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Player.cs
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181 lines (177 loc) · 5.89 KB
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace THBSimulate
{
enum State { Drunked, None }
enum Stage { Prepare, Judge, Draw, Play, Discard, End, Wait }
/// <summary>
/// 表示游戏中的玩家。
/// </summary>
class Player
{
Random rand = new Random();
public readonly int id;
public string name { get { if (character.name != null) { return character.name; } return "P" + id.ToString(); } }
public AI ai;
public BaseCharacter character;
public HandCardsArea handCardsArea;
public JudgeArea judgesArea;
public EquipmentArea equipmentsArea;
public SkillArea skillArea;
public HashSet<State> state;
public Stage stage = Stage.Wait;
public event Action<string> SendMessage = _ => { };
public event Action<Skill> TriggerSkill = _ => { };
public event Action<PositiveSkill, Player> UseSkill = (_, _) => { };
public event Action<Player?, byte> OnGetDamage = (_, _) => { };
public event Action<Player, byte> OnGetHeal = (_, _) => { };
public event Action<int> OnDying = _ => { };
public event Action Dead = () => { };
public event Action<int> DrawCard = _ => { };
public event Action<List<Card>> AfterDiscard = _ => { };
public event Action<Card, Player> PlayCard = (_, _) => { };
public event Action<Card> RespondCard = _ => { };
public event Action StageStart = () => { };
public event Action JudgeStart = () => { };
public event Action DrawStart = () => { };
public event Action PlayStart = () => { };
public event Action DiscardStart = () => { };
public event Action StageEnd = () => { };
public int Hp;
public byte strength = 1;
public Card? FirstPlayableCard { get { return handCardsArea.FirstPlayableCard; } }
public Player(int id, BaseCharacter character)
{
this.id = id;
this.ai = new BaiBanAI(this);
this.character = character;
Hp = character.maxHp;
handCardsArea = new HandCardsArea(this);
judgesArea = new JudgeArea(this);
equipmentsArea = new EquipmentArea(this);
skillArea = new SkillArea(this);
state = new HashSet<State>();
UseSkill += (skill, player) => { skill.Use(player); };
}
public void TakeTurn()
{
switch (stage)
{
case Stage.Prepare:
{
StageStart();
ai.PrepareUpdate();
stage += 1;
break;
}
case Stage.Judge:
{
JudgeStart();
ai.JudgeUpdate();
stage += 1;
break;
}
case Stage.Draw:
{
DrawStart();
ai.DrawUpdate();
stage += 1;
break;
}
case Stage.Play:
{
PlayStart();
ai.PlayUpdate();
stage += 1;
break;
}
case Stage.Discard:
{
DiscardStart();
ai.DiscardUpdate();
stage += 1;
break;
}
case Stage.End:
{
StageEnd();
ai.EndUpdate();
stage += 1;
break;
}
default:
{
stage = Stage.Wait;
break;
}
}
}
public void Play(Card card, Player target)
{
PlayCard(card, target);
handCardsArea.Remove(card);
GameManager.Instance.Scene.stackManager.Discard(card);
}
public void Play(Card card)
{
Play(card, this);
}
public void Response(Card card)
{
RespondCard(card);
handCardsArea.Remove(card);
GameManager.Instance.Scene.stackManager.Discard(card);
}
public bool IsDead
{
get { return Hp <= 0; }
}
public void Discard(int discardNum)
{
if (discardNum <= 0 || handCardsArea.Count == 0) return;
List<Card> discards = new();
for (int i = 0; i < discardNum; i++)
{
discards.Add(handCardsArea.Pop(rand.Next(handCardsArea.Count - 1)));
}
AfterDiscard(discards);
GameManager.Instance.Scene.stackManager.Discard(discards.ToArray());
}
public void GetDamage(Player? source, byte damage)
{
OnGetDamage(source, damage);
Hp -= damage;
if (IsDead) { OnDying(1 - Hp); }
if (IsDead) { Dead(); }
}
public void GetDamage(byte damage)
{
GetDamage(null, damage);
}
public void GetHeal(Player source, byte amount)
{
OnGetHeal(source, amount);
Hp += amount;
}
public void GetHeal(byte amount)
{
GetHeal(this, amount);
}
public void Draw(Card[] cards)
{
DrawCard(cards.Length);
handCardsArea.Add(cards);
}
public void Draw(Card card)
{
Draw(new Card[] { card });
}
public void ExecuteSkill(Skill skill)
{
TriggerSkill(skill);
}
}
}