public override void Play(Player player)
		{
			base.Play(player);
			// We're looking for 2 non-Golem Action cards
			player.BeginDrawing();
			while (player.Revealed[Category.Action].Count(c => c.CardType != Cards.Alchemy.TypeClass.Golem) < 2 && player.CanDraw)
				player.Draw(DeckLocation.Revealed);

			player.EndDrawing();

			player.Revealed.BeginChanges();
			CardCollection actions = player.Revealed[c => (c.Category & Category.Action) == Category.Action && c.CardType != Cards.Alchemy.TypeClass.Golem];
			player.DiscardRevealed(c => !actions.Contains(c));
			player.Revealed.EndChanges();

			CardCollection cardsToPlay = player.RetrieveCardsFrom(DeckLocation.Revealed);
			Choice choice = new Choice("Which card would you like to play first?", this, actions, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				actions.Remove(result.Cards[0]);

				// Play the first (selected) one
				player.AddCardInto(DeckLocation.Private, result.Cards[0]);
				player.Actions++;
				player.PlayCardInternal(result.Cards[0], "first");
			}
			else
				player.PlayNothing("first");

			if (actions.Count > 0)
			{
				// Play the other one
				player.AddCardInto(DeckLocation.Private, actions[0]);
				player.Actions++;
				player.PlayCardInternal(actions[0], "second");
			}
			else
				player.PlayNothing("second");
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choice = new Choice(String.Format("You may play a Treasure card twice", player), this, player.Hand[Cards.Category.Treasure], player, false, 0, 1);
			ChoiceResult result = player.MakeChoice(choice);

			if (result.Cards.Count > 0)
			{
				Card card = result.Cards[0];
				player.PlayCardInternal(card);
				player.PlayCardInternal(card, " again");

				if (player.InPlay.Contains(card))
					player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, card));
			}
			else
				player.PlayNothing();
		}
Beispiel #3
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		public override void Play(Player player)
		{
			this._CanCleanUp = true;

			base.Play(player);

			Choice choice = new Choice(String.Format("Choose an Action card to play twice", player), this, player.Hand[Cards.Category.Action], player);
			ChoiceResult result = player.MakeChoice(choice);

			if (result.Cards.Count > 0)
			{
				result.Cards[0].ModifiedBy = this;
				player.Actions++;
				PlayerMode previousPlayerMode = player.PutCardIntoPlay(result.Cards[0], String.Empty);
				Card logicalCard = result.Cards[0].LogicalCard;
				player.PlayCard(result.Cards[0].LogicalCard, previousPlayerMode);
				player.Actions++;
				previousPlayerMode = player.PutCardIntoPlay(result.Cards[0], "again");
				player.PlayCard(logicalCard, previousPlayerMode);

				this._CanCleanUp = logicalCard.CanCleanUp;
			}
			else
				player.PlayNothing();
		}
		public override void Play(Player player)
		{
			this._CanCleanUp = true;

			base.Play(player);

			Choice choice = new Choice(String.Format("You may play an Action card twice", player), this, player.Hand[Cards.Category.Action], player, false, 0, 1);
			ChoiceResult result = player.MakeChoice(choice);

			if (result.Cards.Count > 0)
			{
				Card card = result.Cards[0];

				card.ModifiedBy = this;
				player.Actions++;
				PlayerMode previousPlayerMode = player.PutCardIntoPlay(card, String.Empty);
				Card logicalCard = card.LogicalCard;
				player.PlayCard(card.LogicalCard, previousPlayerMode);
				player.Actions++;
				previousPlayerMode = player.PutCardIntoPlay(card, "again");
				player.PlayCard(logicalCard, previousPlayerMode);

				this._CanCleanUp = logicalCard.CanCleanUp;

				if (player.InPlay.Contains(card))
					player.Trash(DeckLocation.InPlay, card);

				Cost trashedCardCost = player._Game.ComputeCost(card);
				SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && (supply.Category & Cards.Category.Action) == Cards.Category.Action && supply.CurrentCost == (trashedCardCost + new Coin(1)));
				Choice choiceGain = new Choice("Gain an Action card", this, gainableSupplies, player, false);
				ChoiceResult resultGain = player.MakeChoice(choiceGain);
				if (resultGain.Supply != null)
					player.Gain(resultGain.Supply);
			}
			else
				player.PlayNothing();
		}