public override IEffectHandle GetHandle(IGame game) { var characters = GetCharactersWithResourceMatch(); var description = costlyCard != null ? "card" : "effect"; var sum = characters.Sum(x => x.Resources); var builder = new ChoiceBuilder(GetChoiceText(), game, player); if (characters.Count == 0) { builder.Question("You do not have any characters with a resource match to pay this cost") .Answer("Ok, cancel this payment", false, (source, handle, item) => UnableToPayCost(source, handle, player)); } else if (isVariableCost) { if (characters.Count == 1) { var first = characters.First(); var amounts = new List <byte>(); for (byte i = 1; i <= first.Resources; i++) { amounts.Add(i); } builder.Question(string.Format("'{0}' has a resource match, and this {1} has a variable cost. How many resources do you want to spend from their resource pool?", first.Title, description)) .Answers(amounts, (item) => item == 1 ? "1 resource" : string.Format("{0} resources", item), (source, handle, number) => PayResourcesFromCharacter(source, handle, first, player, number)) .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player)); } else { builder.Question(string.Format("This {0} has a variable cost. Do you want to pay this cost?", description)) .Answer("Yes, pay this cost", true); foreach (var character in characters) { var amounts = new List <byte>(); for (byte i = 1; i <= character.Resources; i++) { amounts.Add(i); } builder.Question(string.Format("'{0}' has a resource match, and this {1} has a variable cost. How many resources do you want to spend from their resource pool?", character.Title, description)) .LastAnswers(amounts, (item) => item == 1 ? "1 resource" : string.Format("{0} resources", item), (source, handle, number) => PayResourcesFromCharacter(source, handle, character, player, number)); } builder.LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player)); } } else if (numberOfResources == 0) { var character = characters.First(); if (costlyCard != null) { builder.Question("This card does not have any cost. Do you want to play it?") .Answer("Yes, I want to play this card", true, (source, handle, item) => PayResourcesFromCharacter(game, handle, character, player, 0)) .LastAnswer("No, I do not want to play this card", false, (source, handle, item) => CancelPayingCost(game, handle, player)); } else if (cardEffect != null) { builder.Question("This card effect does not have any cost. Do you want to trigger it?") .Answer("Yes, I want to trigger this card effect", true, (source, handle, item) => PayResourcesFromCharacter(game, handle, character, player, 0)) .LastAnswer("No, I do not want to trigger this card effect", false, (source, handle, item) => CancelPayingCost(game, handle, player)); } } else if (sum < numberOfResources) { builder.Question("You do not have characters with enough resources available to pay this cost") .LastAnswer("Ok, cancel this payment", false, (source, handle, item) => UnableToPayCost(source, handle, player)); } else if (characters.Count == 1) { var first = characters.First(); if (first.Resources < numberOfResources) { builder.Question(string.Format("'{0}' has a resource match but does not have enough resources to pay this cost", first.Title)) .LastAnswer("Ok, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player)); } else { var paymentText = numberOfResources == 1 ? "1 resource" : string.Format("{0} resources", numberOfResources); builder.Question(string.Format("'{0}' has a resource match, do you want to pay {1} from their resource pool?", first.Title, paymentText)) .Answer("Yes, make this payment", first, (source, handle, character) => PayResourcesFromCharacter(source, handle, character, player, numberOfResources)) .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player)); } } else { if (numberOfResources == 1) { builder.Question(string.Format("Multiple characters have a resource match, and this {0} costs 1 resource. Which character do you want to use to pay this cost?", description)) .Answers(characters, (item) => item.Title, (source, handle, character) => PayResourcesFromCharacter(source, handle, character, player, numberOfResources)) .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player)); } else { if (sum == numberOfResources) { var paymentText = GetPaymentText(characters); var charactersAndPayments = new List <Tuple <ICharacterInPlay, byte> >(); foreach (var character in characters) { charactersAndPayments.Add(new Tuple <ICharacterInPlay, byte>(character, character.Resources)); } builder.Question("You have just enough resources on your character to pay this cost. Do you want to pay all of the resources from matching characters?") .Answer(string.Format("Yes, pay {0}", paymentText), characters, (source, handle, item) => PayResourcesFromCharacters(source, handle, charactersAndPayments, player)) .LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player)); } else { var characterNames = GetCharacterNames(characters); builder.Question("You have muliple characters with a resource match to pay this cost. Do you want to choose the resources to pay from matching characters?") .Answer(string.Format("Yes, pay resources as follows:", characterNames), true); AddPaymentAnswers(builder, characters, numberOfResources); builder.LastAnswer("No, cancel this payment", false, (source, handle, item) => CancelPayingCost(source, handle, player)); } } } return(new EffectHandle(this, builder.ToChoice())); }
public IChoice GetChoice <T>(IGame game, IPlayer chosingPlayer, IEnumerable <IPlayer> players, string description, bool isOptional, uint minimumChosen) where T : ICardInPlay { var readyCharacters = GetReadyCharacters <T>(players); var playerNames = GetPlayerNamesList(game, players); string type = "character"; if (minimumChosen == 1) { type = (typeof(T) == typeof(IHeroInPlay)) ? "1 hero" : "1 character"; } else { type = (typeof(T) == typeof(IHeroInPlay)) ? string.Format("{0} heroes", minimumChosen) : string.Format("{0} characters", minimumChosen); } var builder = new ChoiceBuilder(string.Format("{0} must exhaust {1} they control {2}", playerNames, type, description), game, chosingPlayer, isOptional); if (isOptional) { builder.Question(string.Format("Do you want to {0}?", description)); } else { builder.Question(string.Format("This effect is not optional. {0} must exhaust {1} they control", playerNames, type)); } if (!isOptional || (isOptional && readyCharacters.All(x => x.Value.Count >= minimumChosen))) { var totalToExhaust = 0; if (isOptional) { builder.Answer(string.Format("Yes, each player will exhaust {0} they control", type), 1); var numberOfPlayers = readyCharacters.Where(x => x.Value.Count >= minimumChosen).Count(); totalToExhaust = (int)(numberOfPlayers * minimumChosen); } else { builder.Answer(string.Format("Each player must exhaust {0} they control, if able", type), 1); foreach (var count in readyCharacters.Values.Select(x => x.Count)) { if (count >= minimumChosen) { totalToExhaust += (int)minimumChosen; } else { totalToExhaust += count; } } } var choiceStatus = new ExhaustChoiceStatus(totalToExhaust); foreach (var player in players) { var items = readyCharacters[player.StateId]; if (items.Count == 0) { continue; } var min = items.Count >= minimumChosen ? minimumChosen : (uint)items.Count; var max = min; builder.Question(string.Format("{0}, which character do you want to exhaust?", player.Name), min, max) .Answers(items, (item) => item.Title, (source, handle, character) => ExhaustReadyCharacter(handle, character, player, choiceStatus)); } if (isOptional) { builder.LastAnswer(string.Format("No, each player will not exhaust {0} they control", type), 2, (source, handle, item) => handle.Cancel(string.Format("{0} chose not to {1}", chosingPlayer.Name, description))); } } else { if (isOptional) { if (players.Count() == 1) { builder.LastAnswer(string.Format("{0} does not have a ready hero to exhaust", playerNames), 1, (source, handle, item) => handle.Cancel(string.Format("{0} did not have a ready hero to exhaust, cancelling {1}", playerNames, description))); } else { builder.LastAnswer(string.Format("{0} do not each have a ready hero to exhaust", playerNames), 1, (source, handle, item) => handle.Cancel(string.Format("{0} did not each have a ready hero to exhaust, cancelling {1}", playerNames, description))); } } } return(builder.ToChoice()); }