protected override void RandomCards3Cards(List <Karta> dontRandCards, MoveContext1000 mp, bool WinAction) { switch (mp) { case MoveContext1000.Action: UserCards.AddRange(dontRandCards.RandAndDelete(1)); UserCards.AddRange(haveCards); break; case MoveContext1000.ChoseCards: case MoveContext1000.Game: UserCards.AddRange(haveCards); break; default: break; } }
protected virtual void RandomCards3Cards(List <Karta> dontRandCards, MoveContext1000 stateGame, bool WinAction) { switch (stateGame) { case MoveContext1000.Action: RandomCards3CardsAction(dontRandCards); break; case MoveContext1000.ChoseCards: RandomCards3CardsChoseCards(dontRandCards); break; case MoveContext1000.Game: RandomCards3CardsGame(dontRandCards, WinAction); break; default: break; } }
/// <summary> /// te losowanie nie zwraca uwagi na ilość kart ponieważ one jest uwzglednianie w /// klasie conclusion about game /// /// </summary> /// <param name="dontRandCards"></param> public void RandomCards(List <Karta> dontRandCards, MoveContext1000 stateGame, bool WinAction) { UserCards.Clear(); switch (PlayerInGame) { case 2: RandomCards2Cards(dontRandCards, stateGame); break; case 3: RandomCards3Cards(dontRandCards, stateGame, WinAction); break; case 4: RandomCards4Cards(dontRandCards, stateGame); break; default: break; throw new InvalidOperationException("w tysiąca można grać od 2 do 4 graczy"); } }
protected virtual void RandomCards2Cards(List <Karta> dontRandCards, MoveContext1000 stateGame) { throw new NotImplementedException(); }