void MaoXian::normal() { Role::normal(); Player* myself=dataInterface->getMyself(); if(dataInterface->getMyTeam()->getEnergy()>0) buttonArea->enable(2); //欺诈 QList<Card*>handcards=dataInterface->getHandCards(); for(int i=0;i<handcards.size()-1;i++) for(int j=i+1;j<handcards.size();j++) if(handcards[i]->getElement()==handcards[j]->getElement()){ buttonArea->enable(3); break; } //偷天换日 特殊加工 if(myself->getEnergy()>0){ if(dataInterface->getOtherTeam()->getGem()>0 && !onceUsed2) buttonArea->enable(4); if(!onceUsed) buttonArea->enable(5); } unactionalCheck(); }
//正常行动 void Role::normal() { gui->reset(); QList<Card*> handcards=dataInterface->getHandCards(); Player* myself=dataInterface->getMyself(); Team* myTeam=dataInterface->getMyTeam(); int n=handcards.count(); state=1; actionFlag=0; playerArea->setQuota(1); handArea->setQuota(1); handArea->enableAll(); handArea->disableElement("light"); if(n+3 <= myself->getHandCardMax() && start==false && myself->getSpecial(1)!=1) { //购买 buttonArea->enable(0); if(myTeam->getEnergy()>=3) //合成 buttonArea->enable(1); } //提炼 if(myself->getEnergy()<myself->getEnergyMax() && myTeam->getEnergy()>0 && start==false && myself->getSpecial(1)!=1) buttonArea->enable(2); tipArea->setMsg(tr("轮到你了")); unactionalCheck(); }
void LingFu::normal() { Role::normal(); //灵符 if (handArea->checkElement("thunder")) buttonArea->enable(3); if (handArea->checkElement("wind")) buttonArea->enable(4); unactionalCheck(); }
void XianZhe::normal() { Role::normal(); Player *myself=dataInterface->getMyself(); if(myself->getGem()>0 && myself->getHandCardNum()>1) { buttonArea->enable(3); if(myself->getHandCardNum()>2) buttonArea->enable(4); } unactionalCheck(); }
void LingHun::normal() { Role::normal(); Player *myself=dataInterface->getMyself(); if (handArea->checkType("magic")) buttonArea->enable(3); if(myself->getToken(0)>=2) buttonArea->enable(4); if (handArea->checkSpecility(QStringLiteral("灵魂震爆")) && myself->getToken(0)>=3) buttonArea->enable(5); if (handArea->checkSpecility(QStringLiteral("灵魂赐予")) && myself->getToken(1)>=3) buttonArea->enable(6); unactionalCheck(); }
void ShengNv::normal() { Role::normal(); Player* myself=dataInterface->getMyself(); if (handArea->checkSpecility(tr("治疗术"))) buttonArea->enable(3); if (handArea->checkSpecility(tr("治愈之光"))) buttonArea->enable(4); //圣疗 if (myself->getEnergy()>0 && !onceUsed) buttonArea->enable(5); unactionalCheck(); }
void MoGong::normal() { Role::normal(); bool hasThunder=false; foreach(Card*ptr,dataInterface->getCoverCards()) if(ptr->getElement()=="thunder") { hasThunder=true; break; } if(hasThunder && !ChongNengUsed) buttonArea->enable(3); unactionalCheck(); }
void YongZhe::normal() { Role::normal(); Player* myself=dataInterface->getMyself(); //挑衅 if(myself->getToken(0)>0) buttonArea->enable(3); foreach(Player* ptr,dataInterface->getPlayerList()) if(ptr->getSpecial(1)==1){ buttonArea->disable(3); break; } unactionalCheck(); }
void MoDao::normal() { Role::normal(); Player* myself=dataInterface->getMyself(); //魔弹融合 if (handArea->checkElement("earth")||handArea->checkElement("fire")) buttonArea->enable(3); //魔爆冲击 if (handArea->checkType("magic")) buttonArea->enable(4); //毁灭风暴 if(myself->getGem()>0) buttonArea->enable(5); unactionalCheck(); }
void XianZhe::normal() { Role::normal(); Player *myself=dataInterface->getMyself(); int elements = handArea->getElementCount(); // 有能量 && 至少有2系牌 if(myself->getGem()>0 && elements>1) { buttonArea->enable(3); // 至少有3系牌 if(elements>2) buttonArea->enable(4); } unactionalCheck(); }
void QiDao::normal() { Role::normal(); Player* myself=dataInterface->getMyself(); if (handArea->checkSpecility(QStringLiteral("威力赐福"))) buttonArea->enable(3); if (handArea->checkSpecility(QStringLiteral("迅捷赐福"))) buttonArea->enable(4); if(myself->getTap()&&myself->getToken(0)>0) { buttonArea->enable(5); buttonArea->enable(6); } unactionalCheck(); }
void TianShi::normal() { Role::normal(); //风之洁净 if (handArea->checkElement("wind")) foreach(Player*ptr,dataInterface->getPlayerList()) if(ptr->hasStatus()) { buttonArea->enable(3); break; } //天使祝福 if (handArea->checkElement("water")) buttonArea->enable(4); //天使之墙 if (handArea->checkSpecility(QStringLiteral("天使之墙"))) buttonArea->enable(5); unactionalCheck(); }
//用来检测当前可以发动的技能,几乎都是法术技能 void FengYin::normal() { Role::normal(); Player* myself=dataInterface->getMyself(); //封印法术 foreach(Card*ptr, dataInterface->getHandCards()) if (ptr->getType()=="attack"&&ptr->getProperty()==QStringLiteral("幻")) buttonArea->enable(3); //五系束缚 if(myself->getEnergy()>0) buttonArea->enable(4); //封印破碎 if(myself->getEnergy()>0) foreach(Player*ptr,dataInterface->getPlayerList()) if(ptr->hasStatus()){ buttonArea->enable(5); break; } unactionalCheck(); }
void ZhongCai::normal() { Role::normal(); Player *myself=dataInterface->getMyself(); //末日审判 if(myself->getToken(0)>0) buttonArea->enable(3); //判决天平getElementCount if(myself->getEnergy()>0) buttonArea->enable(4); //强制末日 if(myself->getToken(0)==4) { handArea->disableAll(); buttonArea->disable(0); buttonArea->disable(1); buttonArea->disable(2); buttonArea->disable(4); } unactionalCheck(); }
void ShengQiang::normal() { Role::normal(); Player* myself=dataInterface->getMyself(); if(handArea->checkElement("water")) buttonArea->enable(3); bool chengjieflag = false; SafeList<Player*>players=dataInterface->getPlayerList(); for(int i=0;i<players.size();i++) { if(myself->getID()==players[i]->getID()) continue; if(players[i]->getCrossNum()>0) { chengjieflag = true; break; } } if(handArea->checkType("magic")&&chengjieflag) buttonArea->enable(4); if(myself->getGem()>0) buttonArea->enable(5); unactionalCheck(); }