Ejemplo n.º 1
0
    // Return a list of list the count of stages, where at each index is the card(s) that sets up each stage
    public List <List <Card> > setupQuest(int stages, List <Card> hand, string questFoe)
    {
        strategyUtil strat = new strategyUtil();
        // instantiate the quest line
        List <List <Card> > questLine = new List <List <Card> >();

        // create the final stage first
        List <Card> finalStage = setupFoeStage(stages, stages, hand, questFoe, 0);

        // if we have a test, create a test stage and then work from the first stage to fill in the foe stages
        if (strat.haveTest(hand))
        {
            List <Card> testStage = setupTestStage(hand);
            for (int i = 0; i < (stages - 2); i++)
            {
                List <Card> foeStage = setupFoeStage(i, stages, hand, questFoe, 0);
                questLine.Add(foeStage);
            }
            questLine.Add(testStage);
            // else we don't have a test, we fill in foe stages the same way but 1 more for the missing test
        }
        else
        {
            for (int i = 0; i < (stages - 1); i++)
            {
                List <Card> foeStage = setupFoeStage(i, stages, hand, questFoe, 0);
                questLine.Add(foeStage);
            }
        }
        // add our final Stage that we created first so its on the end and return
        questLine.Add(finalStage);
        return(questLine);
    }
Ejemplo n.º 2
0
    public List <List <Card> > setupQuest(int stages, List <Card> hand, string questFoe)
    {
        // instantiate the quest line
        strategyUtil        strat     = new strategyUtil();
        List <List <Card> > questLine = new List <List <Card> >();

        // create the final stage first
        List <Card> finalStage = setupFoeStage(stages, stages, hand, questFoe, 0);
        int         prevBP     = strat.sumFoeEncounterCards(finalStage, questFoe);

        questLine.Add(finalStage);

        // if we have a test, create a test stage and then work from the first stage to fill in the foe stages
        if (strat.haveTest(hand))
        {
            List <Card> testStage = setupTestStage(hand);
            questLine.Add(testStage);
            for (int i = 0; i < (stages - 2); i++)
            {
                List <Card> foeStage = setupFoeStage(i, stages, hand, questFoe, prevBP);
                questLine.Add(foeStage);
                prevBP = strat.sumFoeEncounterCards(foeStage, questFoe);
            }
            // else we don't have a test, we fill in foe stages the same way but 1 more for the missing test
        }
        else
        {
            for (int i = 0; i < (stages - 1); i++)
            {
                List <Card> foeStage = setupFoeStage(i, stages, hand, questFoe, prevBP);
                questLine.Add(foeStage);
                prevBP = strat.sumFoeEncounterCards(foeStage, questFoe);
            }
        }
        questLine.Reverse();

        /*
         * for (int i = 0; i < questLine.Count; i++)
         * {
         *  for (int j = 0; j < questLine[i].Count; j++)
         *  {
         *      questLine[i][j].display();
         *  }
         * }
         */
        return(questLine);
    }
Ejemplo n.º 3
0
    public List <List <Card> > setupQuest(int stages, List <Card> hand, string questFoe)
    {
        strategyUtil strat = new strategyUtil();
        // initalize the quest line
        List <List <Card> > questLine = new List <List <Card> >();

        // call setupFoeStage with stage == stages so it'll know to set up the FINAL encounter.
        List <Card> finalStage = setupFoeStage(stages, stages, hand, questFoe, 0);

        // get the BP of the foe encounter and add it to the questLine
        int prevBP = strat.sumFoeEncounterCards(finalStage, questFoe);

        questLine.Add(finalStage);

        // we either build the rest of the Quest taking into account a test encounter.
        if (strat.haveTest(hand))
        {
            List <Card> testStage = setupTestStage(hand);
            questLine.Add(testStage);
            for (int i = 0; i < (stages - 2); i++)
            {
                List <Card> foeStage = setupFoeStage(i, stages, hand, questFoe, prevBP);
                prevBP = strat.sumFoeEncounterCards(foeStage, questFoe);
                questLine.Add(foeStage);
            }
        }
        // or a quest being filled by purely foe encounters
        else
        {
            for (int i = 0; i < (stages - 1); i++)
            {
                List <Card> foeStage = setupFoeStage(i, stages, hand, questFoe, prevBP);
                prevBP = strat.sumFoeEncounterCards(foeStage, questFoe);
                questLine.Add(foeStage);
            }
        }

        // reverse the quest because weve set up the stages backward then return
        questLine.Reverse();
        return(questLine);
    }
Ejemplo n.º 4
0
    // checks whether or not a CPU has the requisite cards to sponsor the quest
    public bool canISponsor(List <Card> hand, int stages)
    {
        // see if we have enough cards to sponsor the quest
        // Count through our hand and subtract
        strategyUtil strat      = new strategyUtil();
        int          stageCount = stages;
        List <Card>  foes       = new List <Card>();

        for (var i = 0; i < hand.Count; i++)
        {
            // count up our foes to compare to the # of stages
            if (hand[i].type == "Foe Card" && checkDuplicate(hand[i], foes, "Foe Card"))
            {
                stageCount -= 1;
                foes.Add(hand[i]);
            }
        }
        // decreate stageCount by one more if we had a Test
        if (strat.haveTest(hand))
        {
            stageCount -= 1;
        }
        return(stageCount <= 0);
    }