Esempio n. 1
0
    virtual bool trigger(TriggerEvent event, ServerPlayer *player, QVariant &data) const{
        if(player->isNude())
            return false;

        Room *room = player->getRoom();
        ServerPlayer *caopi = NULL;
        QList<ServerPlayer *> players = room->getOtherPlayers(player);
        foreach(ServerPlayer *p, players){
            if(p->hasSkill(objectName())){
                caopi = p;
                break;
            }
        }

        if(caopi && caopi->isAlive() && room->askForSkillInvoke(caopi, objectName())){
            caopi->obtainCard(player->getWeapon());
            caopi->obtainCard(player->getArmor());
            caopi->obtainCard(player->getDefensiveHorse());
            caopi->obtainCard(player->getOffensiveHorse());

            DummyCard *all_cards = player->wholeHandCards();
            if(all_cards){
                room->moveCardTo(all_cards, caopi, Player::Hand, false);
                delete all_cards;
            }
        }

        return false;
    }
Esempio n. 2
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    virtual bool trigger(TriggerEvent , ServerPlayer *player, QVariant &data) const{
        if(player->isNude())
            return false;

        Room *room = player->getRoom();
        ServerPlayer *caopi = room->findPlayerBySkillName(objectName());
        if(caopi && caopi->isAlive() && room->askForSkillInvoke(caopi, objectName(), data)){
            if(player->isCaoCao()){
                room->playSkillEffect(objectName(), 3);
            }else if(player->getGeneral()->isMale())
                room->playSkillEffect(objectName(), 1);
            else
                room->playSkillEffect(objectName(), 2);

            caopi->obtainCard(player->getWeapon());
            caopi->obtainCard(player->getArmor());
            caopi->obtainCard(player->getDefensiveHorse());
            caopi->obtainCard(player->getOffensiveHorse());

            DummyCard *all_cards = player->wholeHandCards();
            if(all_cards){
                room->moveCardTo(all_cards, caopi, Player::Hand, false);
                delete all_cards;
            }
        }

        return false;
    }
Esempio n. 3
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    virtual bool trigger(TriggerEvent event, ServerPlayer *player, QVariant &data) const{
        Room *room = player->getRoom();
        QList<const Card *> clubs;

        if(event == CardUsed){
            CardUseStruct use = data.value<CardUseStruct>();
            const SkillCard *skill_card = qobject_cast<const SkillCard *>(use.card);
            if(skill_card && skill_card->subcardsLength() > 0 && skill_card->willThrow()){
                clubs = getClubs(skill_card);
            }
        }else if(event == CardDiscarded){
            const Card *card = data.value<CardStar>();
            if(card->subcardsLength() == 0)
                return false;

            clubs = getClubs(card);
        }else if(event == FinishJudge){
            JudgeStar judge = data.value<JudgeStar>();
            if(room->getCardPlace(judge->card->getEffectiveId()) == Player::DiscardedPile
               && judge->card->getSuit() == Card::Club)
               clubs << judge->card;
        }

        if(clubs.isEmpty())
            return false;

        ServerPlayer *caozhi = room->findPlayerBySkillName(objectName());
        if(caozhi && caozhi->askForSkillInvoke(objectName(), data)){
            foreach(const Card *club, clubs)
                caozhi->obtainCard(club);
        }
Esempio n. 4
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void HuangtianCard::use(Room *room, ServerPlayer *, const QList<ServerPlayer *> &targets) const{
    ServerPlayer *zhangjiao = targets.first();
    if(zhangjiao->hasSkill("huangtian")){
        zhangjiao->obtainCard(this);
        room->setEmotion(zhangjiao, "good");
    }
}
Esempio n. 5
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void FanjianCard::onEffect(const CardEffectStruct &effect) const{
    ServerPlayer *zhouyu = effect.from;
    ServerPlayer *target = effect.to;
    Room *room = zhouyu->getRoom();

    int card_id = zhouyu->getRandomHandCardId();
    const Card *card = Sanguosha->getCard(card_id);
    Card::Suit suit = room->askForSuit(target);

    LogMessage log;
    log.type = "#ChooseSuit";
    log.from = target;
    log.arg = Card::Suit2String(suit);
    room->sendLog(log);

    room->showCard(zhouyu, card_id);
    room->getThread()->delay();

    if(card->getSuit() != suit){
        DamageStruct damage;
        damage.card = NULL;
        damage.from = zhouyu;
        damage.to = target;

        room->damage(damage);
    }

    if(target->isAlive()){
        target->obtainCard(card);
    }
}
Esempio n. 6
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void NeoFanjianCard::onEffect(const CardEffectStruct &effect) const{
    ServerPlayer *zhouyu = effect.from;
    ServerPlayer *target = effect.to;
    Room *room = zhouyu->getRoom();

    room->broadcastSkillInvoke("fanjian");
    const Card *card = Sanguosha->getCard(getSubcards().first());
    int card_id = card->getEffectiveId();
    Card::Suit suit = room->askForSuit(target, "neofanjian");

    LogMessage log;
    log.type = "#ChooseSuit";
    log.from = target;
    log.arg = Card::Suit2String(suit);
    room->sendLog(log);

    room->getThread()->delay();
    target->obtainCard(this);
    room->showCard(target, card_id);

    if(card->getSuit() != suit){
        DamageStruct damage;
        damage.card = NULL;
        damage.from = zhouyu;
        damage.to = target;

        room->damage(damage);
    }
}
Esempio n. 7
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void HuangtianCard::use(Room *room, ServerPlayer *, const QList<ServerPlayer *> &targets) const{
    ServerPlayer *zhangjiao = targets.first();
    if(zhangjiao->hasLordSkill("huangtian")){
        zhangjiao->obtainCard(this);
        QList<int> subcards = this->getSubcards();
        foreach(int card_id, subcards)
            room->setCardFlag(card_id,"visible");
        room->setEmotion(zhangjiao, "good");
    }
Esempio n. 8
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void HuangtianCard::use(Room *room, ServerPlayer *source, QList<ServerPlayer *> &targets) const{
    ServerPlayer *zhangjiao = targets.first();
    if (zhangjiao->hasLordSkill("huangtian")) {
        room->setPlayerFlag(zhangjiao, "HuangtianInvoked");
        room->broadcastSkillInvoke("huangtian");
        room->notifySkillInvoked(zhangjiao, "huangtian");
        zhangjiao->obtainCard(this);
        QList<ServerPlayer *> zhangjiaos;
        QList<ServerPlayer *> players = room->getOtherPlayers(source);
        foreach (ServerPlayer *p, players) {
            if (p->hasLordSkill("huangtian") && !p->hasFlag("HuangtianInvoked"))
                zhangjiaos << p;
        }
        if (zhangjiaos.empty())
            room->setPlayerFlag(source, "ForbidHuangtian");
    }
Esempio n. 9
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void ZiliangCard::use(Room *room, ServerPlayer *source, QList<ServerPlayer *> &) const
{
    ServerPlayer *target = source->tag["ZiliangCurrentTarget"].value<ServerPlayer *>();
    if (target == NULL)
        return;

    source->tag.remove("ZiliangCurrentTarget");

    if (target == source) {
        LogMessage log;
        log.type = "$MoveCard";
        log.from = source;
        log.to << source;
        log.card_str = QString::number(subcards.first());
        room->sendLog(log);
    }

    target->obtainCard(this);
}
Esempio n. 10
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    virtual bool trigger(TriggerEvent event, Room* room, ServerPlayer *player, QVariant &data) const{
        QList<const Card *> clubs;

        if(event == CardUsed){
            CardUseStruct use = data.value<CardUseStruct>();
            const SkillCard *skill_card = qobject_cast<const SkillCard *>(use.card);
            if(skill_card && skill_card->subcardsLength() > 0 && skill_card->willThrow()){
                clubs = getClubs(skill_card);
            }
        }else if(event == CardDiscarded){
            const Card *card = data.value<CardStar>();
            if(card->subcardsLength() == 0)
                return false;

            clubs = getClubs(card);
        }else if(event == FinishJudge){
            JudgeStar judge = data.value<JudgeStar>();
            if(room->getCardPlace(judge->card->getEffectiveId()) == Player::DiscardedPile
               && judge->card->getSuit() == Card::Club)
               clubs << judge->card;
        }

        ServerPlayer *caozhi = room->findPlayerBySkillName(objectName());
        foreach(const Card* card, clubs)
            if(card->objectName() == "shit")
                if(caozhi && room->askForChoice(caozhi, objectName(), "yes+no") == "no")
                    clubs.removeOne(card);

        if(clubs.isEmpty())
            return false;

        if(caozhi && caozhi->askForSkillInvoke(objectName(), data)){
            if(player->getGeneralName() == "zhenji")
                room->playSkillEffect("luoying", 2);
            else
                room->playSkillEffect("luoying", 1);

            foreach(const Card *club, clubs)
                caozhi->obtainCard(club);
        }

        return false;
    }
Esempio n. 11
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void HuangtianCard::use(Room *room, ServerPlayer *source, QList<ServerPlayer *> &targets) const{
    ServerPlayer *zhangjiao = targets.first();
    if(zhangjiao->hasLordSkill("huangtian")){
        room->setPlayerFlag(zhangjiao, "HuangtianInvoked");
        room->broadcastSkillInvoke("huangtian");
        zhangjiao->obtainCard(this);
        QList<int> subcards = this->getSubcards();
        foreach(int card_id, subcards)
            room->setCardFlag(card_id,"visible");
        room->setEmotion(zhangjiao, "good");
        QList<ServerPlayer *> zhangjiaos;
        QList<ServerPlayer *> players = room->getOtherPlayers(source);
        foreach(ServerPlayer *p, players){
            if(p->hasLordSkill("huangtian") && !p->hasFlag("HuangtianInvoked")){
                zhangjiaos << p;
            }
        }
        if(zhangjiaos.empty())
            room->setPlayerFlag(source, "ForbidHuangtian");
    }
Esempio n. 12
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void SuperFanjianCard::onEffect(const CardEffectStruct &effect) const{
    ServerPlayer *superzhouyu = effect.from;
    ServerPlayer *target = effect.to;
    Room *room = superzhouyu->getRoom();

    int card_id = superzhouyu->getRandomHandCardId();
    const Card *card = Sanguosha->getCard(card_id);
    Card::Suit suit = room->askForSuit(target);

    LogMessage log;
    log.type = "#ChooseSuit";
    log.from = target;
    log.arg = Card::Suit2String(suit);
    room->sendLog(log);
    room->showCard(target, card_id);
    room->getThread()->delay();

    if(card->getSuit() != suit){
        DamageStruct damage;
        damage.card = NULL;
        damage.from = superzhouyu;
        damage.to = target;

        if(damage.from->hasSkill("jueqing")){
            LogMessage log;
            log.type = "#Jueqing";
            log.from = damage.from;
            log.to << damage.to;
            log.arg = QString::number(1);
            room->sendLog(log);
            room->playSkillEffect("jueqing");
            room->loseHp(damage.to, 1);
        }else{
            room->damage(damage);
        }
    }

    target->obtainCard(card);
}