示例#1
0
        public static PlayerPossibleAttack GetPossibleAttack(HRPlayer Player, int RequiredAttack, int Limit = -1)
        {
            var result      = new PlayerPossibleAttack();
            var playerState = new PlayerState(Player);

            var minions = playerState.ReadyMinions;

            // FIX: Only use cards to attack that are really needed to defeat somone.
            // (sorted by attack)
            var sorting = new Sorting();

            sorting.SortByAttack(ref minions, Sorting.SortMode.Descending);

            // Loop through all minions that can attack..
            foreach (var item in minions)
            {
                if (HRCardManager.CanAttackWithCard(item.GetCard()))
                {
                    if (Limit == -1)
                    {
                        result.Attack += item.GetATK();
                        result.Cards.Add(item);
                    }
                    else if (result.Cards.Count + 1 == Limit)
                    {
                        // Try to find a combination that matches...
                        if (result.Attack + item.GetATK() >= RequiredAttack)
                        {
                            result.Attack += item.GetATK();
                            result.Cards.Add(item);
                        }
                    }
                    else
                    {
                        result.Attack += item.GetATK();
                        result.Cards.Add(item);
                    }
                }
            }

            if (result.Attack < RequiredAttack)
            {
                int remainingMana = Player.GetNumAvailableResources();

                // Check other resources that can deal damage.

                // Deal damage with hero power?
                if (Player.GetHeroPower().GetATK() > 0)
                {
                    if (Player.GetHeroPower().GetCost() <= remainingMana)
                    {
                        result.Attack += Player.GetHeroPower().GetATK();
                        result.Cost   += Player.GetHeroPower().GetCost();
                        result.Cards.Add(Player.GetHeroPower());
                        remainingMana -= Player.GetHeroPower().GetCost();
                    }
                }

                // Hero Card most times: Weapons and other special stuff.
                if (Player.HasWeapon() && Player.GetWeaponCard().GetEntity().GetATK() > 0 &&
                    Player.GetWeaponCard().GetEntity().CanAttack() &&
                    Player.GetWeaponCard().GetEntity().GetCost() <= remainingMana)
                {
                    if (HRCardManager.CanAttackWithCard(Player.GetHero().GetCard()))
                    {
                        result.Attack += Player.GetWeaponCard().GetEntity().GetATK();
                        result.Cost   += Player.GetWeaponCard().GetEntity().GetCost();
                        result.Cards.Add(Player.GetWeaponCard().GetEntity());

                        remainingMana -= Player.GetHero().GetCost();
                    }
                }

                // Remaining cards on hand?
                List <HRCard> playerHand = HRCard.GetCards(Player, HRCardZone.HAND);
                foreach (var item in playerHand)
                {
                    if ((item.GetEntity().IsSpell() ||
                         (item.GetEntity().IsMinion() && item.GetEntity().HasCharge())) &&
                        item.GetEntity().GetATK() > 0)
                    {
                        int cost = item.GetEntity().GetCost();
                        if (cost <= remainingMana)
                        {
                            result.Attack += item.GetEntity().GetATK();
                            result.Cost   += cost;
                            result.Cards.Add(item.GetEntity());
                            remainingMana -= cost;
                        }
                    }
                }
            }

            return(result);
        }
示例#2
0
        public static PlayerPossibleAttack GetPossibleAttack(HRPlayer Player, int RequiredAttack, int Limit = -1)
        {
            var result = new PlayerPossibleAttack();
             var playerState = new PlayerState(Player);

             var minions = playerState.ReadyMinions;

             // FIX: Only use cards to attack that are really needed to defeat somone.
             // (sorted by attack)
             var sorting = new Sorting();
             sorting.SortByAttack(ref minions, Sorting.SortMode.Descending);

             // Loop through all minions that can attack..
             foreach (var item in minions)
             {
            if (HRCardManager.CanAttackWithCard(item.GetCard()))
            {
               if (Limit == -1)
               {
                  result.Attack += item.GetATK();
                  result.Cards.Add(item);
               }
               else if (result.Cards.Count + 1 == Limit)
               {
                  // Try to find a combination that matches...
                  if (result.Attack + item.GetATK() >= RequiredAttack)
                  {
                     result.Attack += item.GetATK();
                     result.Cards.Add(item);
                  }
               }
               else
               {
                  result.Attack += item.GetATK();
                  result.Cards.Add(item);
               }
            }
             }

             if (result.Attack < RequiredAttack)
             {
            int remainingMana = Player.GetNumAvailableResources();

            // Check other resources that can deal damage.

            // Deal damage with hero power?
            if (Player.GetHeroPower().GetATK() > 0)
            {
               if (Player.GetHeroPower().GetCost() <= remainingMana)
               {
                  result.Attack += Player.GetHeroPower().GetATK();
                  result.Cost += Player.GetHeroPower().GetCost();
                  result.Cards.Add(Player.GetHeroPower());
                  remainingMana -= Player.GetHeroPower().GetCost();
               }
            }

            // Hero Card most times: Weapons and other special stuff.
            if (Player.HasWeapon() && Player.GetWeaponCard().GetEntity().GetATK() > 0
               && Player.GetWeaponCard().GetEntity().CanAttack()
               && Player.GetWeaponCard().GetEntity().GetCost() <= remainingMana)
            {
               if (HRCardManager.CanAttackWithCard(Player.GetHero().GetCard()))
               {
                  result.Attack += Player.GetWeaponCard().GetEntity().GetATK();
                  result.Cost += Player.GetWeaponCard().GetEntity().GetCost();
                  result.Cards.Add(Player.GetWeaponCard().GetEntity());

                  remainingMana -= Player.GetHero().GetCost();
               }
            }

            // Remaining cards on hand?
            List<HRCard> playerHand = HRCard.GetCards(Player, HRCardZone.HAND);
            foreach (var item in playerHand)
            {
               if ((item.GetEntity().IsSpell() ||
                  (item.GetEntity().IsMinion() && item.GetEntity().HasCharge())) &&
                  item.GetEntity().GetATK() > 0)
               {
                  int cost = item.GetEntity().GetCost();
                  if (cost <= remainingMana)
                  {
                     result.Attack += item.GetEntity().GetATK();
                     result.Cost += cost;
                     result.Cards.Add(item.GetEntity());
                     remainingMana -= cost;
                  }
               }
            }
             }

             return result;
        }