示例#1
0
    public static List <int> DirectionExpectations(PGame Game, PPlayer Player, PBlock Block)
    {
        /*
         * AI决策商业用地类型的机制:
         * 购物中心收益:2*(40%*max(1,20*建房次数上限/环长)+20%)*地价*敌方人数
         * 研究所收益  :牌堆期望收益*2*己方人数
         * 公园收益    :(max(1,20*建房次数上限/环长)*60%+50%)*地价
         * 城堡收益    :(50%+敌方人数*20%)*赠送房屋数量*地价
         * 当铺收益    :2000*己方人数
         *
         * 特殊计算:
         * 杨玉环:研究所+4000
         */
        int RingLength        = PAiMapAnalyzer.GetRingLength(Game, Block);
        int MaxOperationCount = Player.PurchaseLimit;
        int MikuBias          = (Player.General is P_IzayoiMiku && Player.RemainLimit("轮舞曲")) ? 1 : 0;

        int ShoppingCenterExpectation = 2 * PMath.Percent(Block.Price, 40 * Math.Max(1, 20 * MaxOperationCount / RingLength) + 20) * Game.Enemies(Player).Count;
        int InsituteExpectation       = 2000 * 2 * Game.Teammates(Player).Count;
        int ParkExpectation           = PMath.Percent(Block.Price, 60 * Math.Max(1, 20 * MaxOperationCount / RingLength) + 50);
        int CastleExpectation         = Game.Enemies(Player).Exists((PPlayer _Player) => _Player.Money > 3000 && _Player.Weapon != null && _Player.Weapon.Model is P_ToouShihChi) ? 0: PMath.Percent(Block.Price, 50 + 20 * Game.Enemies(Player).Count) * Game.GetBonusHouseNumberOfCastle(Player, Block);

        if (MikuBias == 1 && Game.GetBonusHouseNumberOfCastle(Player, Block) >= PMath.Max(Game.Map.BlockList.FindAll((PBlock _Block) => _Block.IsBusinessLand && _Block.Lord != null && _Block.Lord.TeamIndex == Player.TeamIndex).ConvertAll((PBlock _Block) => _Block.HouseNumber)))
        {
            CastleExpectation = PMath.Percent(Block.Price, 50 + 40 * Game.Enemies(Player).Count) * Game.GetBonusHouseNumberOfCastle(Player, Block);
        }

        int PawnshopExpectation = 2000 * Game.Teammates(Player).Count;
        int AltarExpectation    = 1000 * 20 * 6 / RingLength * Game.Enemies(Player).Count;

        if (Player.General is P_YangYuHuan)
        {
            InsituteExpectation += 4000;
        }
        if (Player.General is P_Xdyu || Player.General is P_Gryu)
        {
            ShoppingCenterExpectation += 4000;
        }

        List <int> ExpectationList = new List <int>()
        {
            ShoppingCenterExpectation,
            InsituteExpectation,
            ParkExpectation,
            CastleExpectation,
            AltarExpectation
        };

        return(ExpectationList);
    }
    public PRefreshGeneralOrder(PPlayer Player) : this()
    {
        int           SkillCount = Player.General.SkillList.Count;
        List <string> Answer     = new List <string> {
            Player.Index.ToString(), Player.General.Name, SkillCount.ToString()
        };

        for (int i = 0; i < SkillCount; ++i)
        {
            PSkill Skill = Player.General.SkillList[i];
            Answer.Add(Skill.Name);
            if (Skill.SoftLockOpen)
            {
                if (Skill.Lock)
                {
                    Answer.Add(PSkillType.SoftLock.Name);
                }
                else
                {
                    Answer.Add(PSkillType.SoftLockUnlock.Name);
                }
            }
            else
            {
                if (Skill.Lock)
                {
                    Answer.Add(PSkillType.Lock.Name);
                }
                else
                {
                    if (Skill.Initiative)
                    {
                        if (Player.RemainLimitForAlivePlayers(Skill.Name, PNetworkManager.NetworkServer.Game) && Player.RemainLimit(Skill.Name, true))
                        {
                            Answer.Add(PSkillType.Initiative.Name);
                        }
                        else
                        {
                            Answer.Add(PSkillType.InitiativeInactive.Name);
                        }
                    }
                    else
                    {
                        Answer.Add(PSkillType.Passive.Name);
                    }
                }
            }
        }
        args = Answer.ToArray();
    }
示例#3
0
    public P_HuaMulan() : base("花木兰")
    {
        Sex   = PSex.Female;
        Age   = PAge.Renaissance;
        Index = 23;
        Cost  = 20;
        Tips  = "定位:爆发\n" +
                "难度:简单\n" +
                "史实:出自经典诗歌《木兰辞》。中国古代替父从军的女英雄。\n" +
                "攻略:\n花木兰是一名拥有不俗爆发能力的武将。【枭姬】的存在使得花木兰极度依赖装备牌,因此能够与唐寅、时迁等武将配合,同时也能够对这些武将形成强大的威慑力。【枭姬】往往能够提供绝地反杀的能力,或能使花木兰东山再起,因此在针对花木兰时必须注意其队伍的研究所或给牌武将,同时慎用【落凤弓】、【借刀杀人】等牌,从一定程度上来说提供了花木兰一定的防御力。【易装】是一个强大的爆发技能,不仅能与队友交换装备达成爆发,还能抢夺敌方的大量装备,形成局势逆转,因此可在一定程度上克制关羽。【易装】还可用来转换性别,从而使敌方的【百花裙】等装备失效。针对花木兰必须阻止其装备成形,因此吕蒙是一个不错的选择。";

        PSkill XiaoJi = new PSkill("枭姬")
        {
            SoftLockOpen = true
        };

        SkillList.Add(XiaoJi
                      .AddTrigger((PPlayer Player, PSkill Skill) => {
            return(new PTrigger(XiaoJi.Name)
            {
                IsLocked = false,
                Player = Player,
                Time = PTime.Card.LeaveAreaTime,
                AIPriority = 200,
                Condition = (PGame Game) => {
                    PMoveCardTag MoveCardTag = Game.TagManager.FindPeekTag <PMoveCardTag>(PMoveCardTag.TagName);
                    return Player.Area.EquipmentCardArea.Equals(MoveCardTag.Source) && !Player.Equals(MoveCardTag.Destination.Owner);
                },
                Effect = (PGame Game) => {
                    XiaoJi.AnnouceUseSkill(Player);
                    Game.GetCard(Player);
                    Game.GetMoney(Player, 1500);
                }
            });
        }));

        PPlayer YiZhuangTarget(PGame Game, PPlayer Player)
        {
            return(PMath.Max(Game.AlivePlayers(Player), (PPlayer TargetPlayer) => {
                int Profit = 0;
                PSex OriginalSex = Player.Sex;
                Player.Sex = PSex.Male;
                foreach (PCardType CardType in new PCardType[] {
                    PCardType.WeaponCard, PCardType.DefensorCard, PCardType.TrafficCard
                })
                {
                    PCard Card = Player.GetEquipment(CardType);
                    PCard TargetCard = TargetPlayer.GetEquipment(CardType);
                    if (Card != null)
                    {
                        Profit += 2000;
                        Profit -= Card.Model.AIInEquipExpectation(Game, Player);
                        Profit += Card.Model.AIInEquipExpectation(Game, TargetPlayer) * (Player.TeamIndex == TargetPlayer.TeamIndex ? 1 : -1);
                    }
                    if (TargetCard != null)
                    {
                        Profit += TargetCard.Model.AIInEquipExpectation(Game, Player);
                        Profit -= TargetCard.Model.AIInEquipExpectation(Game, TargetPlayer) * (Player.TeamIndex == TargetPlayer.TeamIndex ? 1 : -1);
                    }
                }
                Player.Sex = OriginalSex;
                return Profit - 7500;
            }, true).Key);
        }

        PSkill YiZhuang = new PSkill("易装")
        {
            Initiative = true
        };

        SkillList.Add(YiZhuang
                      .AnnounceGameOnce()
                      .AddTimeTrigger(
                          new PTime[] {
            PPeriod.FirstFreeTime.During,
            PPeriod.SecondFreeTime.During
        },
                          (PTime Time, PPlayer Player, PSkill Skill) => {
            return(new PTrigger(YiZhuang.Name)
            {
                IsLocked = false,
                Player = Player,
                Time = Time,
                AIPriority = 280,
                CanRepeat = true,
                Condition = (PGame Game) => {
                    return Player.Equals(Game.NowPlayer) && (Player.IsAI || Game.Logic.WaitingForEndFreeTime()) && Player.RemainLimit(YiZhuang.Name);
                },
                AICondition = (PGame Game) => {
                    if (Game.Teammates(Player).Exists((PPlayer _Player) => _Player.General is P_WuZhao))
                    {
                        PPlayer _Player = Game.PlayerList.Find((PPlayer __Player) => __Player.General is P_WuZhao);
                        if (_Player.RemainLimit("女权"))
                        {
                            return false;
                        }
                        else if (Player.Tags.ExistTag(P_WuZhao.NvQuanTag.Name))
                        {
                            return false;
                        }
                    }
                    return YiZhuangTarget(Game, Player) != null;
                },
                Effect = (PGame Game) => {
                    YiZhuang.AnnouceUseSkill(Player);
                    PPlayer Target = null;
                    if (Player.IsAI)
                    {
                        Target = YiZhuangTarget(Game, Player);
                    }
                    else
                    {
                        Target = PNetworkManager.NetworkServer.ChooseManager.AskForTargetPlayer(Player, PTrigger.Except(Player), YiZhuang.Name);
                    }
                    if (Target != null)
                    {
                        List <PCard> MulanEquipments = new List <PCard>();
                        foreach (PCard Card in Player.Area.EquipmentCardArea.CardList)
                        {
                            MulanEquipments.Add(Card);
                        }
                        List <PCard> TargetEquipements = new List <PCard>();
                        foreach (PCard Card in Target.Area.EquipmentCardArea.CardList)
                        {
                            TargetEquipements.Add(Card);
                        }
                        foreach (PCard Card in MulanEquipments)
                        {
                            Game.CardManager.MoveCard(Card, Player.Area.EquipmentCardArea, Game.CardManager.SettlingArea);
                        }
                        foreach (PCard Card in TargetEquipements)
                        {
                            Game.CardManager.MoveCard(Card, Target.Area.EquipmentCardArea, Game.CardManager.SettlingArea);
                        }
                        foreach (PCard Card in MulanEquipments)
                        {
                            Game.CardManager.MoveCard(Card, Game.CardManager.SettlingArea, Target.Area.EquipmentCardArea);
                        }
                        foreach (PCard Card in TargetEquipements)
                        {
                            Game.CardManager.MoveCard(Card, Game.CardManager.SettlingArea, Player.Area.EquipmentCardArea);
                        }
                        Player.Sex = PSex.Male;
                        Player.Tags.CreateTag(new PTag(YiZhuang.Name));
                        YiZhuang.DeclareUse(Player);
                    }
                }
            });
        }));
    }
示例#4
0
    public static bool XianJuTest(PGame Game, PPlayer Player)
    {
        string XianJu = "闲居";

        // 依据闲居,优化使用伤害类计策牌的条件
        if (Player.General is P_PanYue && Game.NowPlayer.Equals(Player))
        {
            if (!Game.NowPeriod.IsAfter(PPeriod.WalkingStage))
            {
                List <PBlock> NextBlocks = PAiMapAnalyzer.NextBlocks(Game, Player);
                return(NextBlocks.Exists((PBlock Block) => Block.Lord != null && Block.Lord.TeamIndex != Player.TeamIndex && Block.Toll >= Player.Money) || !NextBlocks.Exists((PBlock Block) => Block.Lord != null && Block.Lord.TeamIndex == Player.TeamIndex) || !Player.RemainLimit(XianJu));
            }
            else
            {
                return(Player.Position.Lord == null || Player.Position.Lord.TeamIndex != Player.TeamIndex || Player.Money <= 2000 || !Player.RemainLimit(XianJu));
            }
        }
        return(true);
    }
示例#5
0
    public static int Expect(PGame Game, PPlayer Player, PBlock Block, bool InPortal = false)
    {
        int DeltaMoney = 0;
        int Disaster   = Block.GetMoneyStopSolid;

        if (Disaster < 0 && -Disaster <= 1000 && Player.Traffic != null && Player.Traffic.Model is P_NanManHsiang)
        {
            Disaster = 0;
        }
        else if (Disaster < 0 && Player.Defensor != null && Player.Defensor.Model is P_YinYangChing)
        {
            Disaster = 0;
        }
        DeltaMoney += Disaster;
        Disaster    = PMath.Percent(Player.Money, Block.GetMoneyStopPercent);
        if (Disaster < 0 && -Disaster <= 1000 && Player.Traffic != null && Player.Traffic.Model is P_NanManHsiang)
        {
            Disaster = 0;
        }
        else if (Disaster < 0 && Player.Defensor != null && Player.Defensor.Model is P_YinYangChing)
        {
            Disaster = 0;
        }
        DeltaMoney += Disaster;
        if (Block.Lord != null && Block.Lord.TeamIndex != Player.TeamIndex)
        {
            int Toll = Block.Toll;
            if (Block.BusinessType.Equals(PBusinessType.ShoppingCenter))
            {
                Toll *= 2;
            }
            if (Block.BusinessType.Equals(PBusinessType.Club))
            {
                Toll += PMath.Percent(Toll, 100);
            }
            if (Block.Lord.Weapon != null && Block.Lord.Weapon.Model is P_KuTingTao && Player.Area.HandCardArea.CardNumber == 0)
            {
                Toll *= 2;
            }
            if (Toll <= 1000 && Player.Traffic != null && Player.Traffic.Model is P_NanManHsiang)
            {
                Toll = 0;
            }
            DeltaMoney -= Toll;
        }
        if (Player.Money + DeltaMoney <= 0)
        {
            return(-30000 + DeltaMoney * 2);
        }
        else if (Player.Money <= 3000)
        {
            DeltaMoney *= 2;
        }
        DeltaMoney += 2000 * Block.GetCardStop;
        int LandValue = 0;

        if (Block.Lord == null && Block.Price < Player.Money)
        {
            LandValue = PMath.Percent(Block.Price, 10) * Game.Enemies(Player).Count;
            if (Block.IsBusinessLand)
            {
                LandValue += PMath.Max(PAiBusinessChooser.DirectionExpectations(Game, Player, Block));
            }
        }
        else if (Player.Equals(Block.Lord))
        {
            int PurchaseLimit = Player.PurchaseLimit;
            LandValue += PMath.Percent(Block.Price, 20) * Game.Enemies(Player).Count *PurchaseLimit;
            if (Block.BusinessType.Equals(PBusinessType.Park))
            {
                LandValue += PMath.Percent(Block.Price, 60) * PurchaseLimit;
            }
            else if (Block.BusinessType.Equals(PBusinessType.ShoppingCenter) || Block.BusinessType.Equals(PBusinessType.Club))
            {
                LandValue += PMath.Percent(Block.Price, 20) * Game.Enemies(Player).Count *PurchaseLimit;
            }
            if (Player.General is P_YangYuHuan)
            {
                LandValue += P_ShunShouChiienYang.AIExpect(Game, Player, 0).Value;
            }
        }
        if (Block.Lord != null && Block.Lord.TeamIndex == Player.TeamIndex)
        {
            if (Block.BusinessType.Equals(PBusinessType.Institute))
            {
                LandValue += 2 * 2000;
            }
            else if (Block.BusinessType.Equals(PBusinessType.Pawnshop))
            {
                LandValue += 2000;
            }
            if (Player.General is P_PanYue && (Block.PortalBlockList.Count == 0 || InPortal))
            {
                if (!Player.Equals(Game.NowPlayer) || Player.RemainLimit("闲居"))
                {
                    LandValue += PMath.Percent(Block.Price, 20 * Game.Enemies(Player).Count + 50);
                }
            }
        }

        int PortalValue = 0;

        if (!InPortal && Block.PortalBlockList.Count > 0)
        {
            PortalValue = PMath.Max(Block.PortalBlockList, (PBlock _Block) => Expect(Game, Player, _Block, true)).Value;
        }
        return(DeltaMoney + LandValue * 20 / GetRingLength(Game, Block) + PortalValue);
    }