public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.Revealed[Category.Treasure].Count < 2 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed, c => (c.Category & Category.Treasure) == Category.Treasure)); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.Draw(3, DeckLocation.Revealed); IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); // Gets us... which we don't care about here. enumerator.MoveNext(); // Get the player to our left Player leftPlayer = enumerator.Current; Choice choice = new Choice(String.Format("Choose a card of {0}'s to discard", player), this, player.Revealed, player); ChoiceResult result = leftPlayer.MakeChoice(choice); // Discard the chosen card if (result.Cards.Count > 0) player.Discard(DeckLocation.Revealed, result.Cards[0]); player.AddCardsToHand(DeckLocation.Revealed); }
public override void Play(Player player) { base.Play(player); player.Draw(5, DeckLocation.Private); Choice keepDiscard = new Choice(String.Format("You drew: {1}{0}Do you want to discard them all or put them back on your deck?", System.Environment.NewLine, player.Private), this, new CardCollection(player.Private), new List<String>() { "Discard them all", "Put them back" }, player); ChoiceResult keepDiscardResult = player.MakeChoice(keepDiscard); if (keepDiscardResult.Options[0] == "Discard them all") { player.Discard(DeckLocation.Private, player.Private); } else { Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Private, player, true, player.Private.Count, player.Private.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Private, replaceResult.Cards), DeckPosition.Top); } }
public override void Play(Player player) { base.Play(player); // Perform attack on every player (including you) IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); while (enumerator.MoveNext()) { Player attackee = enumerator.Current; // Skip if the attack is blocked (Moat, Lighthouse, etc.) if (this.IsAttackBlocked[attackee]) continue; if (attackee.CanDraw) { Card card = attackee.Draw(DeckLocation.Revealed); Choice choice = new Choice(String.Format("Do you want to discard {0}'s {1} or put it back on top?", attackee.Name, card.Name), this, new CardCollection() { card }, new List<string>() { "Discard", "Put it back" }, attackee); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard") attackee.DiscardRevealed(); else attackee.AddCardsToDeck(attackee.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); } } player.BeginDrawing(); // Keep flipping cards until we hit a non-Action card, thus making the counts different while (player.CanDraw && player.Revealed[Category.Action].Count == player.Revealed.Count) player.Draw(DeckLocation.Revealed); player.EndDrawing(); player.AddCardsToHand(DeckLocation.Revealed); }
public override void Play(Player player) { base.Play(player); player.Draw(5, DeckLocation.Revealed); }
public override void Play(Player player) { base.Play(player); while (player.Hand.Count < 7 && player.CanDraw) { Card card = player.Draw(DeckLocation.Private); if ((card.Category & Category.Action) == Category.Action) { Choice choice = Choice.CreateYesNoChoice(String.Format("Would you like to set aside {0}?", card.Name), this, card, player, null); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Yes") { player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Private, card)); } else if (result.Options[0] == "No") { player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Private, card)); } } else { player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Private, card)); } } player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.Draw(3, DeckLocation.Revealed); CardCollection actionCards = player.Revealed[Cards.Category.Action]; Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, actionCards, player, true, actionCards.Count, actionCards.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed, replaceResult.Cards), DeckPosition.Top); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(2, DeckLocation.Private); if (newCards.Count > 0) { Choice choice = new Choice( String.Format("Do you want to discard {0} or put {1} back on top?", String.Join(" and ", newCards.Select(c => c.Name)), newCards.Count == 1 ? "it" : "them"), this, newCards, new List<string>() { "Discard", String.Format("Put {0} back", newCards.Count == 1 ? "it" : "them") }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard") player.Discard(DeckLocation.Private); else { Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Private, player, true, 2, 2); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Private); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); } } }
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); player.BeginDrawing(); while (player.Revealed[Category.Treasure].Count < 1 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); CardCollection cards = player.Revealed[Cards.Category.Treasure]; player.DiscardRevealed(c => !cards.Contains(c)); if (cards.Count > 0) player.PlayCardInternal(cards[0]); }
public override void Play(Player player) { base.Play(player); if (player.CanDraw) { Card card = player.Draw(DeckLocation.Revealed); if ((card.Category & Cards.Category.Action) == Cards.Category.Action) { player.Actions++; PlayerMode previousPlayerMode = player.PutCardIntoPlay(card, String.Empty); Card logicalCard = card.LogicalCard; player.PlayCard(logicalCard, previousPlayerMode); } else { player.AddCardInto(DeckLocation.Deck, player.RetrieveCardFrom(DeckLocation.Revealed, card), DeckPosition.Top); } } }
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)); } } cards.Sort(); 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); CardCollection newCards = player.Draw(3, DeckLocation.Revealed); player.Trash(player.RetrieveCardsFrom(DeckLocation.Revealed, c => c.Name == namedCard.Name)); Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Revealed, player, true, player.Revealed.Count, player.Revealed.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Revealed, replaceResult.Cards); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); }
public override void Overpay(Player player, Currency amount) { for (int i = 0; i < amount.Coin.Value; i++) { if (!player.CanDraw) break; Card card = player.Draw(DeckLocation.Private); Choice choice = new Choice(String.Format("Do you want to discard {0}, trash {0}, or put it back on top?", card.Name), this, new CardCollection() { card }, new List<string>() { "Discard", "Trash", "Put it back" }, player); ChoiceResult result = player.MakeChoice(choice); switch (result.Options[0]) { case "Discard": player.Discard(DeckLocation.Private); break; case "Trash": player.Trash(DeckLocation.Private, card); break; default: player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Private), DeckPosition.Top); break; } } }
internal void player_RevealSecretChamber(Player player, ref AttackedEventArgs e) { player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Hand, this.PhysicalCard)); player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, this.PhysicalCard)); player.Draw(2, DeckLocation.Hand); Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, new CardCollection() { e.AttackCard }, player.Hand, player, true, 2, 2); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Hand, replaceResult.Cards); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); e.HandledBy.Add(TypeClass.SecretChamber); // Attack isn't cancelled... it's just mitigated }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(4, DeckLocation.Revealed); player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed, Category.Victory)); Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Revealed, player, true, player.Revealed.Count, player.Revealed.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Revealed, replaceResult.Cards); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); }
public override void Play(Player player) { base.Play(player); if (player.CanDraw) { Card revealedCard = player.Draw(DeckLocation.Revealed); if (revealedCard != null) { Choice choice = new Choice( String.Format("Do you want to discard {0} or put it back on your deck?", revealedCard), this, new CardCollection() { this }, new List<string>() { "Discard", "Put it back" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Discard")) player.DiscardRevealed(); else player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); CardBenefit benefit = new CardBenefit(); if ((revealedCard.Category & Cards.Category.Action) == Cards.Category.Action) benefit.Actions = 1; if ((revealedCard.Category & Cards.Category.Treasure) == Cards.Category.Treasure) benefit.Currency += new Coin(1); if ((revealedCard.Category & Cards.Category.Victory) == Cards.Category.Victory) benefit.Cards = 1; player.ReceiveBenefit(this, benefit); } } }
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)); } } cards.Sort(); 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); if (player.CanDraw) { player.Draw(DeckLocation.Revealed); if (player.Revealed[namedCard.CardType].Count > 0) { player.AddCardsToHand(DeckLocation.Revealed); } else { player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); } } }
public override void Play(Player player) { base.Play(player); player.Draw(6 - player.Hand.Count, DeckLocation.Hand); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); if (player._Game.ComputeCost(player.Revealed.Last()) >= new Cost(3)) break; } player.EndDrawing(); if (player.Revealed.Count > 0) { Card lastCard = player.Revealed.Last(); if (player._Game.ComputeCost(player.Revealed.Last()) >= new Cost(3)) player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, lastCard)); } player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.Revealed[Category.Treasure].Count < 1 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); CardCollection treasureCards = player.Revealed[c => (c.Category & Category.Treasure) == Category.Treasure]; if (treasureCards.Count > 0) { Card card = treasureCards[0]; Choice choice = new Choice(String.Format("You revealed a {0}.", card.Name), this, new CardCollection() { card }, new List<string>() { "Discard it", "Trash it" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard it") { player.Discard(DeckLocation.Revealed, card); } else if (result.Options[0] == "Trash it") { player.Trash(player.RetrieveCardFrom(DeckLocation.Revealed, card)); } } player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(1, DeckLocation.Revealed); player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed, c => (c.Category & Cards.Category.Curse) == Cards.Category.Curse || (c.Category & Cards.Category.Ruins) == Cards.Category.Ruins || (c.Category & Cards.Category.Shelter) == Cards.Category.Shelter || (c.Category & Cards.Category.Victory) == Cards.Category.Victory )); player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); Card lastRevealed = player.Revealed.Last(); if ((lastRevealed.Category & Cards.Category.Action) == Cards.Category.Action || (lastRevealed.Category & Cards.Category.Treasure) == Cards.Category.Treasure) break; } player.EndDrawing(); if (player.Revealed.Count > 0) player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, player.Revealed.Last())); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(3, DeckLocation.Private); Choice choice = new Choice( String.Format("Do you want to discard {0} or put them back on top?", String.Join(" and ", newCards.Select(c => c.Name))), this, newCards, new List<string>() { "Discard", "Put them into your hand" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard") { player.Discard(DeckLocation.Private); player.DrawHand(3); } else { player.AddCardsToHand(DeckLocation.Private); } }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(4, DeckLocation.Revealed); player.DiscardRevealed(); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(newCards.GroupBy(card => card.CardType).Count()); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); player.ReturnHand(player.RevealHand()); Boolean foundUniqueCard = false; player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); if (player.Hand[player.Revealed.Last().CardType].Count == 0) { foundUniqueCard = true; break; } } player.EndDrawing(); if (foundUniqueCard && player.Revealed.Count > 0) player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, player.Revealed.Last())); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.Draw(4, DeckLocation.Private); Choice choiceDiscard = new Choice("Choose cards to discard", this, player.Private, player, false, 0, player.Private.Count); ChoiceResult resultDiscard = player.MakeChoice(choiceDiscard); player.Discard(DeckLocation.Private, resultDiscard.Cards); Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Private, player, true, player.Private.Count, player.Private.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Private, replaceResult.Cards), DeckPosition.Top); }
public override void Play(Player player) { base.Play(player); // We're looking for 2 non-Golem Action cards player.BeginDrawing(); while (player.Revealed[Category.Action].Count(c => c.CardType != Cards.Alchemy.TypeClass.Golem) < 2 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); player.Revealed.BeginChanges(); CardCollection actions = player.Revealed[c => (c.Category & Category.Action) == Category.Action && c.CardType != Cards.Alchemy.TypeClass.Golem]; player.DiscardRevealed(c => !actions.Contains(c)); player.Revealed.EndChanges(); CardCollection cardsToPlay = player.RetrieveCardsFrom(DeckLocation.Revealed); Choice choice = new Choice("Which card would you like to play first?", this, actions, player); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) { actions.Remove(result.Cards[0]); // Play the first (selected) one player.AddCardInto(DeckLocation.Private, result.Cards[0]); player.Actions++; player.PlayCardInternal(result.Cards[0], "first"); } else player.PlayNothing("first"); if (actions.Count > 0) { // Play the other one player.AddCardInto(DeckLocation.Private, actions[0]); player.Actions++; player.PlayCardInternal(actions[0], "second"); } else player.PlayNothing("second"); }
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); CardCollection newCards = player.Draw(4, DeckLocation.Revealed); player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed, c => c.CardType == Universal.TypeClass.Copper || c.CardType == Alchemy.TypeClass.Potion)); Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Revealed, player, true, player.Revealed.Count, player.Revealed.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Revealed, replaceResult.Cards); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Set aside the top card of your deck face down on your Native Village mat", "Put all the cards from your mat into your hand" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Set aside the top card of your deck face down on your Native Village mat")) { if (player.CanDraw) player.Draw(TypeClass.NativeVillageMat); } else { player.AddCardsToHand(player.RetrieveCardsFrom(TypeClass.NativeVillageMat)); } }