/// <summary> /// 问询出牌合法性检验,并回应武将所控制的玩家出牌合法性结果,对于判断为非法的出牌,将会设置用户返回结果 /// </summary> /// <param name="aChief">出牌武将</param> /// <param name="aResult">问询结果,若出牌不合法,则问询会被修改为默认对象</param> /// <remarks>此方法用于通过回调通知调试客户端操作的合法性,回调仅适合用于测试类库逻辑</remarks> private void ValidityResult(ChiefBase aChief, ref MessageCore.AskForResult aResult) { if (!CheckValid(aResult, aChief)) { AsynchronousCore.LeadingInvalid(aChief); aResult = new MessageCore.AskForResult(false, aResult.Leader, new ChiefBase[] { }, new Card[] { }, Card.Effect.None, false, true, string.Empty); } else { AsynchronousCore.LeadingValid(aChief); } }
/// <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); }
/// <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 }