public static bool XianJuTest(PGame Game, PPlayer Player) { string XianJu = "闲居"; // 依据闲居,优化使用伤害类计策牌的条件 if (Player.General is P_PanYue && Game.NowPlayer.Equals(Player)) { if (!Game.NowPeriod.IsAfter(PPeriod.WalkingStage)) { List <PBlock> NextBlocks = PAiMapAnalyzer.NextBlocks(Game, Player); return(NextBlocks.Exists((PBlock Block) => Block.Lord != null && Block.Lord.TeamIndex != Player.TeamIndex && Block.Toll >= Player.Money) || !NextBlocks.Exists((PBlock Block) => Block.Lord != null && Block.Lord.TeamIndex == Player.TeamIndex) || !Player.RemainLimit(XianJu)); } else { return(Player.Position.Lord == null || Player.Position.Lord.TeamIndex != Player.TeamIndex || Player.Money <= 2000 || !Player.RemainLimit(XianJu)); } } return(true); }
public P_WangXu() : base("王诩") { Sex = PSex.Male; Age = PAge.Classic; Index = 5; Tips = "定位:全能\n" + "难度:困难\n" + "史实:战国时期思想家、纵横家,号“鬼谷子”。\n" + "攻略:\n王诩具有两个技能,在免费武将里是一个较为难用的武将,建议对游戏有一定了解之后使用。\n【纵横】可以将牌转化成【远交近攻】,但3和6两个点数里有不少高价值的牌,如【借尸还魂】、【欲擒故纵】、【抛砖引玉】、【走为上计】等,是否将这些牌转化成显性1000收益、隐性收益视队友状况而定的【远交近攻】,需要结合场上形势进行把握。\n【隐居】提高了王诩的生存能力,但【隐居】本身是负收益技能,移出游戏的王诩失去了收取过路费的能力,还会亏一座房屋,如果每回合都使用,必定只能苟延残喘片刻。所以,【隐居】的目的地需要给自己留出几个回合较为安全的空间,让自己在【隐居】的间隙可以造成输出。\n对于新手而言,也可以选择无脑【纵横】给大神队友补牌,后期保持【隐居】牵制敌人的打法。"; PSkill ZongHeng = new PSkill("纵横") { Initiative = true }; SkillList.Add(ZongHeng .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(ZongHeng.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 200, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.Area.HandCardArea.CardList.Exists((PCard Card) => Card.Point % 3 == 0); }, AICondition = (PGame Game) => { return Player.Area.HandCardArea.CardList.Exists((PCard Card) => { return Card.Point % 3 == 0 && Card.Model.AIInHandExpectation(Game, Player) < 3000; }) && P_YooenChiaoChinKung.AIEmitTargets(Game, Player)[0] != null; }, Effect = (PGame Game) => { ZongHeng.AnnouceUseSkill(Player); PCard TargetCard = null; if (Player.IsAI) { TargetCard = PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, false, false, true, (PCard Card) => Card.Point % 3 == 0).Key; } else { List <PCard> Waiting = Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Point % 3 == 0); int Result = PNetworkManager.NetworkServer.ChooseManager.Ask(Player, ZongHeng.Name, Waiting.ConvertAll((PCard Card) => Card.Name).Concat(new List <string> { "取消" }).ToArray()); if (Result >= 0 && Result < Waiting.Count) { TargetCard = Waiting[Result]; } } if (TargetCard != null) { TargetCard.Model = new P_YooenChiaoChinKung(); PTrigger Trigger = TargetCard.Model.MoveInHandTriggerList.Find((Func <PPlayer, PCard, PTrigger> TriggerGenerator) => TriggerGenerator(Player, TargetCard).Time.Equals(PPeriod.FirstFreeTime.During))?.Invoke(Player, TargetCard); if (Trigger != null) { Game.Logic.StartSettle(new PSettle("纵横[远交近攻]", Trigger.Effect)); } } } }); })); PSkill YinJu = new PSkill("隐居") { Initiative = true }; SkillList.Add(YinJu .AnnounceTurnOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(YinJu.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 10, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.RemainLimit(YinJu.Name) && Player.HasHouse; }, AICondition = (PGame Game) => { if (!Player.CanBeInjured) { return false; } if (Game.NowPeriod.Equals(PPeriod.FirstFreeTime)) { bool CanGo = false; PAiMapAnalyzer.NextBlocks(Game, Player).ForEach((PBlock Block) => { if (Block.Lord != null && Block.Lord.TeamIndex != Player.TeamIndex && Block.Toll >= Player.Money) { CanGo = true; } if (Block.GetMoneyStopSolid < 0 && -Block.GetMoneyStopSolid >= Player.Money) { CanGo = true; } if (Block.GetMoneyStopPercent < 0 && PMath.Percent(Player.Money, -Block.GetMoneyStopPercent) >= Player.Money) { CanGo = true; } }); return CanGo || PAiMapAnalyzer.OutOfGameExpect(Game, Player, true) - PAiMapAnalyzer.MinValueHouse(Game, Player).Value > 0; } else { return false; } }, Effect = (PGame Game) => { YinJu.AnnouceUseSkill(Player); PBlock Block = null; if (Player.IsAI) { Block = PAiMapAnalyzer.MinValueHouse(Game, Player).Key; } else { Block = PNetworkManager.NetworkServer.ChooseManager.AskToChooseBlock(Player, YinJu.Name, (PBlock _Block) => { return Player.Equals(_Block.Lord) && _Block.HouseNumber > 0; }); } if (Block != null) { Game.MovePosition(Player, Player.Position, Block); PNetworkManager.NetworkServer.TellClients(new PHighlightBlockOrder(Block.Index.ToString())); Game.LoseHouse(Block, 1); Player.Tags.CreateTag(PTag.OutOfGameTag); YinJu.DeclareUse(Player); } } }); })); }
public P_HeShen() : base("和珅") { Sex = PSex.Male; Age = PAge.Industrial; Index = 24; Cost = 30; Tips = "定位:防御\n" + "难度:简单\n" + "史实:清朝中期权臣,中国历史上有名的巨贪,聚敛了约十亿两白银的巨大财富。\n" + "攻略:\n和珅是一名拥有不错防御力的武将。【贪污】使和珅的起始资金变相增加,而【受贿】可用于关键击杀,但一般都用于辅助队友。和珅的技能使用基本没有任何难度,因此十分适合新手使用。"; PSkill TanWu = new PSkill("贪污") { Lock = true }; SkillList.Add(TanWu .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(TanWu.Name) { IsLocked = true, Player = Player, Time = PTime.PurchaseLandTime, Condition = (PGame Game) => { PPurchaseLandTag PurchaseLandTag = Game.TagManager.FindPeekTag <PPurchaseLandTag>(PPurchaseLandTag.TagName); return Player.Equals(PurchaseLandTag.Player); }, Effect = (PGame Game) => { TanWu.AnnouceUseSkill(Player); PPurchaseLandTag PurchaseLandTag = Game.TagManager.FindPeekTag <PPurchaseLandTag>(PPurchaseLandTag.TagName); PurchaseLandTag.LandPrice = PMath.Percent(PurchaseLandTag.LandPrice, 50); } }); }) .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(TanWu.Name) { IsLocked = true, Player = Player, Time = PTime.PurchaseHouseTime, Condition = (PGame Game) => { PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); return Player.Equals(PurchaseHouseTag.Player); }, Effect = (PGame Game) => { TanWu.AnnouceUseSkill(Player); PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); PurchaseHouseTag.HousePrice = PMath.Percent(PurchaseHouseTag.HousePrice, 50); } }); })); PSkill ShouHui = new PSkill("受贿") { Initiative = true }; int ShouHuiExpect(PGame Game, PPlayer Player) { int Sum = 0; int Cnt = 0; foreach (PBlock Block in PAiMapAnalyzer.NextBlocks(Game, Player)) { if (Block.CanPurchase && Block.Lord == null) { Sum += Block.Price; Cnt++; } else if (Player.Equals(Block.Lord)) { Sum += Block.HousePrice; Cnt++; } } if (Cnt == 0) { return(-1); } else { return(Sum / Cnt); } } PPlayer ShouHuiTarget(PGame Game, PPlayer Player) { foreach (PPlayer Target in Game.Teammates(Player)) { if (ShouHuiExpect(Game, Target) >= 1500 && Target.Money >= 2000 && Player.RemainLimit(ShouHui.Name, Target)) { return(Target); } } foreach (PPlayer Target in Game.Enemies(Player)) { if (Player.RemainLimit(ShouHui.Name, Target)) { int Expect = ShouHuiExpect(Game, Target); if (Expect < 0) { Expect = 3000; // 无法判断下次购买土地或房屋的收益 } Expect -= PAiTargetChooser.InjureExpect(Game, Player, Player, Target, 1000, ShouHui); if (Expect <= -1000) { return(Target); } } } return(null); } SkillList.Add(ShouHui .AnnounceEachPlayerOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(ShouHui.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 10, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Game.AlivePlayers().Exists((PPlayer _Player) => Player.RemainLimit(ShouHui.Name, _Player)); }, AICondition = (PGame Game) => { return ShouHuiTarget(Game, Player) != null; }, Effect = (PGame Game) => { ShouHui.AnnouceUseSkill(Player); PPlayer Target = null; if (Player.IsAI) { Target = ShouHuiTarget(Game, Player); } else { Target = PNetworkManager.NetworkServer.ChooseManager.AskForTargetPlayer(Player, (PGame _Game, PPlayer _Player) => Player.RemainLimit(ShouHui.Name, _Player), ShouHui.Name, true); } if (Target != null) { Game.Injure(Player, Target, 1000, ShouHui); Target.Tags.CreateTag(new PShouHuiTag()); ShouHui.DeclareUseFor(Player, Target); } } }); }) .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(ShouHui.Name) { IsLocked = true, Player = null, Time = PTime.PurchaseLandTime, Condition = (PGame Game) => { PPurchaseLandTag PurchaseLandTag = Game.TagManager.FindPeekTag <PPurchaseLandTag>(PPurchaseLandTag.TagName); return PurchaseLandTag.Player.Tags.ExistTag(PShouHuiTag.TagName); }, Effect = (PGame Game) => { PPurchaseLandTag PurchaseLandTag = Game.TagManager.FindPeekTag <PPurchaseLandTag>(PPurchaseLandTag.TagName); PurchaseLandTag.LandPrice = 0; ShouHui.AnnouceUseSkill(PurchaseLandTag.Player); PurchaseLandTag.Player.Tags.PopTag <PShouHuiTag>(PShouHuiTag.TagName); } }); }) .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(ShouHui.Name) { IsLocked = true, Player = null, Time = PTime.PurchaseHouseTime, Condition = (PGame Game) => { PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); return PurchaseHouseTag.Player.Tags.ExistTag(PShouHuiTag.TagName); }, Effect = (PGame Game) => { PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); PurchaseHouseTag.HousePrice = 0; ShouHui.AnnouceUseSkill(PurchaseHouseTag.Player); PurchaseHouseTag.Player.Tags.PopTag <PShouHuiTag>(PShouHuiTag.TagName); } }); })); }
public P_WuZhao() : base("武瞾") { Sex = PSex.Female; Age = PAge.Renaissance; Index = 15; Cost = 30; Tips = "定位:攻击\n" + "难度:困难\n" + "史实:武周皇帝,中国历史上唯一统一王朝女皇帝。在位期间以酷吏政治闻名,晚年骄奢淫逸,致使唐朝中衰。\n" + "攻略:\n武瞾有且仅有两个限定技,对两个限定技的使用能力决定了她的存在感和强度。武瞾玩家对于局势的观察能力非常重要,因为发动时机的选择直接影响到武瞾的强度。\n如果选择的发动时机得当,武瞾的强度是很高的。【女权】在储存了大量伤害类计策的情况下,可以带来惊人的爆发伤害,因此在【女权】发动之前,【瞒天过海】、【关门捉贼】等牌并不建议使用。使用【以逸待劳】加【浑水摸鱼】的组合精准打击敌人也是优秀的策略。\n【迁都】的发动时机更依靠于玩家把握力,原则上越晚【迁都】可以赠送的房屋越多,但如果【迁都】过晚,则可能建造的城堡不够发挥输出。【迁都】和【上屋抽梯】也是很好的组合。"; PSkill NvQuan = new PSkill("女权") { Initiative = true }; SkillList.Add(NvQuan .AnnounceGameOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(NvQuan.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 250, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.RemainLimit(NvQuan.Name); }, AICondition = (PGame Game) => { /* * 女权的发动条件: * 【只会在第一个空闲时间点发动】 * 观察场上所有女性直到你的下回合开始的过程 * 即,对场上所有人的下一回合行动,如果领主为女性,记录相应的伤害收益 * 然后,对 * 注:在没发动女权的情况下,武瞾将不会使用以下牌: * 瞒天过海、关门捉贼、笑里藏刀、反间计、打草惊蛇、抛砖引玉、以逸待劳、浑水摸鱼 * * 当有女权状态且有浑水摸鱼的情况下,女性角色的以逸待劳将指定所有敌方角色为目标 */ if (!Game.NowPeriod.Equals(PPeriod.FirstFreeTime)) { return false; } int ExpectSum = 0; Game.AlivePlayers().FindAll((PPlayer _Player) => !_Player.Equals(Player)).ForEach((PPlayer _Player) => { List <PBlock> NextBlocks = PAiMapAnalyzer.NextBlocks(Game, _Player); int TempSum = 0; NextBlocks.ForEach((PBlock Block) => { if (Block.Lord != null && Block.Lord.TeamIndex != _Player.TeamIndex && Block.Lord.Sex.Equals(PSex.Female)) { TempSum += 4000 * (Block.Lord.TeamIndex == Player.TeamIndex ? 1 : -1); } }); TempSum /= Math.Max(1, NextBlocks.Count); ExpectSum += TempSum; }); ExpectSum += 4000 * Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Model is P_ManTiienKuoHai).Count; ExpectSum += Game.Enemies(Player).FindAll((PPlayer _Player) => _Player.Position.HouseNumber == 0).Count * 4000 * Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Model is P_KuanMevnChoTsev).Count; ExpectSum += 4000 * Math.Min(Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Type.IsEquipment()).Count, Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Model is P_HsiaoLiTsaangTao).Count); if (Player.Area.HandCardArea.CardList.Exists((PCard Card) => { return Card.Model is P_FanChienChi || Card.Model is P_TaTsaaoChingShev || Card.Model is P_PaaoChuanYinYoo || Card.Model is P_IITaiLao; })) { ExpectSum += 4000 * Game.Enemies(Player).Count * Player.Area.HandCardArea.CardList.FindAll((PCard Card) => Card.Model is P_HunShuiMoYoo).Count; } return ExpectSum > 6000; }, Effect = (PGame Game) => { NvQuan.AnnouceUseSkill(Player); Game.AlivePlayers().ForEach((PPlayer _Player) => { if (_Player.Sex.Equals(PSex.Female)) { _Player.Tags.CreateTag(NvQuanTag); } }); NvQuan.DeclareUse(Player); } }); }) .AddTrigger((PPlayer Player, PSkill Skill) => { return(new PTrigger(NvQuan.Name + "[增加伤害]") { IsLocked = true, Player = null, Time = PTime.Injure.EmitInjure, Condition = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); return (InjureTag.FromPlayer != null && InjureTag.FromPlayer.Tags.ExistTag(NvQuanTag.Name)) && (InjureTag.InjureSource is PCard || InjureTag.InjureSource is PBlock); }, Effect = (PGame Game) => { PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName); NvQuan.AnnouceUseSkill(InjureTag.FromPlayer); InjureTag.Injure += 2000; } }); }).AddTrigger((PPlayer Player, PSkill Skill) => { return(new PTrigger(NvQuan.Name + "[效果结束]") { IsLocked = true, Player = null, Time = PPeriod.StartTurn.Start, Condition = (PGame Game) => { return Game.NowPlayer.Equals(Player); }, Effect = (PGame Game) => { Game.AlivePlayers().ForEach((PPlayer _Player) => { _Player.Tags.PopTag <PTag>(NvQuanTag.Name); }); } }); })); KeyValuePair <PBlock, int> QianDuTarget(PGame Game, PPlayer Player) { int BusinessLandCount = Game.Map.BlockList.FindAll((PBlock Block) => Player.Equals(Block.Lord) && Block.IsBusinessLand).Count; return(PMath.Max(Game.Map.BlockList.FindAll((PBlock Block) => Player.Equals(Block.Lord) && !Block.IsBusinessLand), (PBlock Block) => { int HouseNumber = Game.GetBonusHouseNumberOfCastle(Player, Block); HouseNumber += BusinessLandCount; return HouseNumber * PAiMapAnalyzer.HouseValue(Game, Player, Block); })); } PSkill QianDu = new PSkill("迁都") { Initiative = true }; SkillList.Add(QianDu .AnnounceGameOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(QianDu.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 280, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.RemainLimit(QianDu.Name) && Game.Map.BlockList.Exists((PBlock Block) => Player.Equals(Block.Lord) && !Block.IsBusinessLand); }, AICondition = (PGame Game) => { if (!Game.NowPeriod.Equals(PPeriod.FirstFreeTime)) { return false; } return QianDuTarget(Game, Player).Value > 12000; }, Effect = (PGame Game) => { QianDu.AnnouceUseSkill(Player); PBlock TargetBlock = null; if (Player.IsAI) { TargetBlock = QianDuTarget(Game, Player).Key; } else { TargetBlock = PNetworkManager.NetworkServer.ChooseManager.AskToChooseBlock(Player, QianDu.Name, (PBlock Block) => { return Player.Equals(Block.Lord) && !Block.IsBusinessLand; }); } if (TargetBlock != null) { int BusinessLandCount = Game.Map.BlockList.FindAll((PBlock Block) => Player.Equals(Block.Lord) && Block.IsBusinessLand).Count; int HouseNumber = Game.GetBonusHouseNumberOfCastle(Player, TargetBlock) + BusinessLandCount; Game.MovePosition(Player, Player.Position, TargetBlock); PNetworkManager.NetworkServer.TellClients(new PHighlightBlockOrder(TargetBlock.Index.ToString())); TargetBlock.BusinessType = PBusinessType.Castle; Game.GetHouse(TargetBlock, HouseNumber); } QianDu.DeclareUse(Player); } }); })); }
public P_LianPo() : base("廉颇") { Sex = PSex.Male; Age = PAge.Classic; Index = 1; Tips = "定位:辅助\n" + "难度:中等\n" + "史实:战国时期赵国名将,被誉为“战国四大名将”之一,曾击退燕国入侵,斩杀栗腹。\n" + "攻略:\n廉颇可以把自己的现金转移给队友,同时让队友摸牌。和王诩、虞姬等技能依赖于手牌的武将组队时,廉颇是一个不错的选择,提高队友的技能发动频率。\n" + "新人推荐使用廉颇,给大神队友更多的牌,让队友有更大的发挥空间。\n" + "因为廉颇的现金可以给队友提供每回合2000(一张牌)的收益,廉颇很容易成为敌人的集火对象,在这种情况下,可以减少房屋的建造(除购物中心外,建房收益均不及负荆收益),让自己的现金发挥更大的价值。"; PSkill FuJing = new PSkill("负荆") { Initiative = true }; SkillList.Add(FuJing .AnnounceTurnOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(FuJing.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 180, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.RemainLimit(FuJing.Name); }, AICondition = (PGame Game) => { if (Game.Teammates(Player, false).Count == 0 || Player.Money < 6000) { return false; } if (Player.Money >= 15000 || !Player.CanBeInjured) { return true; } else { bool CanGo = true; PAiMapAnalyzer.NextBlocks(Game, Player).ForEach((PBlock Block) => { if (Block.Lord == null && Block.CanPurchase && Block.Price >= Player.Money - 8000) { CanGo = false; } if (Block.Lord != null && Block.Lord.TeamIndex != Player.TeamIndex && Block.Toll >= Player.Money - 8000) { CanGo = false; } }); return CanGo; } }, Effect = (PGame Game) => { FuJing.AnnouceUseSkill(Player); PPlayer Target = null; if (Player.IsAI) { Target = PMath.Max(Game.Teammates(Player, false), (PPlayer _Player) => _Player.AiCardExpectation + PMath.RandInt(0, 5) + ((Player.Defensor != null && Player.Defensor.Model is P_PaiHuaChooon && !Player.Sex.Equals(_Player.Sex)) ? 1500 : 0)).Key; } else { Target = PNetworkManager.NetworkServer.ChooseManager.AskForTargetPlayer(Player, PTrigger.Except(Player), FuJing.Name, true); } if (Target != null) { Game.Injure(Target, Player, 3000, FuJing); Game.GetCard(Target, 1); FuJing.DeclareUse(Player); } } }); })); }