public IEnumerator ApplyStatusesResponse(DealDamageAction dda)
        {
            // "... reduce damage dealt by that target to {TheGoalieCharacter} by 1 and increase damage dealt by {TheGoalieCharacter} to that target by 1 until the end of your next turn."
            ReduceDamageStatusEffect reduction = new ReduceDamageStatusEffect(1);

            reduction.SourceCriteria.IsSpecificCard = dda.DamageSource.Card;
            reduction.TargetCriteria.IsSpecificCard = base.CharacterCard;
            reduction.UntilCardLeavesPlay(dda.DamageSource.Card);
            reduction.UntilCardLeavesPlay(base.CharacterCard);
            reduction.UntilEndOfNextTurn(base.TurnTaker);
            IncreaseDamageStatusEffect increase = new IncreaseDamageStatusEffect(1);

            increase.SourceCriteria.IsSpecificCard = base.CharacterCard;
            increase.TargetCriteria.IsSpecificCard = dda.DamageSource.Card;
            increase.UntilCardLeavesPlay(dda.DamageSource.Card);
            increase.UntilCardLeavesPlay(base.CharacterCard);
            increase.UntilEndOfNextTurn(base.TurnTaker);
            IEnumerator reduceCoroutine   = AddStatusEffect(reduction);
            IEnumerator increaseCoroutine = AddStatusEffect(increase);

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(reduceCoroutine));

                yield return(base.GameController.StartCoroutine(increaseCoroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(reduceCoroutine);
                base.GameController.ExhaustCoroutine(increaseCoroutine);
            }
            yield break;
        }
Exemple #2
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        private IEnumerator EndOfTurnResponse()
        {
            var applyStatusFunction = new Func <DealDamageAction, IEnumerator>(this.ApplyStatusEffects);

            if (!base.GameController.IsCardInPlayAndNotUnderCard(base.ViciousRetributionIdentifier))
            {
                applyStatusFunction = null;
            }
            IEnumerator coroutine = base.GameController.SelectTargetsAndDealDamage(base.HeroTurnTakerController, new DamageSource(base.GameController, base.CharacterCard), 1, DamageType.Psychic, 1, false, 1, false, false, false, null, null, null, null, applyStatusFunction, true, null, null, false, null, GetCardSource(null));

            if (UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(coroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(coroutine);
            }
            if (base.GameController.IsCardInPlayAndNotUnderCard(base.FlaringBlazeIdentifier))
            {
                IncreaseDamageStatusEffect idse = new IncreaseDamageStatusEffect(1);
                idse.SourceCriteria.IsSpecificCard = base.CharacterCard;
                idse.NumberOfUses = 1;
                idse.UntilCardLeavesPlay(base.CharacterCard);
                coroutine = AddStatusEffect(idse, true);
                if (UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine);
                }
            }
        }
        public override IEnumerator UsePower(int index = 0)
        {
            int powerNumeral = GetPowerNumeral(0, 2);
            // "Draw a card."
            IEnumerator drawCoroutine = base.GameController.DrawCard(base.HeroTurnTaker, optional: false, cardSource: GetCardSource());

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(drawCoroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(drawCoroutine);
            }
            // "Increase the next damage dealt by {PalmreaderCharacter} by 2."
            IncreaseDamageStatusEffect increaseEffect = new IncreaseDamageStatusEffect(powerNumeral);

            increaseEffect.SourceCriteria.IsSpecificCard = base.CharacterCard;
            increaseEffect.NumberOfUses = 1;
            increaseEffect.UntilCardLeavesPlay(base.CharacterCard);
            IEnumerator increaseCoroutine = base.AddStatusEffect(increaseEffect);

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(increaseCoroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(increaseCoroutine);
            }
            yield break;
        }
        private IEnumerator EndOfTurnResponse()
        {
            List <SelectCardDecision> storedResults = new List <SelectCardDecision>();
            IEnumerator coroutine = base.GameController.SelectTargetsAndDealDamage(base.HeroTurnTakerController, new DamageSource(base.GameController, base.CharacterCard), 1, DamageType.Sonic, 1, false, 1, false, false, false, null, storedResults, null, null, null, true, null, null, false, null, GetCardSource(null));

            if (UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(coroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(coroutine);
            }
            Card target = storedResults.FirstOrDefault()?.SelectedCard;

            if (base.GameController.IsCardInPlayAndNotUnderCard(base.VigilanteJusticeIdentifier) || base.GameController.IsCardInPlayAndNotUnderCard(base.ThunderStormIdentifier))
            {
                IncreaseDamageStatusEffect idse = new IncreaseDamageStatusEffect(1);
                idse.TargetCriteria.IsSpecificCard = target;
                idse.NumberOfUses = 1;
                idse.UntilCardLeavesPlay(target);
                coroutine = AddStatusEffect(idse, true);
                if (UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine);
                }
            }
            if (base.GameController.IsCardInPlayAndNotUnderCard(base.VigilanteJusticeIdentifier) && base.GameController.IsCardInPlayAndNotUnderCard(base.ThunderStormIdentifier))
            {
                CannotDealDamageStatusEffect cddse = new CannotDealDamageStatusEffect();
                cddse.SourceCriteria.IsSpecificCard = target;
                cddse.NumberOfUses = 1;
                cddse.UntilCardLeavesPlay(target);
                coroutine = AddStatusEffect(cddse, true);
                if (UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine);
                }
            }
        }
Exemple #5
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        private IEnumerator IncreaseNextDamageResponse(DealDamageAction dd)
        {
            IncreaseDamageStatusEffect increaseDamageStatusEffect = new IncreaseDamageStatusEffect(1);

            increaseDamageStatusEffect.SourceCriteria.IsSpecificCard = this.HeroTurnTaker.CharacterCard;
            increaseDamageStatusEffect.UntilCardLeavesPlay(this.HeroTurnTaker.CharacterCard);
            increaseDamageStatusEffect.NumberOfUses = 1;
            IEnumerator coroutine = base.AddStatusEffect(increaseDamageStatusEffect, true);

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(coroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(coroutine);
            }
        }
Exemple #6
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        public override IEnumerator Play()
        {
            List <SelectCardDecision> storedResults = new List <SelectCardDecision>();
            IEnumerator coroutine = base.GameController.SelectCardAndStoreResults(this.DecisionMaker, SelectionType.SelectTargetFriendly, new LinqCardCriteria((Card c) => c.IsInPlayAndHasGameText && c.IsTarget, "hero target in play", false, false, null, null, false), storedResults, true, false, null, true, base.GetCardSource());

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(coroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(coroutine);
            }
            Card selectedCard = base.GetSelectedCard(storedResults);
            IncreaseDamageStatusEffect idse = new IncreaseDamageStatusEffect(1);

            idse.SourceCriteria.IsSpecificCard = selectedCard;
            idse.UntilStartOfNextTurn(base.TurnTaker);
            idse.UntilCardLeavesPlay(selectedCard);
            coroutine = base.AddStatusEffect(idse, true);
            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(coroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(coroutine);
            }
            IncreaseDamageStatusEffect idse2 = new IncreaseDamageStatusEffect(1);

            idse2.SourceCriteria.IsSpecificCard = selectedCard;
            idse2.UntilCardLeavesPlay(selectedCard);
            idse2.NumberOfUses = 1;
            IEnumerator coroutine2 = base.AddStatusEffect(idse2, true);

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(coroutine2));
            }
            else
            {
                base.GameController.ExhaustCoroutine(coroutine2);
            }
        }
Exemple #7
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 private IEnumerator IncreaseDamageResponse(DealDamageAction dd)
 {
     if (!dd.DidDealDamage)
     {
         IncreaseDamageStatusEffect increaseDamageStatusEffect = new IncreaseDamageStatusEffect(1);
         increaseDamageStatusEffect.TargetCriteria.IsSpecificCard = dd.Target;
         increaseDamageStatusEffect.UntilStartOfNextTurn(base.GameController.FindNextTurnTaker());
         increaseDamageStatusEffect.UntilCardLeavesPlay(dd.Target);
         IEnumerator coroutine = base.AddStatusEffect(increaseDamageStatusEffect, true);
         if (base.UseUnityCoroutines)
         {
             yield return(base.GameController.StartCoroutine(coroutine));
         }
         else
         {
             base.GameController.ExhaustCoroutine(coroutine);
         }
     }
     yield break;
 }
        private IEnumerator IncreaseDamageDealtByThatTargetResponse(DealDamageAction dd, int numBoost)
        {
            //Increase damage dealt by that target by 1 until the start of your next turn.
            var target      = dd.Target;
            var boostEffect = new IncreaseDamageStatusEffect(numBoost);

            boostEffect.UntilStartOfNextTurn(this.TurnTaker);
            boostEffect.SourceCriteria.IsSpecificCard = target;
            boostEffect.UntilCardLeavesPlay(target);

            IEnumerator coroutine = AddStatusEffect(boostEffect);

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(coroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(coroutine);
            }
        }
        public IEnumerator IncreaseMeleeResponse(GameAction ga)
        {
            // "... increase melee damage dealt by {TheGoalieCharacter} this turn by 2."
            IncreaseDamageStatusEffect targetLock = new IncreaseDamageStatusEffect(2);

            targetLock.SourceCriteria.IsSpecificCard = base.CharacterCard;
            targetLock.DamageTypeCriteria.AddType(DamageType.Melee);
            targetLock.UntilThisTurnIsOver(base.Game);
            targetLock.UntilCardLeavesPlay(base.CharacterCard);
            IEnumerator statusCoroutine = base.GameController.AddStatusEffect(targetLock, true, GetCardSource());

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(statusCoroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(statusCoroutine);
            }
            yield break;
        }
        public IEnumerator PermanentIncreaseResponse(DestroyCardAction dca)
        {
            // "When this card is destroyed, increase damage dealt by villain targets by 1..."
            IncreaseDamageStatusEffect pitiless = new IncreaseDamageStatusEffect(1);

            pitiless.SourceCriteria.IsVillain = true;
            pitiless.UntilCardLeavesPlay(base.CharacterCard);
            IEnumerator statusCoroutine = base.GameController.AddStatusEffect(pitiless, true, GetCardSource());

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(statusCoroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(statusCoroutine);
            }
            // "... and remove this card from the game."
            AddInhibitorException((GameAction ga) => ga is MoveCardAction && (ga as MoveCardAction).Destination.IsOutOfGame);
            dca.SetPostDestroyDestination(base.TurnTaker.OutOfGame, showMessage: true, cardSource: GetCardSource());
            AddInhibitorException((GameAction ga) => ga is TargetLeavesPlayAction);
            yield break;
        }
Exemple #11
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        private IEnumerator StatusEffectResponse(DealDamageAction action)
        {
            int increases = GetPowerNumeral(2, 1);

            var effect = new IncreaseDamageStatusEffect(increases);

            effect.TargetCriteria.IsSpecificCard = action.Target;
            effect.UntilStartOfNextTurn(TurnTaker);
            effect.UntilCardLeavesPlay(action.Target);
            effect.CardSource = Card;
            effect.Identifier = Card.Title;

            var coroutine = base.AddStatusEffect(effect, true);

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(coroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(coroutine);
            }
        }
Exemple #12
0
        public override IEnumerator Play()
        {
            if (GameController.FindCardsWhere((Card c) => c.IsInPlay && c.IsHero && !c.IsCharacter).Any())
            {
                // "Each player may destroy any number of their non-character cards."
                List <DestroyCardAction> destroyAttempts = new List <DestroyCardAction>();
                //SelectTurnTakersDecision destroyOrder = new SelectTurnTakersDecision(base.GameController, this.DecisionMaker, new LinqTurnTakerCriteria((TurnTaker tt) => tt.IsHero), SelectionType.DestroyCard, isOptional: true, allowAutoDecide: true, cardSource: GetCardSource());
                //IEnumerator playersDestroyCoroutine = base.GameController.SelectTurnTakersAndDoAction(destroyOrder, (TurnTaker tt) => base.GameController.SelectAndDestroyCard(base.FindHeroTurnTakerController(tt.ToHero()), new LinqCardCriteria((Card c) => !c.IsCharacter && c.Owner == tt, "non-character"), true, storedResultsAction: destroyAttempts, cardSource: GetCardSource()));
                IEnumerator playersDestroyCoroutine = EachPlayerDestroysTheirCards(new LinqTurnTakerCriteria((TurnTaker tt) => true, "players with non-character cards in play"), new LinqCardCriteria((Card c) => !c.IsCharacter, "non-character"), null, requiredNumberOfCards: 0, requiredNumberOfHeroes: 0, storedResults: destroyAttempts);
                if (base.UseUnityCoroutines)
                {
                    yield return(this.GameController.StartCoroutine(playersDestroyCoroutine));
                }
                else
                {
                    this.GameController.ExhaustCoroutine(playersDestroyCoroutine);
                }

                // "For each player who destroyed at least 1 card this way,..."
                List <TurnTaker> heroesWithDestroyed = new List <TurnTaker>();
                if (destroyAttempts.Count() > 0)
                {
                    using (List <DestroyCardAction> .Enumerator enumerator = destroyAttempts.GetEnumerator())
                    {
                        while (enumerator.MoveNext())
                        {
                            DestroyCardAction destroyed = enumerator.Current;
                            if (destroyed.WasCardDestroyed && !heroesWithDestroyed.Contains(destroyed.CardToDestroy.TurnTaker))
                            {
                                Log.Debug(destroyed.CardToDestroy.TurnTaker.Identifier + " has destroyed a card");
                                heroesWithDestroyed.Add(destroyed.CardToDestroy.TurnTaker);
                            }
                        }
                    }
                }
                int numHeroesDestroyed = heroesWithDestroyed.Count();

                for (int i = 0; i < numHeroesDestroyed; i++)
                {
                    // "... increase the next damage dealt to {Momentum} by 1..."
                    IncreaseDamageStatusEffect plusX = new IncreaseDamageStatusEffect(1);
                    plusX.TargetCriteria.IsSpecificCard = base.TurnTaker.FindCard("MomentumCharacter");
                    plusX.NumberOfUses = 1;
                    plusX.UntilCardLeavesPlay(base.TurnTaker.FindCard("MomentumCharacter"));
                    IEnumerator increaseCoroutine = base.AddStatusEffect(plusX);
                    if (base.UseUnityCoroutines)
                    {
                        yield return(this.GameController.StartCoroutine(increaseCoroutine));
                    }
                    else
                    {
                        this.GameController.ExhaustCoroutine(increaseCoroutine);
                    }

                    // "... and 1 hero target regains 1 HP."
                    IEnumerator heroHealCoroutine = base.GameController.SelectAndGainHP(this.DecisionMaker, 1, additionalCriteria: (Card c) => c.IsHero && c.IsTarget && c.IsInPlayAndNotUnderCard, numberOfTargets: 1, cardSource: GetCardSource());
                    if (base.UseUnityCoroutines)
                    {
                        yield return(this.GameController.StartCoroutine(heroHealCoroutine));
                    }
                    else
                    {
                        this.GameController.ExhaustCoroutine(heroHealCoroutine);
                    }
                }
            }

            // "{Breakaway} regains X HP, where X = 3 plus the number of non-character hero cards in play."
            int         hpAmount        = FindCardsWhere((Card c) => c.IsInPlay && c.IsHero && !c.IsCharacter).Count() + 3;
            IEnumerator hpGainCoroutine = base.GameController.GainHP(base.TurnTaker.FindCard("BreakawayCharacter"), hpAmount, cardSource: GetCardSource());

            if (base.UseUnityCoroutines)
            {
                yield return(this.GameController.StartCoroutine(hpGainCoroutine));
            }
            else
            {
                this.GameController.ExhaustCoroutine(hpGainCoroutine);
            }

            yield break;
        }
        public override IEnumerator UseIncapacitatedAbility(int index)
        {
            IEnumerator coroutine;

            switch (index)
            {
            case 0:
            {
                //"One player may draw a card now.",
                coroutine = GameController.SelectHeroToDrawCard(DecisionMaker, cardSource: GetCardSource());
                if (base.UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine);
                }
                yield break;
            }

            case 1:
            {
                //"Reveal the top card of the villain deck, then replace it.",
                coroutine = RevealTopCardOfVillainDeck();
                if (base.UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine);
                }
                break;
            }

            case 2:
            {
                //"Select a target..."
                var storedResults = new List <SelectCardDecision> {
                };
                coroutine = GameController.SelectCardAndStoreResults(DecisionMaker, SelectionType.IncreaseNextDamage, new LinqCardCriteria((Card c) => c.IsInPlayAndHasGameText && c.IsTarget), storedResults, false, cardSource: GetCardSource());
                if (base.UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine);
                }

                if (DidSelectCard(storedResults))
                {
                    //"...increase the next damage dealt to and by that target by 2."
                    var target = storedResults.FirstOrDefault().SelectedCard;
                    IncreaseDamageStatusEffect fromTarget = new IncreaseDamageStatusEffect(2);
                    fromTarget.SourceCriteria.IsSpecificCard = target;
                    fromTarget.UntilCardLeavesPlay(target);
                    fromTarget.NumberOfUses = 1;

                    IncreaseDamageStatusEffect toTarget = new IncreaseDamageStatusEffect(2);
                    toTarget.TargetCriteria.IsSpecificCard = target;
                    toTarget.UntilCardLeavesPlay(target);
                    toTarget.NumberOfUses = 1;

                    coroutine = AddStatusEffect(fromTarget);
                    if (base.UseUnityCoroutines)
                    {
                        yield return(base.GameController.StartCoroutine(coroutine));
                    }
                    else
                    {
                        base.GameController.ExhaustCoroutine(coroutine);
                    }
                    coroutine = AddStatusEffect(toTarget);
                    if (base.UseUnityCoroutines)
                    {
                        yield return(base.GameController.StartCoroutine(coroutine));
                    }
                    else
                    {
                        base.GameController.ExhaustCoroutine(coroutine);
                    }
                }
                break;
            }
            }
            yield break;
        }
Exemple #14
0
        private IEnumerator EndOfTurnResponse(PhaseChangeAction p)
        {
            var         storedYesNo = new List <YesNoCardDecision>();
            IEnumerator coroutine   = base.GameController.MakeYesNoCardDecision(base.HeroTurnTakerController, SelectionType.IncreaseDamage, this.Card, p, storedYesNo, null, base.GetCardSource());

            if (base.UseUnityCoroutines)
            {
                yield return(base.GameController.StartCoroutine(coroutine));
            }
            else
            {
                base.GameController.ExhaustCoroutine(coroutine);
            }
            if (DidPlayerAnswerYes(storedYesNo))
            {
                List <Card> selectedTargets = new List <Card>();
                int         X = 0;
                while (X < 2)
                {
                    List <SelectCardDecision> storedResults = new List <SelectCardDecision>();
                    IEnumerator chooseHeroTarget            = base.GameController.SelectCardAndStoreResults(this.DecisionMaker, SelectionType.SelectTargetFriendly, new LinqCardCriteria((Card c) => c.IsInPlayAndHasGameText && c.IsTarget && !selectedTargets.Contains(c) && c != base.HeroTurnTaker.CharacterCard, "hero targets in play", false, false, null, null, false), storedResults, true, false, null, true, base.GetCardSource());
                    if (base.UseUnityCoroutines)
                    {
                        yield return(base.GameController.StartCoroutine(chooseHeroTarget));
                    }
                    else
                    {
                        base.GameController.ExhaustCoroutine(chooseHeroTarget);
                    }
                    Card selectedCard = base.GetSelectedCard(storedResults);
                    if (selectedCard == null)
                    {
                        break;
                    }
                    selectedTargets.Add(selectedCard);
                    IncreaseDamageStatusEffect increaseDamageStatusEffect = new IncreaseDamageStatusEffect(1);
                    increaseDamageStatusEffect.SourceCriteria.IsSpecificCard = selectedCard;
                    increaseDamageStatusEffect.UntilCardLeavesPlay(selectedCard);
                    increaseDamageStatusEffect.NumberOfUses = 1;
                    coroutine = base.AddStatusEffect(increaseDamageStatusEffect, true);
                    if (base.UseUnityCoroutines)
                    {
                        yield return(base.GameController.StartCoroutine(coroutine));
                    }
                    else
                    {
                        base.GameController.ExhaustCoroutine(coroutine);
                    }
                    storedResults = null;
                    X++;
                }
                if (selectedTargets != null)
                {
                    ReduceDamageStatusEffect reduceDamageStatusEffect = new ReduceDamageStatusEffect(1);
                    reduceDamageStatusEffect.SourceCriteria.IsSpecificCard = this.HeroTurnTaker.CharacterCard;
                    reduceDamageStatusEffect.UntilCardLeavesPlay(this.HeroTurnTaker.CharacterCard);
                    reduceDamageStatusEffect.NumberOfUses = 1;
                    coroutine = base.AddStatusEffect(reduceDamageStatusEffect, true);
                    if (base.UseUnityCoroutines)
                    {
                        yield return(base.GameController.StartCoroutine(coroutine));
                    }
                    else
                    {
                        base.GameController.ExhaustCoroutine(coroutine);
                    }
                }
            }
            yield break;
        }
Exemple #15
0
        public override IEnumerator UseIncapacitatedAbility(int index)
        {
            switch (index)
            {
            case 0:
            {
                List <SelectCardDecision> storedResults = new List <SelectCardDecision>();
                IEnumerator coroutine2 = base.GameController.SelectCardAndStoreResults(this.DecisionMaker, SelectionType.SelectTargetNoDamage, new LinqCardCriteria((Card c) => c.IsTarget && c.IsInPlay, "target", true, false, null, null, false), storedResults, false, false, null, true, base.GetCardSource(null));
                if (base.UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine2));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine2);
                }
                SelectCardDecision selectCardDecision = storedResults.FirstOrDefault <SelectCardDecision>();
                Card selectedCard = base.GetSelectedCard(storedResults);
                ReduceDamageStatusEffect reduceDamageStatusEffect = new ReduceDamageStatusEffect(1);
                reduceDamageStatusEffect.SourceCriteria.IsSpecificCard = selectedCard;
                reduceDamageStatusEffect.UntilStartOfNextTurn(base.TurnTaker);
                reduceDamageStatusEffect.UntilCardLeavesPlay(selectedCard);
                coroutine2 = base.AddStatusEffect(reduceDamageStatusEffect, true);
                if (base.UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine2));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine2);
                }
                break;
            }

            case 1:
            {
                List <SelectCardDecision> storedResults = new List <SelectCardDecision>();
                IEnumerator coroutine2 = base.GameController.SelectCardAndStoreResults(this.DecisionMaker, SelectionType.SelectTargetNoDamage, new LinqCardCriteria((Card c) => c.IsTarget && c.IsInPlay, "target", true, false, null, null, false), storedResults, false, false, null, true, base.GetCardSource(null));
                if (base.UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine2));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine2);
                }
                Card selectedCard = base.GetSelectedCard(storedResults);
                IncreaseDamageStatusEffect increaseDamageStatusEffect = new IncreaseDamageStatusEffect(1);
                increaseDamageStatusEffect.SourceCriteria.IsSpecificCard = selectedCard;
                increaseDamageStatusEffect.UntilStartOfNextTurn(base.TurnTaker);
                increaseDamageStatusEffect.UntilCardLeavesPlay(selectedCard);
                coroutine2 = base.AddStatusEffect(increaseDamageStatusEffect, true);
                if (base.UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine2));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine2);
                }
                break;
            }

            case 2:
            {
                IEnumerator coroutine = base.GameController.SelectHeroToDrawCard(base.HeroTurnTakerController, false, true, false, null, null, null, base.GetCardSource(null));
                if (base.UseUnityCoroutines)
                {
                    yield return(base.GameController.StartCoroutine(coroutine));
                }
                else
                {
                    base.GameController.ExhaustCoroutine(coroutine);
                }
                break;
            }
            }
        }