示例#1
0
 public override int AIInEquipExpectation(PGame Game, PPlayer Player)
 {
     return(500 + 4000 * Player.Area.HandCardArea.CardList.FindAll((PCard Card) => {
         PCardModel Model = Card.Model;
         return Model is P_ManTiienKuoHai || Model is P_HsiaoLiTsaangTao || Model is P_ChiaTaoFaKuo;
     }).Count);
 }
示例#2
0
    /// <summary>
    /// 获得牌行为
    /// </summary>
    /// <param name="Player">获得牌的玩家</param>
    /// <param name="TargetPlayer">被获得牌的玩家</param>
    /// <param name="Directly">是否直接转移装备</param>
    /// <returns>获得的牌</returns>
    public PCard GetCardFrom(PPlayer Player, PPlayer TargetPlayer, bool AllowHandCards = true, bool AllowEquipment = true, bool AllowJudge = false, bool Directly = false)
    {
        string Title      = "请选择获得一张" + (AllowHandCards ? "[手牌]" : string.Empty) + (AllowEquipment ? "[装备]" : string.Empty) + (AllowJudge ? "[伏兵]" : string.Empty);
        PCard  TargetCard = ChooseCard(Player, TargetPlayer, Title, AllowHandCards, AllowEquipment, AllowJudge, true);

        if (TargetCard != null)
        {
            PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(Player.Name + "获得了" + TargetPlayer.Name + "的" + (TargetPlayer.Area.HandCardArea.CardList.Contains(TargetCard) ? "1张手牌" : TargetCard.Name)));
            if (TargetPlayer.Area.HandCardArea.CardList.Contains(TargetCard))
            {
                CardManager.MoveCard(TargetCard, TargetPlayer.Area.HandCardArea, Player.Area.HandCardArea);
            }
            else if (TargetPlayer.Area.EquipmentCardArea.CardList.Contains(TargetCard))
            {
                if (Directly)
                {
                    CardManager.MoveCard(TargetCard, TargetPlayer.Area.EquipmentCardArea, Player.Area.EquipmentCardArea);
                }
                else
                {
                    CardManager.MoveCard(TargetCard, TargetPlayer.Area.EquipmentCardArea, Player.Area.HandCardArea);
                }
            }
            else if (TargetPlayer.Area.AmbushCardArea.CardList.Contains(TargetCard))
            {
                CardManager.MoveCard(TargetCard, TargetPlayer.Area.AmbushCardArea, Player.Area.HandCardArea);
            }
        }
        return(TargetCard);
    }
示例#3
0
    public override void AnnouceInvokeJudge(PGame Game, PPlayer Player, PCard Card)
    {
        base.AnnouceInvokeJudge(Game, Player, Card);
        int Result = Game.Judge(Player, new Func <int>(() => {
            if (Player.Area.EquipmentCardArea.CardNumber > 0)
            {
                return(6);
            }
            else
            {
                return(5);
            }
        })());

        if (Result != 6)
        {
            if (Player.Area.EquipmentCardArea.CardNumber > 0)
            {
                Game.ThrowCard(Player, Player, false, true);
            }
            if (Game.GetNextPlayer(Player).Area.AmbushCardArea.CardList.Exists((PCard _Card) => _Card.Model is P_HsienChing))
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Game.GetNextPlayer(Player)).Area.AmbushCardArea);
            }
            else
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Player).Area.AmbushCardArea);
            }
        }
        else
        {
            Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.CardManager.ThrownCardHeap);
        }
    }
示例#4
0
 public void Die(PPlayer Player, PPlayer Killer)
 {
     PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(Player.Name + "死亡!"));
     Monitor.CallTime(PTime.DieTime, new PDyingTag(Player, Killer));
     Map.BlockList.ForEach((PBlock Block) => {
         if (Player.Equals(Block.Lord))
         {
             Block.Lord         = null;
             Block.HouseNumber  = 0;
             Block.BusinessType = PBusinessType.NoType;
             PNetworkManager.NetworkServer.TellClients(new PRefreshBlockBasicOrder(Block));
         }
     });
     CardManager.ThrowAll(Player.Area);
     Player.IsAlive = false;
     PNetworkManager.NetworkServer.TellClients(new PDieOrder(Player.Index.ToString()));
     Monitor.CallTime(PTime.AfterDieTime, new PDyingTag(Player, Killer));
     if (GameOver())
     {
         PLogger.Log("游戏结束");
         EndGame();
     }
     else if (!NowPlayer.IsAlive)
     {
         PLogger.Log("因为当前玩家死亡,回合中止");
         TagManager.PopTag <PStepCountTag>(PStepCountTag.TagName);
         TagManager.PopTag <PDiceResultTag>(PDiceResultTag.TagName);
         TagManager.PopTag <PTag>(PTag.FreeTimeOperationTag.Name);
         Monitor.EndTurnDirectly = true;
     }
 }
示例#5
0
    /// <summary>
    /// 摸一张牌,返回摸到的牌
    /// </summary>
    /// <param name="Player"></param>
    /// <param name="OnlyShow">是否是展示卡牌(摸到结算区)</param>
    /// <returns></returns>
    public PCard GetCard(PPlayer Player, bool OnlyShow = false)
    {
        if (Player == null || !Player.IsAlive)
        {
            return(null);
        }
        if (CardManager.CardHeap.CardNumber == 0 && CardManager.ThrownCardHeap.CardNumber > 0)
        {
            CardManager.CardHeap.CardList.AddRange(CardManager.ThrownCardHeap.CardList);
            CardManager.ThrownCardHeap.CardList.Clear();
            CardManager.CardHeap.Wash();
        }
        PCard Got = null;

        if (CardManager.CardHeap.CardNumber > 0)
        {
            CardManager.MoveCard(Got = CardManager.CardHeap.TopCard, CardManager.CardHeap, OnlyShow ? CardManager.SettlingArea : Player.Area.HandCardArea);
        }
        if (NowPeriod != null)
        {
            if (OnlyShow)
            {
                PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(Player.Name + "展示了" + Got.Name));
            }
            else
            {
                PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(Player.Name + "摸了1张牌"));
            }
        }
        return(Got);
    }
示例#6
0
    public override int AIInHandExpectation(PGame Game, PPlayer Player)
    {
        int            Basic   = 1000;
        int            Sum     = 0;
        List <PPlayer> Targets = AIEmitTargets(Game, Player);

        Targets.ForEach((PPlayer _Player) => {
            if (!(_Player.Defensor != null && _Player.Defensor.Model is P_YooHsi && Targets.Count > 1))
            {
                int Cof = (_Player.TeamIndex == Player.TeamIndex ? 1 : -1);
                if (_Player.General is P_LiuJi)
                {
                    Sum += 1200 * 6 / 5 * Cof;
                }
                else
                {
                    int Choose1 = PAiMapAnalyzer.ChangeFaceExpect(Game, _Player);
                    int Choose2 = _Player.Money <= 1000 ? -30000 : -1000;
                    int Chosen  = Math.Max(Choose1, Choose2);
                    Sum        += Chosen * Cof;
                }
            }
        });
        Sum   = Sum * 5 / 6;
        Basic = Math.Max(Basic, Sum);
        return(Math.Max(Basic, base.AIInHandExpectation(Game, Player)));
    }
示例#7
0
 public PChiaTaoFaKuoTriggerInstaller() : base("假道伐虢的记录")
 {
     TriggerList.Add(new PTrigger("假道伐虢[开始记录]")
     {
         IsLocked = true,
         Time     = PPeriod.StartTurn.During,
         Effect   = (PGame Game) => {
             Game.TagManager.PopTag <PChiaTaoFaKuoTag>(PChiaTaoFaKuoTag.TagName);
             Game.TagManager.CreateTag(new PChiaTaoFaKuoTag(new List <PPlayer>()));
         }
     });
     TriggerList.Add(new PTrigger("假道伐虢[经过土地]")
     {
         IsLocked = true,
         Time     = PTime.MovePositionTime,
         Effect   = (PGame Game) => {
             PTransportTag TransportTag = Game.TagManager.FindPeekTag <PTransportTag>(PTransportTag.TagName);
             PPlayer Lord = TransportTag.Destination.Lord;
             if (Lord != null && !Lord.Equals(Game.NowPlayer))
             {
                 PChiaTaoFaKuoTag ChiaTaoFaKuoTag = Game.TagManager.FindPeekTag <PChiaTaoFaKuoTag>(PChiaTaoFaKuoTag.TagName);
                 if (!ChiaTaoFaKuoTag.LordList.Contains(Lord))
                 {
                     ChiaTaoFaKuoTag.LordList.Add(Lord);
                 }
             }
         }
     });
 }
示例#8
0
 private List <PPlayer> AIEmitTargets(PGame Game, PPlayer Player)
 {
     return(new List <PPlayer>()
     {
         Player
     });
 }
示例#9
0
    /// <summary>
    /// 创建一个推送动画
    /// </summary>
    /// <param name="StartPoint"></param>
    public static void PushAnimation(PPlayer Player, string PushText, PPushType PushType)
    {
        const int   FrameNumber = 25;
        const float TotalTime   = 0.5f;
        float       Offset      = 100.0f;
        Vector3     Speed       = new Vector3(0.0f, Offset / FrameNumber, 0.0f);
        Text        NewPush     = null;
        Color       PushColor   = PushType.PushColor;

        AddAnimation("推送[" + PushText + "]", () => {
            PushColor.a  -= 0.8f / FrameNumber;
            NewPush.color = PushColor;
            NewPush.rectTransform.Translate(Speed);
        }, FrameNumber, TotalTime, () => {
            PUIManager.AddNewUIAction("删除推送[" + PushText + "]", () => {
                UnityEngine.Object.Destroy(NewPush.gameObject);
            });
        }, () => {
            NewPush = UnityEngine.Object.Instantiate(PUIManager.GetUI <PMapUI>().PushText);
            NewPush.transform.SetParent(PUIManager.GetUI <PMapUI>().UIBackgroundImage);
            NewPush.rectTransform.localScale *= PUIManager.GetUI <PMapUI>().PushText.rectTransform.lossyScale.y;
            NewPush.color = PushColor;
            NewPush.text  = PushText;
            NewPush.rectTransform.position = PPlayerScene.GetScreenPosition(Player);
            NewPush.gameObject.SetActive(true);
        });
    }
示例#10
0
 // 这个是Client端的StartGame
 // Server的StartGame在PGame里
 public void StartGame(List <PGeneral> DefaultGenerals = null)
 {
     #region 初始化玩家列表
     PlayerList = new List <PPlayer>();
     for (int i = 0; i < PlayerNumber; ++i)
     {
         PlayerList.Add(new PPlayer()
         {
             Index     = i,
             Name      = PSystem.CurrentRoom.PlayerList[i].PlayerType.Equals(PPlayerType.Player) ? PSystem.CurrentRoom.PlayerList[i].Nickname : "P" + (i + 1).ToString(),
             IsAlive   = true,
             Money     = PPlayer.Config.DefaultMoney,
             TeamIndex = GameMode.Seats[i].Party - 1,
             Tags      = null
         });
         PBlock Position = Map.BlockList.Find((PBlock Block) => Block.StartPointIndex == i % Map.StartPointNumber);
         if (Position != null)
         {
             PlayerList[i].Position = Position;
         }
         else
         {
             PlayerList[i].Position = Map.BlockList[0];
         }
     }
     #endregion
     NowPlayer = null;
     NowPeriod = null;
 }
示例#11
0
    /// <summary>
    /// 建造城堡可以获得的赠送房屋数量
    /// </summary>
    /// <param name="Player"></param>
    /// <param name="Block"></param>
    /// <returns></returns>
    public int GetBonusHouseNumberOfCastle(PPlayer Player, PBlock Block)
    {
        int[] dx = { 1, -1, 0, 0 };
        int[] dy = { 0, 0, 1, -1 };
        int   OriginalX = Block.X;
        int   OriginalY = Block.Y;
        int   sum = 0, x, y;

        for (int i = 0; i < 4; ++i)
        {
            x = OriginalX;
            y = OriginalY;
            do
            {
                x += dx[i];
                y += dy[i];
                PBlock TempBlock = Map.FindBlockByCoordinate(x, y);
                if (TempBlock != null)
                {
                    if (TempBlock.Lord != null && !TempBlock.Lord.Equals(Player))
                    {
                        sum += TempBlock.HouseNumber;
                    }
                }
                else
                {
                    break;
                }
            } while (true);
        }
        return(sum);
    }
示例#12
0
    public override int AIInHandExpectation(PGame Game, PPlayer Player)
    {
        int Basic = 0;

        Basic = Math.Max(Basic, PAiMapAnalyzer.OutOfGameExpect(Game, Player, true, true) - 2000 * (Player.Area.HandCardArea.CardNumber - 1));
        return(Math.Max(Basic, base.AIInHandExpectation(Game, Player)));
    }
示例#13
0
 public static void Announce(PGame Game, PPlayer Player, string ArchName)
 {
     if (Player != null && Player.IsUser && Game.PlayerList.TrueForAll((PPlayer _Player) => _Player.IsAI || _Player.TeamIndex == Player.TeamIndex))
     {
         PNetworkManager.NetworkServer.TellClient(Player, new PAnnounceArchOrder(Player.Index.ToString(), ArchName));
     }
 }
示例#14
0
    public virtual int AIInHandExpectation(PGame Game, PPlayer Player)
    {
        int Basic = 0;

        if (Player.General is P_YuJi)
        {
            Basic += 400 * Point;
        }
        if (Player.General is P_WangXu && Point % 3 == 0)
        {
            if (Game.Teammates(Player, false).Count > 0)
            {
                Basic += 2900;
            }
        }
        if (Player.General is P_ShiQian && Point == 1)
        {
            Basic += 5900;
        }
        if (Player.General is P_Faraday && Point % 3 == 0)
        {
            Basic += 3000;
        }
        if (Player.General is P_Gryu && Point % 2 == 0)
        {
            Basic += 2500;
        }
        if (Player.General is P_ChenSheng && Point % 2 == 1)
        {
            Basic += 2500;
        }
        return(Basic);
    }
示例#15
0
 public P_HsiYooYangToow() : base(CardName, PCardType.TrafficCard)
 {
     Point = 4;
     Index = 58;
     foreach (PTime Time in new PTime[] {
         PTime.Card.LeaveAreaTime
     })
     {
         MoveInEquipTriggerList.Add((PPlayer Player, PCard Card) => {
             return(new PTrigger(CardName)
             {
                 IsLocked = true,
                 Player = Player,
                 Time = Time,
                 AIPriority = 50,
                 Condition = (PGame Game) => {
                     PMoveCardTag MoveCardTag = Game.TagManager.FindPeekTag <PMoveCardTag>(PMoveCardTag.TagName);
                     PPlayer SourceOwner = MoveCardTag.Source.Owner;
                     PPlayer DestinationOwner = MoveCardTag.Destination.Owner;
                     return Player.Equals(SourceOwner) && !MoveCardTag.Source.IsAmbushArea() && DestinationOwner != null && MoveCardTag.Destination.IsHandCardArea() && !Player.Age.Equals(DestinationOwner.Age);
                 },
                 Effect = (PGame Game ) => {
                     AnnouceUseEquipmentSkill(Player);
                     PMoveCardTag MoveCardTag = Game.TagManager.FindPeekTag <PMoveCardTag>(PMoveCardTag.TagName);
                     MoveCardTag.Destination = Game.CardManager.ThrownCardHeap;
                 }
             });
         });
     }
 }
示例#16
0
 protected static Action <PGame> MakeNormalEffect(PPlayer Player, PCard Card, TargetChooser AITargetChooser, TargetChooser PlayerTargetChooser, EffectFunc Effect, Action <PGame, PPlayer, List <PPlayer> > StartAction = null, Action <PGame, PPlayer, List <PPlayer> > EndAction = null)
 {
     return((PGame Game) => {
         List <PPlayer> Targets = Player.IsAI ? AITargetChooser(Game, Player) : PlayerTargetChooser(Game, Player);
         Targets.RemoveAll((PPlayer _Player) => _Player == null);
         if (Targets.Count == 0)
         {
             return;
         }
         Game.Monitor.CallTime(PTime.Card.AfterEmitTargetTime, new PUseCardTag(Card, Player, Targets));
         if (Card.Point > 0)
         {
             Game.CardManager.MoveCard(Card, Player.Area.HandCardArea, Game.CardManager.SettlingArea);
         }
         Game.Monitor.CallTime(PTime.Card.AfterBecomeTargetTime, new PUseCardTag(Card, Player, Targets));
         Targets = ArrangeTargets(Game, Targets, Player);
         Game.TagManager.CreateTag(new PUseCardTag(Card, Player, Targets));
         StartAction?.Invoke(Game, Player, Targets);
         Targets.ForEach((PPlayer Target) => {
             if (Target != null && Target.IsAlive)
             {
                 Effect(Game, Player, Target);
             }
         });
         EndAction?.Invoke(Game, Player, Targets);
         Game.TagManager.PopTag <PUseCardTag>(PUseCardTag.TagName);
         if (Card.Point > 0)
         {
             Game.CardManager.MoveCard(Card, Game.CardManager.SettlingArea, Game.CardManager.ThrownCardHeap);
         }
         Game.Monitor.CallTime(PTime.Card.EndSettleTime, new PUseCardTag(Card, Player, Targets));
     });
 }
示例#17
0
    public int AIExpect(PGame Game, PPlayer Player, PBlock Block)
    {
        int[] dx = { 1, -1, 0, 0 };
        int[] dy = { 0, 0, 1, -1 };
        int   OriginalX = Block.X;
        int   OriginalY = Block.Y;
        int   sum, x, y;

        sum = PAiMapAnalyzer.HouseValue(Game, Player, Block);
        for (int i = 0; i < 4; ++i)
        {
            x = OriginalX;
            y = OriginalY;
            do
            {
                x += dx[i];
                y += dy[i];
                PBlock TempBlock = Game.Map.FindBlockByCoordinate(x, y);
                if (TempBlock != null)
                {
                    if (TempBlock.Lord != null)
                    {
                        sum += PAiMapAnalyzer.HouseValue(Game, Player, TempBlock);
                    }
                }
                else
                {
                    break;
                }
            } while (true);
        }
        return(sum);
    }
示例#18
0
 public PTollTag(PPlayer FromPlayer, PPlayer ToPlayer, int Toll, PBlock Block) : base(TagName)
 {
     AppendField(FromPlayerFieldName, FromPlayer);
     AppendField(ToPlayerFieldName, ToPlayer);
     AppendField(TollFieldName, Toll);
     AppendField(BlockFieldName, Block);
 }
示例#19
0
    public override void AnnouceInvokeJudge(PGame Game, PPlayer Player, PCard Card)
    {
        base.AnnouceInvokeJudge(Game, Player, Card);
        int Result = Game.Judge(Player, new Func <int>(() => {
            if (Game.Enemies(Player).Count > Game.Teammates(Player, false).Count&& !(Game.Teammates(Player, false).Exists((PPlayer _Player) => _Player.Money <= 1000)))
            {
                return(6);
            }
            return(2);
        })());

        if (Result != 2)
        {
            Game.LoseMoney(Player, 1000);
            if (Game.GetNextPlayer(Player).Area.AmbushCardArea.CardList.Exists((PCard _Card) => _Card.Model is P_WevnI))
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Game.GetNextPlayer(Player)).Area.AmbushCardArea);
            }
            else
            {
                Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.GetNextPlayer(Player).Area.AmbushCardArea);
            }
        }
        else
        {
            Game.CardManager.MoveCard(Card, Player.Area.AmbushCardArea, Game.CardManager.ThrownCardHeap);
        }
    }
示例#20
0
    void Awake()
    {
        thirdPersonCam.SetActive(SceneSetup.instance.cameraType == ModPlayerSDK.CameraType.ThirdPerson);
        cinemaLight.SetActive(Room.CustomProperties.SafeGet("type", "") == RoomType.Cinema);

        if (photonView.IsMine)
        {
            LocalPlayer = this;
            transform.LookAt(Camera.main.transform);
            transform.localEulerAngles = new Vector3(
                0,
                transform.localEulerAngles.y,
                0);
        }
        else
        {
            Destroy(thirdPersonCam);
        }

        impact = GetComponent <ImpactReceiver>();

        nickname          = photonView.Controller.NickName;
        nicknameText.text = nickname;

        userId = photonView.Controller.UserId;
        owner  = photonView.Controller;
        Room.players[userId] = this;

        LoadCharacterMesh();

        DontDestroyOnLoad(gameObject);
    }
示例#21
0
    public void LoseMoney(PPlayer Player, int Money, bool IsInjure = false)
    {
        PLoseMoneyTag LoseMoneyTag    = Monitor.CallTime(PTime.LoseMoneyTime, new PLoseMoneyTag(Player, Money, IsInjure));
        PPlayer       LoseMoneyPlayer = LoseMoneyTag.Player;
        int           MoneyCount      = LoseMoneyTag.Money;

        if (LoseMoneyPlayer != null && LoseMoneyPlayer.IsAlive && MoneyCount > 0)
        {
            LoseMoneyPlayer.Money -= MoneyCount;
            PNetworkManager.NetworkServer.TellClients(new PPushTextOrder(LoseMoneyPlayer.Index.ToString(), "-" + MoneyCount.ToString(), LoseMoneyTag.IsInjure ? PPushType.Injure.Name : PPushType.Throw.Name));
            PNetworkManager.NetworkServer.TellClients(new PShowInformationOrder(LoseMoneyPlayer.Name + "失去金钱" + MoneyCount.ToString()));
            PNetworkManager.NetworkServer.TellClients(new PRefreshMoneyOrder(LoseMoneyPlayer));
            if (LoseMoneyPlayer.Money <= 0)
            {
                if (IsInjure)
                {
                    PInjureTag InjureTag = TagManager.FindPeekTag <PInjureTag>(PInjureTag.TagName);
                    Dying(LoseMoneyPlayer, InjureTag.FromPlayer, InjureTag.InjureSource);
                }
                else
                {
                    Dying(LoseMoneyPlayer, null, null);
                }
            }
        }
    }
示例#22
0
    /// <summary>
    /// 牌堆里的牌(未进入弃牌堆或可见区域)的平均收益
    /// </summary>
    /// <param name="Game"></param>
    /// <param name="Player"></param>
    /// <returns></returns>
    public static int Expect(PGame Game, PPlayer Player)
    {
        double SingleExpect(PCard Card)
        {
            int Base = Card.Model.AIInHandExpectation(Game, Player);

            return(Base);
        }

        double Sum   = PMath.Sum(Game.CardManager.CardHeap.CardList.ConvertAll(SingleExpect));
        int    Count = Game.CardManager.CardHeap.CardNumber;

        if (Count <= 10)
        {
            Sum   += PMath.Sum(Game.CardManager.ThrownCardHeap.CardList.ConvertAll(SingleExpect));
            Count += Game.CardManager.ThrownCardHeap.CardNumber;
        }

        if (Count == 0)
        {
            return(0);
        }
        else
        {
            return((int)Sum / Count);
        }
    }
示例#23
0
    public void Prepared(string IPAddress)
    {
        if (Room.AllAi())
        {
            PThread.Async(() => {
                PThread.WaitUntil(() => ReadyToStartGameFlag);
                StartGame();
            });
        }

        PPlayer TargetPlayer = PNetworkManager.NetworkServer.Game.PlayerList.Find((PPlayer Player) => Player.IPAddress.Equals(IPAddress));

        if (TargetPlayer != null)
        {
            lock (PreparedList) {
                PreparedList[TargetPlayer.Index] = true;
            }
            if (PreparedList.TrueForAll((bool x) => x))
            {
                PThread.Async(() => {
                    PThread.WaitUntil(() => ReadyToStartGameFlag);
                    StartGame();
                });
            }
        }
    }
示例#24
0
    /// <summary>
    /// 用于交给队友有价值的牌和弃置敌人的高价值牌
    /// </summary>
    /// <param name="Game"></param>
    /// <param name="Player"></param>
    /// <param name="TargetPlayer"></param>
    /// <param name="AllowHandCards"></param>
    /// <param name="AllowEquipment"></param>
    /// <param name="AllowAmbush"></param>
    /// <param name="CanSee"></param>
    /// <returns></returns>
    public static KeyValuePair <PCard, int> FindMostValuable(PGame Game, PPlayer Player, PPlayer TargetPlayer, bool AllowHandCards = true, bool AllowEquipment = true, bool AllowAmbush = false, bool CanSee = false)
    {
        int Cof = Player.TeamIndex == TargetPlayer.TeamIndex ? 1 : -1;
        KeyValuePair <PCard, int> HandCardResult = AllowHandCards ? PMath.Max(TargetPlayer.Area.HandCardArea.CardList, (PCard Card) => {
            if (CanSee)
            {
                return(Card.Model.AIInHandExpectation(Game, Player));
            }
            else
            {
                return(2000 + PMath.RandInt(-10, 10));
            }
        }) : new KeyValuePair <PCard, int>(null, int.MinValue);
        KeyValuePair <PCard, int> EquipResult = AllowEquipment ? PMath.Max(TargetPlayer.Area.EquipmentCardArea.CardList, (PCard Card) => {
            return(Card.Model.AIInEquipExpectation(Game, TargetPlayer) + (TargetPlayer.General is P_HuaMulan ? 3500 * Cof : 0));
        }) : new KeyValuePair <PCard, int>(null, int.MinValue);
        KeyValuePair <PCard, int> AmbushResult = AllowAmbush ? PMath.Max(TargetPlayer.Area.AmbushCardArea.CardList, (PCard Card) => {
            return(Card.Model.AIInAmbushExpectation(Game, TargetPlayer));
        }) : new KeyValuePair <PCard, int>(null, int.MinValue);
        KeyValuePair <PCard, int> Temp = HandCardResult.Value >= EquipResult.Value ? HandCardResult : EquipResult;

        Temp = Temp.Value >= AmbushResult.Value ? Temp : AmbushResult;
        if (Temp.Key == null)
        {
            return(new KeyValuePair <PCard, int>(null, 0));
        }
        return(Temp);
    }
示例#25
0
 /// <summary>
 /// 弃一座房屋(没有则不弃)
 /// </summary>
 /// <param name="Player"></param>
 /// <param name="TargetPlayer"></param>
 /// <param name="Title"></param>
 public void ThrowHouse(PPlayer Player, PPlayer TargetPlayer, string Title)
 {
     if (TargetPlayer.HasHouse)
     {
         PBlock TargetBlock = null;
         if (Player.IsAI)
         {
             if (Player.TeamIndex == TargetPlayer.TeamIndex)
             {
                 TargetBlock = PAiMapAnalyzer.MinValueHouse(this, TargetPlayer).Key;
             }
             else
             {
                 TargetBlock = PAiMapAnalyzer.MaxValueHouse(this, TargetPlayer).Key;
             }
         }
         else
         {
             TargetBlock = PNetworkManager.NetworkServer.ChooseManager.AskToChooseBlock(Player, "[" + Title + "]选择" + TargetPlayer.Name + "的房屋", (PBlock Block) => TargetPlayer.Equals(Block.Lord) && Block.HouseNumber > 0);
         }
         if (TargetBlock != null)
         {
             PNetworkManager.NetworkServer.TellClients(new PHighlightBlockOrder(TargetBlock.Index.ToString()));
             LoseHouse(TargetBlock, 1);
         }
     }
 }
示例#26
0
    public static KeyValuePair <PCard, int> FindMostValuableToGet(PGame Game, PPlayer Player, PPlayer TargetPlayer, bool AllowHandCards = true, bool AllowEquipment = true, bool AllowAmbush = false, bool CanSee = false)
    {
        int Cof         = Player.TeamIndex == TargetPlayer.TeamIndex ? -1 : 1;
        int YangToowCof = TargetPlayer.Traffic != null && TargetPlayer.Traffic.Model is P_HsiYooYangToow && !Player.Age.Equals(TargetPlayer.Age) ? 0 : 1;
        KeyValuePair <PCard, int> HandCardResult = AllowHandCards ? PMath.Max(TargetPlayer.Area.HandCardArea.CardList, (PCard Card) => {
            if (CanSee)
            {
                return(Card.Model.AIInHandExpectation(Game, Player) * YangToowCof + Cof * Card.Model.AIInHandExpectation(Game, TargetPlayer));
            }
            else
            {
                return(Cof < 0 ? 0 : 2000 * YangToowCof + 2000 * Cof + PMath.RandInt(0, 10));
            }
        }) : new KeyValuePair <PCard, int>(null, int.MinValue);
        KeyValuePair <PCard, int> EquipResult = AllowEquipment ? PMath.Max(TargetPlayer.Area.EquipmentCardArea.CardList, (PCard Card) => {
            return(Card.Model.AIInHandExpectation(Game, Player) + Cof * Card.Model.AIInEquipExpectation(Game, TargetPlayer) - (TargetPlayer.General is P_HuaMulan ? 3500 * Cof : 0));
        }) : new KeyValuePair <PCard, int>(null, int.MinValue);
        KeyValuePair <PCard, int> AmbushResult = AllowAmbush ? PMath.Max(TargetPlayer.Area.AmbushCardArea.CardList, (PCard Card) => {
            return(Card.Model.AIInHandExpectation(Game, Player) + Cof * Card.Model.AIInAmbushExpectation(Game, TargetPlayer));
        }) : new KeyValuePair <PCard, int>(null, int.MinValue);
        KeyValuePair <PCard, int> Temp = HandCardResult.Value >= EquipResult.Value ? HandCardResult : EquipResult;

        Temp = Temp.Value >= AmbushResult.Value ? Temp : AmbushResult;
        if (Temp.Key == null)
        {
            return(new KeyValuePair <PCard, int>(null, 0));
        }
        return(Temp);
    }
示例#27
0
 public List <PPlayer> AIEmitTargets(PGame Game, PPlayer Player)
 {
     return(new List <PPlayer>()
     {
         RoundExpect(Game, Player) >= 1000 && (Player.Defensor == null || !(Player.Defensor.Model is P_ChiiHsingPaao)) ? Player : null
     });
 }
示例#28
0
 public PInjureTag(PPlayer FromPlayer, PPlayer ToPlayer, int Injure, PObject InjureSource) : base(TagName)
 {
     AppendField(FromPlayerFieldName, FromPlayer);
     AppendField(ToPlayerFieldName, ToPlayer);
     AppendField(InjureFieldName, Injure);
     AppendField(InjureSourceFieldName, InjureSource);
 }
示例#29
0
 public List <PPlayer> AIEmitTargets(PGame Game, PPlayer Player)
 {
     return(new List <PPlayer>()
     {
         FindTarget(Game, Player).Key
     });
 }
示例#30
0
    public static List <PBlock> NextBlocks(PGame Game, PPlayer Player, PBlock StartBlock = null)
    {
        if (StartBlock == null)
        {
            StartBlock = Player.Position;
        }
        List <PBlock> Answer = new List <PBlock>();
        PBlock        Block  = StartBlock;

        if (!Player.NoLadder)
        {
            Block = Block.NextBlock;
        }
        if (Player.Traffic != null && Player.Traffic.Model is P_ChiihTuu)
        {
            Block = Block.NextBlock;
        }
        if (Player.NoLadder)
        {
            Answer.Add(Block);
        }
        else
        {
            for (int i = 0; i < 6; ++i, Block = Block.NextBlock)
            {
                Answer.Add(Block);
            }
        }
        return(Answer);
    }