StartTurn() public static method

Starts a turn for the specified player
public static StartTurn ( BasePlayer player ) : void
player BasePlayer The player who is starting their turn
return void
Beispiel #1
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        /// <summary>
        /// Ends the turn for the current player
        /// </summary>
        public static void EndTurn()
        {
            var currentPlayer = GameEngine.GameState.CurrentPlayer;

            // Fire turn end event
            GameEventManager.TurnEnd(currentPlayer);

            // Clear any overloads
            currentPlayer.Overload = 0;

            // Clear GameEngine graveyards
            DeadCardsThisTurn.Clear();

            // Unexhaust all player owned minions and remove temporary boons
            foreach (var card in GameEngine.GameState.CurrentPlayerPlayZone)
            {
                if (card != null)
                {
                    var minion = (BaseMinion)card;

                    // If a minion has not attacked this turn and is frozen, it should be unfrozen
                    if (minion.IsFrozen && minion.attacksThisTurn == 0)
                    {
                        minion.RemoveStatusEffects(MinionStatusEffects.FROZEN);
                    }

                    minion.RemoveStatusEffects(MinionStatusEffects.EXHAUSTED);
                    minion.ResetAttacksThisTurn();
                    minion.TemporaryAttackBuff = 0;
                }
            }

            foreach (var minion in GameEngine.GameState.WaitingPlayerPlayZone)
            {
                if (minion != null)
                {
                    minion.TemporaryAttackBuff = 0;
                }
            }

            GameEngine.GameState.CurrentPlayer.TemporaryAttackBuff = 0;
            GameEngine.GameState.WaitingPlayer.TemporaryAttackBuff = 0;

            // If the player has not attacked this turn and is frozen, they should be unfrozen
            if (currentPlayer.IsFrozen && currentPlayer.attacksThisTurn == 0)
            {
                currentPlayer.RemoveStatusEffects(PlayerStatusEffects.FROZEN);
            }

            // Unexhaust players
            GameEngine.GameState.CurrentPlayer.ResetAttacksThisTurn();
            GameEngine.GameState.CurrentPlayer.RemoveStatusEffects(PlayerStatusEffects.EXHAUSTED);

            // Start the turn for the next player
            GameEngine.StartTurn(GameEngine.GameState.WaitingPlayer);
        }
Beispiel #2
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        /// <summary>
        /// Performs a mulligan for the specified player
        /// </summary>
        /// <param name="player">The player performing the mulligan</param>
        /// <param name="mulligans">The cards to toss if any</param>
        public static void Mulligan(BasePlayer player, IEnumerable <BaseCard> mulligans)
        {
            if (mulligans != null && mulligans.Any())
            {
                var mulligansList = mulligans.ToList();
                foreach (var card in mulligansList)
                {
                    if (!player.Hand.Contains(card))
                    {
                        throw new InvalidOperationException(
                                  string.Format("Can't mulligan {0} because it could not be found it the player's hand!", card));
                    }

                    Logger.Instance.InfoFormat("{0} is mulliganing {1}", player.LogString(), card);
                    player.RemoveCardFromHand(card);
                }

                // Draw new cards equal to the amount mulliganed
                player.DrawCards(mulligansList.Count());

                // Shuffle the mulliganed cards back into the deck
                player.Deck.AddCards(mulligansList);
                player.Deck.Shuffle();
            }

            if (player == GameEngine.GameState.Player)
            {
                PlayerMulliganed = true;
            }
            else
            {
                OpponentMulliganed = true;
            }

            if (PlayerMulliganed && OpponentMulliganed)
            {
                var theCoin = HearthEntityFactory.CreateCard <TheCoin>();
                Logger.Instance.InfoFormat("Giving {0} {1}", GameEngine.GameState.WaitingPlayer.LogString(), theCoin);
                GameEngine.GameState.WaitingPlayer.AddCardToHand(theCoin);
                GameEngine.StartTurn(GameEngine.GameState.CurrentPlayer);
            }
        }