bool Slash::IsAvailable(const Player *player, const Card *slash, bool considerSpecificAssignee)
{
    Slash *newslash = new Slash(Card::NoSuit, 0);
    newslash->deleteLater();
#define THIS_SLASH (slash == NULL ? newslash : slash)
    if (player->isCardLimited(THIS_SLASH, Card::MethodUse))
        return false;

    if (Sanguosha->getCurrentCardUseReason() == CardUseStruct::CARD_USE_REASON_PLAY) {
        QList<int> ids;
        if (slash) {
            if (slash->isVirtualCard()) {
                if (slash->subcardsLength() > 0)
                    ids = slash->getSubcards();
            } else {
                ids << slash->getEffectiveId();
            }
        }
        bool has_weapon = player->hasWeapon("Crossbow") && ids.contains(player->getWeapon()->getEffectiveId());
        if ((!has_weapon && player->hasWeapon("Crossbow")) || player->canSlashWithoutCrossbow(THIS_SLASH))
            return true;

        if (considerSpecificAssignee) {
            QStringList assignee_list = player->property("extra_slash_specific_assignee").toString().split("+");
            if (!assignee_list.isEmpty()) {
                foreach (const Player *p, player->getAliveSiblings()) {
                    if (assignee_list.contains(p->objectName()) && player->canSlash(p, THIS_SLASH))
                        return true;
                }
            }
        }
const Card *WuxinCard::validate(CardUseStruct &cardUse) const{
    QList<int> skysoldier = cardUse.from->getPile("skysoldier");
    QList<int> black_skysoldier, disabled_skysoldier;
    foreach(int id, skysoldier){
        if (Sanguosha->getCard(id)->isBlack()){
            Slash *theslash = new Slash(Card::SuitToBeDecided, -1);
            theslash->setSkillName("wuxin");
            theslash->addSubcard(id);
            theslash->deleteLater();
            bool can_slash = theslash->isAvailable(cardUse.from) &&
                theslash->targetsFeasible(ServerPlayerList2PlayerList(cardUse.to), cardUse.from);
            if (can_slash)
                black_skysoldier << id;
            else
                disabled_skysoldier << id;
        }
        else
            disabled_skysoldier << id;
    }

    if (black_skysoldier.isEmpty())
        return NULL;

    Room *room = cardUse.from->getRoom();
    room->fillAG(skysoldier, cardUse.from, disabled_skysoldier);
    int slash_id = room->askForAG(cardUse.from, black_skysoldier, false, "wuxin");
    room->clearAG(cardUse.from);

    Slash *slash = new Slash(Card::SuitToBeDecided, -1);
    slash->addSubcard(slash_id);
    slash->setSkillName("wuxin");
    return slash;
}
bool WuxinCard::targetsFeasible(const QList<const Player *> &targets, const Player *Self) const{
    foreach(int id, Self->getPile("skysoldier")){
        if (Sanguosha->getCard(id)->isBlack()){
            Slash *theslash = new Slash(Card::SuitToBeDecided, -1);
            theslash->setSkillName("wuxin");
            theslash->addSubcard(id);
            theslash->deleteLater();
            bool can_slash = theslash->isAvailable(Self) && theslash->targetsFeasible(targets, Self);
            if (can_slash)
                return true;
        }
    }
    return false;
}
bool Slash::IsAvailable(const Player *player, const Card *slash) {
    Slash *newslash = new Slash(Card::NoSuit, 0);
    newslash->deleteLater();
#define THIS_SLASH (slash == NULL ? newslash : slash)
    if (player->isCardLimited(THIS_SLASH, Card::MethodUse))
       return false;

    if (player->hasWeapon("Crossbow") || player->canSlashWithoutCrossbow(THIS_SLASH))
        return true;
    int used = player->getSlashCount();
    int valid = 1 + Sanguosha->correctCardTarget(TargetModSkill::Residue, player, newslash);
    if (player->hasWeapon("VSCrossbow") && used < valid + 3)
        return true;
    return false;
#undef THIS_SLASH
}
示例#5
0
bool JijiangCard::targetFilter(const QList<const Player *> &targets, const Player *to_select, const Player *Self) const{
    Slash *slash = new Slash(NoSuit, 0);
    slash->deleteLater();
    return slash->targetFilter(targets, to_select, Self);
}