예제 #1
0
    public P_HuaMulan() : base("花木兰")
    {
        Sex   = PSex.Female;
        Age   = PAge.Renaissance;
        Index = 23;
        Cost  = 20;
        Tips  = "定位:爆发\n" +
                "难度:简单\n" +
                "史实:出自经典诗歌《木兰辞》。中国古代替父从军的女英雄。\n" +
                "攻略:\n花木兰是一名拥有不俗爆发能力的武将。【枭姬】的存在使得花木兰极度依赖装备牌,因此能够与唐寅、时迁等武将配合,同时也能够对这些武将形成强大的威慑力。【枭姬】往往能够提供绝地反杀的能力,或能使花木兰东山再起,因此在针对花木兰时必须注意其队伍的研究所或给牌武将,同时慎用【落凤弓】、【借刀杀人】等牌,从一定程度上来说提供了花木兰一定的防御力。【易装】是一个强大的爆发技能,不仅能与队友交换装备达成爆发,还能抢夺敌方的大量装备,形成局势逆转,因此可在一定程度上克制关羽。【易装】还可用来转换性别,从而使敌方的【百花裙】等装备失效。针对花木兰必须阻止其装备成形,因此吕蒙是一个不错的选择。";

        PSkill XiaoJi = new PSkill("枭姬")
        {
            SoftLockOpen = true
        };

        SkillList.Add(XiaoJi
                      .AddTrigger((PPlayer Player, PSkill Skill) => {
            return(new PTrigger(XiaoJi.Name)
            {
                IsLocked = false,
                Player = Player,
                Time = PTime.Card.LeaveAreaTime,
                AIPriority = 200,
                Condition = (PGame Game) => {
                    PMoveCardTag MoveCardTag = Game.TagManager.FindPeekTag <PMoveCardTag>(PMoveCardTag.TagName);
                    return Player.Area.EquipmentCardArea.Equals(MoveCardTag.Source) && !Player.Equals(MoveCardTag.Destination.Owner);
                },
                Effect = (PGame Game) => {
                    XiaoJi.AnnouceUseSkill(Player);
                    Game.GetCard(Player);
                    Game.GetMoney(Player, 1500);
                }
            });
        }));

        PPlayer YiZhuangTarget(PGame Game, PPlayer Player)
        {
            return(PMath.Max(Game.AlivePlayers(Player), (PPlayer TargetPlayer) => {
                int Profit = 0;
                PSex OriginalSex = Player.Sex;
                Player.Sex = PSex.Male;
                foreach (PCardType CardType in new PCardType[] {
                    PCardType.WeaponCard, PCardType.DefensorCard, PCardType.TrafficCard
                })
                {
                    PCard Card = Player.GetEquipment(CardType);
                    PCard TargetCard = TargetPlayer.GetEquipment(CardType);
                    if (Card != null)
                    {
                        Profit += 2000;
                        Profit -= Card.Model.AIInEquipExpectation(Game, Player);
                        Profit += Card.Model.AIInEquipExpectation(Game, TargetPlayer) * (Player.TeamIndex == TargetPlayer.TeamIndex ? 1 : -1);
                    }
                    if (TargetCard != null)
                    {
                        Profit += TargetCard.Model.AIInEquipExpectation(Game, Player);
                        Profit -= TargetCard.Model.AIInEquipExpectation(Game, TargetPlayer) * (Player.TeamIndex == TargetPlayer.TeamIndex ? 1 : -1);
                    }
                }
                Player.Sex = OriginalSex;
                return Profit - 7500;
            }, true).Key);
        }

        PSkill YiZhuang = new PSkill("易装")
        {
            Initiative = true
        };

        SkillList.Add(YiZhuang
                      .AnnounceGameOnce()
                      .AddTimeTrigger(
                          new PTime[] {
            PPeriod.FirstFreeTime.During,
            PPeriod.SecondFreeTime.During
        },
                          (PTime Time, PPlayer Player, PSkill Skill) => {
            return(new PTrigger(YiZhuang.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(YiZhuang.Name);
                },
                AICondition = (PGame Game) => {
                    if (Game.Teammates(Player).Exists((PPlayer _Player) => _Player.General is P_WuZhao))
                    {
                        PPlayer _Player = Game.PlayerList.Find((PPlayer __Player) => __Player.General is P_WuZhao);
                        if (_Player.RemainLimit("女权"))
                        {
                            return false;
                        }
                        else if (Player.Tags.ExistTag(P_WuZhao.NvQuanTag.Name))
                        {
                            return false;
                        }
                    }
                    return YiZhuangTarget(Game, Player) != null;
                },
                Effect = (PGame Game) => {
                    YiZhuang.AnnouceUseSkill(Player);
                    PPlayer Target = null;
                    if (Player.IsAI)
                    {
                        Target = YiZhuangTarget(Game, Player);
                    }
                    else
                    {
                        Target = PNetworkManager.NetworkServer.ChooseManager.AskForTargetPlayer(Player, PTrigger.Except(Player), YiZhuang.Name);
                    }
                    if (Target != null)
                    {
                        List <PCard> MulanEquipments = new List <PCard>();
                        foreach (PCard Card in Player.Area.EquipmentCardArea.CardList)
                        {
                            MulanEquipments.Add(Card);
                        }
                        List <PCard> TargetEquipements = new List <PCard>();
                        foreach (PCard Card in Target.Area.EquipmentCardArea.CardList)
                        {
                            TargetEquipements.Add(Card);
                        }
                        foreach (PCard Card in MulanEquipments)
                        {
                            Game.CardManager.MoveCard(Card, Player.Area.EquipmentCardArea, Game.CardManager.SettlingArea);
                        }
                        foreach (PCard Card in TargetEquipements)
                        {
                            Game.CardManager.MoveCard(Card, Target.Area.EquipmentCardArea, Game.CardManager.SettlingArea);
                        }
                        foreach (PCard Card in MulanEquipments)
                        {
                            Game.CardManager.MoveCard(Card, Game.CardManager.SettlingArea, Target.Area.EquipmentCardArea);
                        }
                        foreach (PCard Card in TargetEquipements)
                        {
                            Game.CardManager.MoveCard(Card, Game.CardManager.SettlingArea, Player.Area.EquipmentCardArea);
                        }
                        Player.Sex = PSex.Male;
                        Player.Tags.CreateTag(new PTag(YiZhuang.Name));
                        YiZhuang.DeclareUse(Player);
                    }
                }
            });
        }));
    }
예제 #2
0
    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);
                }
            });
        }));
    }
예제 #3
0
    public P_IzayoiMiku() : base("诱宵美九")
    {
        Sex   = PSex.Female;
        Age   = PAge.Industrial;
        Index = 28;
        Cost  = 50;
        Tips  = "定位:攻击\n" +
                "难度:简单\n" +
                "史实:轻小说《约会大作战》中女主角。龙胆寺女子学院学生,歌手,偶像。\n" +
                "攻略:\n【独奏】可以压制住全部的防御牌,既不能被闪避也不能被减伤,还无法通过【借尸还魂】、【走为上计】自救,一定程度上使得项羽、廉颇、屈原一类的自伤角色不敢铤而走险。贞德的【圣女】能够对【独奏】形成一定程度的克制。如果美九有【古锭刀】,则每一次过路费都触发【古锭刀】技能的效果,从而成为很强的火力点。新版美九的【独奏】无法触发花木兰的【枭姬】,但花木兰仍可以通过【易装】给她【古锭刀】来形成配合。\n美九的团队通常需要建一座城堡来发动【轮舞曲】。如果在未来大概率拿不到新的商业用地的情况下,即使是3级城堡,在【轮舞曲】之后也相当于免费升了2级的购物中心。";

        NewGeneral = true;

        PSkill Solo = new PSkill("独奏");

        SkillList.Add(Solo
                      .AddTrigger(
                          (PPlayer Player, PSkill Skill) => {
            return(new PTrigger(Solo.Name)
            {
                IsLocked = false,
                Player = Player,
                Time = PTime.Injure.BeforeEmitInjure,
                AIPriority = 200,
                Condition = (PGame Game) => {
                    PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName);
                    return Player.Equals(InjureTag.FromPlayer) && InjureTag.Injure > 0 && InjureTag.ToPlayer != null && InjureTag.ToPlayer.Area.OwnerCardNumber > 0;
                },
                AICondition = (PGame Game) => {
                    PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName);
                    PPlayer ToPlayer = InjureTag.ToPlayer;
                    return ToPlayer.TeamIndex != Player.TeamIndex || (ToPlayer.General is P_Gabriel);
                },
                Effect = (PGame Game) => {
                    PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName);
                    PPlayerCardArea ToPlayerArea = InjureTag.ToPlayer.Area;
                    Solo.AnnouceUseSkill(Player);
                    Game.CardManager.MoveAll(ToPlayerArea.HandCardArea, ToPlayerArea.OutOfGameArea);
                    // Game.CardManager.MoveAll(ToPlayerArea.EquipmentCardArea, ToPlayerArea.OutOfGameArea);
                    Player.Tags.CreateTag(new PSoloTag());
                }
            });
        })
                      .AddTrigger(
                          (PPlayer Player, PSkill Skill) => {
            return(new PTrigger(Solo.Name)
            {
                IsLocked = true,
                Player = Player,
                Time = PTime.Injure.EndSettle,
                AIPriority = 200,
                Condition = (PGame Game) => {
                    PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName);
                    return Player.Equals(InjureTag.FromPlayer) && InjureTag.Injure > 0 && InjureTag.ToPlayer != null && Player.Tags.ExistTag(PSoloTag.TagName);
                },
                Effect = (PGame Game) => {
                    Solo.AnnouceUseSkill(Player);
                    PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName);
                    PPlayer ToPlayer = InjureTag.ToPlayer;
                    Player.Tags.PopTag <PSoloTag>(PSoloTag.TagName);
                    if (ToPlayer.IsAlive)
                    {
                        Game.CardManager.MoveAll(ToPlayer.Area.OutOfGameArea, ToPlayer.Area.HandCardArea);
                    }
                    else
                    {
                        Game.CardManager.MoveAll(ToPlayer.Area.OutOfGameArea, Player.Area.HandCardArea);
                        PPlayer ExtraTarget = null;
                        int ExtraInjure = PMath.Percent(InjureTag.Injure, 50);
                        if (Player.IsAI)
                        {
                            ExtraTarget = PAiTargetChooser.InjureTarget(Game, Player, Player, PTrigger.Except(Player), ExtraInjure, Solo);
                        }
                        else
                        {
                            ExtraTarget = PNetworkManager.NetworkServer.ChooseManager.AskForTargetPlayer(Player, PTrigger.Except(Player), Solo.Name + "[造成" + ExtraInjure.ToString() + "点伤害]", true);
                        }
                        if (ExtraTarget != null)
                        {
                            Game.Injure(Player, ExtraTarget, ExtraInjure, Solo);
                        }
                    }
                }
            });
        }));

        PSkill Rando = new PSkill("轮舞曲")
        {
            Initiative = true
        };

        SkillList.Add(Rando
                      .AnnounceGameOnce()
                      .AddTimeTrigger(
                          new PTime[] {
            PPeriod.FirstFreeTime.During,
            PPeriod.SecondFreeTime.During
        },
                          (PTime Time, PPlayer Player, PSkill Skill) => {
            return(new PTrigger(Rando.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(Rando.Name) &&
                    Game.Map.BlockList.Exists((PBlock Block) => Block.Lord != null && Block.IsBusinessLand);
                },
                AICondition = (PGame Game) => {
                    PBlock MaxHouseBlock = PMath.Max(Game.Map.BlockList.FindAll((PBlock Block) => Block.Lord != null && Block.IsBusinessLand && Block.Lord.TeamIndex == Player.TeamIndex && !Block.BusinessType.Equals(PBusinessType.ShoppingCenter)), (PBlock Block) => Block.HouseNumber, true).Key;
                    if (MaxHouseBlock == null)
                    {
                        return false;
                    }
                    int ClubBonus = PMath.Percent(MaxHouseBlock.Price, 40) * Game.Enemies(Player).Count *MaxHouseBlock.HouseNumber;
                    if (MaxHouseBlock.BusinessType.Equals(PBusinessType.Institute))
                    {
                        ClubBonus -= 4000 * Game.Teammates(Player).Count;
                    }
                    int TeammateCardBonus = -2000 * PMath.Sum(Game.Teammates(Player, false).ConvertAll((PPlayer _Player) => Math.Min(2, _Player.Area.HandCardArea.CardNumber)));
                    int EnemyCardBonus = 2000 * PMath.Sum(Game.Enemies(Player).ConvertAll((PPlayer _Player) => Math.Min(2, _Player.Area.HandCardArea.CardNumber)));
                    int SumBonus = ClubBonus + TeammateCardBonus + EnemyCardBonus;
                    return SumBonus >= 8000 * (1 + Game.Map.BlockList.FindAll((PBlock _Block) => _Block.IsBusinessLand && _Block.Lord == null).Count);
                },
                Effect = (PGame Game) => {
                    Rando.AnnouceUseSkill(Player);
                    Game.Traverse((PPlayer _Player) => {
                        if (_Player != Player)
                        {
                            for (int i = 0; i < 2; ++i)
                            {
                                if (_Player.Area.HandCardArea.CardNumber > 0)
                                {
                                    Game.ThrowCard(_Player, _Player, true, false, false);
                                }
                            }
                        }
                    }, Player);
                    PBlock Target = null;
                    if (Player.IsAI)
                    {
                        PBlock MaxHouseBlock = PMath.Max(Game.Map.BlockList.FindAll((PBlock Block) => Block.Lord != null && Block.IsBusinessLand && Block.Lord.TeamIndex == Player.TeamIndex && !Block.BusinessType.Equals(PBusinessType.ShoppingCenter)), (PBlock Block) => Block.HouseNumber, true).Key;
                        Target = MaxHouseBlock;
                    }
                    else
                    {
                        Target = PNetworkManager.NetworkServer.ChooseManager.AskToChooseBlock(Player, Rando.Name + "-选择一处商业用地", (PBlock Block) => Block.IsBusinessLand && Block.Lord != null);
                    }
                    Target.BusinessType = PBusinessType.Club;
                    PNetworkManager.NetworkServer.TellClients(new PRefreshBlockBasicOrder(Target));
                    Rando.DeclareUse(Player);
                }
            });
        }));
    }
예제 #4
0
    public P_Gabriel() : base("破军歌姬")
    {
        Sex         = PSex.Female;
        Age         = PAge.Future;
        Index       = 2001;
        Cost        = 1;
        Tips        = string.Empty;
        CanBeChoose = false;

        PSkill ElfMiku = new PSkill("精灵加护·美九")
        {
            Lock = true
        };

        SkillList.Add(ElfMiku
                      .AddTrigger(
                          (PPlayer Player, PSkill Skill) => {
            return(new PTrigger(ElfMiku.Name)
            {
                IsLocked = true,
                Player = Player,
                Time = PTime.EnterDyingTime,
                AIPriority = 100,
                Condition = (PGame Game) => {
                    return Game.TagManager.FindPeekTag <PDyingTag>(PDyingTag.TagName).Player.Equals(Player) && Game.AlivePlayersExist <P_IzayoiMiku>();
                },
                Effect = (PGame Game) => {
                    ElfMiku.AnnouceUseSkill(Player);
                    int TargetMoney = 10000;
                    int Bonus = TargetMoney - Player.Money;
                    if (Bonus > 0)
                    {
                        Game.GetMoney(Player, Bonus);
                    }
                    Player.Tags.CreateTag(new PElfPowerTag());
                }
            });
        }));

        PSkill AngelAwakeMiku = new PSkill("音之天使·觉醒")
        {
            Lock = true
        };

        SkillList.Add(AngelAwakeMiku
                      .AnnounceGameOnce()
                      .AddTrigger(
                          (PPlayer Player, PSkill Skill) => {
            return(new PTrigger(AngelAwakeMiku.Name)
            {
                IsLocked = true,
                Player = Player,
                Time = PPeriod.StartTurn.During,
                AIPriority = 200,
                Condition = (PGame Game) => {
                    PElfPowerTag ElfPowerTag = Player.Tags.FindPeekTag <PElfPowerTag>(PElfPowerTag.TagName);
                    return Game.NowPlayer.Equals(Player) && Player.RemainLimit(AngelAwakeMiku.Name) && ElfPowerTag != null && ElfPowerTag.Value >= 3 && Game.AlivePlayers().Exists((PPlayer _Player) => _Player.General is P_IzayoiMiku);
                },
                Effect = (PGame Game) => {
                    AngelAwakeMiku.AnnouceUseSkill(Player);
                    PPlayer Miku = Game.AlivePlayers().Find((PPlayer _Player) => _Player.General is P_IzayoiMiku);
                    Game.Map.BlockList.ForEach((PBlock Block) => {
                        if (Block.IsBusinessLand)
                        {
                            Block.Lord = Miku;
                            Block.BusinessType = PBusinessType.Club;
                            PNetworkManager.NetworkServer.TellClients(new PRefreshBlockBasicOrder(Block));
                        }
                    });
                    AngelAwakeMiku.DeclareUse(Player);
                }
            });
        }));

        PSkill Requiem = new PSkill("镇魂曲")
        {
            Lock = true
        };

        SkillList.Add(Requiem
                      .AddTrigger(
                          (PPlayer Player, PSkill Skill) => {
            return(new PTrigger(Requiem.Name)
            {
                IsLocked = true,
                Player = Player,
                Time = PTime.Injure.AcceptInjure,
                AIPriority = 255,
                Condition = (PGame Game) => {
                    PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName);
                    return InjureTag.Injure > 0 && InjureTag.ToPlayer != null && InjureTag.ToPlayer.General is P_IzayoiMiku;
                },
                Effect = (PGame Game) => {
                    Requiem.AnnouceUseSkill(Player);
                    PInjureTag InjureTag = Game.TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName);
                    InjureTag.Injure -= PMath.Percent(InjureTag.Injure, 20);
                }
            });
        }));

        PSkill March = new PSkill("进行曲")
        {
            Lock = true
        };

        SkillList.Add(March
                      .AddTrigger(
                          (PPlayer Player, PSkill Skill) => {
            return(new PTrigger(March.Name)
            {
                IsLocked = true,
                Player = Player,
                Time = PPeriod.EndTurn.During,
                AIPriority = 255,
                Condition = (PGame Game) => {
                    return Game.NowPlayer.General is P_IzayoiMiku && Game.NowPlayer.Equals(Game.NowPlayer.Position.Lord);
                },
                Effect = (PGame Game) => {
                    March.AnnouceUseSkill(Player);
                    PElfPowerTag ElfPowerTag = Player.Tags.FindPeekTag <PElfPowerTag>(PElfPowerTag.TagName);
                    int BonusHouse = 0;
                    if (ElfPowerTag != null)
                    {
                        BonusHouse = ElfPowerTag.Value;
                    }
                    Game.GetHouse(Game.NowPlayer.Position, 1 + BonusHouse);
                    Game.GetCard(Game.NowPlayer, 1);
                }
            });
        }));
    }