public override void BeforeAskfor(ChiefBase aChief, MessageCore.AskForEnum aEffect, GlobalData aData) { if (aEffect == MessageCore.AskForEnum.Sha || aEffect == MessageCore.AskForEnum.Shan || (aEffect == MessageCore.AskForEnum.Aggressive && (aData.ShaNoLimit || aData.KillRemain > 0))) { SwitchSkillStatus(aChief, SkillEnabled.Enable, aData); } }
public override void BeforeAskfor(ChiefBase aChief, MessageCore.AskForEnum aEffect, GlobalData aData) { if (aEffect == MessageCore.AskForEnum.Aggressive && aData.Game.GamePlayers[aChief].HasHand) { SwitchSkillStatus(aChief, SkillEnabled.Enable, aData); } }
public override void FinishAskfor(ChiefBase aChief, MessageCore.AskForEnum aEffect, GlobalData aData) { if (aEffect == MessageCore.AskForEnum.Aggressive && SkillStatus == SkillEnabled.Disable) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); } }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aData.Game.Response.SkillName == SkillName && SkillStatus == SkillEnabled.Enable && aChief.ChiefStatus == ChiefBase.Status.Majesty && aAskFor == MessageCore.AskForEnum.Shan) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); ChiefBase t = aChief.Next; while (!t.IsMe(aChief)) { if (t.ChiefCamp == ChiefBase.Camp.Wei) { string msg = new Beaver("askfor.hujia.shan", t.ChiefName).ToString(); //new XElement("askfor.hujia.shan", // new XElement("target", t.ChiefName) // ); MessageCore.AskForResult res2 = aData.Game.AsynchronousCore.AskForCards(t, MessageCore.AskForEnum.Shan, new AskForWrapper(msg, aData.Game), aData); if (res2.Effect == Card.Effect.Shan) { aData.Game.AsynchronousCore.SendMessage( new Beaver("hujia.shan", t.ChiefName, Card.Cards2Beaver("cards", res2.Cards)).ToString()); //new XElement("hujia.shan", // new XElement("target", t.ChiefName), // Card.Cards2XML("cards", res2.Cards) // ) //); return(new MessageCore.AskForResult(false, t, new ChiefBase[] { }, res2.Cards, Card.Effect.Shan, false, res2.PlayerLead, SkillName)); } } t = t.Next; } } return(null); }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aAskFor == MessageCore.AskForEnum.Aggressive && SkillStatus == SkillEnabled.Enable) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, Player.Players2Chiefs(aData.Game.Response.Targets), aData.Game.Response.Cards)); return(new MessageCore.AskForResult(false, aChief, Player.Players2Chiefs(aData.Game.Response.Targets), aData.Game.Response.Cards, Card.Effect.GuoHeChaiQiao, false, true, SkillName)); } return(null); }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (SkillName == aData.Game.Response.SkillName && SkillStatus == SkillEnabled.Enable) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, aData.Game.Response.Cards)); return(new MessageCore.AskForResult(false, aChief, new ChiefBase[] { }, aData.Game.Response.Cards, Card.Effect.Shan, false, true, SkillName)); } return(null); }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aAskFor == MessageCore.AskForEnum.Aggressive && SkillStatus == SkillEnabled.Enable) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, new Card[] { })); aData.Game.DamageHealth(aChief, 1, null, new GlobalEvent.EventRecoard(aChief, aChief, new Card[] { }, Card.Effect.Skill, SkillName)); aData.Game.TakeingCards(aChief, 2); return(new MessageCore.AskForResult(false, aChief, new ChiefBase[] { }, new Card[] { }, Card.Effect.Skill, false, false, SkillName)); } return(null); }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aData.Game.Response.SkillName == SkillName) { if (SkillStatus == SkillEnabled.Enable) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { }, aData.Game.Response.Cards)); aData.Game.DropCards(true, GlobalEvent.CardFrom.HandAndEquipage, SkillName, aData.Game.Response.Cards, Card.Effect.Tao, aChief, null, null); return(new MessageCore.AskForResult(false, aChief, new ChiefBase[] { }, aData.Game.Response.Cards, Card.Effect.Tao, false, false, SkillName)); } } return(null); }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aData.Game.Response.SkillName == SkillName) { if (SkillStatus == SkillEnabled.Enable) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, Player.Players2Chiefs(aData.Game.Response.Targets), aData.Game.Response.Cards)); aData.Game.DropCards(true, GlobalEvent.CardFrom.Hand, SkillName, aData.Game.Response.Cards, Card.Effect.Skill, aChief, null, null); return(new MessageCore.AskForResult(false, aChief, new ChiefBase[] { aData.Game.Response.Targets[0].Chief, aData.Game.Response.Targets[1].Chief }, new Card[] { }, Card.Effect.JueDou, false, false, SkillName)); } } return(null); }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aData.Game.Response.SkillName == SkillName) { if (SkillStatus == SkillEnabled.Enable && aData.Game.GamePlayers[aChief].HasHand) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, Player.Players2Chiefs(aData.Game.Response.Targets), new Card[] { })); ChiefBase target = aData.Game.Response.Targets[0].Chief; aData.Game.AsynchronousCore.SendMessage(new Beaver("askfor.fanjian.suit", target.ChiefName).ToString()); // new XElement("askfor.fanjian.suit", new XElement("target", target.ChiefName))); MessageCore.AskForResult res = aData.Game.AsynchronousCore.AskForCards(target, MessageCore.AskForEnum.Suit, target); if (res.Cards.Count() == 0) { aData.Game.AsynchronousCore.SendMessage(new Beaver("fanjian.suit", target.ChiefName, Card.Cards2Beaver("cards", new Card[] { CardHeap.HeiTao })).ToString()); // new XElement("fanjian.suit", new XElement("target", target.ChiefName), Card.Cards2XML("cards", new Card[] { CardHeap.HeiTao }))); } else { aData.Game.AsynchronousCore.SendMessage(new Beaver("fanjian.suit", target.ChiefName, Card.Cards2Beaver("cards", res.Cards)).ToString()); // new XElement("fanjian.suit", new XElement("target", target.ChiefName), Card.Cards2XML("cards", res.Cards))); } System.Threading.Thread.Sleep(10); aData.Game.AsynchronousCore.SendMessage(new Beaver("askfor.fanjian.card", target.ChiefName, aChief.ChiefName).ToString()); // new XElement("askfor.fanjian.card", new XElement("target", target.ChiefName), new XElement("target2", aChief))); MessageCore.AskForResult res2 = aData.Game.AsynchronousCore.AskForCards(target, MessageCore.AskForEnum.TargetCard, aChief); Card c = aData.Game.AutoSelect(aChief); aData.Game.AsynchronousCore.SendMessage(new Beaver("fanjian.card", target.ChiefName, aChief.ChiefName, Card.Cards2Beaver("cards", new Card[] { c })).ToString()); // new XElement("fanjian.card", new XElement("target", target.ChiefName), new XElement("target2", aChief.ChiefName), Card.Cards2XML("cards", new Card[] { c }))); if (c.CardHuaSe != res.Cards[0].CardHuaSe) { aData.Game.DamageHealth(target, 1, aChief, new GlobalEvent.EventRecoard(aChief, target, new Card[] { }, Card.Effect.Skill, SkillName)); } if (!aData.Game.GamePlayers[target].Dead) { if (aData.Game.GamePlayers[aChief].HasCardsInHand(new Card[] { c })) { aData.Game.AsynchronousCore.SendGiveMessage(aChief, target, new Card[] { c }, aData.Game.GamePlayers); aData.Game.Move(aChief, target, new Card[] { c }); } else if (aData.Game.HasCardsInBin(new Card[] { c })) { if (aData.Game.PickRubbish(new Card[] { c })) { aData.Game.AsynchronousCore.SendPickMessage(target, new Card[] { c }); aData.Game.GamePlayers[aChief].Hands.Add(c.GetOriginalCard()); } } } return(new MessageCore.AskForResult(false, aChief, new ChiefBase[] { }, new Card[] { }, Card.Effect.Skill, false, false, SkillName)); } } return(null); }
public override void BeforeAskfor(ChiefBase aChief, MessageCore.AskForEnum aEffect, GlobalData aData) { if (aChief.ChiefStatus == ChiefBase.Status.Majesty && (aEffect == MessageCore.AskForEnum.Sha || (aEffect == MessageCore.AskForEnum.Aggressive && (aData.ShaNoLimit || aData.KillRemain > 0)))) { bool ShuAlive = false; foreach (Player p in aData.Game.GamePlayers.All) { if (!p.Dead && p.Chief.ChiefCamp == ChiefBase.Camp.Shu) { ShuAlive = true; break; } } if (ShuAlive) { SwitchSkillStatus(aChief, SkillEnabled.Enable, aData); } } }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aData.Game.Response.SkillName == SkillName && SkillStatus == SkillEnabled.Enable && aAskFor == MessageCore.AskForEnum.Aggressive) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); ChiefBase target = aData.Game.Response.Targets[0].Chief; Card[] cards = aData.Game.Response.Cards; aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, new ChiefBase[] { target }, new Card[] { })); TotalCount += aData.Game.Response.Cards.Count(); aData.Game.AsynchronousCore.SendGiveMessage(aChief, target, cards, aData.Game.GamePlayers); aData.Game.Move(aChief, target, cards); if (TotalCount > 1 && !HasRegainHealth) { aData.Game.RegainHealth(aChief, 1); HasRegainHealth = true; } } return(null); }
public override MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { if (aData.Game.Response.SkillName == SkillName && aChief.ChiefStatus == ChiefBase.Status.Majesty && (aAskFor == MessageCore.AskForEnum.Sha || aAskFor == MessageCore.AskForEnum.Aggressive) && SkillStatus == SkillEnabled.Enable) { SwitchSkillStatus(aChief, SkillEnabled.Disable, aData); ChiefBase[] targets = Player.Players2Chiefs(aData.Game.Response.Targets); aData.Game.AsynchronousCore.SendMessage(MessageCore.MakeTriggerSkillMesssage(aChief, this, targets, new Card[] { })); ChiefBase t = aChief.Next; while (!t.IsMe(aChief)) { if (t.ChiefCamp == ChiefBase.Camp.Shu) { string msg = new Beaver("askfor.jijiang.sha", t.ChiefName).ToString(); new XElement("askfor.jijiang.sha", new XElement("target", t.ChiefName) ); MessageCore.AskForResult res2 = aData.Game.AsynchronousCore.AskForCards(t, MessageCore.AskForEnum.Sha, new AskForWrapper(msg, aData.Game), aData); if (res2.Effect == Card.Effect.Sha) { aData.Game.AsynchronousCore.SendMessage( new Beaver("jijiang.sha", t.ChiefName, Card.Cards2Beaver("cards", res2.Cards), res2.SkillName).ToString()); //new XElement("jijiang.sha", // new XElement("target", t.ChiefName), // Card.Cards2XML("cards", res2.Cards), // new XElement("skill" , res2.SkillName) // ) //); if (res2.PlayerLead) { aData.Game.DropCards(true, GlobalEvent.CardFrom.Hand, string.Empty, res2.Cards, Card.Effect.Sha, t, null, null); } return(new MessageCore.AskForResult(false, aChief, targets, res2.Cards, Card.Effect.Sha, false, false, SkillName)); } } t = t.Next; } } return(null); }
public override void BeforeAskfor(ChiefBase aChief, MessageCore.AskForEnum aEffect, GlobalData aData) { if (aChief.ChiefStatus == ChiefBase.Status.Majesty) { if (aEffect == MessageCore.AskForEnum.Shan) { bool WeiAlive = false; foreach (Player p in aData.Game.GamePlayers.All) { if (!p.Dead && p.Chief.ChiefCamp == ChiefBase.Camp.Wei) { WeiAlive = true; break; } } if (WeiAlive) { SwitchSkillStatus(aChief, SkillEnabled.Enable, aData); } } } }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (aSkillName == SkillName && aChief.ChiefStatus == ChiefBase.Status.Majesty) //要求 { if (SkillStatus != SkillEnabled.Enable || aAskFor != MessageCore.AskForEnum.Shan || aCards.Count() != 0) { return(false); //不满足的条件 } } return(true); }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (SkillName == aSkillName) { if (SkillStatus != SkillEnabled.Enable) { return(false); } if (aAskFor != MessageCore.AskForEnum.Aggressive) { return(false); } if (aCards.Count() != 0) { return(false); } } return(true); }
/// <summary> /// 在服务实例的回应中对牌的操作 /// </summary> /// <param name="aWeaponEffect">武器效果</param> /// <param name="aCards">玩家的出牌</param> /// <param name="aChief">出牌武将</param> /// <param name="aTargets">武将目标</param> /// <param name="aAskFor">问询内容</param> /// <param name="aEffect">最终定义的牌效果</param> /// <param name="aData">游戏数据</param> public static void LeadCards(Card.Effect aWeaponEffect, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { switch (aWeaponEffect) { case Card.Effect.ZhangBaSheMao: if (aEffect == Card.Effect.None && aCards.Count() == 2 && aData.Game.GamePlayers[aChief].HasCardsInHand(aCards)) { aEffect = Card.Effect.Sha; } break; } }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (SkillName == aSkillName) { if (SkillStatus != SkillEnabled.Enable) { return(false); } if (aAskFor != MessageCore.AskForEnum.Aggressive) { return(false); } if (aCards.Count() != 1) { return(false); } if (aCards[0].CardHuaSe != Card.Suit.CaoHua && aCards[0].CardHuaSe != Card.Suit.HeiTao) { return(false); } if (aTargets.Count() != 1) { return(false); } if (aTargets[0] == aChief) { return(false); } if (!aData.Game.GamePlayers[aTargets[0]].HasCardWithJudgementArea) { return(false); } if (aData.Game.GamePlayers[aTargets[0]].Dead) { return(false); } aEffect = Card.Effect.GuoHeChaiQiao; } return(true); }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (aSkillName == SkillName) { if (SkillStatus == SkillEnabled.Disable) { return(false); } if (aCards.Count() != 1 || !aData.Game.GamePlayers[aChief].HasCardsInHand(aCards)) { return(false); } if (aTargets.Count() != 2) { return(false); } if (aData.Game.GamePlayers[aTargets[0]].Chief.Sex != ChiefBase.SexType.Male || aData.Game.GamePlayers[aTargets[1]].Chief.Sex != ChiefBase.SexType.Male) { return(false); } if (aData.Game.GamePlayers[aTargets[0]].Dead || aData.Game.GamePlayers[aTargets[1]].Dead) { return(false); } if (aTargets[0] == aTargets[1]) { return(false); } if (aTargets[0] == aChief || aTargets[1] == aChief) { return(false); } } return(true); }
/// <summary> /// 玩家使用了某项技能,并在异步层进行处理,因为异步层不允许进行新的问询,一般用于不会再问询的技能,或者技能的条件检查 /// </summary> /// <param name="aSkillName">玩家使用的技能名称</param> /// <param name="aCards">玩家此时的出牌</param> /// <param name="aChief">该玩家的武将</param> /// <param name="aTargets">所选的目标武将</param> /// <param name="aAskFor">此时系统对该武将的问询内容</param> /// <param name="aEffect">若技能条件成立,这里可以返回替代的效果</param> /// <param name="aData">游戏数据对象</param> /// <returns>返回true表示技能处理正常或者跳过,false表示技能不能通过检验</returns> public virtual bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { return(true); //技能通过检验 }
/// <summary> /// 问询结束后通知技能,一般用于技能状态改变 /// </summary> /// <param name="aChief">被问询的武将对象</param> /// <param name="aEffect">问询的效果</param> /// <param name="aData">游戏数据</param> public virtual void FinishAskfor(ChiefBase aChief, MessageCore.AskForEnum aEffect, GlobalData aData) { }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (aSkillName == SkillName) { if (SkillStatus == SkillEnabled.Disable) { return(false); } if (aAskFor != MessageCore.AskForEnum.AskForTao && aAskFor != MessageCore.AskForEnum.AskForTaoOrJiu) { return(false); } if (aCards.Count() != 1) { return(false); } if (!aData.Game.GamePlayers[aChief].HasCardsInHandOrEquipage(aCards)) { return(false); } if (aCards[0].CardHuaSe != Card.Suit.HongTao && aCards[0].CardHuaSe != Card.Suit.FangPian) { return(false); } } return(true); }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (aSkillName == SkillName) { if (SkillStatus == SkillEnabled.Enable && (aAskFor == MessageCore.AskForEnum.Sha || aAskFor == MessageCore.AskForEnum.Aggressive) && aCards.Count() == 0) { if (aAskFor == MessageCore.AskForEnum.Aggressive) { //若出杀有限制且已经没有机会杀了不能执行 if (!aData.ShaNoLimit && aData.KillRemain < 1) { return(false); //false } //杀的目标数量高于最大值不能执行 if (aData.Game.CalcMaxShaTargets(aChief, aCards) < aTargets.Count()) { return(false); //false } //没有目标不能执行 if (aTargets.Count() == 0) { return(false); //false } //遍历目标集合,如果目标有自己或者目标已死亡或者 够不到对方不能执行 foreach (ChiefBase c in aTargets) { if (c.IsMe(aChief) || aData.Game.GamePlayers[c].Dead || !aData.Game.WithinShaRange(aChief, c)) { return(false); //false } bool Enable = true; foreach (ASkill s in c.Skills) { Enable = s.EffectFeasible(aCards, aEffect, c, Enable, aData); } if (!Enable) { return(false); } } } return(true); } else { return(false); //false } } else { return(true); } }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (SkillName == aSkillName) { if (aCards.Count() != 0 && aTargets.Count() == 1 && aTargets[0] != aChief && !aData.Game.GamePlayers[aTargets[0]].Dead) { if (!aData.Game.GamePlayers[aChief].HasCardsInHand(aCards)) { return(false); } return(true); } } return(true); }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (SkillName == aSkillName) { if (SkillStatus != SkillEnabled.Enable) { return(false); } if (aAskFor != MessageCore.AskForEnum.Aggressive) { return(false); } if (aCards.Count() != 1) { return(false); } if (aCards[0].CardHuaSe != Card.Suit.FangPian) { return(false); } if (aTargets.Count() != 1) { return(false); } if (aTargets[0] == aChief) { return(false); } if (aData.Game.GamePlayers[aTargets[0]].HasDebuff(Card.Effect.LeBuSiShu)) { return(false); } if (aData.Game.GamePlayers[aTargets[0]].Dead) { return(false); } aCards[0].CardEffect = Card.Effect.LeBuSiShu; aEffect = Card.Effect.LeBuSiShu; } return(true); }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (aSkillName == SkillName) { if (SkillStatus != SkillEnabled.Enable) { return(false); } if (!aData.Game.GamePlayers[aChief].HasHand) { return(false); } if (aCards.Count() != 0) { return(false); } if (aTargets.Count() == 0 || aData.Game.GamePlayers[aTargets[0]].Dead || aTargets[0] == aChief) { return(false); } } return(true); }
/// <summary> /// 武将被问询 /// </summary> /// <param name="aChief">被问询的武将</param> /// <param name="aAskFor">问询的内容</param> /// <param name="aData">全局游戏数据对象</param> /// <returns>成功处理返回effect不是none的askforresult对象,否则返回null,另外根据情形你可以返回两个异常类型</returns> public virtual MessageCore.AskForResult AskFor(ChiefBase aChief, MessageCore.AskForEnum aAskFor, GlobalData aData) { return(null); }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (aSkillName == SkillName) { if (SkillStatus == SkillEnabled.Disable) { return(false); } if (aCards.Count() == 0 || !aData.Game.GamePlayers[aChief].HasCardsInHandOrEquipage(aCards)) { return(false); } } return(true); }
public override bool ActiveSkill(string aSkillName, Card[] aCards, ChiefBase aChief, ChiefBase[] aTargets, MessageCore.AskForEnum aAskFor, ref Card.Effect aEffect, GlobalData aData) { if (SkillName == aSkillName && aCards.Count() == 1 && aAskFor == MessageCore.AskForEnum.Shan && (aCards[0].CardHuaSe == Card.Suit.HeiTao || aCards[0].CardHuaSe == Card.Suit.CaoHua)) { aEffect = Card.Effect.Shan; return(true); } else if (aSkillName == SkillName) { return(false); } else { return(true); } }