crystal.CurrentRemainPoint -= card.使用成本;
         PlaySelfInfo.RemoveUsedCard(card.序列号);
         PlayInfo.HandCardCount = PlaySelfInfo.handCards.Count;
         gameStatus.Interrupt.ActionCard = new MinimizeBattleInfo.HandCardInfo();
         gameStatus.Interrupt.ActionCard.Init(card);
         gameStatus.Interrupt.ActionName = "MINION";
         return;
     }
     //能攻击的随从都攻击,优先攻击英雄
     int AttackPos = HasAttackMinion(gameStatus);
     if (AttackPos != -1)
     {
         int BeAttackedPos = GetAttackTarget(gameStatus);
         RunAction.Fight(gameStatus, AttackPos, BeAttackedPos, true);
         gameStatus.Interrupt.ActionName = "FIGHT";
         gameStatus.Interrupt.ExternalInfo = AttackPos.ToString() + BeAttackedPos.ToString();
         return;
     }
     gameStatus.Interrupt.ActionName = ActionCode.strEndTurn;
 }
コード例 #11
0
 /// <summary>
 /// 对方复原操作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="actField"></param>
 void IAtomicEffect.ReRunEffect(ActionStatus game, string[] actField)
 {
     if (actField[1] == CardUtility.strYou)
     {
         //MyInfo
         game.AllRole.MyPublicInfo.BattleField.BattleMinions[int.Parse(actField[2]) - 1] = (Engine.Card.MinionCard)CardUtility.GetCardInfoBySN(actField[3]);
     }
     else
     {
         game.AllRole.YourPublicInfo.BattleField.BattleMinions[int.Parse(actField[2]) - 1] = (Engine.Card.MinionCard)CardUtility.GetCardInfoBySN(actField[3]);
     }
 }
コード例 #12
0
        /// <summary>
        /// 攻击动作
        /// </summary>
        /// <param name="game"></param>
        /// <param name="MyPos">攻击方</param>
        /// <param name="YourPos">被攻击方</param>
        /// <param name="IsMyAction">动作发起方</param>
        /// <returns></returns>
        public static List <string> Fight(ActionStatus game, int MyPos, int YourPos, bool IsMyAction)
        {
            game.battleEvenetHandler.事件池.Clear();
            //FIGHT#1#2
            string        actionCode    = ActionCode.strFight + CardUtility.strSplitMark + MyPos + CardUtility.strSplitMark + YourPos;
            List <string> ActionCodeLst = new List <string>();

            ActionCodeLst.Add(actionCode);
            ActionCodeLst.AddRange(FightHandler.Fight(MyPos, YourPos, game, IsMyAction));
            ActionCodeLst.AddRange(game.battleEvenetHandler.事件处理(game));
            return(ActionCodeLst);
        }
コード例 #13
0
ファイル: StatusEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 对英雄动作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="PlayInfo"></param>
 /// <returns></returns>
 String IAtomicEffect.DealHero(ActionStatus game, Client.PublicInfo PlayInfo)
 {
     switch (施加状态)
     {
         case strFreeze:
             PlayInfo.Hero.冰冻状态 = CardUtility.效果回合枚举.效果命中;
             break;
         default:
             break;
     }
     return Server.ActionCode.strStatus + CardUtility.strSplitMark + PlayInfo.Hero.战场位置.ToString() + CardUtility.strSplitMark + 施加状态;
 }
コード例 #14
0
ファイル: ControlEffect.cs プロジェクト: JulioCL/HearthStone
 public static List<string> RunEffect(ActionStatus game, string PosField)
 {
     List<string> Result = new List<string>();
     if (game.AllRole.MyPublicInfo.BattleField.MinionCount != SystemManager.MaxMinionCount)
     {
         game.AllRole.MyPublicInfo.BattleField.AppendToBattle(game.AllRole.YourPublicInfo.BattleField.BattleMinions[int.Parse(PosField) - 1].DeepCopy());
         game.AllRole.YourPublicInfo.BattleField.BattleMinions[int.Parse(PosField) - 1] = null;
         //CONTROL#1
         Result.Add(Server.ActionCode.strControl + CardUtility.strSplitMark + PosField[1]);
     }
     return Result;
 }
コード例 #15
0
ファイル: HealthEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 对随从动作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="Minion"></param>
 /// <returns></returns>
 string IAtomicEffect.DealMinion(ActionStatus game, MinionCard Minion)
 {
     int HealthPoint = ExpressHandler.GetEffectPoint(game, 生命值回复表达式);
     if (Minion.设置被治疗后状态(HealthPoint))
     {
         game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
         {
             触发事件类型 = EventCard.事件类型枚举.治疗,
             触发位置 = Minion.战场位置
         });
     }
     return Server.ActionCode.strHealth + CardUtility.strSplitMark + Minion.战场位置.ToString() +
                                          CardUtility.strSplitMark + HealthPoint.ToString();
 }
コード例 #16
0
        /// <summary>
        /// 开始一个动作
        /// </summary>
        /// <param name="actionStatus">
        /// 在调用这个过程之前,actionStatus里面的本方和对方都应该已经设定好了
        /// 在这里不进行任何的方向判断,默认这个方法是由MyInfo发起的
        /// </param>
        /// <param name="CardSn"></param>
        /// <returns></returns>
        public static List <string> StartAction(ActionStatus actionStatus, string CardSn)
        {
            //清除事件池,注意,事件将在动作结束后整体结算
            actionStatus.battleEvenetHandler.事件池.Clear();
            CardBasicInfo card          = CardUtility.GetCardInfoBySN(CardSn);
            List <string> ActionCodeLst = new List <string>();

            //未知的异常,卡牌资料缺失
            if (card == null)
            {
                return(ActionCodeLst);
            }
            PublicInfo PlayInfo = actionStatus.AllRole.MyPublicInfo;

            switch (card.卡牌种类)
            {
            case CardBasicInfo.资源类型枚举.法术:
                actionStatus.ActionName = "USESPELLCARD";
                UseSpellAction.RunBS(actionStatus, CardSn);
                break;

            case CardBasicInfo.资源类型枚举.随从:
                actionStatus.ActionName = "USEMINIONCARD";
                UseMinionAction.RunBS(actionStatus, CardSn);
                break;

            case CardBasicInfo.资源类型枚举.武器:
                ActionCodeLst.Add(ActionCode.strWeapon + CardUtility.strSplitMark + CardSn);
                PlayInfo.Hero.Weapon = (WeaponCard)card;
                break;

            case CardBasicInfo.资源类型枚举.奥秘:
                ActionCodeLst.Add(ActionCode.strSecret + CardUtility.strSplitMark + CardSn);
                actionStatus.AllRole.MyPrivateInfo.奥秘列表.Add((SecretCard)card);
                PlayInfo.Hero.SecretCount = actionStatus.AllRole.MyPrivateInfo.奥秘列表.Count;
                break;

            default:
                break;
            }
            //随从卡牌的连击效果启动
            Combo(actionStatus, card, ActionCodeLst, PlayInfo);
            if (ActionCodeLst.Count != 0)
            {
                PlayInfo.连击状态 = true;
                ActionCodeLst.AddRange(actionStatus.battleEvenetHandler.事件处理(actionStatus));
            }
            return(ActionCodeLst);
        }
コード例 #17
0
ファイル: SelectUtility.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 获得对象选择列表
 /// </summary>
 /// <param name="game"></param>
 /// <returns></returns>
 public static string GetTargetListString(ActionStatus game)
 {
     List<string> Target = new List<string>();
     if (game.AllRole.MyPublicInfo.Hero.能否成为动作对象) Target.Add(CardUtility.strMe + CardUtility.strSplitMark + BattleFieldInfo.HeroPos);
     for (int i = 0; i < game.AllRole.MyPublicInfo.BattleField.MinionCount; i++)
     {
         if (game.AllRole.MyPublicInfo.BattleField.BattleMinions[i].能否成为动作对象) Target.Add(CardUtility.strMe + CardUtility.strSplitMark + (i + 1).ToString("D1"));
     }
     if (game.AllRole.YourPublicInfo.Hero.能否成为动作对象) Target.Add(CardUtility.strYou + CardUtility.strSplitMark + BattleFieldInfo.HeroPos);
     for (int i = 0; i < game.AllRole.YourPublicInfo.BattleField.MinionCount; i++)
     {
         if (game.AllRole.YourPublicInfo.BattleField.BattleMinions[i].能否成为动作对象) Target.Add(CardUtility.strYou + CardUtility.strSplitMark + (i + 1).ToString("D1"));
     }
     return Target.ToListString();
 }
コード例 #18
0
ファイル: AttackEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 对英雄动作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="PlayInfo"></param>
 /// <returns></returns>
 String IAtomicEffect.DealHero(ActionStatus game, Client.PublicInfo PlayInfo)
 {
     int AttackPoint = ExpressHandler.GetEffectPoint(game, 伤害效果表达式);
     //调整伤害值
     if (伤害加成) AttackPoint += game.AllRole.MyPublicInfo.BattleField.AbilityDamagePlus;
     if (PlayInfo.Hero.AfterBeAttack(AttackPoint))
     {
         game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
         {
             触发事件类型 = EventCard.事件类型枚举.受伤,
             触发位置 = PlayInfo.Hero.战场位置
         });
     }
     return Server.ActionCode.strAttack + CardUtility.strSplitMark + PlayInfo.Hero.战场位置.ToString() + CardUtility.strSplitMark + AttackPoint.ToString();
 }
コード例 #19
0
ファイル: CrystalEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 对方复原操作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="actField"></param>
 public static void ReRunEffect(ActionStatus game, String[] actField)
 {
     //Crystal#ME#4#4
     //Me代表对方 YOU代表自己,必须反过来
     if (actField[1] == CardUtility.strMe)
     {
         game.AllRole.YourPublicInfo.crystal.CurrentRemainPoint = int.Parse(actField[2]);
         game.AllRole.YourPublicInfo.crystal.CurrentFullPoint = int.Parse(actField[3]);
     }
     else
     {
         game.AllRole.MyPublicInfo.crystal.CurrentRemainPoint = int.Parse(actField[2]);
         game.AllRole.MyPublicInfo.crystal.CurrentFullPoint = int.Parse(actField[3]);
     }
 }
コード例 #20
0
ファイル: AttackEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 对随从动作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="Minion"></param>
 /// <returns></returns>
 String IAtomicEffect.DealMinion(ActionStatus game, Card.MinionCard Minion)
 {
     int AttackPoint = ExpressHandler.GetEffectPoint(game, 伤害效果表达式);
     //调整伤害值
     if (伤害加成) AttackPoint += game.AllRole.MyPublicInfo.BattleField.AbilityDamagePlus;
     if (Minion.设置被攻击后状态(AttackPoint))
     {
         game.battleEvenetHandler.事件池.Add(new Engine.Card.EventCard.全局事件()
         {
             触发事件类型 = EventCard.事件类型枚举.受伤,
             触发位置 = Minion.战场位置
         });
     }
     return Server.ActionCode.strAttack + CardUtility.strSplitMark + Minion.战场位置.ToString() + CardUtility.strSplitMark + AttackPoint.ToString();
 }
コード例 #21
0
ファイル: PointEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 对方复原操作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="actField"></param>
 void IAtomicEffect.ReRunEffect(ActionStatus game, string[] actField)
 {
     int HealthPoint = int.Parse(actField[3]);
     Client.PublicInfo info = actField[1] == CardUtility.strYou ? game.AllRole.MyPublicInfo : game.AllRole.YourPublicInfo;
     if (actField.Length == 6)
     {
         info.BattleField.BattleMinions[int.Parse(actField[2]) - 1].攻击力 = int.Parse(actField[3]);
         info.BattleField.BattleMinions[int.Parse(actField[2]) - 1].生命值 = int.Parse(actField[4]);
         info.BattleField.BattleMinions[int.Parse(actField[2]) - 1].生命值上限 = int.Parse(actField[5]);
     }
     else
     {
         info.BattleField.BattleMinions[int.Parse(actField[2]) - 1].本回合攻击力加成 = int.Parse(actField[3]);
         info.BattleField.BattleMinions[int.Parse(actField[2]) - 1].本回合生命力加成 = int.Parse(actField[4]);
     }
 }
コード例 #22
0
         /// <summary>
 /// 对方复原操作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="actField"></param>
 public static void ReRunEffect(ActionStatus game, String[] actField)
 {
     //WeaponPoint#ME#+0/+0
     //Me代表对方 YOU代表自己,必须反过来
     string[] Op = actField[2].Split("/".ToCharArray());
     if (actField[1] == CardUtility.strMe)
     {
         game.AllRole.MyPublicInfo.Hero.Weapon.攻击力 += int.Parse(Op[0]);
         game.AllRole.MyPublicInfo.Hero.Weapon.耐久度 += int.Parse(Op[1]);
     }
     else
     {
         game.AllRole.YourPublicInfo.Hero.Weapon.攻击力 += int.Parse(Op[0]);
         game.AllRole.YourPublicInfo.Hero.Weapon.耐久度 += int.Parse(Op[1]);
     }
 }
コード例 #23
0
ファイル: HealthEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 对英雄动作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="PlayInfo"></param>
 /// <returns></returns>
 string IAtomicEffect.DealHero(ActionStatus game, Client.PublicInfo PlayInfo)
 {
     int ShieldPoint = ExpressHandler.GetEffectPoint(game, 护甲回复表达式);
     int HealthPoint = ExpressHandler.GetEffectPoint(game, 生命值回复表达式);
     PlayInfo.Hero.AfterBeShield(ShieldPoint);
     if (PlayInfo.Hero.AfterBeHealth(HealthPoint))
     {
         game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
         {
             触发事件类型 = EventCard.事件类型枚举.治疗,
             触发位置 = PlayInfo.Hero.战场位置
         });
     }
     return Server.ActionCode.strHealth + CardUtility.strSplitMark + PlayInfo.Hero.战场位置.ToString() + CardUtility.strSplitMark +
                 HealthPoint.ToString() + CardUtility.strSplitMark + ShieldPoint.ToString();
 }
コード例 #24
0
ファイル: DoAction.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 能上场的随从
 /// </summary>
 /// <returns></returns>
 private static int HasBattleMinion(ActionStatus gameStatus)
 {
     PrivateInfo PlaySelfInfo = gameStatus.AllRole.MyPrivateInfo;
     PublicInfo PlayInfo = gameStatus.AllRole.MyPublicInfo;
     if (PlayInfo.BattleField.MinionCount == SystemManager.MaxMinionCount) return -1;
     for (int i = 0; i < PlaySelfInfo.handCards.Count; i++)
     {
         var card = PlaySelfInfo.handCards[i];
         if (card.卡牌种类 == Card.CardBasicInfo.资源类型枚举.随从)
         {
             if (card.使用成本 <= PlayInfo.crystal.CurrentRemainPoint)
             {
                 return i;
             }
         }
     }
     return -1;
 }
コード例 #25
0
ファイル: CardEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 法术执行
 /// </summary>
 /// <param name="game"></param>
 /// <returns></returns>
 public List<string> RunEffect(ActionStatus game, CardUtility.目标选择方向枚举 Direct)
 {
     List<string> Result = new List<string>();
     switch (Direct)
     {
         case CardUtility.目标选择方向枚举.本方:
             //#CARD#ME#M000001
             DrawMyCard(game, Result);
             break;
         case CardUtility.目标选择方向枚举.对方:
             DrawYourCard(game, Result);
             break;
         case CardUtility.目标选择方向枚举.双方:
             DrawMyCard(game, Result);
             DrawYourCard(game, Result);
             break;
     }
     return Result;
 }
コード例 #26
0
ファイル: PointEffect.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 对随从动作
 /// </summary>
 /// <param name="game"></param>
 /// <param name="Minion"></param>
 /// <returns></returns>
 String IAtomicEffect.DealMinion(ActionStatus game, Card.MinionCard Minion)
 {
     int TurnCount = int.Parse(持续回合);
     if (TurnCount == CardUtility.Max)
     {
         Minion.攻击力 = ExpressHandler.PointProcess(Minion.攻击力, 攻击力);
         Minion.生命值 = ExpressHandler.PointProcess(Minion.生命值, 生命值);
         Minion.生命值上限 = ExpressHandler.PointProcess(Minion.生命值上限, 生命值);
         return Server.ActionCode.strPoint + CardUtility.strSplitMark + Minion.战场位置.ToString() + CardUtility.strSplitMark +
            Minion.攻击力.ToString() + CardUtility.strSplitMark + Minion.生命值.ToString() + CardUtility.strSplitMark + Minion.生命值上限.ToString();
     }
     else
     {
         //本回合攻击力翻倍的对应
         Minion.本回合攻击力加成 = ExpressHandler.PointProcess(Minion.攻击力, 攻击力) - Minion.攻击力;
         Minion.本回合生命力加成 = ExpressHandler.PointProcess(Minion.生命值上限, 生命值) - Minion.生命值上限;
         return Server.ActionCode.strPoint + CardUtility.strSplitMark + Minion.战场位置.ToString() + CardUtility.strSplitMark +
            Minion.本回合攻击力加成.ToString() + CardUtility.strSplitMark + Minion.本回合生命力加成.ToString();
     }
 }
コード例 #27
0
ファイル: RunAction.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 开始一个动作
 /// </summary>
 /// <param name="actionStatus">
 /// 在调用这个过程之前,actionStatus里面的本方和对方都应该已经设定好了
 /// 在这里不进行任何的方向判断,默认这个方法是由MyInfo发起的
 /// </param>
 /// <param name="CardSn"></param>
 /// <returns></returns>
 public static List<string> StartAction(ActionStatus actionStatus, string CardSn)
 {
     //清除事件池,注意,事件将在动作结束后整体结算
     actionStatus.battleEvenetHandler.事件池.Clear();
     CardBasicInfo card = CardUtility.GetCardInfoBySN(CardSn);
     List<string> ActionCodeLst = new List<string>();
     //未知的异常,卡牌资料缺失
     if (card == null) return ActionCodeLst;
     PublicInfo PlayInfo = actionStatus.AllRole.MyPublicInfo;
     switch (card.卡牌种类)
     {
         case CardBasicInfo.资源类型枚举.法术:
             actionStatus.ActionName = "USESPELLCARD";
             UseSpellAction.RunBS(actionStatus, CardSn);
             break;
         case CardBasicInfo.资源类型枚举.随从:
             actionStatus.ActionName = "USEMINIONCARD";
             UseMinionAction.RunBS(actionStatus, CardSn);
             break;
         case CardBasicInfo.资源类型枚举.武器:
             ActionCodeLst.Add(ActionCode.strWeapon + CardUtility.strSplitMark + CardSn);
             PlayInfo.Hero.Weapon = (WeaponCard)card;
             break;
         case CardBasicInfo.资源类型枚举.奥秘:
             ActionCodeLst.Add(ActionCode.strSecret + CardUtility.strSplitMark + CardSn);
             actionStatus.AllRole.MyPrivateInfo.奥秘列表.Add((SecretCard)card);
             PlayInfo.Hero.SecretCount = actionStatus.AllRole.MyPrivateInfo.奥秘列表.Count;
             break;
         default:
             break;
     }
     //随从卡牌的连击效果启动
     Combo(actionStatus, card, ActionCodeLst, PlayInfo);
     if (ActionCodeLst.Count != 0)
     {
         PlayInfo.连击状态 = true;
         ActionCodeLst.AddRange(actionStatus.battleEvenetHandler.事件处理(actionStatus));
     }
     return ActionCodeLst;
 }
コード例 #28
0
ファイル: TurnAction.cs プロジェクト: JulioCL/HearthStone
 /// <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;
 }
コード例 #29
0
ファイル: TurnAction.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 新的回合[不包含抽手牌]
 /// </summary>
 public static void TurnStart(ActionStatus gameStatus)
 {
     //过载的清算
     if (gameStatus.AllRole.MyPublicInfo.OverloadPoint != 0)
     {
         gameStatus.AllRole.MyPublicInfo.crystal.ReduceCurrentPoint(gameStatus.AllRole.MyPublicInfo.OverloadPoint);
         gameStatus.AllRole.MyPublicInfo.OverloadPoint = 0;
     }
     //连击的重置
     gameStatus.AllRole.MyPublicInfo.连击状态 = false;
     //魔法水晶的增加
     gameStatus.AllRole.MyPublicInfo.crystal.NewTurn();
     gameStatus.AllRole.MyPublicInfo.Hero.RemainAttackTimes = 1;
     gameStatus.AllRole.MyPublicInfo.Hero.IsUsedHeroAbility = false;
     gameStatus.AllRole.MyPublicInfo.BattleField.FreezeStatus();
     //重置攻击次数,必须放在状态变化之后!
     //原因是剩余攻击回数和状态有关!
     foreach (var minion in gameStatus.AllRole.MyPublicInfo.BattleField.BattleMinions)
     {
         if (minion != null) minion.重置剩余攻击次数();
     }
 }
コード例 #30
0
        /// <summary>
        /// 清算(核心方法)
        /// </summary>
        /// <returns></returns>
        public static List <string> Settle(ActionStatus game)
        {
            //每次原子操作后进行一次清算
            //将亡语效果也发送给对方
            List <string> actionlst = new List <string>();
            //1.检查需要移除的对象
            var MyDeadMinion   = game.AllRole.MyPublicInfo.BattleField.ClearDead(game.battleEvenetHandler, true);
            var YourDeadMinion = game.AllRole.YourPublicInfo.BattleField.ClearDead(game.battleEvenetHandler, false);

            //2.重新计算Buff
            Buff.ResetBuff(game);
            //3.武器的移除
            if (game.AllRole.MyPublicInfo.Hero.Weapon != null && game.AllRole.MyPublicInfo.Hero.Weapon.耐久度 == 0)
            {
                game.AllRole.MyPublicInfo.Hero.Weapon = null;
            }
            if (game.AllRole.YourPublicInfo.Hero.Weapon != null && game.AllRole.YourPublicInfo.Hero.Weapon.耐久度 == 0)
            {
                game.AllRole.YourPublicInfo.Hero.Weapon = null;
            }
            //发送结算同步信息
            actionlst.Add(Server.ActionCode.strSettle);
            foreach (var minion in MyDeadMinion)
            {
                //亡语的时候,本方无需倒置方向
                actionlst.AddRange(minion.发动亡语(game));
            }
            //互换本方对方
            game.Reverse();
            foreach (var minion in YourDeadMinion)
            {
                //亡语的时候,对方需要倒置方向
                //例如,亡语为 本方召唤一个随从,敌人亡语,变为敌方召唤一个随从
                actionlst.AddRange(minion.发动亡语(game));
            }
            //保持本方对方
            game.Reverse();
            return(actionlst);
        }
コード例 #31
0
ファイル: Effecthandler.cs プロジェクト: JulioCL/HearthStone
 /// <summary>
 /// 根据施法对象获得不同法术
 /// </summary>
 /// <param name="singleEffect"></param>
 /// <param name="game"></param>
 /// <param name="PosInfo"></param>
 /// <returns></returns>
 private static IAtomicEffect GetEffectHandler(EffectDefine singleEffect, ActionStatus game, string PosInfo)
 {
     AtomicEffectDefine atomic;
     if (string.IsNullOrEmpty(singleEffect.效果条件) ||
         singleEffect.效果条件 == CardUtility.strIgnore ||
         ExpressHandler.AtomicEffectPickCondition(game, PosInfo, singleEffect))
     {
         atomic = singleEffect.TrueAtomicEffect;
     }
     else
     {
         atomic = singleEffect.FalseAtomicEffect;
     }
     IAtomicEffect IAtomic = new AttackEffect();
     switch (atomic.AtomicEffectType)
     {
         case AtomicEffectDefine.AtomicEffectEnum.攻击:
             IAtomic = new AttackEffect();
             break;
         case AtomicEffectDefine.AtomicEffectEnum.回复:
             IAtomic = new HealthEffect();
             break;
         case AtomicEffectDefine.AtomicEffectEnum.状态:
             IAtomic = new StatusEffect();
             break;
         case AtomicEffectDefine.AtomicEffectEnum.增益:
             IAtomic = new PointEffect();
             break;
         case AtomicEffectDefine.AtomicEffectEnum.变形:
             IAtomic = new TransformEffect();
             break;
         case AtomicEffectDefine.AtomicEffectEnum.召回:
             IAtomic = new CallBackEffect();
             break;
     }
     IAtomic.GetField(atomic.InfoArray);
     return (IAtomicEffect)IAtomic;
 }
コード例 #32
0
 /// <summary>
 /// 对武器增益的法术实施
 /// </summary>
 /// <param name="role"></param>
 /// <param name="Ability"></param>
 public List<string> RunEffect(ActionStatus game, Utility.CardUtility.目标选择方向枚举 Direct)
 {
     List<string> Result = new List<string>();
     if (Direct == CardUtility.目标选择方向枚举.本方)
     {
         if (game.AllRole.MyPublicInfo.Hero.Weapon != null)
         {
             game.AllRole.MyPublicInfo.Hero.Weapon.攻击力 += int.Parse(攻击力);
             game.AllRole.MyPublicInfo.Hero.Weapon.耐久度 += int.Parse(耐久度);
             Result.Add(ActionCode.strWeaponPoint + CardUtility.strSplitMark + CardUtility.strMe + CardUtility.strSplitMark);
         }
     }
     else
     {
         if (game.AllRole.YourPublicInfo.Hero.Weapon != null)
         {
             game.AllRole.YourPublicInfo.Hero.Weapon.攻击力 += int.Parse(攻击力);
             game.AllRole.YourPublicInfo.Hero.Weapon.耐久度 += int.Parse(耐久度);
             Result.Add(ActionCode.strWeaponPoint + CardUtility.strSplitMark + CardUtility.strYou + CardUtility.strSplitMark);
         }
     }
     return Result;
 }
コード例 #33
0
        /// <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);
        }
コード例 #34
0
        /// <summary>
        /// 事件处理
        /// </summary>
        /// <returns></returns>
        public List<String> 事件处理(ActionStatus game)
        {
            if (事件特殊处理 != null) 事件特殊处理(game);

            List<String> Result = new List<string>();
            for (int j = 0; j < 事件池.Count; j++)
            {
                EventCard.全局事件 事件 = 事件池[j];
                for (int i = 0; i <game.AllRole.MyPublicInfo.BattleField.MinionCount; i++)
                {
                    if (!(事件.触发事件类型 == EventCard.事件类型枚举.召唤 && 事件.触发位置.位置 == (i + 1) && 事件.触发位置.本方对方标识))
                    {
                        Result.AddRange(game.AllRole.MyPublicInfo.BattleField.BattleMinions[i].事件处理方法(事件, game));
                    }
                }
                //转换触发方向,对方触发事件?结果是否传送?传送时候要改变strMe和strYou!
                事件.触发位置.本方对方标识 = !事件.触发位置.本方对方标识;
                for (int i = 0; i <game.AllRole.YourPublicInfo.BattleField.MinionCount; i++)
                {
                    game.AllRole.YourPublicInfo.BattleField.BattleMinions[i].事件处理方法(事件, game);
                }
            }
            return Result;
        }
コード例 #35
0
        /// <summary>
        /// 随从卡牌
        /// </summary>
        /// <param name="game"></param>
        /// <param name="CardSn"></param>
        public static void RunBS(ActionStatus game, string CardSn)
        {
            int        MinionPos = -1;
            MinionCard minion    = minion = (MinionCard)CardUtility.GetCardInfoBySN(CardSn);

            //Step1
            if (game.Interrupt.Step == 1)
            {
                if (game.AllRole.MyPublicInfo.BattleField.MinionCount != 0)
                {
                    game.Interrupt.Step       = 2;
                    game.Interrupt.ActionName = "MINIONPOSITION";
                    return;
                }
                else
                {
                    game.Interrupt.SessionData = "MINIONPOSITION:1|";
                }
                MinionPos           = 1;
                game.Interrupt.Step = 2;
            }
            //Step2
            if (game.Interrupt.Step == 2)
            {
                if (MinionPos == -1)
                {
                    MinionPos = int.Parse(game.Interrupt.SessionDic["MINIONPOSITION"]);
                }
                //初始化
                minion.初始化();
                //随从入场
                game.AllRole.MyPublicInfo.BattleField.PutToBattle(MinionPos, minion);
                //必须在放入之前做得原因是,被放入的随从不能被触发这个事件
                game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
                {
                    触发事件类型 = EventCard.事件类型枚举.召唤,
                    触发位置   = new CardUtility.指定位置结构体()
                    {
                        位置     = MinionPos,
                        本方对方标识 = game.IsHost
                    }
                });
                game.Interrupt.Step = 3;
            }

            //Step3
            if (game.Interrupt.Step == 3 && !string.IsNullOrEmpty(minion.战吼效果))
            {
                SpellCard spell = (SpellCard)CardUtility.GetCardInfoBySN(minion.战吼效果);
                game.Interrupt.Step = 4;
                if (spell.FirstAbilityDefine.IsNeedTargetSelect())
                {
                    //这里先简单假设所有战吼,如果需要指定位置,则自身不能成为指定位置
                    spell.FirstAbilityDefine.MainAbilityDefine.AbliltyPosPicker.CanNotSelectPos.本方对方标识 = true;
                    spell.FirstAbilityDefine.MainAbilityDefine.AbliltyPosPicker.CanNotSelectPos.位置     = int.Parse(game.Interrupt.SessionDic["MINIONPOSITION"]);
                    SelectUtility.SetTargetSelectEnable(spell.FirstAbilityDefine.MainAbilityDefine.AbliltyPosPicker, game);
                    game.Interrupt.ExternalInfo = SelectUtility.GetTargetListString(game);
                    game.Interrupt.ActionName   = "BATTLECRYPOSITION";
                    return;
                }
            }
            if (game.Interrupt.Step == 4)
            {
                //法术位置信息包含在SessionData中,传递下去
                //这种类型的战吼,直接转换为施法
                //这里约定:战吼是无需抉择的
                game.Interrupt.ActionName = "RUNBATTLECRY";
                game.Interrupt.Step       = 1;
                if (game.Interrupt.SessionDic.ContainsKey("BATTLECRYPOSITION") && game.Interrupt.SessionDic["BATTLECRYPOSITION"] == "-1")
                {
                    //放弃战吼,例如没有友方的时候的叫嚣的中士
                    game.Interrupt.Step = 99;
                }
                else
                {
                    UseSpellAction.RunBS(game, minion.战吼效果);
                }
            }
            game.Interrupt.Step       = 99;
            game.Interrupt.ActionName = CardUtility.strOK;
        }
コード例 #36
0
        /// <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;
            }
        }
コード例 #37
0
        /// <summary>
        /// 使用法术
        /// </summary>
        /// <param name="game"></param>
        /// <param name="IsMyAction">对象方向转换</param>
        public static void RunBS(ActionStatus game, string CardSn)
        {
            List <string> Result = new List <string>();
            SpellCard     spell  = (SpellCard)CardUtility.GetCardInfoBySN(CardSn);

            //Step1
            CardUtility.抉择枚举        PickAbilityResult = CardUtility.抉择枚举.第一效果;
            SpellCard.AbilityDefine ability           = new SpellCard.AbilityDefine();
            if (game.Interrupt.Step == 1)
            {
                switch (spell.效果选择类型)
                {
                case SpellCard.效果选择类型枚举.无需选择:
                    game.Interrupt.ExternalInfo = "1";
                    break;

                case SpellCard.效果选择类型枚举.主动选择:
                    game.Interrupt.Step         = 2;
                    game.Interrupt.ActionName   = "SPELLDECIDE";
                    game.Interrupt.ExternalInfo = spell.FirstAbilityDefine.描述 + CardUtility.strSplitArrayMark + spell.SecondAbilityDefine.描述;
                    return;

                case SpellCard.效果选择类型枚举.自动判定:
                    game.Interrupt.ExternalInfo = "1";
                    if (!ExpressHandler.AbilityPickCondition(game, spell.效果选择条件))
                    {
                        PickAbilityResult           = CardUtility.抉择枚举.第二效果;
                        game.Interrupt.ExternalInfo = "2";
                    }
                    break;

                default:
                    break;
                }
                game.Interrupt.Step = 2;
            }
            //Step2
            if (game.Interrupt.Step == 2)
            {
                if (spell.效果选择类型 == SpellCard.效果选择类型枚举.主动选择 && SystemManager.游戏类型 == SystemManager.GameType.HTML版)
                {
                    switch (game.Interrupt.SessionDic["SPELLDECIDE"])
                    {
                    case "1":
                        PickAbilityResult = CardUtility.抉择枚举.第一效果;
                        break;

                    case "2":
                        PickAbilityResult = CardUtility.抉择枚举.第二效果;
                        break;

                    default:
                        PickAbilityResult = CardUtility.抉择枚举.取消;
                        break;
                    }
                }
                if (PickAbilityResult != CardUtility.抉择枚举.取消)
                {
                    List <EffectDefine> SingleEffectList = new List <EffectDefine>();
                    if (PickAbilityResult == CardUtility.抉择枚举.第一效果)
                    {
                        ability = spell.FirstAbilityDefine;
                    }
                    else
                    {
                        ability = spell.SecondAbilityDefine;
                    }
                    if (game.ActionName == "USEMINIONCARD")
                    {
                        //如果整个大的动作时随从入场,并且如果这个战吼不需要指定位置,则现在的话,将入场随从设定为指定位置
                        ability.MainAbilityDefine.AbliltyPosPicker.SelectedPos.本方对方标识 = true;
                        ability.MainAbilityDefine.AbliltyPosPicker.SelectedPos.位置     = int.Parse(game.Interrupt.SessionDic["MINIONPOSITION"]);
                    }
                    if (ability.IsNeedTargetSelect())
                    {
                        if (game.ActionName == "USEMINIONCARD" && game.Interrupt.SessionDic.ContainsKey("BATTLECRYPOSITION"))
                        {
                            ability.MainAbilityDefine.AbliltyPosPicker.SelectedPos = CardUtility.指定位置结构体.FromString(game.Interrupt.SessionDic["BATTLECRYPOSITION"]);
                        }
                        else
                        {
                            if (game.ActionName == "USESPELLCARD" && game.Interrupt.SessionDic.ContainsKey("SPELLPOSITION"))
                            {
                                ability.MainAbilityDefine.AbliltyPosPicker.SelectedPos = CardUtility.指定位置结构体.FromString(game.Interrupt.SessionDic["SPELLPOSITION"]);
                            }
                            else
                            {
                                ability.MainAbilityDefine.AbliltyPosPicker.CanNotSelectPos.位置 = BattleFieldInfo.UnknowPos;
                                SelectUtility.SetTargetSelectEnable(ability.MainAbilityDefine.AbliltyPosPicker, game);
                                game.Interrupt.ExternalInfo = SelectUtility.GetTargetListString(game);
                                game.Interrupt.ActionName   = "SPELLPOSITION";
                                return;
                            }
                        }
                    }
                    game.Interrupt.Step = 3;
                }
                else
                {
                    game.Interrupt.Step = -1;
                    return;
                }
            }

            if (game.Interrupt.Step == 3)
            {
                SpellCard.RunAbility(game, ability);
                if (spell.法术卡牌类型 == CardBasicInfo.法术卡牌类型枚举.普通卡牌)
                {
                    game.battleEvenetHandler.事件池.Add(new EventCard.全局事件()
                    {
                        触发事件类型 = EventCard.事件类型枚举.施法,
                        触发位置   = new CardUtility.指定位置结构体()
                        {
                            位置     = BattleFieldInfo.HeroPos,
                            本方对方标识 = true
                        }
                    });
                }
            }
            game.Interrupt.Step       = 99;
            game.Interrupt.ActionName = CardUtility.strOK;
        }