Exemplo n.º 1
0
 /// <summary>
 /// 清除事件链的过程
 /// </summary>
 /// <remarks>该方法是将公共牌槽,武将可回收牌槽等剩余的牌放入垃圾桶中,并将发送事件结束的XML消息
 /// 清除事件链发生在每个游戏阶段的起始事件完成后</remarks>
 private void ClearEventProc()
 {
     //尝试回收游戏对象中牌槽容器的牌
     foreach (Slot s in CardsBuffer.Slots)
     {
         if (s.Recyclable && s.Cards.Count != 0)
         {
             DropCards(true, CardFrom.Slot, string.Empty, s.Cards.ToArray(), Card.Effect.None, null, null, null);
             s.Cards.Clear();
         }
     }
     //尝试回收玩家牌槽容器中的牌
     foreach (Player p in GamePlayers.All)
     {
         if (p.Chief != null)
         {
             foreach (Slot s in p.Chief.SlotsBuffer.Slots)
             {
                 if (s.Recyclable && s.Cards.Count != 0)
                 {
                     DropCards(true, CardFrom.Slot, string.Empty, s.Cards.ToArray(), Card.Effect.None, null, null, null);
                     s.Cards.Clear();
                 }
             }
         }
     }
     //发送事件结束消息
     AsynchronousCore.SendClearMessage();
 }
Exemplo n.º 2
0
        /// <summary>
        /// 开始玩家的选将过程,要求玩家数量必须等于游戏模式中指定的数量
        /// </summary>
        /// <returns>若该过程无误,则返回true</returns>
        public bool SelectChiefs()
        {
            if (GamePlayers.All.Count() < 2)
            {
                return(false);
            }
            foreach (Player p in GamePlayers.All)
            {
                p.Chief           = null;
                p.AvailableChiefs = new ChiefBase[0] {
                };
            }
            //发送游戏环境数据给所有玩家
            AsynchronousCore.SendEnvironmentMessage();
            int m  = 0;
            int l1 = 0;
            int l2 = 0;
            int i1 = 0;
            int i2 = 0;
            int i3 = 0;
            int i4 = 0;
            int s1 = 0;
            int s2 = 0;
            //获取场上玩家数量
            int max = GamePlayers.All.Count();

            //重置牌堆
            CardsHeap = new CardHeap(this);
            //一个用来放置可选武将的列表
            List <ChiefBase> heap = new List <ChiefBase>();

            //根据模式设置牌堆里面的牌
            switch (Mode)
            {
            case GameMode.FiveJunZheng:
            case GameMode.EightJunZheng:
                CardsHeap.FillOriginCards();
                CardsHeap.FillExCards();
                CardsHeap.FillShenCards();
                break;

            case GameMode.FiveSTD:
            case GameMode.EightSTD:
                CardsHeap.FillOriginCards();
                CardsHeap.FillExCards();
                break;
            }
            //根据扩展包情况加入武将
            heap = ChiefHeap.GetOriginChiefs();
            //主公可选武将列表
            List <ChiefBase> mLst = new List <ChiefBase>();

            mLst.AddRange(heap.Where(c => c.ChiefName == "刘备" || c.ChiefName == "孙权" || c.ChiefName == "曹操"));
            if (GamePacks.Contains(GamePack.Feng))
            {
                heap.AddRange(ChiefHeap.GetFengPackChiefs());
                mLst.AddRange(heap.Where(c => c.ChiefName == "张角"));
            }
            if (GamePacks.Contains(GamePack.Huo))
            {
                heap.AddRange(ChiefHeap.GetHuoPackChiefs());
                mLst.AddRange(heap.Where(c => c.ChiefName == "袁绍"));
            }
            if (GamePacks.Contains(GamePack.Lin))
            {
                heap.AddRange(ChiefHeap.GetLinPackChiefs());
                mLst.AddRange(heap.Where(c => c.ChiefName == "董卓"));
            }
            //乱序可选武将
            heap = ShuffleList <ChiefBase>(heap);
            //将非主公武将从heap中找到放置到heap2
            ChiefBase[] heap2 = heap.Where(c => c.ChiefName != "刘备" && c.ChiefName != "孙权" && c.ChiefName != "曹操" && c.ChiefName != "张角" && c.ChiefName != "袁绍" && c.ChiefName != "董卓").ToArray();
            //加入两个非主公武将到主公可选武将列表中
            mLst.Add(heap2[0]);
            mLst.Add(heap2[1]);
            //把主公可选武将写成XML格式
            Beaver r = null;

            foreach (ChiefBase c in mLst)
            {
                if (r == null)
                {
                    r = new Beaver("chiefs", c.ChiefName);
                }
                else
                {
                    r.Add(string.Empty, c.ChiefName);
                }
            }
            if (r == null)
            {
                r = new Beaver("chiefs");
            }
            //表决字典
            Dictionary <Player, bool> Abstention = new Dictionary <Player, bool>();
            //这个列表用来产生身份序列
            List <int> l = null;

            //按照人数开始配置角色
            switch (Mode)
            {
            case GameMode.FiveSTD:
            case GameMode.FiveJunZheng:
                //五人场人数必须为5
                if (GamePlayers.All.Count() != 5)
                {
                    return(false);
                }
                l  = new List <int>(new int[] { 0, 1, 2, 3, 4 });
                l  = ShuffleList <int>(l);
                m  = l[0];      //主
                l1 = l[1];      //忠
                s1 = l[2];      //内
                i1 = l[3];      //反
                i2 = l[4];      //反
                //给所有玩家群发主公是谁
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[m] }, new Beaver("ChiefStatus", ChiefBase.Status.Majesty.ToString(), GamePlayers[m].UID).ToString(), true);
                //new XElement("ChiefStatus",
                //    new XElement("Status", ChiefBase.Status.Majesty),
                //    new XElement("UID", GamePlayers[m].UID)
                //    ), true);
                //给其他角色发送自己身份是什么
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[l1] }, new Beaver("ChiefStatus", ChiefBase.Status.Loyalist.ToString(), GamePlayers[l1].UID).ToString(), false);
                //new Player[] { GamePlayers[l1] },
                //new XElement("ChiefStatus",
                //    new XElement("Status", ChiefBase.Status.Loyalist),
                //    new XElement("UID", GamePlayers[l1].UID)
                //    ), false);
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[s1] }, new Beaver("ChiefStatus", ChiefBase.Status.Spy.ToString(), GamePlayers[s1].UID).ToString(), false);
                //new Player[] { GamePlayers[s1] },
                //new XElement("ChiefStatus",
                //    new XElement("Status", ChiefBase.Status.Spy),
                //    new XElement("UID", GamePlayers[s1].UID)
                //    ), false);
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[i1] }, new Beaver("ChiefStatus", ChiefBase.Status.Insurgent.ToString(), GamePlayers[i1].UID).ToString(), false);
                //new Player[] { GamePlayers[i1] },
                //new XElement("ChiefStatus",
                //    new XElement("Status", ChiefBase.Status.Insurgent),
                //    new XElement("UID", GamePlayers[i1].UID)
                //    ), false);
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[i2] }, new Beaver("ChiefStatus", ChiefBase.Status.Insurgent.ToString(), GamePlayers[i2].UID).ToString(), false);
                //new Player[] { GamePlayers[i2] },
                //new XElement("ChiefStatus",
                //    new XElement("Status", ChiefBase.Status.Insurgent),
                //    new XElement("UID", GamePlayers[i2].UID)
                //    ), false);
                //设置主公可选武将列表
                GamePlayers[m].AvailableChiefs = mLst.ToArray();
                //通知主公选武将
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[m] },
                    new Beaver("askfor.selectchief", GamePlayers[m].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[m].UID),
                    //    r)
                    , false);
                //通知其他玩家主公正在选武将
                AsynchronousCore.SendMessage(
                    GamePlayers.All.Where(c => c.UID != GamePlayers[m].UID).ToArray(),
                    new Beaver("askfor.selectchief", GamePlayers[m].UID).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[m].UID))
                    , true);

                //设置表决字典,除了主公玩家置false,其他玩家置true
                foreach (Player p in GamePlayers.All)
                {
                    if (GamePlayers[m] == p && !p.IsEscaped && !p.IsOffline)
                    {
                        Abstention.Add(p, false);
                    }
                    else
                    {
                        Abstention.Add(p, true);
                    }
                }

                //等待问询结果
                AsynchronousCore.AskForChief(Abstention);
                //主公没选择武将的话,随机配置一个
                if (GamePlayers[m].Chief == null)
                {
                    GamePlayers[m].Chief = mLst[GetRandom(mLst.Count)];
                }
                //设置主公的一些属性
                GamePlayers[m].Chief.ChiefStatus   = ChiefBase.Status.Majesty;
                GamePlayers[m].Chief.playersObject = GamePlayers;
                GamePlayers[m].MaxHealth           = GamePlayers[m].Chief.Health;
                GamePlayers[m].MaxHealth++;
                GamePlayers[m].Health = GamePlayers[m].MaxHealth;
                //通知玩家主公选择了谁
                AsynchronousCore.SendMessage(
                    new Beaver("selectchief", GamePlayers[m].UID, GamePlayers[m].Chief.ChiefName, GamePlayers[m].MaxHealth.ToString()).ToString());
                //new XElement("selectchief",
                //    new XElement("UID", GamePlayers[m].UID),
                //    new XElement("chief_name", GamePlayers[m].Chief.ChiefName),
                //    new XElement("max_health", GamePlayers[m].MaxHealth)
                //    )
                //);
                //heap中去除掉主公选择的武将并重新乱序排列
                heap = ShuffleList <ChiefBase>(heap.Where(c => c != GamePlayers[m].Chief).ToList());
                //其他玩家每人抽三个武将到自己的可选武将中
                GamePlayers[l1].AvailableChiefs = heap.GetRange(0, 3).ToArray();
                GamePlayers[s1].AvailableChiefs = heap.GetRange(3, 3).ToArray();
                GamePlayers[i1].AvailableChiefs = heap.GetRange(6, 3).ToArray();
                GamePlayers[i2].AvailableChiefs = heap.GetRange(9, 3).ToArray();
                //重新设置表决字典,除了主公,其他人都置false
                Abstention = new Dictionary <Player, bool>();
                foreach (Player p in GamePlayers.All)
                {
                    if (GamePlayers[m] == p)
                    {
                        Abstention.Add(p, true);
                    }
                    else
                    {
                        Abstention.Add(p, false);
                    }
                }
                //通知非主公玩家去选自己的武将
                r = Chiefs2Beaver(l1);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[l1] },
                    new Beaver("askfor.selectchief", GamePlayers[l1].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[l1].UID),
                    //    r)
                    , false);
                r = Chiefs2Beaver(s1);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[s1] },
                    new Beaver("askfor.selectchief", GamePlayers[s1].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[s1].UID),
                    //    new XElement("chiefs",
                    //        new XElement("chief", GamePlayers[s1].AvailableChiefs[0].ChiefName),
                    //        new XElement("chief", GamePlayers[s1].AvailableChiefs[1].ChiefName),
                    //        new XElement("chief", GamePlayers[s1].AvailableChiefs[2].ChiefName)
                    //        ))
                    , false);
                r = Chiefs2Beaver(i1);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[i1] },
                    new Beaver("askfor.selectchief", GamePlayers[i1].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[i1].UID),
                    //    new XElement("chiefs",
                    //        new XElement("chief", GamePlayers[i1].AvailableChiefs[0].ChiefName),
                    //        new XElement("chief", GamePlayers[i1].AvailableChiefs[1].ChiefName),
                    //        new XElement("chief", GamePlayers[i1].AvailableChiefs[2].ChiefName)
                    //        ))
                    , false);
                r = Chiefs2Beaver(i2);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[i2] },
                    new Beaver("askfor.selectchief", GamePlayers[i2].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[i2].UID),
                    //    new XElement("chiefs",
                    //        new XElement("chief", GamePlayers[i2].AvailableChiefs[0].ChiefName),
                    //        new XElement("chief", GamePlayers[i2].AvailableChiefs[1].ChiefName),
                    //        new XElement("chief", GamePlayers[i2].AvailableChiefs[2].ChiefName)
                    //        ))
                    , false);
                //问询玩家选择武将
                AsynchronousCore.AskForChief(Abstention);
                //针对非主公玩家配置数据
                foreach (Player p in GamePlayers.All)
                {
                    p.Score = 0;
                    if (GamePlayers[m] == p)
                    {
                        continue;
                    }
                    if (p.Chief == null)
                    {
                        //没选武将随机配置一个
                        p.Chief = p.AvailableChiefs[GetRandom(p.AvailableChiefs.Count())];
                    }
                    p.Chief.playersObject = GamePlayers;
                    p.MaxHealth           = p.Chief.Health;
                    p.Health = p.MaxHealth;
                    //通知所有玩家该玩家选择的武将
                    AsynchronousCore.SendMessage(
                        new Beaver("selectchief", p.UID, p.Chief.ChiefName, p.MaxHealth).ToString()
                        //new XElement("selectchief",
                        //    new XElement("UID", p.UID),
                        //    new XElement("chief_name", p.Chief.ChiefName),
                        //    new XElement("max_health", p.MaxHealth)
                        //    )
                        );
                }
                ////开始分配武将的技能
                //foreach (Player p in GamePlayers.All)
                //{
                //    //再发送出去
                //    p.Chief.ReportSkills(gData);
                //}
                //设置非主公武将的身份
                GamePlayers[l1].Chief.ChiefStatus = Data.ChiefBase.Status.Loyalist;
                GamePlayers[s1].Chief.ChiefStatus = Data.ChiefBase.Status.Spy;
                GamePlayers[i1].Chief.ChiefStatus = Data.ChiefBase.Status.Insurgent;
                GamePlayers[i2].Chief.ChiefStatus = Data.ChiefBase.Status.Insurgent;
                //事件结束
                AsynchronousCore.SendClearMessage();
                return(true);

            case GameMode.EightSTD:
            case GameMode.EightJunZheng:
                //玩家人数不为8则不能执行
                if (GamePlayers.All.Count() != 8)
                {
                    return(false);
                }
                l  = new List <int>(new int[] { 0, 1, 2, 3, 4, 5, 6, 7 });
                l  = ShuffleList <int>(l);
                m  = l[0];      //主
                l1 = l[1];      //忠
                l2 = l[2];      //忠
                s1 = l[3];      //内
                i1 = l[4];      //反
                i2 = l[5];      //反
                i3 = l[6];      //反
                i4 = l[7];      //反
                //给所有玩家通知主公是谁
                AsynchronousCore.SendMessage(
                    new Beaver("ChiefStatus", ChiefBase.Status.Majesty.ToString(), GamePlayers[m].UID).ToString());
                //new XElement("ChiefStatus",
                //    new XElement("Status", ChiefBase.Status.Majesty),
                //    new XElement("UID", GamePlayers[m].UID)
                //    ));
                //其他玩家自己收到自己的身份
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[l1] },
                                             new Beaver("ChiefStatus", ChiefBase.Status.Loyalist.ToString(), GamePlayers[l1].UID).ToString()
                                             //new XElement("ChiefStatus",
                                             //    new XElement("Status", ChiefBase.Status.Loyalist),
                                             //    new XElement("UID", GamePlayers[l1].UID))
                                             , false);
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[l2] },
                                             new Beaver("ChiefStatus", ChiefBase.Status.Loyalist.ToString(), GamePlayers[l2].UID).ToString()
                                             //new XElement("ChiefStatus",
                                             //    new XElement("Status", ChiefBase.Status.Loyalist),
                                             //    new XElement("UID", GamePlayers[l2].UID))
                                             , false);
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[s1] },
                                             new Beaver("ChiefStatus", ChiefBase.Status.Spy.ToString(), GamePlayers[s1].UID).ToString()
                                             //new XElement("ChiefStatus",
                                             //    new XElement("Status", ChiefBase.Status.Spy),
                                             //    new XElement("UID", GamePlayers[s1].UID))
                                             , false);
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[i1] },
                                             new Beaver("ChiefStatus", ChiefBase.Status.Insurgent.ToString(), GamePlayers[i1].UID).ToString()
                                             //new XElement("ChiefStatus",
                                             //    new XElement("Status", ChiefBase.Status.Insurgent),
                                             //    new XElement("UID", GamePlayers[i1].UID))
                                             , false);
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[i2] },
                                             new Beaver("ChiefStatus", ChiefBase.Status.Insurgent.ToString(), GamePlayers[i2].UID).ToString()
                                             //new XElement("ChiefStatus",
                                             //    new XElement("Status", ChiefBase.Status.Insurgent),
                                             //    new XElement("UID", GamePlayers[i2].UID))
                                             , false);
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[i3] },
                                             new Beaver("ChiefStatus", ChiefBase.Status.Insurgent.ToString(), GamePlayers[i3].UID).ToString()
                                             //new XElement("ChiefStatus",
                                             //    new XElement("Status", ChiefBase.Status.Insurgent),
                                             //    new XElement("UID", GamePlayers[i3].UID))
                                             , false);
                AsynchronousCore.SendMessage(new Player[] { GamePlayers[i4] },
                                             new Beaver("ChiefStatus", ChiefBase.Status.Insurgent.ToString(), GamePlayers[i4].UID).ToString()
                                             //new XElement("ChiefStatus",
                                             //    new XElement("Status", ChiefBase.Status.Insurgent),
                                             //    new XElement("UID", GamePlayers[i4].UID))
                                             , false);
                //设置主公可选的武将列表
                GamePlayers[m].AvailableChiefs = mLst.ToArray();
                //给主公私下发送的选将事件
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[m] },
                    new Beaver("askfor.selectchief", GamePlayers[m].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[m].UID),
                    //    r)
                    , false);
                //给所有非主公玩家通知主公在选将
                AsynchronousCore.SendMessage(
                    GamePlayers.All.Where(c => c.UID != GamePlayers[m].UID).ToArray(),
                    new Beaver("askfor.selectchief", GamePlayers[m].UID).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[m].UID))
                    , true);
                //设置表决字典,让主公玩家未表决
                Abstention = new Dictionary <Player, bool>();
                foreach (Player p in GamePlayers.All)
                {
                    if (GamePlayers[m] == p)
                    {
                        Abstention.Add(p, false);
                    }
                    else
                    {
                        Abstention.Add(p, true);
                    }
                }
                //开始问询
                AsynchronousCore.AskForChief(Abstention);
                //没有选将设置随机选择武将
                if (GamePlayers[m].Chief == null)
                {
                    GamePlayers[m].Chief = mLst[GetRandom(mLst.Count)];
                }
                //设置主公玩家的一些属性
                GamePlayers[m].Chief.ChiefStatus   = ChiefBase.Status.Majesty;
                GamePlayers[m].Chief.playersObject = GamePlayers;
                GamePlayers[m].MaxHealth           = GamePlayers[m].Chief.Health;
                GamePlayers[m].MaxHealth++;
                GamePlayers[m].Health = GamePlayers[m].MaxHealth;
                //通知玩家主公选择了什么以及血量
                AsynchronousCore.SendMessage(
                    new Beaver("selectchief", GamePlayers[m].UID, GamePlayers[m].Chief.ChiefName, GamePlayers[m].MaxHealth.ToString()).ToString());
                //new XElement("selectchief",
                //    new XElement("UID", GamePlayers[m].UID),
                //    new XElement("chief_name", GamePlayers[m].Chief.ChiefName),
                //    new XElement("max_health", GamePlayers[m].MaxHealth)
                //    )
                //);
                //武将堆排除掉主公选择的武将之后重新排序
                heap = ShuffleList <ChiefBase>(heap.Where(c => c != GamePlayers[m].Chief).ToList());
                //其他玩家从heap抽3个武将作为可选武将
                GamePlayers[l1].AvailableChiefs = heap.GetRange(0, 3).ToArray();
                GamePlayers[l2].AvailableChiefs = heap.GetRange(3, 3).ToArray();
                GamePlayers[s1].AvailableChiefs = heap.GetRange(6, 3).ToArray();
                GamePlayers[i1].AvailableChiefs = heap.GetRange(9, 3).ToArray();
                GamePlayers[i2].AvailableChiefs = heap.GetRange(12, 3).ToArray();
                GamePlayers[i3].AvailableChiefs = heap.GetRange(15, 3).ToArray();
                GamePlayers[i4].AvailableChiefs = heap.GetRange(18, 3).ToArray();
                //设置表决字典,让非主公玩家选将
                Abstention = new Dictionary <Player, bool>();
                foreach (Player p in GamePlayers.All)
                {
                    if (GamePlayers[m] == p)
                    {
                        Abstention.Add(p, true);
                    }
                    else
                    {
                        Abstention.Add(p, false);
                    }
                }
                AsynchronousCore.SendMessage(
                    new Beaver("askfor.selectchief").ToString());
                //new XElement("askfor.selectchief")
                //);
                r = Chiefs2Beaver(l1);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[l1] },
                    new Beaver("askfor.selectchief", GamePlayers[l1].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[l1].UID),
                    //    r)
                    , false);
                r = Chiefs2Beaver(l2);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[l2] },
                    new Beaver("askfor.selectchief", GamePlayers[l2].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[l2].UID),
                    //    r)
                    , false);
                r = Chiefs2Beaver(s1);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[s1] },
                    new Beaver("askfor.selectchief", GamePlayers[s1].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[s1].UID),
                    //    r)
                    , false);
                r = Chiefs2Beaver(i1);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[i1] },
                    new Beaver("askfor.selectchief", GamePlayers[i1].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[i1].UID),
                    //    r)
                    , false);
                r = Chiefs2Beaver(i2);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[i2] },
                    new Beaver("askfor.selectchief", GamePlayers[i2].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[i2].UID),
                    //    r)
                    , false);
                r = Chiefs2Beaver(i3);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[i3] },
                    new Beaver("askfor.selectchief", GamePlayers[i3].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[i3].UID),
                    //    r)
                    , false);
                r = Chiefs2Beaver(i4);
                AsynchronousCore.SendMessage(
                    new Player[] { GamePlayers[i4] },
                    new Beaver("askfor.selectchief", GamePlayers[i4].UID, r).ToString()
                    //new XElement("askfor.selectchief",
                    //    new XElement("UID", GamePlayers[i4].UID),
                    //    r)
                    , false);
                AsynchronousCore.AskForChief(Abstention);
                foreach (Player p in GamePlayers.All)
                {
                    p.Score = 0;
                    if (GamePlayers[m] == p)
                    {
                        continue;
                    }
                    if (p.Chief == null)
                    {
                        p.Chief = p.AvailableChiefs[GetRandom(p.AvailableChiefs.Count())];
                    }
                    p.Chief.playersObject = GamePlayers;
                    p.MaxHealth           = p.Chief.Health;
                    p.Health = p.MaxHealth;
                    p.Dead   = false;
                    AsynchronousCore.SendMessage(
                        new Beaver("selectchief", p.UID, p.Chief.ChiefName, p.MaxHealth.ToString()).ToString());
                    //new XElement("selectchief",
                    //    new XElement("UID", p.UID),
                    //    new XElement("chief_name", p.Chief.ChiefName),
                    //    new XElement("max_health", p.MaxHealth)
                    //    )
                    //);
                }
                ////开始分配武将的技能
                //foreach (Player p in GamePlayers.All)
                //{
                //    //再发送出去
                //    p.Chief.ReportSkills(gData);
                //}
                GamePlayers[l1].Chief.ChiefStatus = Data.ChiefBase.Status.Loyalist;
                GamePlayers[l2].Chief.ChiefStatus = ChiefBase.Status.Loyalist;
                GamePlayers[s1].Chief.ChiefStatus = Data.ChiefBase.Status.Spy;
                GamePlayers[i1].Chief.ChiefStatus = Data.ChiefBase.Status.Insurgent;
                GamePlayers[i2].Chief.ChiefStatus = Data.ChiefBase.Status.Insurgent;
                GamePlayers[i3].Chief.ChiefStatus = Data.ChiefBase.Status.Insurgent;
                GamePlayers[i4].Chief.ChiefStatus = Data.ChiefBase.Status.Insurgent;
                AsynchronousCore.SendClearMessage();
                return(true);
            }
            return(false);
        }
Exemplo n.º 3
0
        /// <summary>
        /// 开启逻辑循环
        /// </summary>
        /// <param name="aChiefStart">设置首个进入回合的武将</param>
        /// <param name="aIgnoreTakeCards">是否忽略一开始对玩家每人发4张牌的过程</param>
        protected void LogicLoop(ChiefBase aChiefStart, bool aIgnoreTakeCards)
        {
            AsynchronousCore.SendEnvironmentMessage();
            ChiefBase target = aChiefStart; //target , 问询的目标
            ChiefBase loop   = aChiefStart;

            do
            {
                foreach (ASkill s in loop.Skills)
                {
                    s.OnCreate(loop);
                }
                loop.ReportSkills(gData);
                loop = loop.Next;
            } while (loop != target);

            if (!aIgnoreTakeCards)
            {
                loop = aChiefStart;
                //轮询给每个武将4张牌
                do
                {
                    TakeingCards(loop, 4);
                    loop = loop.Next;
                } while (loop != target);
            }
            RefereeProc();
            //游戏的轮询
            do
            {
                //复位游戏规则控制数据
                gData      = new GlobalData();
                gData.Game = this;
                //设置执行回合的武将
                gData.Active = target;
                //若武将有武器,尝试让该武将的武器配置玩家的某些进攻性属性
                if (GamePlayers[target].Weapon != null)
                {
                    Weapon.ActiveWeapon(GamePlayers[target].Weapon.CardEffect, gData);
                }
                //改变武将状态-回合开始
                AsynchronousCore.SendChangeStatusMessage(target, MessageCore.PlayerStatus.Start);
                {
                    gData.ChiefStatus = "turnStart";
                    //通知该武将的技能该武将进入回合开始阶段
                    foreach (ASkill s in target.Skills)
                    {
                        s.BeforeTurnStart(target, gData);
                    }
                    //事件结束
                    ClearEventProc();
                }
                //改变武将状态-判定
                AsynchronousCore.SendChangeStatusMessage(target, MessageCore.PlayerStatus.Judgment);
                {
                    gData.ChiefStatus = "judgment";
                    //执行武将判定区的判定
                    Judgement(target, gData);
                    //事件结束
                    ClearEventProc();
                }
                foreach (ASkill s in target.Skills)
                {
                    s.BeforeTakeCards(target, gData);
                }
                if (gData.Take)
                {
                    //改变武将状态-拿牌
                    AsynchronousCore.SendChangeStatusMessage(target, MessageCore.PlayerStatus.Take);
                    {
                        gData.ChiefStatus = "take";
                        foreach (ASkill s in target.Skills)
                        {
                            s.TakingCards(target, gData);
                        }
                        //从牌堆取 gData.TakeCardsCount 张牌
                        Card[] ret = TakeingCards(target, gData.TakeCardsCount);
                        //事件结束
                        ClearEventProc();
                    }
                }
                //武将状态-出牌
                //要求 允许出牌且玩家未死亡
                if (gData.Lead && !GamePlayers[target].Dead)
                {
                    //改变武将状态-出牌
                    AsynchronousCore.SendChangeStatusMessage(target, MessageCore.PlayerStatus.Lead);
                    gData.ChiefStatus = "lead";
                    foreach (ASkill s in target.Skills)
                    {
                        s.Leading(target, gData);
                    }
                    //这里是一个循环,不断问询玩家出牌,若玩家Effect为None,就跳过这个阶段
                    while (!GamePlayers[target].Dead)
                    {
                        //重置全局数据中的活动部分
                        gData.Reset();

                        string msg = new Beaver("askfor.aggressive", target.ChiefName).ToString();
                        //new XElement("askfor.aggressive",
                        //    new XElement("target", target.ChiefName)
                        //);
                        //开始问询
                        MessageCore.AskForResult res = AsynchronousCore.AskForCards(target, MessageCore.AskForEnum.Aggressive, new AskForWrapper(msg, this), gData);
                        //是否跳过该阶段
                        if (res.Effect == Card.Effect.None)
                        {
                            AsynchronousCore.SendClearMessage();
                            break;
                        }
                        //出牌进行处理,并反馈是否符合规则
                        if (!LeadEvent(res))
                        {
                            ClearEventProc();
                            break;
                        }
                        else
                        {
                            ClearEventProc();
                        }
                    }
                }

                //在进入弃牌阶段前,通知武将的技能
                foreach (ASkill s in target.Skills)
                {
                    s.BeforeAbandonment(target, gData);
                }

                //允许武将进入弃牌阶段
                if (gData.Abandonment)
                {
                    //改变武将状态-弃牌
                    AsynchronousCore.SendChangeStatusMessage(target, MessageCore.PlayerStatus.Abandoment);
                    {
                        gData.ChiefStatus = "abandoment";
                        //玩家弃牌的问询
                        if (!Abandonment(target))
                        {
                            AsynchronousCore.LeadingInvalid(target);
                        }
                        else
                        {
                            AsynchronousCore.LeadingValid(target);
                        }
                        ClearEventProc();
                    }
                }
                //玩家回合结束前通知武将的技能
                foreach (ASkill s in target.Skills)
                {
                    s.AfterTurnEnd(target, gData);
                }
                //牌检查器报告情况
                AsynchronousCore.SendMessage(CardsHeap.CardsChecker(this));
            } while ((target = target.Next) != null); //target=下一个玩家

            //-----------------------------------------------------------
            //如果玩家都死光了...没分胜负,我想这里会有异常吧
        }