Beispiel #1
0
            public override IEffectHandle GetHandle(IGame game)
            {
                var limit = new Limit(PlayerScope.Controller, TimeScope.Round, 1);

                var controller = game.GetController(CardSource.Id);
                if (controller == null)
                    return base.GetHandle(game);

                var exhaustable = controller.CardsInPlay.OfType<IExhaustableInPlay>().Where(x => x.BaseCard.Id == source.Id).FirstOrDefault();
                if (exhaustable == null || exhaustable.IsExhausted)
                    return base.GetHandle(game);

                var builder =
                    new ChoiceBuilder(string.Format("Exhaust '{0}' to have a plyer draw 2 cards", CardSource.Title), game, controller);
                
                if (game.Players.Count() == 1)
                {
                    builder.Question(string.Format("You are the only player, exhaust '{0}' to draw 2 cards?", CardSource.Title))
                        .Answer(string.Format("Yes, I want to exhaust '{0}' to draw 2 cards", CardSource.Title), controller, (source, handle, player) => ExhaustAndPlayerDrawsTwoCards(source, handle, controller, exhaustable, player))
                        .LastAnswer("No, I do not want to exhaust '{0}' to draw 2 cards", false, (source, handle, item) => CancelEffect(source, handle, controller));
                }
                else
                {
                    builder.Question(string.Format("{0}, do you want to exhaust '{1}' to have a player draw 2 cards?", controller.Name))
                        .Answer(string.Format("Yes, I will exhaust '{0}' to have a player draw 2 cards", CardSource.Title), true)
                            .Question("Which player should draw 2 cards?")
                                .LastAnswers(game.Players.ToList(), item => item.Name, (source, handle, player) => ExhaustAndPlayerDrawsTwoCards(game, handle, controller, exhaustable, player))
                        .LastAnswer(string.Format("No, I do not want to exhaust '{0}' to have a player draw 2 cards", CardSource.Title), false, (source, handle, item) => CancelEffect(source, handle, controller));
                        
                }

                var choice = builder.ToChoice();

                return new EffectHandle(this, choice, limit);
            }
Beispiel #2
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            public override IEffectHandle GetHandle(IGame game)
            {
                var questPhase = game.CurrentPhase as IQuestPhase;

                if (questPhase == null)
                {
                    return(new EffectHandle(this));
                }

                var builder =
                    new ChoiceBuilder("Each player must choose 1 character currently commited to the quest", game, game.FirstPlayer);

                foreach (var player in game.Players)
                {
                    var characters = questPhase.GetCharactersCommitedToTheQuest(player.StateId);
                    var count      = characters.Count();
                    if (count == 0)
                    {
                        continue;
                    }
                    else if (count == 1)
                    {
                        var first = characters.First();
                        builder.Question(string.Format("{0}, '{1}' is your only character committed to the quest. You must remove them from the quest", player.Name, first.Title))
                        .Answer(string.Format("Ok, remove '{0}' from the quest", first.Title), first, (source, handle, character) => RemoveCharacterFromQuest(source, handle, character, player, questPhase));
                    }
                    else
                    {
                        builder.Question(string.Format("{0}, which character do you want to remove from the quest?", player.Name))
                        .Answers(characters, (item) => string.Format("{0} ({1} willpower)", item.Title, item.Willpower), (source, handle, character) => RemoveCharacterFromQuest(source, handle, character, player, questPhase));
                    }
                }

                return(new EffectHandle(this, builder.ToChoice()));
            }
        public override IEffectHandle GetHandle(IGame game)
        {
            IChoiceBuilder builder =
                new ChoiceBuilder("Quest Resolution", game, game.FirstPlayer);

            var  check      = Math.Abs(outcome.TotalWillpower - outcome.TotalThreat);
            byte difference = check <= 255 ? (byte)check : (byte)255;

            if (outcome.IsQuestSuccessful && difference > 0)
            {
                var description = GetProgressDescription(difference);
                builder.Question("The total willpower of committed characters is greater than the total threat of all cards in the staging area.")
                .LastAnswer(string.Format("Ok, questing was successful. {0} will be added to the current quest.", description), difference, (source, handle, item) => ResolveSuccessfulQuest(source, handle, item));
            }
            else if (outcome.IsQuestFailed && difference > 0)
            {
                builder.Question("The total willpower of committed characters is less than the total threat of all cards in the staging area.")
                .LastAnswer(string.Format("Ok, questing was unsuccessful. Each player's threat will be raised by {0}.", difference), difference, (source, handle, item) => ResolveFailedQuest(source, handle, item));
            }
            else
            {
                builder.Question("The total willpower of committed characters is equal to the total threat of all cards in the staging area.")
                .LastAnswer("Ok, questing was neither successful nor a failure", difference, (source, handle, item) => ResolveTiedQuest(source, handle));
            }

            return(new EffectHandle(this, builder.ToChoice()));
        }
            public override IEffectHandle GetHandle(IGame game)
            {
                var questPhase = game.CurrentPhase as IQuestPhase;
                if (questPhase == null)
                    return new EffectHandle(this);

                var builder =
                    new ChoiceBuilder("Each player must choose 1 character currently commited to the quest", game, game.FirstPlayer);

                foreach (var player in game.Players)
                {
                    var characters = questPhase.GetCharactersCommitedToTheQuest(player.StateId);
                    var count = characters.Count();
                    if (count == 0)
                        continue;
                    else if (count == 1)
                    {
                        var first = characters.First();
                        builder.Question(string.Format("{0}, '{1}' is your only character committed to the quest. You must remove them from the quest", player.Name, first.Title))
                            .Answer(string.Format("Ok, remove '{0}' from the quest", first.Title), first, (source, handle, character) => RemoveCharacterFromQuest(source, handle, character, player, questPhase));
                    }
                    else
                    {
                        builder.Question(string.Format("{0}, which character do you want to remove from the quest?", player.Name))
                            .Answers(characters, (item) => string.Format("{0} ({1} willpower)", item.Title, item.Willpower), (source, handle, character) => RemoveCharacterFromQuest(source, handle, character, player, questPhase));
                    }
                }

                return new EffectHandle(this, builder.ToChoice());
            }
Beispiel #5
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            public override IEffectHandle GetHandle(IGame game)
            {
                var limit = new Limit(PlayerScope.AnyPlayer, TimeScope.Round, 1);

                var handSize = game.ActivePlayer.Hand.Cards.Count();

                if (handSize == 0)
                {
                    return(base.GetHandle(game));
                }
                else
                {
                    var builder =
                        new ChoiceBuilder(string.Format("The active player may discard a card from their hand to give '{0}' +1 Willpower until the end of the phase", CardSource.Title), game, game.ActivePlayer);

                    if (handSize == 1)
                    {
                        builder.Question("You only have 1 card in your hand, do you want to discard it?")
                        .Answer("Yes, I will discard it", game.ActivePlayer.Hand.Cards.First(), (source, handle, card) => PlayerDiscardsOneCard(source, handle, game.ActivePlayer, card))
                        .LastAnswer("No, I will not discard my last card from my hand", false, (source, handle, item) => CancelDiscard(source, handle, game.ActivePlayer));
                    }
                    else
                    {
                        builder.Question(string.Format("{0}, do you want to discard a card from your hand?", game.ActivePlayer.Name))
                        .Answer("Yes, I will discard a card from my hand", true)
                        .Question("Which card will you discard?")
                        .LastAnswers(game.ActivePlayer.Hand.Cards.ToList(), (item) => item.Title, (source, handle, card) => PlayerDiscardsOneCard(source, handle, game.ActivePlayer, card))
                        .LastAnswer("No, I will not discard a card from my hand", false, (source, handle, item) => CancelDiscard(source, handle, game.ActivePlayer));
                    }

                    return(new EffectHandle(this, builder.ToChoice()));
                }
            }
Beispiel #6
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        public override IEffectHandle GetHandle(IGame game)
        {
            var builder =
                new ChoiceBuilder(GetText(player), game, player);

            var characters = GetReadyCharacters();

            if (characters.Count == 0)
            {
                builder.Question("You do not have any ready characters available to commit to the quest")
                .LastAnswer("Ok, I will not commit any characters to the quest", false, (source, handle, item) => DoNotCommitAnyCharactersToTheQuest(handle));
            }
            else
            {
                var description = characters.Count > 1 ? string.Format("{0} characters", characters.Count) : "1 character";
                var threat      = game.StagingArea.CardsInStagingArea.OfType <IThreateningInPlay>().Sum(x => x.Threat);
                builder.Question(string.Format("You have {0} available to commit to the quest and there is currently {1} threat in the staging area.\r\nDo you want to commit any characters to the quest?", description, threat))
                .Answer("Yes, I want to commit characters to the quest", true)
                .Question("Which characters do you want to commit to the quest?", 0, (uint)characters.Count)
                .LastAnswers(characters, (item) => string.Format("{0} ({1} willpower)", item.Title, item.Willpower), (source, handle, character) => CommitCharacterToTheQuest(source, handle, character))
                .LastAnswer("No, I do not want to commit characters to the quest", false, (source, handle, item) => DoNotCommitAnyCharactersToTheQuest(handle));
            }

            return(new EffectHandle(this, builder.ToChoice()));
        }
        public override IEffectHandle GetHandle(IGame game)
        {
            IChoiceBuilder builder = 
                new ChoiceBuilder("Quest Resolution", game, game.FirstPlayer);

            var check = Math.Abs(outcome.TotalWillpower - outcome.TotalThreat);
            byte difference = check <= 255 ? (byte)check : (byte)255;

            if (outcome.IsQuestSuccessful && difference > 0)
            {
                var description = GetProgressDescription(difference);
                builder.Question("The total willpower of committed characters is greater than the total threat of all cards in the staging area.")
                    .LastAnswer(string.Format("Ok, questing was successful. {0} will be added to the current quest.", description), difference, (source, handle, item) => ResolveSuccessfulQuest(source, handle, item));
            }
            else if (outcome.IsQuestFailed && difference > 0)
            {
                builder.Question("The total willpower of committed characters is less than the total threat of all cards in the staging area.")
                    .LastAnswer(string.Format("Ok, questing was unsuccessful. Each player's threat will be raised by {0}.", difference), difference, (source, handle, item) => ResolveFailedQuest(source, handle, item));
            }
            else
            {
                builder.Question("The total willpower of committed characters is equal to the total threat of all cards in the staging area.")
                    .LastAnswer("Ok, questing was neither successful nor a failure", difference, (source, handle, item) => ResolveTiedQuest(source, handle));
            }

            return new EffectHandle(this, builder.ToChoice());
        }
        public override IEffectHandle GetHandle(IGame game)
        {
            var builder =
                new ChoiceBuilder(GetText(player), game, player);

            var characters = GetReadyCharacters();

            if (characters.Count == 0)
            {
                builder.Question("You do not have any ready characters available to commit to the quest")
                    .LastAnswer("Ok, I will not commit any characters to the quest", false, (source, handle, item) => DoNotCommitAnyCharactersToTheQuest(handle));
            }
            else
            {
                var description = characters.Count > 1 ? string.Format("{0} characters", characters.Count) : "1 character";
                var threat = game.StagingArea.CardsInStagingArea.OfType<IThreateningInPlay>().Sum(x => x.Threat);
                builder.Question(string.Format("You have {0} available to commit to the quest and there is currently {1} threat in the staging area.\r\nDo you want to commit any characters to the quest?", description, threat))
                    .Answer("Yes, I want to commit characters to the quest", true)
                        .Question("Which characters do you want to commit to the quest?", 0, (uint)characters.Count)
                            .LastAnswers(characters, (item) => string.Format("{0} ({1} willpower)", item.Title, item.Willpower), (source, handle, character) => CommitCharacterToTheQuest(source, handle, character))
                    .LastAnswer("No, I do not want to commit characters to the quest", false, (source, handle, item) => DoNotCommitAnyCharactersToTheQuest(handle));
                    
            }

            return new EffectHandle(this, builder.ToChoice());
        }
Beispiel #9
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            public override IEffectHandle GetHandle(IGame game)
            {
                var controller = game.GetController(CardSource.Id);

                if (controller == null)
                {
                    return(base.GetHandle(game));
                }

                var resourceful = game.GetCardInPlay <ICharacterInPlay>(CardSource.Id);

                if (resourceful == null || resourceful.Resources == 0)
                {
                    return(base.GetHandle(game));
                }

                var creatures = game.GetAllCardsInPlay <ICharacterInPlay>().Where(x => x.HasTrait(Trait.Creature) && x.Damage > 0).ToList();

                if (creatures.Count == 0)
                {
                    return(base.GetHandle(game));
                }

                var builder =
                    new ChoiceBuilder("Choose a Creature in play", game, controller);

                if (resourceful.Resources == 1)
                {
                    builder.Question(string.Format("'{0}' only has 1 resource available do you want to pay that one resource to heal a creature?", CardSource.Title))
                    .Answer(string.Format("Yes, I want to pay 1 resource from '{0}' to heal a creature", CardSource.Title), true)
                    .Question("Which Creature do you want to heal?")
                    .LastAnswers(creatures, item => string.Format("{0} ({1} damage, {2} hit points)", item.Title, item.Damage, item.Card.PrintedHitPoints), (source, handle, creature) => HealCreatureInPlay(source, handle, controller, resourceful, creature, 1));
                }
                else
                {
                    builder.Question("Which Creature do you want to heal?");

                    foreach (var creature in creatures)
                    {
                        //.Answers(creatures, item => string.Format("{0} ({1} damage, {2} hit points)", item.Title, item.Damage, item.Card.PrintedHitPoints), (source, handle, creature) => HealCreatureInPlay(source, handle, controller, resourceful, creature, 1));

                        //builder.Question(string.Format("How many resources do you want to pay from '{0}' to heal a creature?", CardSource.Title))
                        //.Answer(string.Format("Yes, I want to pay 1 resource from '{0}' to heal a creature", CardSource.Title), true)
                    }
                }

                builder.LastAnswer(string.Format("No, I do not want to pay any resources from '{0}' to heal a creature", CardSource.Title), false, (source, handle, item) => handle.Cancel(string.Format("{0} chose not to have '{1}' pay any resources to heal a creature", controller.Name, CardSource.Title)));



                return(new EffectHandle(this, builder.ToChoice()));
            }
Beispiel #10
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            public override IEffectHandle GetHandle(IGame game)
            {
                var limit = new Limit(PlayerScope.AnyPlayer, TimeScope.Round, 1);

                var handSize = game.ActivePlayer.Hand.Cards.Count();

                if (handSize == 0)
                {
                    return base.GetHandle(game);
                }
                else
                {
                    var builder =
                        new ChoiceBuilder(string.Format("The active player may discard a card from their hand to give '{0}' +1 Willpower until the end of the phase", CardSource.Title), game, game.ActivePlayer);

                    if (handSize == 1)
                    {
                        builder.Question("You only have 1 card in your hand, do you want to discard it?")
                            .Answer("Yes, I will discard it", game.ActivePlayer.Hand.Cards.First(), (source, handle, card) => PlayerDiscardsOneCard(source, handle, game.ActivePlayer, card))
                            .LastAnswer("No, I will not discard my last card from my hand", false, (source, handle, item) => CancelDiscard(source, handle, game.ActivePlayer));
                    }
                    else
                    {
                        builder.Question(string.Format("{0}, do you want to discard a card from your hand?", game.ActivePlayer.Name))
                            .Answer("Yes, I will discard a card from my hand", true)
                                .Question("Which card will you discard?")
                                    .LastAnswers(game.ActivePlayer.Hand.Cards.ToList(), (item) => item.Title, (source, handle, card) => PlayerDiscardsOneCard(source, handle, game.ActivePlayer, card))
                            .LastAnswer("No, I will not discard a card from my hand", false, (source, handle, item) => CancelDiscard(source, handle, game.ActivePlayer));
                    }

                    return new EffectHandle(this, builder.ToChoice());
                }
            }
            public override IEffectHandle GetHandle(IGame game)
            {
                var availableCards = new Dictionary <Guid, IList <IPlayerCard> >();

                foreach (var player in game.Players)
                {
                    var topFive = player.Deck.GetFromTop(5).ToList();
                    availableCards.Add(player.StateId, topFive);
                }

                var builder =
                    new ChoiceBuilder("Each player may search the top 5 cards of his deck for 1 card of their choice", game, game.FirstPlayer, true)
                    .Question("Each play searches")
                    .Answer("Yes", 1);

                foreach (var player in game.Players)
                {
                    var cards = player.Deck.GetFromTop(5).ToList();
                    if (cards.Count == 0)
                    {
                        continue;
                    }

                    builder.Question(string.Format("{0}, which card would you like to add to your hand?", player.Name))
                    .Answers(cards, item => item.Title, (source, handle, card) => AddChosenCardToHand(game, handle, player, card));
                }

                return(new EffectHandle(this, builder.ToChoice()));
            }
Beispiel #12
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        public override IEffectHandle GetHandle(IGame game)
        {
            var builder =
                new ChoiceBuilder <IGame>("The players determine a first player based on a majority group decision. If this proves impossible, determine a first player at random.", game, game.Players.First());

            if (game.Players.Count() > 1)
            {
                builder.Question("Who will be first player?")
                .Answers(game.Players, (player) => player.Name, (source, handle, item) => ChooseFirstPlayer(handle, item))
                .Answer("Determine a first player at random", game.Players.GetRandomItem(), (source, handle, item) => ChooseFirstPlayerRandomly(handle, item));
            }
            else
            {
                var first = game.Players.First();
                builder.Question(string.Format("{0} is the only player so there is no need to determine first player", first.Name))
                .LastAnswer(string.Format("{0} is first player", first.Name), first, (source, handle, item) => ChooseFirstPlayer(handle, first));
            }

            return(new EffectHandle(this, builder.ToChoice()));
        }
        public override IEffectHandle GetHandle(IGame game)
        {
            var builder =
                new ChoiceBuilder<IGame>("The players determine a first player based on a majority group decision. If this proves impossible, determine a first player at random.", game, game.Players.First());

            if (game.Players.Count() > 1)
            {
                builder.Question("Who will be first player?")
                    .Answers(game.Players, (player) => player.Name, (source, handle, item) => ChooseFirstPlayer(handle, item))
                    .Answer("Determine a first player at random", game.Players.GetRandomItem(), (source, handle, item) => ChooseFirstPlayerRandomly(handle, item));
            }
            else
            {
                var first = game.Players.First();
                builder.Question(string.Format("{0} is the only player so there is no need to determine first player", first.Name))
                    .LastAnswer(string.Format("{0} is first player", first.Name), first, (source, handle, item) => ChooseFirstPlayer(handle, first));
            }

            return new EffectHandle(this, builder.ToChoice());
        }
Beispiel #14
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            public override IEffectHandle GetHandle(IGame game)
            {
                var limit = new Limit(PlayerScope.Controller, TimeScope.Round, 1);

                var controller = game.GetController(CardSource.Id);

                if (controller == null)
                {
                    return(base.GetHandle(game));
                }

                var exhaustable = controller.CardsInPlay.OfType <IExhaustableInPlay>().Where(x => x.BaseCard.Id == source.Id).FirstOrDefault();

                if (exhaustable == null || exhaustable.IsExhausted)
                {
                    return(base.GetHandle(game));
                }

                var builder =
                    new ChoiceBuilder(string.Format("Exhaust '{0}' to have a plyer draw 2 cards", CardSource.Title), game, controller);

                if (game.Players.Count() == 1)
                {
                    builder.Question(string.Format("You are the only player, exhaust '{0}' to draw 2 cards?", CardSource.Title))
                    .Answer(string.Format("Yes, I want to exhaust '{0}' to draw 2 cards", CardSource.Title), controller, (source, handle, player) => ExhaustAndPlayerDrawsTwoCards(source, handle, controller, exhaustable, player))
                    .LastAnswer("No, I do not want to exhaust '{0}' to draw 2 cards", false, (source, handle, item) => CancelEffect(source, handle, controller));
                }
                else
                {
                    builder.Question(string.Format("{0}, do you want to exhaust '{1}' to have a player draw 2 cards?", controller.Name))
                    .Answer(string.Format("Yes, I will exhaust '{0}' to have a player draw 2 cards", CardSource.Title), true)
                    .Question("Which player should draw 2 cards?")
                    .LastAnswers(game.Players.ToList(), item => item.Name, (source, handle, player) => ExhaustAndPlayerDrawsTwoCards(game, handle, controller, exhaustable, player))
                    .LastAnswer(string.Format("No, I do not want to exhaust '{0}' to have a player draw 2 cards", CardSource.Title), false, (source, handle, item) => CancelEffect(source, handle, controller));
                }

                var choice = builder.ToChoice();

                return(new EffectHandle(this, choice, limit));
            }
        public override IEffectHandle GetHandle(IGame game)
        {
            var playableCards   = GetPlayableCardsInHand(game);
            var playableEffects = GetPlayableEffects(game);

            var builder =
                new ChoiceBuilder <IGame>(string.Format("{0} can choose to take an action during the {1} step of the {2} phase", player.Name, game.CurrentPhase.StepName, game.CurrentPhase.Name), game, player);

            if (playableCards.Count == 0 && playableEffects.Count == 0)
            {
                builder.Question(string.Format("{0}, there are no actions that you can take right now", player.Name))
                .LastAnswer("Ok, I will pass on taking actions right now", false, (source, handle, number) => PassOnTakingAnAction(source, handle));
            }
            else
            {
                builder.Question(string.Format("{0}, do you want to take an action?", player.Name));

                if (playableCards.Count > 0)
                {
                    builder.Answer <uint>("Yes, I would like to play a card from my hand", 1)
                    .Question("Which card would you like to play from your hand?")
                    .LastAnswers(playableCards, (item) => item.Title, (source, handle, costlyCard) => PlayCardFromHand(game, handle, costlyCard));
                }

                if (playableEffects.Count > 0)
                {
                    builder.Answer <uint>("Yes, I would like to trigger an effect on a card I control", 2)
                    .Question("Which effect would you like to trigger?")
                    .LastAnswers(playableEffects, (item) => item.ToString(), (source, handle, cardEffect) => TriggerEffect(source, handle, cardEffect));
                }

                builder.LastAnswer("No, I will pass on taking an action right now", false, (source, handle, number) => PassOnTakingAnAction(source, handle));
            }

            return(new EffectHandle(this, builder.ToChoice())); //new ChoosePlayerAction(game, player));
        }
Beispiel #16
0
            public override IEffectHandle GetHandle(IGame game)
            {
                var controller = game.GetController(CardSource.Id);
                if (controller == null)
                    return base.GetHandle(game);

                var resourceful = game.GetCardInPlay<ICharacterInPlay>(CardSource.Id);
                if (resourceful == null || resourceful.Resources == 0)
                    return base.GetHandle(game);

                var creatures = game.GetAllCardsInPlay<ICharacterInPlay>().Where(x => x.HasTrait(Trait.Creature) && x.Damage > 0).ToList();
                if (creatures.Count == 0)
                    return base.GetHandle(game);

                var builder =
                    new ChoiceBuilder("Choose a Creature in play", game, controller);

                if (resourceful.Resources == 1)
                {
                    builder.Question(string.Format("'{0}' only has 1 resource available do you want to pay that one resource to heal a creature?", CardSource.Title))
                        .Answer(string.Format("Yes, I want to pay 1 resource from '{0}' to heal a creature", CardSource.Title), true)
                            .Question("Which Creature do you want to heal?")
                                .LastAnswers(creatures, item => string.Format("{0} ({1} damage, {2} hit points)", item.Title, item.Damage, item.Card.PrintedHitPoints), (source, handle, creature) => HealCreatureInPlay(source, handle, controller, resourceful, creature, 1));
                }
                else
                {
                    builder.Question("Which Creature do you want to heal?");

                    foreach (var creature in creatures)
                    {
                        //.Answers(creatures, item => string.Format("{0} ({1} damage, {2} hit points)", item.Title, item.Damage, item.Card.PrintedHitPoints), (source, handle, creature) => HealCreatureInPlay(source, handle, controller, resourceful, creature, 1));

                    //builder.Question(string.Format("How many resources do you want to pay from '{0}' to heal a creature?", CardSource.Title))
                        //.Answer(string.Format("Yes, I want to pay 1 resource from '{0}' to heal a creature", CardSource.Title), true)
                    }
                            
                }

                builder.LastAnswer(string.Format("No, I do not want to pay any resources from '{0}' to heal a creature", CardSource.Title), false, (source, handle, item) => handle.Cancel(string.Format("{0} chose not to have '{1}' pay any resources to heal a creature", controller.Name, CardSource.Title)));

                        

                
                return new EffectHandle(this, builder.ToChoice());
            }
            public override IEffectHandle GetHandle(IGame game)
            {
                var spiders = 
                    game.StagingArea.EncounterDeck.Cards.OfType<IEnemyCard>().Where(x => x.PrintedTraits.Contains(Trait.Spider))
                        .Concat(game.StagingArea.EncounterDeck.DiscardPile.OfType<IEnemyCard>().Where(x => x.PrintedTraits.Contains(Trait.Spider))).ToList();

                if (spiders.Count == 0)
                    return base.GetHandle(game);

                var builder =
                    new ChoiceBuilder("Each player must search the encounter deck and discard pile for 1 Spider card of his choice", game, game.FirstPlayer)
                        .Question("Each player must choose a Spider")
                            .Answer("Yes", 1);
                                
                foreach (var player in game.Players)
                {
                    builder.Question(string.Format("{0}, which Spider card do you want to add to the staging area?", player.Name))
                        .Answers(spiders, (item) => GetSpiderDescription(game, item), (source, handle, spider) => AddSpiderToTheStagingArea(source, handle, spider));
                }

                return new EffectHandle(this, builder.ToChoice());
            }
            public override IEffectHandle GetHandle(IGame game)
            {
                var spiders =
                    game.StagingArea.EncounterDeck.Cards.OfType <IEnemyCard>().Where(x => x.PrintedTraits.Contains(Trait.Spider))
                    .Concat(game.StagingArea.EncounterDeck.DiscardPile.OfType <IEnemyCard>().Where(x => x.PrintedTraits.Contains(Trait.Spider))).ToList();

                if (spiders.Count == 0)
                {
                    return(base.GetHandle(game));
                }

                var builder =
                    new ChoiceBuilder("Each player must search the encounter deck and discard pile for 1 Spider card of his choice", game, game.FirstPlayer)
                    .Question("Each player must choose a Spider")
                    .Answer("Yes", 1);

                foreach (var player in game.Players)
                {
                    builder.Question(string.Format("{0}, which Spider card do you want to add to the staging area?", player.Name))
                    .Answers(spiders, (item) => GetSpiderDescription(game, item), (source, handle, spider) => AddSpiderToTheStagingArea(source, handle, spider));
                }

                return(new EffectHandle(this, builder.ToChoice()));
            }
Beispiel #19
0
        public override IEffectHandle GetHandle(IGame game)
        {
            var hosts       = GetAttachmentHosts(game);
            var characters  = GetCharactersWithResourceMatch();
            var description = attachmentCard != null ? "attachment card" : "treasure card";
            var sum         = characters.Sum(x => x.Resources);

            var builder =
                new ChoiceBuilder(GetChoiceText(), game, player);

            if (characters.Count == 0)
            {
                builder.Question(string.Format("You do not have any characters with a resource match to pay for '{0}'", attachableCard.Title))
                .Answer(string.Format("Ok, cancel playing this {0} from my hand", description), false, (source, handle, item) => CancelPayingCost(source, handle, player));
            }
            else if (hosts.Count == 0)
            {
                builder.Question(string.Format("There are no valid targets to which you can attach '{0}'", attachableCard.Title))
                .Answer(string.Format("Ok, cancel playing this {0} from my hand", description), false, (source, handle, item) => CancelPayingCost(source, handle, player));
            }
            else if (isVariableCost)
            {
                if (characters.Count == 1)
                {
                    var first   = characters.First();
                    var amounts = new List <byte>();
                    for (byte i = 1; i <= first.Resources; i++)
                    {
                        amounts.Add(i);
                    }

                    builder.Question(string.Format("'{0}' has a resource match, and this {1} has a variable cost. How many resources do you want to spend from their resource pool?", first.Title, description))
                    .Answers(amounts, (item) => item == 1 ? "1 resource" : string.Format("{0} resources", item), (source, handle, number) => PayResourcesFromCharacter(source, handle, first, player, number))
                    .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
                else
                {
                    builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                    foreach (var host in hosts)
                    {
                        builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                        builder.Question(string.Format("This {0} has a variable cost. Do you want to pay this cost?", description))
                        .Answer("Yes, pay this cost", true);

                        foreach (var character in characters)
                        {
                            var amounts = new List <byte>();
                            for (byte i = 1; i <= character.Resources; i++)
                            {
                                amounts.Add(i);
                            }

                            builder.Question(string.Format("'{0}' has a resource match, and this {1} has a variable cost. How many resources do you want to spend from their resource pool?", character.Title, description))
                            .LastAnswers(amounts, (item) => item == 1 ? "1 resource" : string.Format("{0} resources", item), (source, handle, number) => PayResourcesFromCharacter(source, handle, character, player, number));
                        }

                        builder.LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }

                    builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
            }
            else if (numberOfResources == 0)
            {
                var character = characters.First();

                builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                foreach (var host in hosts)
                {
                    builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                    builder.Question("This card does not have any cost. Do you want to play it?")
                    .Answer("Yes, I want to play this card", true, (source, handle, item) => PayResourcesFromCharacter(game, handle, character, player, 0))
                    .LastAnswer("No, I do not want to play this card", false, (source, handle, item) => CancelPayingCost(game, handle, player));
                }

                builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
            }
            else if (sum < numberOfResources)
            {
                builder.Question("You do not have characters with enough resources available to pay this cost")
                .LastAnswer("Ok, cancel this payment", false, (source, handle, item) => UnableToPayCost(source, handle, player));
            }
            else if (characters.Count == 1)
            {
                var first = characters.First();
                if (first.Resources < numberOfResources)
                {
                    builder.Question(string.Format("'{0}' has a resource match but does not have enough resources to pay this cost", first.Title))
                    .LastAnswer("Ok, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
                else
                {
                    builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                    foreach (var host in hosts)
                    {
                        builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                        var paymentText = numberOfResources == 1 ? "1 resource" : string.Format("{0} resources", numberOfResources);

                        builder.Question(string.Format("'{0}' has a resource match, do you want to pay {1} from their resource pool?", first.Title, paymentText))
                        .Answer("Yes, make this payment", first, (source, handle, character) => PayResourcesFromCharacter(source, handle, character, player, numberOfResources))
                        .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }

                    builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
            }
            else
            {
                if (numberOfResources == 1)
                {
                    builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                    foreach (var host in hosts)
                    {
                        builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                        builder.Question(string.Format("Multiple characters have a resource match, and this {0} costs 1 resource. Which character do you want to use to pay this cost?", description))
                        .Answers(characters, (item) => item.Title, (source, handle, character) => PayResourcesFromCharacter(source, handle, character, player, numberOfResources))
                        .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }

                    builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
                else
                {
                    if (sum == numberOfResources)
                    {
                        var paymentText           = GetPaymentText(characters);
                        var charactersAndPayments = new List <Tuple <ICharacterInPlay, byte> >();

                        foreach (var character in characters)
                        {
                            charactersAndPayments.Add(new Tuple <ICharacterInPlay, byte>(character, character.Resources));
                        }

                        builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                        foreach (var host in hosts)
                        {
                            builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                            builder.Question("You have just enough resources on your character to pay this cost. Do you want to pay all of the resources from matching characters?")
                            .Answer(string.Format("Yes, pay {0}", paymentText), characters, (source, handle, item) => PayResourcesFromCharacters(source, handle, charactersAndPayments, player))
                            .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                        }

                        builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }
                    else
                    {
                        var characterNames = GetCharacterNames(characters);

                        builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                        foreach (var host in hosts)
                        {
                            builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                            builder.Question("You have muliple characters with a resource match to pay this cost. Do you want to choose the resources to pay from matching characters?")
                            .Answer(string.Format("Yes, pay resources as follows:", characterNames), true);

                            AddPaymentAnswers(builder, characters, numberOfResources);

                            builder.LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                        }

                        builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }
                }
            }

            return(new EffectHandle(this, builder.ToChoice()));
        }
        public override IEffectHandle GetHandle(IGame game)
        {
            var hosts = GetAttachmentHosts(game);
            var characters = GetCharactersWithResourceMatch();
            var description = attachmentCard != null ? "attachment card" : "treasure card";
            var sum = characters.Sum(x => x.Resources);

            var builder =
                new ChoiceBuilder(GetChoiceText(), game, player);

            if (characters.Count == 0)
            {
                builder.Question(string.Format("You do not have any characters with a resource match to pay for '{0}'", attachableCard.Title))
                    .Answer(string.Format("Ok, cancel playing this {0} from my hand", description), false, (source, handle, item) => CancelPayingCost(source, handle, player));
            }
            else if (hosts.Count == 0)
            {
                builder.Question(string.Format("There are no valid targets to which you can attach '{0}'", attachableCard.Title))
                    .Answer(string.Format("Ok, cancel playing this {0} from my hand", description), false, (source, handle, item) => CancelPayingCost(source, handle, player));
            }
            else if (isVariableCost)
            {
                if (characters.Count == 1)
                {
                    var first = characters.First();
                    var amounts = new List<byte>();
                    for (byte i = 1; i <= first.Resources; i++)
                    {
                        amounts.Add(i);
                    }

                    builder.Question(string.Format("'{0}' has a resource match, and this {1} has a variable cost. How many resources do you want to spend from their resource pool?", first.Title, description))
                        .Answers(amounts, (item) => item == 1 ? "1 resource" : string.Format("{0} resources", item), (source, handle, number) => PayResourcesFromCharacter(source, handle, first, player, number))
                        .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
                else
                {
                    builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                    foreach (var host in hosts)
                    {
                        builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                        builder.Question(string.Format("This {0} has a variable cost. Do you want to pay this cost?", description))
                            .Answer("Yes, pay this cost", true);

                        foreach (var character in characters)
                        {
                            var amounts = new List<byte>();
                            for (byte i = 1; i <= character.Resources; i++)
                            {
                                amounts.Add(i);
                            }

                            builder.Question(string.Format("'{0}' has a resource match, and this {1} has a variable cost. How many resources do you want to spend from their resource pool?", character.Title, description))
                                .LastAnswers(amounts, (item) => item == 1 ? "1 resource" : string.Format("{0} resources", item), (source, handle, number) => PayResourcesFromCharacter(source, handle, character, player, number));

                        }

                        builder.LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }

                    builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
            }
            else if (numberOfResources == 0)
            {
                var character = characters.First();

                builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                foreach (var host in hosts)
                {
                    builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                    builder.Question("This card does not have any cost. Do you want to play it?")
                        .Answer("Yes, I want to play this card", true, (source, handle, item) => PayResourcesFromCharacter(game, handle, character, player, 0))
                        .LastAnswer("No, I do not want to play this card", false, (source, handle, item) => CancelPayingCost(game, handle, player));
                }

                builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
            }
            else if (sum < numberOfResources)
            {
                builder.Question("You do not have characters with enough resources available to pay this cost")
                    .LastAnswer("Ok, cancel this payment", false, (source, handle, item) => UnableToPayCost(source, handle, player));
            }
            else if (characters.Count == 1)
            {
                var first = characters.First();
                if (first.Resources < numberOfResources)
                {
                    builder.Question(string.Format("'{0}' has a resource match but does not have enough resources to pay this cost", first.Title))
                        .LastAnswer("Ok, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
                else
                {
                    builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                    foreach (var host in hosts)
                    {
                        builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                        var paymentText = numberOfResources == 1 ? "1 resource" : string.Format("{0} resources", numberOfResources);

                        builder.Question(string.Format("'{0}' has a resource match, do you want to pay {1} from their resource pool?", first.Title, paymentText))
                            .Answer("Yes, make this payment", first, (source, handle, character) => PayResourcesFromCharacter(source, handle, character, player, numberOfResources))
                            .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }

                    builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
            }
            else
            {
                if (numberOfResources == 1)
                {
                    builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                    foreach (var host in hosts)
                    {
                        builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                        builder.Question(string.Format("Multiple characters have a resource match, and this {0} costs 1 resource. Which character do you want to use to pay this cost?", description))
                            .Answers(characters, (item) => item.Title, (source, handle, character) => PayResourcesFromCharacter(source, handle, character, player, numberOfResources))
                            .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }

                    builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                }
                else
                {
                    if (sum == numberOfResources)
                    {
                        var paymentText = GetPaymentText(characters);
                        var charactersAndPayments = new List<Tuple<ICharacterInPlay, byte>>();

                        foreach (var character in characters)
                        {
                            charactersAndPayments.Add(new Tuple<ICharacterInPlay, byte>(character, character.Resources));
                        }

                        builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                        foreach (var host in hosts)
                        {
                            builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                            builder.Question("You have just enough resources on your character to pay this cost. Do you want to pay all of the resources from matching characters?")
                                .Answer(string.Format("Yes, pay {0}", paymentText), characters, (source, handle, item) => PayResourcesFromCharacters(source, handle, charactersAndPayments, player))
                                .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                        }

                        builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }
                    else
                    {
                        var characterNames = GetCharacterNames(characters);

                        builder.Question(string.Format("Which card do you want to attach '{0}' to?", attachableCard.Title));

                        foreach (var host in hosts)
                        {
                            builder.Answer(host.Title, host, (source, handle, item) => handle.SetTarget(item));

                            builder.Question("You have muliple characters with a resource match to pay this cost. Do you want to choose the resources to pay from matching characters?")
                                .Answer(string.Format("Yes, pay resources as follows:", characterNames), true);

                            AddPaymentAnswers(builder, characters, numberOfResources);

                            builder.LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player));
                        }

                        builder.LastAnswer(string.Format("No, I do not want to attach '{0}' to any of these cards", attachableCard.Title), false, (source, handle, item) => CancelPayingCost(source, handle, player));
                    }
                }
            }

            return new EffectHandle(this, builder.ToChoice());
        }
        public override IEffectHandle GetHandle(IGame game)
        {
            var playableCards = GetPlayableCardsInHand(game);
            var playableEffects = GetPlayableEffects(game);

            var builder =
                    new ChoiceBuilder<IGame>(string.Format("{0} can choose to take an action during the {1} step of the {2} phase", player.Name, game.CurrentPhase.StepName, game.CurrentPhase.Name), game, player);

            if (playableCards.Count == 0 && playableEffects.Count == 0)
            {
                builder.Question(string.Format("{0}, there are no actions that you can take right now", player.Name))
                        .LastAnswer("Ok, I will pass on taking actions right now", false, (source, handle, number) => PassOnTakingAnAction(source, handle));
            }
            else
            {
                builder.Question(string.Format("{0}, do you want to take an action?", player.Name));

                if (playableCards.Count > 0)
                {
                    builder.Answer<uint>("Yes, I would like to play a card from my hand", 1)
                        .Question("Which card would you like to play from your hand?")
                            .LastAnswers(playableCards, (item) => item.Title, (source, handle, costlyCard) => PlayCardFromHand(game, handle, costlyCard));
                }

                if (playableEffects.Count > 0)
                {
                    builder.Answer<uint>("Yes, I would like to trigger an effect on a card I control", 2)
                        .Question("Which effect would you like to trigger?")
                            .LastAnswers(playableEffects, (item) => item.ToString(), (source, handle, cardEffect) => TriggerEffect(source, handle, cardEffect));
                }

                builder.LastAnswer("No, I will pass on taking an action right now", false, (source, handle, number) => PassOnTakingAnAction(source, handle));
            }

            return new EffectHandle(this, builder.ToChoice()); //new ChoosePlayerAction(game, player));
        }
            public override IEffectHandle GetHandle(IGame game)
            {
                var availableCards = new Dictionary<Guid, IList<IPlayerCard>>();
                foreach (var player in game.Players)
                {
                    var topFive = player.Deck.GetFromTop(5).ToList();
                    availableCards.Add(player.StateId, topFive);
                }

                var builder =
                    new ChoiceBuilder("Each player may search the top 5 cards of his deck for 1 card of their choice", game, game.FirstPlayer, true)
                        .Question("Each play searches")
                            .Answer("Yes", 1);

                foreach (var player in game.Players)
                {
                    var cards = player.Deck.GetFromTop(5).ToList();
                    if (cards.Count == 0)
                        continue;

                    builder.Question(string.Format("{0}, which card would you like to add to your hand?", player.Name))
                        .Answers(cards, item => item.Title, (source, handle, card) => AddChosenCardToHand(game, handle, player, card));
                }

                return new EffectHandle(this, builder.ToChoice());
            }