InitializeTurn() private method

private InitializeTurn ( ) : void
return void
Beispiel #1
0
        public void PlayTurn(PlayerState currentPlayer)
        {
            System.Threading.Interlocked.Increment(ref turnTotalCount);
            currentPlayer.numberOfTurnsPlayed += 1;
            IPlayerAction currentPlayerAction = currentPlayer.actions;

            this.gameLog.BeginTurn(currentPlayer);
            this.gameLog.PushScope();
            currentPlayer.InitializeTurn();

            ReturnCardsToHandAtStartOfTurn(currentPlayer);
            DoActionsQueuedFromPreviousTurn(currentPlayer);
            DoDurationActionsFromPreviousTurn(currentPlayer);
            DoActionPhase(currentPlayer);
            DoPlayTreasures(currentPlayer);
            currentPlayer.RequestPlayerSpendCoinTokensBeforeBuyPhase(this);
            DoBuyPhase(currentPlayer);
            DoCleanupPhase(currentPlayer);

            int cardCountForNextTurn = this.doesCurrentPlayerNeedOutpostTurn ? 3 : 5;
            currentPlayer.DrawUntilCountInHand(cardCountForNextTurn);
            currentPlayer.playPhase = PlayPhase.NotMyTurn;

            this.gameLog.EndTurn(currentPlayer);
            this.gameLog.PopScope();
        }
Beispiel #2
0
        public void PlayTurn(PlayerState currentPlayer)
        {
            System.Threading.Interlocked.Increment(ref turnTotalCount);
            currentPlayer.numberOfTurnsPlayed += 1;
            IPlayerAction currentPlayerAction = currentPlayer.actions;

            this.gameLog.BeginTurn(currentPlayer);
            this.gameLog.PushScope();
            currentPlayer.InitializeTurn();

            ReturnCardsToHandAtStartOfTurn(currentPlayer);
            DoActionsQueuedFromPreviousTurn(currentPlayer);
            DoDurationActionsFromPreviousTurn(currentPlayer);
            DoActionPhase(currentPlayer);
            DoPlayTreasures(currentPlayer);
            currentPlayer.RequestPlayerSpendCoinTokensBeforeBuyPhase(this);
            DoBuyPhase(currentPlayer);
            DoCleanupPhase(currentPlayer);

            int cardCountForNextTurn = this.doesCurrentPlayerNeedOutpostTurn ? 3 : 5;
            currentPlayer.EnterPhase(PlayPhase.DrawCards);
            currentPlayer.DrawUntilCountInHand(cardCountForNextTurn, this);
            currentPlayer.EnterPhase(PlayPhase.NotMyTurn);

            this.gameLog.PopScope();
            this.gameLog.EndTurn(currentPlayer);

            // turn counters need to be 0 such that if this player ends up looking at the state while not it's turn
            // e.g. as reaction or attack, it can make correct choices on current state such as AvailableCoin.
            currentPlayer.InitializeTurn();
        }