public bool NewGame(Player a_player) { if (m_deck == null || IsGameOver()) { m_deck = new Deck(); ClearHand(); a_player.ClearHand(); return(m_newGameRule.NewGame(m_deck, this, a_player)); } return(false); }
public bool NewGame(Player a_player) { if (m_deck == null || IsGameOver()) { m_deck = new Deck(); ClearHand(); a_player.ClearHand(); return m_newGameRule.NewGame(m_deck, this, a_player); } return false; }
public bool NewGame(Player a_player) { if (m_deck == null || IsGameOver()) { //Get a 'normal' deck of cards or get a 'fake' deck, that can be manipulated m_deck = m_deckFactory.GetDeck(); ClearHand(); a_player.ClearHand(); return(m_newGameRule.NewGame(m_deck, this, a_player)); } return(false); }
public bool NewGame(Player a_player) { m_newGameRule.Accept(new view.NewGameRulePrinter()); m_hitRule.Accept(new view.HitRulePrinter()); m_winRule.Accept(new view.WinRulePrinter()); if (m_deck == null || IsGameOver()) { m_deck = new Deck(); ClearHand(); a_player.ClearHand(); return m_newGameRule.NewGame(m_deck, this, a_player); } return false; }
public bool NewGame(Player a_player) { if (m_deck == null || IsGameOver()) { //Get a 'normal' deck of cards or get a 'fake' deck, that can be manipulated m_deck = m_deckFactory.GetDeck(); ClearHand(); a_player.ClearHand(); return m_newGameRule.NewGame(m_deck, this, a_player); } return false; }