public override void Play(Player player)
		{
			base.Play(player);

			Choice choice = new Choice("Trash a card. +<vp/> equal to half its cost in coins, rounded down.", this, player.Hand, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				Card trash = player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]);
				Cost trashedCardCost = player._Game.ComputeCost(trash);
				player.Trash(trash);

				player.ReceiveBenefit(this, new CardBenefit() { VictoryPoints = trashedCardCost.Coin.Value / 2 });
			}

			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext(); // skip active player
			while (enumerator.MoveNext())
			{
				Player otherPlayer = enumerator.Current;
				Choice choicePlayer = new Choice("Trash a card if you wish", this, otherPlayer.Hand, otherPlayer, false, 0, 1);
				ChoiceResult resultPlayer = otherPlayer.MakeChoice(choicePlayer);
				if (resultPlayer.Cards.Count > 0)
				{
					otherPlayer.Trash(otherPlayer.RetrieveCardFrom(DeckLocation.Hand, resultPlayer.Cards[0]));
				}
			}
		}
Beispiel #2
0
		public override void Play(Player player)
		{
			base.Play(player);
			CardCollection singleCopper = player.RetrieveCardsFrom(DeckLocation.Hand, Cards.Universal.TypeClass.Copper, 1);
			if (singleCopper.Count > 0)
			{
				player.Trash(singleCopper[0]);
				CardBenefit benefit = new CardBenefit();
				benefit.Currency += new Coin(3);
				player.ReceiveBenefit(this, benefit);
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);
			Choice choice = new Choice("Choose a card to trash", this, player.Hand, player, false, 1, 1);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]));

				Cost cardCost = player._Game.ComputeCost(result.Cards[0]);
				int toDraw = cardCost.Coin.Value;
				if (cardCost.Potion.Value > 0)
					toDraw += 2;
				player.ReceiveBenefit(this, new CardBenefit() { Cards = toDraw });
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(5));
			Choice choice = new Choice("Gain a card costing up to <coin>5</coin>", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
Beispiel #5
0
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("Choose up to 4 cards to trash", this, player.Hand, player, false, 0, 4);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));
		}
		public override void Play(Player player)
		{
			base.Play(player);

			SupplyCollection availableSupplies = new SupplyCollection(player._Game.Table.Supplies.Where(kvp => kvp.Value.Randomizer != null && kvp.Value.Randomizer.GroupMembership != Group.None));
			CardCollection cards = new CardCollection();
			Choice choice = new Choice("Name a card", this, availableSupplies, player, false);
			foreach (Supply supply in player._Game.Table.Supplies.Values.Union(player._Game.Table.SpecialPiles.Values))
			{
				foreach (Type type in supply.CardTypes)
				{
					if (!choice.Supplies.Any(kvp => kvp.Value.CardType == type))
						cards.Add(Card.CreateInstance(type));
				}
			}
			choice.AddCards(cards);

			ChoiceResult result = player.MakeChoice(choice);
			ICard namedCard = null;
			if (result.Supply != null)
				namedCard = result.Supply;
			else
				namedCard = result.Cards[0];

			player._Game.SendMessage(player, this, namedCard);

			Card foundCard = null;
			player.BeginDrawing();
			while (player.CanDraw)
			{
				player.Draw(DeckLocation.Revealed);
				Card lastRevealed = player.Revealed.Last();
				if ((lastRevealed.Category & Cards.Category.Victory) == Cards.Category.Victory &&
					namedCard.Name != lastRevealed.Name)
				{
					foundCard = lastRevealed;
					break;
				}
			}
			player.EndDrawing();

			if (foundCard != null)
				foundCard = player.RetrieveCardFrom(DeckLocation.Revealed, foundCard);

			player.DiscardRevealed();

			if (foundCard != null)
			{
				player.Trash(foundCard);

				Cost trashedCardCost = player._Game.ComputeCost(foundCard);
				SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && (supply.Category & Cards.Category.Victory) == Cards.Category.Victory && supply.CurrentCost <= (trashedCardCost + new Coin(3)));
				Choice choiceGain = new Choice("Gain a Victory card", this, gainableSupplies, player, false);
				ChoiceResult resultGain = player.MakeChoice(choiceGain);
				if (resultGain.Supply != null)
					player.Gain(resultGain.Supply);
			}
		}
		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();
		}
		internal void player_FoolsGold(Player player, ref Players.CardGainEventArgs e)
		{
			if (player.Hand.Contains(this.PhysicalCard))
			{
				player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Hand, this.PhysicalCard));
				player.Trash(player.RetrieveCardFrom(DeckLocation.Revealed, this.PhysicalCard));
				player.Gain(player._Game.Table.Gold, DeckLocation.Deck, DeckPosition.Top);
				e.HandledBy.Add(TypeClass.FoolsGold);
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);

			// Step 1
			player.Gain(player._Game.Table.Silver);

			// Step 2
			if (player.CanDraw)
			{
				Card card = player.Draw(DeckLocation.Private);
				Choice choice = new Choice(String.Format("Do you want to discard {0} or put it back on top?", card.Name), this, new CardCollection() { card }, new List<string>() { "Discard", "Put it back" }, player);
				ChoiceResult result = player.MakeChoice(choice);
				if (result.Options[0] == "Discard")
					player.Discard(DeckLocation.Private);
				else
					player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Private), DeckPosition.Top);
			}

			// Step 3
			player.Draw(5 - player.Hand.Count, DeckLocation.Hand);

			// Step 4
			Choice choiceTrash = new Choice("You may trash a card", this, player.Hand[c => (c.Category & Category.Treasure) != Category.Treasure], player, false, 0, 1);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

			if (resultTrash.Cards.Count > 0)
			{
				Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]);

				SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply =>
					supply.CanGain() &&
					(supply.CurrentCost == (trashedCardCost + new Coin(1)) ||
						trashedCardCost.Coin > 0 && supply.CurrentCost == (trashedCardCost - new Coin(1))));

				Choice choice = new Choice("Gain a card to put on your deck", this, gainableSupplies, player, false);
				ChoiceResult result = player.MakeChoice(choice);
				if (result.Supply != null)
				{
					player.Gain(result.Supply, DeckLocation.Deck, DeckPosition.Top);

					if (!(result.Supply.CurrentCost <= trashedCardCost))
						gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && trashedCardCost.Coin > 0 &&
							supply.CurrentCost == (trashedCardCost - new Coin(1)));
					else
						gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost == (trashedCardCost + new Coin(1)));

					choice = new Choice("Gain a card to put on your deck", this, gainableSupplies, player, false);
					result = player.MakeChoice(choice);
					if (result.Supply != null)
						player.Gain(result.Supply, DeckLocation.Deck, DeckPosition.Top);
				}
			}
		}
		internal void player_BuyFarmland(Player player, ref Players.CardBuyEventArgs e)
		{
			Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

			if (resultTrash.Cards.Count > 0)
			{
				Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]);
				SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost == (trashedCardCost + new Coin(2)));
				Choice choice = new Choice("Gain a card", this, gainableSupplies, player, false);
				ChoiceResult result = player.MakeChoice(choice);
				if (result.Supply != null)
					player.Gain(result.Supply);
			}

			e.HandledBy.Add(TypeClass.Farmland);

			// Clear out the Event Triggers -- this only happens when its Gained, so we don't care any more
			foreach (Player playerLoop in _CardBoughtHandlers.Keys)
				playerLoop.CardBought -= _CardBoughtHandlers[playerLoop];
			_CardBoughtHandlers.Clear();
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

			if (resultTrash.Cards.Count > 0)
			{
				player.Gain(player._Game.Table.Silver, player._Game.ComputeCost(resultTrash.Cards[0]).Coin.Value);
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);
			Choice choice = new Choice("You may choose a Treasure card to trash", this, player.Hand[Cards.Category.Treasure], player, false, 0, 1);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]));

				CardBenefit benefit = new CardBenefit();
				Choice choiceBenefit = new Choice("Choose either +2 Cards and +1 Action; or +<coin>2</coin> and +1 Buy", this, new CardCollection() { this }, new List<string>() { "+2<nbsp/>Cards and +1<nbsp/>Action", "+<coin>2</coin> and +1<nbsp/>Buy" }, player);
				ChoiceResult resultBenefit = player.MakeChoice(choiceBenefit);
				if (resultBenefit.Options[0] == "+2<nbsp/>Cards and +1<nbsp/>Action")
				{
					benefit.Cards = 2;
					benefit.Actions = 1;
				}
				else
				{
					benefit.Currency.Coin.Value = 2;
					benefit.Buys = 1;
				}

				player.ReceiveBenefit(this, benefit);
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);

			List<Type> cardTypes = new List<Type>();
			foreach (Card card in player.InPlay)
			{
				Type t = card.CardType;
				if (!cardTypes.Contains(t))
					cardTypes.Add(t);
			}
			foreach (Card card in player.SetAside)
			{
				Type t = card.CardType;
				if (!cardTypes.Contains(t))
					cardTypes.Add(t);
			}

			Currencies.Coin uniqueCardsInPlay = new Currencies.Coin(cardTypes.Count);
			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= uniqueCardsInPlay);
			Choice choice = new Choice("Gain a card.", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
			{
				player.Gain(result.Supply);
				if ((result.Supply.Category & Cards.Category.Victory) == Cards.Category.Victory)
				{
					player.RetrieveCardFrom(DeckLocation.InPlay, this);
					player.Trash(this);
				}
			}
		}
		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();
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Gain a card from the trash", "Trash an Action card from your hand" }, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Options.Contains("Gain a card from the trash"))
			{
				List<Cost> availableCosts = new List<Cost>() { new Cost(3), new Cost(4), new Cost(5), new Cost(6) };
				IEnumerable<Card> availableTrashCards = player._Game.Table.Trash.Where(c => availableCosts.Any(cost => player._Game.ComputeCost(c) == cost));

				Choice choiceFromTrash = new Choice("Choose a card to gain from the trash", this, availableTrashCards, player);
				ChoiceResult resultFromTrash = player.MakeChoice(choiceFromTrash);
				if (resultFromTrash.Cards.Count > 0)
				{
					player.Gain(player._Game.Table.Trash, resultFromTrash.Cards[0], DeckLocation.Deck, DeckPosition.Top);
				}
			}
			else
			{
				Choice choiceTrash = new Choice("Choose an Action card to trash", this, player.Hand[Cards.Category.Action], player);
				ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
				player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

				if (resultTrash.Cards.Count > 0)
				{
					Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]);
					SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= (trashedCardCost + new Coin(3)));
					Choice choiceGain = new Choice("Gain a card", this, gainableSupplies, player, false);
					ChoiceResult resultGain = player.MakeChoice(choiceGain);
					if (resultGain.Supply != null)
						player.Gain(resultGain.Supply);
				}

			}
		}
		public override void Play(Player player)
		{
			base.Play(player);

			player.Gain(player._Game.Table[TypeClass.Rats]);

			CardCollection nonRats = player.Hand[c => c.CardType != TypeClass.Rats];
			if (nonRats.Count > 0)
			{
				Choice choiceTrash = new Choice("Choose a non-Rats card to trash", this, nonRats, player);
				ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
				player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));
			}
			else
			{
				player.ReturnHand(player.RevealHand());
			}
		}
		internal void player_Action(Player player, ref CardsDiscardEventArgs e)
		{
			e.Cards.Remove(this.PhysicalCard);
			if (player.InPlay.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
			else if (player.SetAside.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.SetAside, this.PhysicalCard));

			player.Gain(player._Game.Table.SpecialPiles[TypeClass.Madman]);

			e.HandledBy.Add(this);
			_ShouldBeTrashed = false;
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTheFirst = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Discard 2 cards", "Put a card on your deck", "Gain a Copper" }, player);
			ChoiceResult resultTheFirst = player.MakeChoice(choiceTheFirst);
			if (resultTheFirst.Options.Contains("Discard 2 cards"))
			{
				Choice choiceDiscard = new Choice("Discard 2 cards.", this, player.Hand, player, false, 2, 2);
				ChoiceResult resultDiscard = player.MakeChoice(choiceDiscard);
				player.Discard(DeckLocation.Hand, resultDiscard.Cards);
			}
			else if (resultTheFirst.Options.Contains("Put a card on your deck"))
			{
				Choice replaceChoice = new Choice("Choose a card to put back on your deck", this, player.Hand, player, false, 1, 1);
				ChoiceResult replaceResult = player.MakeChoice(replaceChoice);
				player.RetrieveCardsFrom(DeckLocation.Hand, replaceResult.Cards);
				player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top);
			}
			else
			{
				player.Gain(player._Game.Table.Copper);
			}

			Choice choiceTheSecond = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "+<coin>3</coin>", "Trash your hand", "Gain a Duchy" }, player);
			ChoiceResult resultTheSecond = player.MakeChoice(choiceTheSecond);
			if (resultTheSecond.Options.Contains("+<coin>3</coin>"))
			{
				player.ReceiveBenefit(this, new CardBenefit() { Currency = new Currency(3) });
			}
			else if (resultTheSecond.Options.Contains("Trash your hand"))
			{
				player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand));
			}
			else
			{
				player.Gain(player._Game.Table.Duchy);
			}
		}
		public override void Play(Player player)
		{
			_ShouldBeTrashed = false;

			base.Play(player);

			CardCollection nonTreasures = player.DiscardPile.LookThrough(c => (c.Category & Cards.Category.Treasure) != Cards.Category.Treasure);

			nonTreasures.Add(new Universal.Dummy());
			nonTreasures.AddRange(player.Hand[c => (c.Category & Cards.Category.Treasure) != Cards.Category.Treasure]);

			if (nonTreasures.Count > 1)
			{
				Choice choiceTrash = new Choice("You may choose a non-Treasure card to trash", this, nonTreasures, player, false, 0, 1);
				ChoiceResult resultTrash = player.MakeChoice(choiceTrash);

				if (resultTrash.Cards.Count > 0)
				{
					Card cardToTrash = null;
					if (player.Hand.Contains(resultTrash.Cards[0]))
						cardToTrash = player.RetrieveCardFrom(DeckLocation.Hand, resultTrash.Cards[0]);
					else
						cardToTrash = player.RetrieveCardFrom(DeckLocation.Discard, resultTrash.Cards[0]);
					player.Trash(cardToTrash);
				}
			}


			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(3));
			Choice choice = new Choice("Gain a card costing up to <coin>3</coin>", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("You may trash an Action card", this, player.Hand[Cards.Category.Action], player, false, 0, 1);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			if (resultTrash.Cards.Count > 0)
			{
				player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));
			}
			else if (player.InPlay.Contains(this.PhysicalCard))
			{
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
			}
		}
		internal void player_TrashHovel(Player player, ref Players.CardBuyEventArgs e)
		{
			player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, this.PhysicalCard));

			e.HandledBy.Add(this);
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

			player.ReceiveBenefit(this, new CardBenefit()
			{
				Currency = new Currency(player._Game.Table.Trash.Where(card => 
					(card.Category & Cards.Category.Treasure) == Cards.Category.Treasure
					).GroupBy(card => card.Name).Count())
			});
		}
		public void KnightAttack(Player player)
		{
			List<Cost> availableCosts = new List<Cost>() { new Cost(3), new Cost(4), new Cost(5), new Cost(6) };

			Boolean anyKnightsTrashed = false;
			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext();
			while (enumerator.MoveNext())
			{
				Player attackee = enumerator.Current;
				if (this.IsAttackBlocked[attackee])
					continue;

				CardCollection attackeeCards = attackee.Draw(2, DeckLocation.Revealed);
				Choice choiceTrash = new Choice("Choose a card to trash", this, attackee.Revealed[c => availableCosts.Any(cost => player._Game.ComputeCost(c) == cost)], player);
				ChoiceResult resultTrash = attackee.MakeChoice(choiceTrash);
				if (resultTrash.Cards.Count > 0)
				{
					Card cardToTrash = attackee.RetrieveCardFrom(DeckLocation.Revealed, resultTrash.Cards[0]);
					if ((cardToTrash.Category & Cards.Category.Knight) == Cards.Category.Knight)
						anyKnightsTrashed = true;
					attackee.Trash(cardToTrash);
				}
				attackee.DiscardRevealed();
			}

			if (anyKnightsTrashed && player.InPlay.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
		}
Beispiel #25
0
		public override void Play(Player player)
		{
			base.Play(player);
			if (player.InPlay.Contains(this.PhysicalCard))
			{
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
			}
			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(5));
			Choice choice = new Choice("Gain a card costing up to <coin>5</coin>", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choice = Choice.CreateYesNoChoice("Do you want to trash 2 cards?", this, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Options[0] == "Yes")
			{
				Choice choiceTrash = new Choice("Choose 2 cards to trash", this, player.Hand, player, false, 2, 2);
				ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
				player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

				if (resultTrash.Cards.Count == 2)
				{
					player.ReceiveBenefit(this, new CardBenefit() { Cards = 2, Currency = new Currency(2) });

					IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
					enumerator.MoveNext();
					while (enumerator.MoveNext())
					{
						Player attackee = enumerator.Current;
						// Skip if the attack is blocked (Moat, Lighthouse, etc.)
						if (this.IsAttackBlocked[attackee])
							continue;

						Choice choiceDiscard = new Choice("Choose cards to discard.  You must discard down to 3 cards in hand", this, attackee.Hand, attackee, false, attackee.Hand.Count - 3, attackee.Hand.Count - 3);
						ChoiceResult resultDiscard = attackee.MakeChoice(choiceDiscard);
						attackee.Discard(DeckLocation.Hand, resultDiscard.Cards);
					}

				}
			}
		}
Beispiel #27
0
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

			if (resultTrash.Cards.Count > 0)
			{
				Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]);
				SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= (trashedCardCost + new Coin(2)));
				Choice choice = new Choice("Gain a card", this, gainableSupplies, player, false);
				ChoiceResult result = player.MakeChoice(choice);
				if (result.Supply != null)
					player.Gain(result.Supply);
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);

			if (player.InPlay.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));

			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext();
			while (enumerator.MoveNext())
			{
				Player attackee = enumerator.Current;
				// Skip if the attack is blocked (Moat, Lighthouse, etc.)
				if (this.IsAttackBlocked[attackee])
					continue;

				if (attackee.Hand.Count < 5)
					continue;

				attackee.RevealHand();
				Choice choice = new Choice(String.Format("Choose a card for {0} to discard.", attackee), this, attackee.Revealed, attackee, false, 1, 1);
				ChoiceResult result = player.MakeChoice(choice);
				attackee.Discard(DeckLocation.Revealed, result.Cards);
				attackee.ReturnHand(attackee.Revealed[c => true]);
			}

			player.Gain(player._Game.Table.SpecialPiles[TypeClass.Spoils], 2);
		}
Beispiel #29
0
		public override void Play(Player player)
		{
			Choice choice = new Choice("Trash a card.", this, player.Hand, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				Card trash = player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]);

				player.Trash(trash);
				if ((trash.Category & Category.Action) == Category.Action)
					player.Gain(player._Game.Table.Duchy);
				if ((trash.Category & Category.Treasure) == Category.Treasure)
					player.Gain(player._Game.Table[Cards.Alchemy.TypeClass.Transmute]);
				if ((trash.Category & Category.Victory) == Category.Victory)
					player.Gain(player._Game.Table.Gold);
			}

			base.Play(player);
		}
		internal void player_BuyMint(Player player, ref Players.CardBuyEventArgs e)
		{
			player.Trash(player.RetrieveCardsFrom(DeckLocation.InPlay, Category.Treasure));
			player.Trash(player.RetrieveCardsFrom(DeckLocation.SetAside, Category.Treasure));

			e.HandledBy.Add(TypeClass.Mint);

			// Clear out the Event Triggers -- this only happens when its Gained, so we don't care any more
			foreach (Player playerLoop in _CardBoughtHandlers.Keys)
				playerLoop.CardBought -= _CardBoughtHandlers[playerLoop];
			_CardBoughtHandlers.Clear();
		}