Exemplo n.º 1
0
        /// <summary>
        /// 玩家出牌阶段的处理方法
        /// </summary>
        /// <param name="aResult">问询玩家产生的结果</param>
        /// <returns>如果出牌合法,那么将返回true</returns>
        protected bool LeadEvent(MessageCore.AskForResult aResult)
        {
            //对参数的检查
            if (aResult == null)
            {
                return(false);                  //参数不可以是null
            }
            if (aResult.Leader == null)
            {
                return(false);                          //问询回应者不能是null
            }
            if (aResult.Targets == null)
            {
                return(false);                          //问询目标数组不能是null,但可以是空数组
            }
            if (aResult.Cards == null)
            {
                return(false);                          //问询的出牌数组不能是null,但可以是空数组
            }
            foreach (ChiefBase c in aResult.Targets)    //每个目标对象不能是null
            {
                if (c == null)
                {
                    return(false);
                }
            }
            foreach (Card c in aResult.Cards)   //每个牌对象不能是null
            {
                if (c == null)
                {
                    return(false);
                }
            }
            //出牌无效
            if (!CheckValid(aResult, aResult.Leader))
            {
                return(false);
            }
            //将结果安置在这些临时变量中
            ChiefBase aChiefSource = aResult.Leader;

            ChiefBase[] aChiefTarget = aResult.Targets;
            Card[]      aCards       = aResult.Cards;
            Card.Effect aEffect      = aResult.Effect;

            //清除 打牌列表
            FreeCardBin();
            //清除事件队列
            queRecoard.Clear();
            //清除子事件队列
            lstRecoard.Clear();

            //根据牌的效果确定游戏玩法
            //并将事件安置到子事件队列
            switch (aEffect)
            {
            //技能处理过的回应,那这里就不处理他了
            case Card.Effect.Skill:
                DropCards(true, CardFrom.Slot, string.Empty, CardsBuffer[WGFDSlotName].Cards.ToArray(), Card.Effect.None, null, null, null);
                CardsBuffer[WGFDSlotName].Cards.Clear();
                //释放打牌列表,将这些牌放进弃牌堆
                FreeCardBin();
                //清除事件队列
                queRecoard.Clear();
                //清除子事件队列
                lstRecoard.Clear();
                return(true);

            //出杀
            case Card.Effect.Sha:

                //若出杀有限制且已经没有机会杀了不能执行
                if (!gData.ShaNoLimit && gData.KillRemain < 1)
                {
                    goto FAILED;
                }

                //if (GamePlayers[aChiefSource].Weapon != null)
                //    Weapon.ModifyProperty(GamePlayers[aChiefSource].Weapon.CardEffect, aCards, aChiefSource, aChiefTarget, MessageCore.AskForEnum.Aggressive, Card.Effect.Sha, gData);
                //杀的目标数量高于最大值不能执行
                if (CalcMaxShaTargets(aChiefSource, aCards) < aChiefTarget.Count())
                {
                    goto FAILED;
                }
                //没有目标不能执行
                if (aChiefTarget.Count() == 0)
                {
                    goto FAILED;
                }

                //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 aChiefTarget)
                {
                    if (c.IsMe(aChiefSource) || GamePlayers[c].Dead || !WithinShaRange(aChiefSource, c))
                    {
                        goto FAILED;
                    }
                    bool Enable = true;
                    foreach (ASkill s in c.Skills)
                    {
                        Enable = s.EffectFeasible(aCards, aEffect, c, Enable, gData);
                    }
                    if (!Enable)
                    {
                        goto FAILED;
                    }
                }
                //如果有重复的目标也不能执行
                if (aChiefTarget.Distinct().Count() != aChiefTarget.Count())
                {
                    goto FAILED;
                }

                //设置杀计数器
                if (gData.KillRemain < 2)
                {
                    gData.KillRemain = 0;
                }
                else
                {
                    --gData.KillRemain;
                }
                //将杀事件按目标分解成一个个小事件,并装进子事件队列
                //即每个子事件都是玩家杀单独的玩家的处理事件
                foreach (ChiefBase c in aChiefTarget)
                {
                    queRecoard.Enqueue(new EventRecoard(aChiefSource, c, aCards, aEffect, aResult.SkillName));
                }

                //发送消息
                if (aResult.PlayerLead)
                {
                    AsynchronousCore.SendMessage(
                        new Beaver("sha", aChiefSource.ChiefName, ChiefBase.Chiefs2Beaver("to", aChiefTarget), aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                }
                //new XElement("sha",
                //    new XElement("from", aChiefSource.ChiefName),
                //    ChiefBase.Chiefs2XML("to", aChiefTarget),
                //    new XElement("skill", aResult.SkillName),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //    );
                //通知武将技能 玩家使用了杀效果
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //决斗
            case Card.Effect.JueDou:
                if (aChiefTarget.Count() == 1)
                {
                    //目标不能是自己
                    if (aChiefTarget[0].IsMe(aChiefSource))
                    {
                        goto FAILED;
                    }
                    //对方不能死亡
                    if (GamePlayers[aChiefTarget[0]].Dead)
                    {
                        goto FAILED;
                    }
                    bool Enable = true;
                    foreach (ASkill s in aChiefTarget[0].Skills)
                    {
                        Enable = s.EffectFeasible(aCards, aEffect, aChiefTarget[0], Enable, gData);
                    }
                    if (!Enable)
                    {
                        goto FAILED;
                    }
                    //安置到事件子队列
                    queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aCards, aEffect, aResult.SkillName));
                    //发送消息
                    AsynchronousCore.SendMessage(
                        new Beaver("jd", aChiefSource.ChiefName, aChiefTarget[0].ChiefName, aResult.SkillName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                    //new XElement("jd",
                    //    new XElement("from", aChiefSource.ChiefName),
                    //    new XElement("to", aChiefTarget[0].ChiefName),
                    //    new XElement("skill", aResult.SkillName),
                    //    Card.Cards2XML("cards", aCards)
                    //    )
                    //);
                    //通知武将技能 玩家使用了效果
                    foreach (ASkill s in aChiefSource.Skills)
                    {
                        s.OnUseEffect(aChiefSource, aEffect, gData);
                    }
                }
                else if (aChiefTarget.Count() == 2)
                {
                    if (aChiefTarget[0] == aChiefTarget[1])
                    {
                        goto FAILED;
                    }
                    if (GamePlayers[aChiefTarget[0]].Dead || GamePlayers[aChiefTarget[1]].Dead)
                    {
                        goto FAILED;
                    }
                    bool Enable = true;
                    foreach (ASkill s in aChiefTarget[1].Skills)
                    {
                        Enable = s.EffectFeasible(aCards, aEffect, aChiefTarget[1], Enable, gData);
                    }
                    if (!Enable)
                    {
                        goto FAILED;
                    }
                    //安置到事件子队列
                    queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aChiefTarget[1], aCards, aEffect, aResult.SkillName));
                    //发送消息
                    AsynchronousCore.SendMessage(
                        new Beaver("jd", aChiefTarget[0].ChiefName, aChiefTarget[1].ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                    //new XElement("jd",
                    //    new XElement("from", aChiefTarget[0].ChiefName),
                    //    new XElement("to", aChiefTarget[1].ChiefName),
                    //    new XElement("skill", aResult.SkillName),
                    //    Card.Cards2XML("cards", aCards)
                    //    )
                    //);
                }
                else
                {
                    goto FAILED;
                }
                break;

            //桃
            case Card.Effect.Tao:
                //血量不能大于等于体力上限
                if (GamePlayers[aChiefSource].Health == GamePlayers[aChiefSource].MaxHealth)
                {
                    goto FAILED;
                }
                //安置到事件子队列
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName));
                //发送消息
                AsynchronousCore.SendMessage(
                    new Beaver("tao", aChiefSource.ChiefName, aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                //    new XElement("tao",
                //        new XElement("from", aChiefSource.ChiefName),
                //        new XElement("to", aChiefSource.ChiefName),
                //        new XElement("skill", aResult.SkillName),
                //        Card.Cards2XML("cards", aCards)
                //    )
                //);
                //通知武将技能 玩家使用了效果
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //南蛮入侵
            case Card.Effect.NanManRuQin:
                //下面是把出牌玩家以后的其他玩家依次装入子事件列表中
                ChiefBase t = GamePlayers.NextChief(aChiefSource);
                while (!t.IsMe(aChiefSource))
                {
                    queRecoard.Enqueue(new EventRecoard(aChiefSource, t, aCards, aEffect, aResult.SkillName));
                    t = GamePlayers.NextChief(t);
                }
                AsynchronousCore.SendMessage(
                    new Beaver("nmrq", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("nmrq",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //);
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //万箭齐发
            case Card.Effect.WanJianQiFa:
                //下面是把出牌玩家以后的其他玩家依次装入子事件列表中
                ChiefBase t2 = GamePlayers.NextChief(aChiefSource);
                while (!t2.IsMe(aChiefSource))
                {
                    queRecoard.Enqueue(new EventRecoard(aChiefSource, t2, aCards, aEffect, aResult.SkillName));
                    t2 = GamePlayers.NextChief(t2);
                }
                AsynchronousCore.SendMessage(
                    new Beaver("wjqf", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("wjqf",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //);
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //桃园结义
            case Card.Effect.TaoYuanJieYi:
                //下面是把从出牌玩家开始的所有玩家依次装入子事件列表中
                ChiefBase t3 = aChiefSource;
                do
                {
                    if (GamePlayers[t3].Health < GamePlayers[t3].MaxHealth)
                    {
                        queRecoard.Enqueue(new EventRecoard(aChiefSource, t3, aCards, aEffect, aResult.SkillName));
                    }
                    t3 = GamePlayers.NextChief(t3);
                } while (!t3.IsMe(aChiefSource));
                AsynchronousCore.SendMessage(
                    new Beaver("tyjy", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("tyjy",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //    );
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //无中生有
            case Card.Effect.WuZhongShengYou:
                //添加进子事件队列
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName));
                AsynchronousCore.SendMessage(
                    new Beaver("wzsy", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("wzsy",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //);
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //过河拆桥
            case Card.Effect.GuoHeChaiQiao:
                //必须有目标
                if (aChiefTarget.Count() != 1)
                {
                    goto FAILED;
                }
                //目标不能是自己
                if (aChiefTarget[0].IsMe(aChiefSource))
                {
                    goto FAILED;
                }
                //对方不能死亡
                if (GamePlayers[aChiefTarget[0]].Dead)
                {
                    goto FAILED;
                }
                //对方要有牌
                if (!GamePlayers[aChiefTarget[0]].HasCardWithJudgementArea)
                {
                    goto FAILED;
                }
                //添加进子事件队列
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aCards, aEffect, aResult.SkillName));
                AsynchronousCore.SendMessage(
                    new Beaver("ghcq", aChiefSource.ChiefName, aChiefTarget[0].ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("ghcq",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("to", aChiefTarget[0].ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //);
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            case Card.Effect.ShunShouQianYang:
                //必须有目标
                if (aChiefTarget.Count() != 1)
                {
                    goto FAILED;
                }
                //目标不能是自己
                if (aChiefTarget[0].IsMe(aChiefSource))
                {
                    goto FAILED;
                }
                //对方不能死亡
                if (GamePlayers[aChiefTarget[0]].Dead)
                {
                    goto FAILED;
                }
                //对方要有牌
                if (!GamePlayers[aChiefTarget[0]].HasCardWithJudgementArea)
                {
                    goto FAILED;
                }
                //可以够到对方
                if (!WithinKitRange(aChiefSource, aChiefTarget[0]))
                {
                    goto FAILED;
                }
                //添加进子事件队列
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aCards, aEffect, aResult.SkillName));
                AsynchronousCore.SendMessage(
                    new Beaver("sspy", aChiefSource.ChiefName, aChiefTarget[0].ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("ssqy",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("to", aChiefTarget[0].ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //);
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //借刀杀人
            case Card.Effect.JieDaoShaRen:
                //必须有两个目标
                if (aChiefTarget.Count() != 2)
                {
                    goto FAILED;
                }
                //第一个目标不能是自己
                if (aChiefTarget[0].IsMe(aChiefSource))
                {
                    goto FAILED;
                }
                //第一个目标不能死亡
                if (GamePlayers[aChiefTarget[0]].Dead)
                {
                    goto FAILED;
                }
                //第二个目标不能死亡
                if (GamePlayers[aChiefTarget[1]].Dead)
                {
                    goto FAILED;
                }
                //两个目标不能一样
                if (aChiefTarget[0].IsMe(aChiefTarget[1]))
                {
                    goto FAILED;
                }
                //必须能能够到对方
                if (!WithinShaRange(aChiefTarget[0], aChiefTarget[1]))
                {
                    goto FAILED;
                }
                //添加进子事件队列
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aChiefTarget[1], aCards, aEffect, aResult.SkillName));
                AsynchronousCore.SendMessage(
                    new Beaver("jdsr", aChiefSource.ChiefName, aChiefTarget[0].ChiefName, aChiefTarget[1].ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("jdsr",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("to", aChiefTarget[0].ChiefName),
                //    new XElement("to2", aChiefTarget[1].ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //);
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //乐不思蜀
            case Card.Effect.LeBuSiShu:
                //必须有目标且目标不能使自己且目标不能死亡
                if (aChiefTarget.Count() != 1 || aChiefTarget[0] == aChiefSource || GamePlayers[aChiefTarget[0]].Dead)
                {
                    goto FAILED;
                }
                //目标不能有乐不思蜀buff
                if (GamePlayers[aChiefTarget[0]].HasDebuff(Card.Effect.LeBuSiShu))
                {
                    goto FAILED;
                }
                //添加进子事件队列
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefTarget[0], aCards, aEffect, aResult.SkillName));
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //闪电
            case Card.Effect.ShanDian:
                //玩家不能死亡
                if (GamePlayers[aChiefSource].Dead)
                {
                    goto FAILED;
                }
                //玩家不能有闪电buff
                if (GamePlayers[aChiefSource].HasDebuff(Card.Effect.ShanDian))
                {
                    goto FAILED;
                }
                //添加进子事件队列
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName));
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //五谷丰登
            case Card.Effect.WuGuFengDeng:
                ChiefBase t4 = aChiefSource;
                do
                {
                    queRecoard.Enqueue(new EventRecoard(aChiefSource, t4, aCards, aEffect, aResult.SkillName));
                    t4 = GamePlayers.NextChief(t4);
                } while (!t4.IsMe(aChiefSource));
                //List<Card> lstWGFD = CardsHeap.Pop(GamePlayers.PeoplealiveCount).ToList();
                //lstWGFDBuff = lstWGFD;
                CardsBuffer[WGFDSlotName].Cards.Clear();
                CardsBuffer[WGFDSlotName].Cards.AddRange(CardsHeap.Pop(GamePlayers.PeoplealiveCount));
                AsynchronousCore.SendMessage(
                    new Beaver("wgfd", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", CardsBuffer[WGFDSlotName].Cards.ToArray())).ToString());
                //new XElement("wgfd",
                //new XElement("from", aChiefSource.ChiefName),
                //new XElement("skill", aResult.SkillName),
                //Card.Cards2XML("cards", CardsBuffer[WGFDSlotName].Cards.ToArray())));

                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //八卦阵
            case Card.Effect.BaGuaZhen:
            //藤甲
            case Card.Effect.TengJia:
            //仁王盾
            case Card.Effect.RenWangDun:
            //白银狮子
            case Card.Effect.BaiYinShiZi:
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName));
                AsynchronousCore.SendMessage(
                    new Beaver("armor", aChiefSource.ChiefName, aResult.SkillName, Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("armor",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //);
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            //武器
            case Card.Effect.ZhangBaSheMao:
            case Card.Effect.ZhuGeLianNu:
            case Card.Effect.GuDianDao:
            case Card.Effect.QiLinGong:
            case Card.Effect.GuanShiFu:
            case Card.Effect.QingLongYanYueDao:
            case Card.Effect.QingGangJian:
            case Card.Effect.CiXiongShuangGuJian:
            case Card.Effect.ZhuQueYuShan:
            case Card.Effect.FangTianHuaJi:
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName));
                AsynchronousCore.SendMessage(
                    new Beaver("weapon", aChiefSource.ChiefName, aResult.SkillName, aResult.Effect.ToString(), Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("weapon",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    new XElement("effect", aResult.Effect),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //);
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            case Card.Effect.Jia1:
            case Card.Effect.Jian1:
                queRecoard.Enqueue(new EventRecoard(aChiefSource, aChiefSource, aCards, aEffect, aResult.SkillName));
                AsynchronousCore.SendMessage(
                    new Beaver("horse", aChiefSource.ChiefName, aResult.SkillName, aResult.Effect.ToString(), Card.Cards2Beaver("cards", aCards)).ToString());
                //new XElement("horse",
                //    new XElement("from", aChiefSource.ChiefName),
                //    new XElement("skill", aResult.SkillName),
                //    new XElement("effect", aResult.Effect),
                //    Card.Cards2XML("cards", aCards)
                //    )
                //);
                foreach (ASkill s in aChiefSource.Skills)
                {
                    s.OnUseEffect(aChiefSource, aEffect, gData);
                }
                break;

            default:
                return(false);
            }
            if (aResult.PlayerLead)
            {
                if (!RemoveHand(aChiefSource, aCards))
                {
                    goto FAILED;
                }
            }

            AsynchronousCore.LeadingValid(aChiefSource);
            //将牌放入 打牌列表
            if (aResult.PlayerLead)
            {
                lstCardBin.AddRange(aCards);
            }
            //处理子事件
            while (queRecoard.Count != 0)
            {
                EventProc();
                //清除子事件节点
                lstRecoard.Clear();
            }
            //删除五谷丰登牌堆中的牌
            DropCards(true, CardFrom.Slot, string.Empty, CardsBuffer[WGFDSlotName].Cards.ToArray(), Card.Effect.None, null, null, null);
            CardsBuffer[WGFDSlotName].Cards.Clear();
            //释放打牌列表,将这些牌放进弃牌堆
            FreeCardBin();
            //清除事件队列
            queRecoard.Clear();
            //清除子事件队列
            lstRecoard.Clear();


            //执行成功
            return(true);

FAILED:
            AsynchronousCore.LeadingInvalid(aChiefSource);
            DropCards(true, CardFrom.Slot, string.Empty, CardsBuffer[WGFDSlotName].Cards.ToArray(), Card.Effect.None, null, null, null);
            CardsBuffer[WGFDSlotName].Cards.Clear();
            //释放打牌列表,将这些牌放进弃牌堆
            FreeCardBin();
            //清除事件队列
            queRecoard.Clear();
            //清除子事件队列
            lstRecoard.Clear();
            //执行成功
            return(false);
        }
Exemplo n.º 2
0
        /// <summary>
        /// 判定过程
        /// </summary>
        /// <param name="aChief">执行过程的武将</param>
        /// <param name="aData">全局数据</param>
        private void Judgement(ChiefBase aChief, GlobalData aData)
        {
            //清除垃圾桶,事件队列
            FreeCardBin();
            queRecoard.Clear();
            //Debuff栈退栈循环
            while (GamePlayers[aChief].Debuff.Count != 0 && !GamePlayers[aChief].Dead)
            {
                //清除事件子队列
                lstRecoard.Clear();
                //取Debuff栈元素,退栈
                Card buff = GamePlayers[aChief].Debuff.Pop();

                //加入子事件队列
                queRecoard.Enqueue(new EventRecoard(aChief, aChief, new Card[] { buff }, buff.CardEffect, string.Empty));
                lstCardBin.Add(buff);
                //判断Debuff类型
                switch (buff.CardEffect)
                {
                //兵粮寸断
                case Card.Effect.BingLiangCunDuan:
                    //无懈可击的过程
                    if (WuXieProc(aChief, Card.Effect.BingLiangCunDuan))
                    {
                        continue;
                    }
                    //获取判定牌
                    Card judgementBLCD = popJudgementCard(aChief, buff.CardEffect);
                    //对判定牌的处理
                    if (judgementBLCD.CardHuaSe != Card.Suit.CaoHua)
                    {
                        aData.Take = false;
                    }
                    else
                    {
                        aData.Take = true;
                    }
                    AsynchronousCore.SendMessage(
                        new Beaver("removedebuff", aChief.ChiefName, Card.Cards2Beaver("cards", new Card[] { buff })).ToString());
                    //new XElement("removedebuff",
                    //    new XElement("target", aChief.ChiefName),
                    //    Card.Cards2XML("cards", new Card[] { buff })
                    //));
                    DropCards(true, CardFrom.JudgementCard, string.Empty, new Card[] { judgementBLCD }, Card.Effect.None, aChief, aChief, null);
                    break;

                //乐不思蜀
                case Card.Effect.LeBuSiShu:
                    //无懈可击的过程
                    if (WuXieProc(aChief, Card.Effect.LeBuSiShu))
                    {
                        continue;
                    }
                    //获取判定牌
                    Card judgementLBSS = popJudgementCard(aChief, buff.CardEffect);
                    //对判定牌的处理
                    if (judgementLBSS.CardHuaSe != Card.Suit.HongTao)
                    {
                        aData.Lead = false;
                    }
                    else
                    {
                        aData.Lead = true;
                    }
                    AsynchronousCore.SendMessage(
                        new Beaver("removedebuff", aChief.ChiefName, Card.Cards2Beaver("cards", new Card[] { buff })).ToString());
                    //new XElement("removedebuff",
                    //    new XElement("target", aChief.ChiefName),
                    //    Card.Cards2XML("cards", new Card[] { buff })
                    //));
                    DropCards(true, CardFrom.JudgementCard, string.Empty, new Card[] { judgementLBSS }, Card.Effect.None, aChief, aChief, null);
                    break;

                //闪电
                case Card.Effect.ShanDian:

                    //无懈可击的过程
                    if (WuXieProc(aChief, Card.Effect.ShanDian))
                    {
                        //没有费血,把debuff牌从垃圾桶里拣出来
                        PickRubbish(new Card[] { buff });
                        //闪电需要挂到下一位武将的判定区,如果下一位的判定区有闪电,那就是再下一位...直到处理到该玩家为之
                        ChiefBase next = GamePlayers.NextChief(aChief);
                        //指示闪电是否安置好了
                        bool handle = false;
                        if (next != aChief)
                        {
                            do
                            {
                                //如果这个武将没有闪电,那就把闪电放到他的debuff中
                                if (!GamePlayers[next].HasDebuff(Card.Effect.ShanDian))
                                {
                                    GamePlayers[next].Debuff.Push(buff);
                                    AsynchronousCore.SendMessage(
                                        new Beaver("sd.moved", aChief.ChiefName, next.ChiefName, Card.Cards2Beaver("cards", new Card[] { buff })).ToString());
                                    //new XElement("sd.moved",
                                    //    new XElement("from", aChief.ChiefName),
                                    //    new XElement("to", next.ChiefName),
                                    //    Card.Cards2XML("cards", new Card[] { buff })
                                    //));
                                    //闪电已安置
                                    handle = true;
                                    break;
                                }
                            } while (aChief != (next = GamePlayers.NextChief(next)));
                        }


                        //如果闪电没有安置,那就挂到玩家的新debuff栈中
                        if (!handle)
                        {
                            gData.stkNewBuff.Push(buff.GetOriginalCard());
                        }
                        continue;
                    }
                    //取出判定牌
                    Card judgementSD = popJudgementCard(aChief, buff.CardEffect);
                    //费血
                    if (judgementSD.CardHuaSe == Card.Suit.HeiTao && judgementSD.CardNumber > 1 && judgementSD.CardNumber < 10)
                    {
                        AsynchronousCore.SendMessage(
                            new Beaver("removedebuff", aChief.ChiefName, Card.Cards2Beaver("cards", new Card[] { buff })).ToString()
                            //new XElement("removedebuff",
                            //    new XElement("target", aChief.ChiefName),
                            //    Card.Cards2XML("cards", new Card[] { buff }))
                            );
                        if (GamePlayers[aChief].Armor != null)
                        {
                            DamageHealth(aChief, Armor.CalcDamage(3, new Card[] { buff }, GamePlayers[aChief].Armor.CardEffect), null, new EventRecoard(null, aChief, null, new Card[] { buff }, Card.Effect.ShanDian, string.Empty));
                        }
                        else
                        {
                            DamageHealth(aChief, 3, null, new EventRecoard(null, aChief, null, new Card[] { buff }, Card.Effect.ShanDian, string.Empty));
                        }
                    }
                    else
                    {
                        //没有费血,把debuff牌从垃圾桶里拣出来
                        PickRubbish(new Card[] { buff });
                        //闪电需要挂到下一位武将的判定区,如果下一位的判定区有闪电,那就是再下一位...直到处理到该玩家为之
                        ChiefBase next = GamePlayers.NextChief(aChief);
                        //指示闪电是否安置好了
                        bool handle = false;
                        if (next != aChief)
                        {
                            do
                            {
                                //如果这个武将没有闪电,那就把闪电放到他的debuff中
                                if (!GamePlayers[next].HasDebuff(Card.Effect.ShanDian))
                                {
                                    GamePlayers[next].Debuff.Push(buff);
                                    AsynchronousCore.SendMessage(
                                        new Beaver("sd.moved", aChief.ChiefName, next.ChiefName, Card.Cards2Beaver("cards", new Card[] { buff })).ToString()
                                        //new XElement("sd.moved",
                                        //    new XElement("from", aChief.ChiefName),
                                        //    new XElement("to", next.ChiefName),
                                        //    Card.Cards2XML("cards", new Card[] { buff }))
                                        );
                                    //闪电已安置
                                    handle = true;
                                    break;
                                }
                            } while (aChief != (next = GamePlayers.NextChief(next)));
                        }


                        //如果闪电没有安置,那就挂到玩家的新debuff栈中
                        if (!handle)
                        {
                            gData.stkNewBuff.Push(buff.GetOriginalCard());
                        }
                    }

                    //判定牌加入子事件节点
                    DropCards(true, CardFrom.JudgementCard, string.Empty, new Card[] { judgementSD }, Card.Effect.None, aChief, aChief, null);
                    break;
                }
                //清除子事件
                lstRecoard.Clear();
            }
            //设置玩家的debuff栈
            GamePlayers[aChief].Debuff = gData.stkNewBuff;
            //清除事件记录
            FreeCardBin();
            queRecoard.Clear();
            lstRecoard.Clear();
        }
Exemplo n.º 3
0
        /// <summary>
        /// 角色求救过程
        /// </summary>
        /// <param name="aChiefSource">伤害的来源,可以是null</param>
        /// <param name="aPreDefunct">求救武将</param>
        /// <param name="aRescuePoint">求救血量</param>
        /// <returns>返回true表示该角色求救失败,false表示求救成功</returns>
        private bool Cry4HelpProc(ChiefBase aChiefSource, ChiefBase aPreDefunct, sbyte aRescuePoint)
        {
            if (aPreDefunct == null || aRescuePoint < 1)
            {
                return(true);
            }
            ChiefBase start = aChiefSource != null ? aChiefSource : aPreDefunct;
            ChiefBase t     = start;
            string    msg   = null;

            do
            {
                MessageCore.AskForResult res = null;
                if (t == aPreDefunct)
                {
                    msg = new Beaver("askfor.cry4help.taoorjiu", t.ChiefName, aPreDefunct.ChiefName, aRescuePoint.ToString()).ToString();
                    //new XElement("askfor.cry4help.taoorjiu",
                    //    new XElement("target", t.ChiefName),
                    //    new XElement("target2", aPreDefunct.ChiefName),
                    //    new XElement("rescuepoint", aRescuePoint)
                    //);
                    res = AsynchronousCore.AskForCards(t, MessageCore.AskForEnum.AskForTaoOrJiu, new AskForWrapper(msg, this), gData);
                    AsynchronousCore.LeadingValid(t);
                }
                else
                {
                    msg = new Beaver("askfor.cry4help.tao", t.ChiefName, aPreDefunct.ChiefName, aRescuePoint.ToString()).ToString();
                    //new XElement("askfor.cry4help.tao",
                    //    new XElement("target", t.ChiefName),
                    //    new XElement("target2", aPreDefunct.ChiefName),
                    //    new XElement("rescuepoint", aRescuePoint)
                    //);
                    res = AsynchronousCore.AskForCards(t, MessageCore.AskForEnum.AskForTao, new AskForWrapper(msg, this), gData);
                    AsynchronousCore.LeadingValid(t);
                }
                ValidityResult(t, ref res);
                if (res.Effect != Card.Effect.None)
                {
                    if (res.Effect == Card.Effect.Tao)
                    {
                        AsynchronousCore.SendMessage(
                            new Beaver("tao", t.ChiefName, aChiefSource.ChiefName, res.SkillName, Card.Cards2Beaver("cards", res.Cards)).ToString());
                        //    new XElement("tao",
                        //        new XElement("from", t.ChiefName),
                        //        new XElement("to", aChiefSource.ChiefName),
                        //        new XElement("skill" , res.SkillName ),
                        //        Card.Cards2XML("cards", res.Cards)
                        //    )
                        //);
                    }
                    else if (res.Effect == Card.Effect.Jiu)
                    {
                        AsynchronousCore.SendMessage(new Beaver("jiu", t.ChiefName, res.SkillName, Card.Cards2Beaver("cards", res.Cards)).ToString());
                        //new XElement("jiu",
                        //    new XElement("from", t.ChiefName),
                        //    new XElement("skill", res.SkillName),
                        //    Card.Cards2XML("cards", res.Cards)
                        //)
                        //);
                    }
                    if (res.Effect == Card.Effect.Tao || res.Effect == Card.Effect.Jiu)
                    {
                        sbyte cost = 1;
                        foreach (ASkill s in aPreDefunct.Skills)
                        {
                            cost = s.CalcRescuePoint(aPreDefunct, res.Leader, res.Effect, cost, gData);
                        }
                        aRescuePoint -= cost;
                        if (res.PlayerLead)
                        {
                            DropCards(true, CardFrom.HandAndEquipage, res.SkillName, res.Cards, res.Effect, t, aPreDefunct, null);
                        }
                        if (aRescuePoint < 1)
                        {
                            break;
                        }
                        continue;
                    }
                }
                t = GamePlayers.NextChief(t);
            } while (!t.IsMe(start));
            --aRescuePoint;
            if (aRescuePoint < 0)
            {
                GamePlayers[aPreDefunct].Health = Math.Abs(aRescuePoint);
                AsynchronousCore.SendMessage(new Beaver("health", aPreDefunct.ChiefName, GamePlayers[aPreDefunct].MaxHealth.ToString(), GamePlayers[aPreDefunct].Health.ToString()).ToString());
                //new XElement("health",
                //    new XElement("target", aPreDefunct.ChiefName),
                //    new XElement("max", GamePlayers[aPreDefunct].MaxHealth),
                //    new XElement("current", GamePlayers[aPreDefunct].Health)
                //    ));
            }
            else
            {
                GamePlayers[aPreDefunct].Health = 0;
            }
            return(aRescuePoint < 0 ? false : true);
        }