EnterPhase() private method

private EnterPhase ( PlayPhase phase ) : void
phase PlayPhase
return void
Ejemplo n.º 1
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        private void DoCleanupPhase(PlayerState currentPlayer)
        {
            currentPlayer.EnterPhase(PlayPhase.Cleanup);

            if (currentPlayer.ownsCardThatHasSpecializedCleanupAtStartOfCleanup)
            {
                currentPlayer.cardsInPlayAtBeginningOfCleanupPhase.CopyFrom(currentPlayer.cardsPlayed);
                foreach (Card cardInPlay in currentPlayer.cardsInPlayAtBeginningOfCleanupPhase)
                {
                    this.cardContextStack.PushCardContext(currentPlayer, cardInPlay, CardContextReason.CardBeingCleanedUp);
                    cardInPlay.DoSpecializedCleanupAtStartOfCleanup(currentPlayer, this);
                    this.cardContextStack.Pop();
                }
                currentPlayer.cardsInPlayAtBeginningOfCleanupPhase.Clear();
            }

            currentPlayer.CleanupCardsToDiscard(this);
        }
Ejemplo n.º 2
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        private void DoBuyPhase(PlayerState currentPlayer)
        {
            currentPlayer.EnterPhase(PlayPhase.Buy);
            while (currentPlayer.turnCounters.AvailableBuys > 0)
            {
                Card cardType = currentPlayer.actions.GetCardFromSupplyToBuy(this, CardAvailableForPurchaseForCurrentPlayer);
                if (cardType == null)
                {
                    return;
                }

                if (!CardAvailableForPurchaseForCurrentPlayer(cardType))
                {
                    throw new Exception("Tried to buy card that didn't meet criteria");
                }

                if (!this.CanGainCardFromSupply(cardType) && !cardType.isEvent)
                {
                    return;
                }

                currentPlayer.turnCounters.RemoveCoins(cardType.CurrentCoinCost(currentPlayer));
                currentPlayer.turnCounters.RemovePotions(cardType.potionCost);
                currentPlayer.turnCounters.RemoveBuy();

                if (cardType.isEvent)
                {
                    this.cardContextStack.PushCardContext(currentPlayer, cardType, CardContextReason.EventBeingResolved);
                    cardType.DoSpecializedAction(currentPlayer, this);
                    this.cardContextStack.Pop();
                }
                else
                {
                    Card boughtCard = this.PlayerGainCardFromSupply(cardType, currentPlayer, DeckPlacement.Discard, GainReason.Buy);
                    if (boughtCard == null)
                    {
                        throw new Exception("CanGainCardFromSupply said we could buy a card when we couldn't");
                    }

                    int embargoCount = this.pileEmbargoTokenCount[boughtCard];
                    for (int i = 0; i < embargoCount; ++i)
                    {
                        currentPlayer.GainCardFromSupply(Cards.Curse, this);
                    }
                }
            }
        }
Ejemplo n.º 3
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 internal void DoPlayTreasures(PlayerState currentPlayer)
 {
     currentPlayer.EnterPhase(PlayPhase.PlayTreasure);
     while (true)
     {
         Card cardPlayed = DoPlayOneTreasure(currentPlayer);
         if (cardPlayed == null)
         {
             break;
         }
     }
 }
Ejemplo n.º 4
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        private void DoActionPhase(PlayerState currentPlayer)
        {
            currentPlayer.EnterPhase(PlayPhase.Action);
            while (currentPlayer.AvailableActions > 0)
            {
                currentPlayer.turnCounters.RemoveAction();

                if (!currentPlayer.RequestPlayerPlayActionFromHand(this, Delegates.IsActionCardPredicate, isOptional: true))
                {
                    break;
                }
            }
        }
Ejemplo n.º 5
0
        public void PlayTurn(PlayerState currentPlayer)
        {
            System.Threading.Interlocked.Increment(ref turnTotalCount);
            currentPlayer.numberOfTurnsPlayed += 1;
            IPlayerAction currentPlayerAction = currentPlayer.actions;

            this.gameLog.BeginTurn(currentPlayer);
            this.gameLog.PushScope();
            currentPlayer.InitializeTurn();

            ReturnCardsToHandAtStartOfTurn(currentPlayer);
            DoActionsQueuedFromPreviousTurn(currentPlayer);
            DoDurationActionsFromPreviousTurn(currentPlayer);
            DoActionPhase(currentPlayer);
            DoPlayTreasures(currentPlayer);
            currentPlayer.RequestPlayerSpendCoinTokensBeforeBuyPhase(this);
            DoBuyPhase(currentPlayer);
            DoCleanupPhase(currentPlayer);

            int cardCountForNextTurn = this.doesCurrentPlayerNeedOutpostTurn ? 3 : 5;
            currentPlayer.EnterPhase(PlayPhase.DrawCards);
            currentPlayer.DrawUntilCountInHand(cardCountForNextTurn, this);
            currentPlayer.EnterPhase(PlayPhase.NotMyTurn);

            this.gameLog.PopScope();
            this.gameLog.EndTurn(currentPlayer);

            // turn counters need to be 0 such that if this player ends up looking at the state while not it's turn
            // e.g. as reaction or attack, it can make correct choices on current state such as AvailableCoin.
            currentPlayer.InitializeTurn();
        }