public void PurchaseHouse(PPlayer Player, PBlock Block) { PPurchaseHouseTag PurchaseHouseTag = Monitor.CallTime(PTime.PurchaseHouseTime, new PPurchaseHouseTag(Player, Block)); Player = PurchaseHouseTag.Player; Block = PurchaseHouseTag.Block; int HousePrice = PurchaseHouseTag.HousePrice; if (Player != null && Block != null && Player.IsAlive) { PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(Player.Name + "购买了1座房屋")); PNetworkManager.NetworkServer.TellClients(new PHighlightBlockOrder(Block.Index.ToString())); if (Block.HousePrice > 0) { LoseMoney(Player, HousePrice); } GetHouse(Block, 1); PNetworkManager.NetworkServer.TellClients(new PRefreshBlockBasicOrder(Block)); } }
public PBlockTriggerInstaller() : base("格子的停留结算") { TriggerList.Add(new PTrigger("初始化结算阶段购买土地或房屋的次数") { IsLocked = true, Time = PPeriod.SettleStage.Before, Effect = (PGame Game) => { Game.TagManager.CreateTag(new PPurchaseTag(1, 0)); } }); TriggerList.Add(new PTrigger("清除结算阶段购买土地或房屋的次数") { IsLocked = true, Time = PPeriod.SettleStage.After, Effect = (PGame Game) => { Game.TagManager.PopTag <PPurchaseTag>(PPurchaseTag.TagName); } }); TriggerList.Add(new PTrigger("奖励点(固定数额)") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetMoneyStopSolid > 0); }, Effect = (PGame Game) => { Game.GetMoney(Game.NowPlayer, Game.NowPlayer.Position.GetMoneyStopSolid); } }); TriggerList.Add(new PTrigger("奖励点(百分比)") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetMoneyStopPercent > 0); }, Effect = (PGame Game) => { Game.GetMoney(Game.NowPlayer, PMath.Percent(Game.NowPlayer.Money, Game.NowPlayer.Position.GetMoneyStopPercent)); } }); TriggerList.Add(new PTrigger("天灾(固定数额)") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetMoneyStopSolid < 0); }, Effect = (PGame Game) => { Game.Injure(null, Game.NowPlayer, -Game.NowPlayer.Position.GetMoneyStopSolid, null); } }); TriggerList.Add(new PTrigger("天灾(百分比)") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetMoneyStopPercent < 0); }, Effect = (PGame Game) => { Game.Injure(null, Game.NowPlayer, PMath.Percent(Game.NowPlayer.Money, -Game.NowPlayer.Position.GetMoneyStopPercent), null); } }); TriggerList.Add(new PTrigger("牌库") { IsLocked = true, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(Game.NowPlayer.Position.GetCardStop > 0); }, Effect = (PGame Game) => { Game.GetCard(Game.NowPlayer, Game.NowPlayer.Position.GetCardStop); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("购买土地") { IsLocked = false, Player = Player, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; PPurchaseTag PurchaseTag = Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName); return(Game.NowPlayer.Equals(Player) && NowBlock.CanPurchase && NowBlock.Lord == null && PurchaseTag.Count < PurchaseTag.Limit && NowBlock.Price < Game.NowPlayer.Money); }, Effect = (PGame Game) => { Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName).Count++; Game.PurchaseLand(Game.NowPlayer, Game.NowPlayer.Position); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("购买房屋") { IsLocked = false, Player = Player, Time = PPeriod.SettleStage.During, CanRepeat = true, Condition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; PPurchaseTag PurchaseTag = Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName); return(Game.NowPlayer.Equals(Player) && Game.NowPlayer.Equals(NowBlock.Lord) && PurchaseTag.Count < PurchaseTag.Limit && NowBlock.HousePrice < Game.NowPlayer.Money); }, AICondition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; PPurchaseTag PurchaseTag = Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName); /* * AI的买房策略: * 第1次:必买 * 第2次:钱多于20000 or 钱多于10000且地价高于2000 * 以上:钱多于15000且地价多于3000 or 钱多于10000且为购物中心 * * 必买:公园 or 破军歌姬 * 必不买:廉颇 or 无房被兵 * * 赵云:2000次数上限为3,1000无限建 */ if (NowBlock.BusinessType.Equals(PBusinessType.Park)) { return(true); } if (Player.General is P_Gabriel && Game.AlivePlayersExist <P_IzayoiMiku>()) { return(true); } if (Player.General is P_LianPo) { return(false); } if (Player.Area.AmbushCardArea.CardList.Exists((PCard Card) => Card.Model is P_PingLiangTsuunTuan) && !Player.HasHouse) { return(false); } if (PurchaseTag.Count == 0) { return(true); } if (PurchaseTag.Count == 1) { if (Player.Money >= 20000) { return(true); } else if (Player.Money >= 10000 && NowBlock.Price >= 2000) { return(true); } } if (Player.Money >= 15000 && NowBlock.Price >= 3000) { return(true); } if (Player.Money >= 10000 && (NowBlock.BusinessType.Equals(PBusinessType.ShoppingCenter) || NowBlock.BusinessType.Equals(PBusinessType.Club))) { return(true); } if (Player.General is P_ZhaoYun) { if (Player.Money >= 5000 && NowBlock.Price < 3000 && PurchaseTag.Count <= 2) { return(true); } if (Player.Money >= 2000 && NowBlock.Price < 2000) { return(true); } } return(false); }, Effect = (PGame Game) => { Game.TagManager.FindPeekTag <PPurchaseTag>(PPurchaseTag.TagName).Count++; Game.PurchaseHouse(Game.NowPlayer, Game.NowPlayer.Position); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("研究所[视察研究成果]") { Player = Player, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; return(Player.Equals(NowBlock.Lord) && NowBlock.BusinessType.Equals(PBusinessType.Institute)); }, AICondition = (PGame Game) => { return(Player.TeamIndex == Game.NowPlayer.TeamIndex); }, Effect = (PGame Game) => { int Number = PMath.RandInt(2, 7) / 2; Game.GetCard(Game.NowPlayer, Number); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("当铺[典当手牌]") { Player = Player, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { PBlock NowBlock = Game.NowPlayer.Position; return(Game.NowPlayer.Equals(Player) && NowBlock.Lord != null && Player.Area.HandCardArea.CardNumber > 0 && NowBlock.BusinessType.Equals(PBusinessType.Pawnshop)); }, AICondition = (PGame Game) => { return(Game.NowPlayer.TeamIndex == Game.NowPlayer.Position.Lord.TeamIndex || PAiCardExpectation.FindLeastValuable(Game, Player, Player, true, false, false, true).Value < 750); }, Effect = (PGame Game) => { Game.GiveCardTo(Game.NowPlayer, Game.NowPlayer.Position.Lord, true, false); Game.GetMoney(Game.NowPlayer, 2000); } }); TriggerList.Add(new PTrigger("公园[扩建政府补助]") { IsLocked = true, Time = PTime.PurchaseHouseTime, Condition = (PGame Game) => { return(Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName).Block.BusinessType.Equals(PBusinessType.Park)); }, Effect = (PGame Game) => { PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); Game.GetMoney(PurchaseHouseTag.Player, PMath.Percent(PurchaseHouseTag.Block.Price, 10)); } }); MultiPlayerTriggerList.Add((PPlayer Player) => new PTrigger("收取过路费") { Player = Player, Time = PPeriod.SettleStage.During, Condition = (PGame Game) => { return(!Game.NowPlayer.Equals(Player) && Player.Equals(Game.NowPlayer.Position.Lord)); }, AICondition = (PGame Game) => { if ((Game.NowPlayer.General is P_PanYue || Game.NowPlayer.General is P_ChenSheng) && Game.NowPlayer.TeamIndex == Player.TeamIndex) { // 给闲居和起义让路 return(false); } return(PAiTargetChooser.InjureExpect(Game, Player, Player, Game.NowPlayer, Game.NowPlayer.Position.Toll, Game.NowPlayer.Position) > 0); }, Effect = (PGame Game) => { Game.Toll(Player, Game.NowPlayer, Game.NowPlayer.Position); } }); }
public P_HeShen() : base("和珅") { Sex = PSex.Male; Age = PAge.Industrial; Index = 24; Cost = 30; Tips = "定位:防御\n" + "难度:简单\n" + "史实:清朝中期权臣,中国历史上有名的巨贪,聚敛了约十亿两白银的巨大财富。\n" + "攻略:\n和珅是一名拥有不错防御力的武将。【贪污】使和珅的起始资金变相增加,而【受贿】可用于关键击杀,但一般都用于辅助队友。和珅的技能使用基本没有任何难度,因此十分适合新手使用。"; PSkill TanWu = new PSkill("贪污") { Lock = true }; SkillList.Add(TanWu .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(TanWu.Name) { IsLocked = true, Player = Player, Time = PTime.PurchaseLandTime, Condition = (PGame Game) => { PPurchaseLandTag PurchaseLandTag = Game.TagManager.FindPeekTag <PPurchaseLandTag>(PPurchaseLandTag.TagName); return Player.Equals(PurchaseLandTag.Player); }, Effect = (PGame Game) => { TanWu.AnnouceUseSkill(Player); PPurchaseLandTag PurchaseLandTag = Game.TagManager.FindPeekTag <PPurchaseLandTag>(PPurchaseLandTag.TagName); PurchaseLandTag.LandPrice = PMath.Percent(PurchaseLandTag.LandPrice, 50); } }); }) .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(TanWu.Name) { IsLocked = true, Player = Player, Time = PTime.PurchaseHouseTime, Condition = (PGame Game) => { PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); return Player.Equals(PurchaseHouseTag.Player); }, Effect = (PGame Game) => { TanWu.AnnouceUseSkill(Player); PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); PurchaseHouseTag.HousePrice = PMath.Percent(PurchaseHouseTag.HousePrice, 50); } }); })); PSkill ShouHui = new PSkill("受贿") { Initiative = true }; int ShouHuiExpect(PGame Game, PPlayer Player) { int Sum = 0; int Cnt = 0; foreach (PBlock Block in PAiMapAnalyzer.NextBlocks(Game, Player)) { if (Block.CanPurchase && Block.Lord == null) { Sum += Block.Price; Cnt++; } else if (Player.Equals(Block.Lord)) { Sum += Block.HousePrice; Cnt++; } } if (Cnt == 0) { return(-1); } else { return(Sum / Cnt); } } PPlayer ShouHuiTarget(PGame Game, PPlayer Player) { foreach (PPlayer Target in Game.Teammates(Player)) { if (ShouHuiExpect(Game, Target) >= 1500 && Target.Money >= 2000 && Player.RemainLimit(ShouHui.Name, Target)) { return(Target); } } foreach (PPlayer Target in Game.Enemies(Player)) { if (Player.RemainLimit(ShouHui.Name, Target)) { int Expect = ShouHuiExpect(Game, Target); if (Expect < 0) { Expect = 3000; // 无法判断下次购买土地或房屋的收益 } Expect -= PAiTargetChooser.InjureExpect(Game, Player, Player, Target, 1000, ShouHui); if (Expect <= -1000) { return(Target); } } } return(null); } SkillList.Add(ShouHui .AnnounceEachPlayerOnce() .AddTimeTrigger( new PTime[] { PPeriod.FirstFreeTime.During, PPeriod.SecondFreeTime.During }, (PTime Time, PPlayer Player, PSkill Skill) => { return(new PTrigger(ShouHui.Name) { IsLocked = false, Player = Player, Time = Time, AIPriority = 10, CanRepeat = true, Condition = (PGame Game) => { return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Game.AlivePlayers().Exists((PPlayer _Player) => Player.RemainLimit(ShouHui.Name, _Player)); }, AICondition = (PGame Game) => { return ShouHuiTarget(Game, Player) != null; }, Effect = (PGame Game) => { ShouHui.AnnouceUseSkill(Player); PPlayer Target = null; if (Player.IsAI) { Target = ShouHuiTarget(Game, Player); } else { Target = PNetworkManager.NetworkServer.ChooseManager.AskForTargetPlayer(Player, (PGame _Game, PPlayer _Player) => Player.RemainLimit(ShouHui.Name, _Player), ShouHui.Name, true); } if (Target != null) { Game.Injure(Player, Target, 1000, ShouHui); Target.Tags.CreateTag(new PShouHuiTag()); ShouHui.DeclareUseFor(Player, Target); } } }); }) .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(ShouHui.Name) { IsLocked = true, Player = null, Time = PTime.PurchaseLandTime, Condition = (PGame Game) => { PPurchaseLandTag PurchaseLandTag = Game.TagManager.FindPeekTag <PPurchaseLandTag>(PPurchaseLandTag.TagName); return PurchaseLandTag.Player.Tags.ExistTag(PShouHuiTag.TagName); }, Effect = (PGame Game) => { PPurchaseLandTag PurchaseLandTag = Game.TagManager.FindPeekTag <PPurchaseLandTag>(PPurchaseLandTag.TagName); PurchaseLandTag.LandPrice = 0; ShouHui.AnnouceUseSkill(PurchaseLandTag.Player); PurchaseLandTag.Player.Tags.PopTag <PShouHuiTag>(PShouHuiTag.TagName); } }); }) .AddTrigger( (PPlayer Player, PSkill Skill) => { return(new PTrigger(ShouHui.Name) { IsLocked = true, Player = null, Time = PTime.PurchaseHouseTime, Condition = (PGame Game) => { PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); return PurchaseHouseTag.Player.Tags.ExistTag(PShouHuiTag.TagName); }, Effect = (PGame Game) => { PPurchaseHouseTag PurchaseHouseTag = Game.TagManager.FindPeekTag <PPurchaseHouseTag>(PPurchaseHouseTag.TagName); PurchaseHouseTag.HousePrice = 0; ShouHui.AnnouceUseSkill(PurchaseHouseTag.Player); PurchaseHouseTag.Player.Tags.PopTag <PShouHuiTag>(PShouHuiTag.TagName); } }); })); }