public GameConfigBuilder() { this.useShelters = false; this.useColonyAndPlatinum = false; this.kingdomPiles = null; this.startingDeck = GetDefaultStartingDeck; this.shuffleLuck = GetDefaultStartingHand; }
public GameConfigBuilder(GameConfig gameConfig) { this.useShelters = gameConfig.useShelters; this.useColonyAndPlatinum = gameConfig.useColonyAndPlatinum; this.kingdomPiles = gameConfig.kingdomPiles; this.startingDeck = gameConfig.startingDeck; this.shuffleLuck = gameConfig.startingHand; }
public GameConfigBuilder() { this.useShelters = false; this.useColonyAndPlatinum = false; this.kingdomPiles = new List<Card>(); this.events = new List<Card>(); this.startingDeck = GetDefaultStartingDeck; this.shuffleLuck = GetDefaultStartingHand; }
public GameConfigBuilder(GameConfig gameConfig) { this.useShelters = gameConfig.useShelters; this.useColonyAndPlatinum = gameConfig.useColonyAndPlatinum; this.baneCard = gameConfig.baneCard; this.kingdomPiles = new List<Card>(gameConfig.kingdomPiles); this.events = new List<Card>(gameConfig.gameDescription.events); this.startingDeck = gameConfig.startingDeck; this.shuffleLuck = gameConfig.startingHand; }
public GameConfigBuilder() { this.useShelters = false; this.useColonyAndPlatinum = false; this.kingdomPiles = new List <Card>(); this.events = new List <Event>(); this.landmarks = new List <Landmark>(); this.projects = new List <Project>(); this.startingDeck = GetDefaultStartingDeck; this.shuffleLuck = GetDefaultStartingHand; }
public GameConfigBuilder(GameConfig gameConfig) { this.useShelters = gameConfig.useShelters; this.useColonyAndPlatinum = gameConfig.useColonyAndPlatinum; this.baneCard = gameConfig.baneCard; this.kingdomPiles = new List <Card>(gameConfig.kingdomPiles); this.events = new List <Event>(gameConfig.gameDescription.events); this.landmarks = new List <Landmark>(gameConfig.gameDescription.landmarks); this.projects = new List <Project>(gameConfig.gameDescription.projects); this.startingDeck = gameConfig.startingDeck; this.shuffleLuck = gameConfig.startingHand; }
public GameConfig( GameDescription gameDescription, MapPlayerGameConfigToCardSet startingDecks = null, MapPlayerGameConfigToCardSet startingHands = null) { this.gameDescription = gameDescription; this.startingDeck = startingDecks; this.startingHand = startingHands; this.cardGameSubset = new CardGameSubset(); var availabilities = GetCardAvailability(1, CardAvailabilityType.AllPossibleCardsInGame); foreach(var availability in availabilities) this.cardGameSubset.AddCard(availability.card); }
public GameConfig( GameDescription gameDescription, MapPlayerGameConfigToCardSet startingDecks = null, MapPlayerGameConfigToCardSet startingHands = null) { this.gameDescription = gameDescription; this.startingDeck = startingDecks; this.startingHand = startingHands; this.cardGameSubset = new CardGameSubset(); var availabilities = GetCardAvailability(1, CardAvailabilityType.AllPossibleCardsInGame); foreach (var availability in availabilities) { this.cardGameSubset.AddCard(availability.card); } }
public GameConfig( Card[] supplyPiles, bool useShelters, bool useColonyAndPlatinum, MapPlayerGameConfigToCardSet startingDecks = null, MapPlayerGameConfigToCardSet startingHands = null) { this.useShelters = useShelters; this.useColonyAndPlatinum = useColonyAndPlatinum; this.kingdomPiles = supplyPiles; this.startingDeck = startingDecks; this.startingHand = startingHands; this.cardGameSubset = new CardGameSubset(); GetSupplyPiles(1, null, this.cardGameSubset); GetNonSupplyPiles(this.cardGameSubset); this.cardGameSubset.isInitializing = false; }
public GameConfig( Card[] kingdomPiles, Card baneCard, bool useShelters, bool useColonyAndPlatinum, MapPlayerGameConfigToCardSet startingDecks = null, MapPlayerGameConfigToCardSet startingHands = null) { this.useShelters = useShelters; this.useColonyAndPlatinum = useColonyAndPlatinum; this.kingdomPiles = kingdomPiles; this.startingDeck = startingDecks; this.startingHand = startingHands; this.baneCard = baneCard; this.cardGameSubset = new CardGameSubset(); var availabilities = GetCardAvailability(1, CardAvailabilityType.AllPossibleCardsInGame); foreach (var availability in availabilities) { this.cardGameSubset.AddCard(availability.card); } }
public void SetShuffleLuckPerPlayer(IEnumerable<CardCountPair>[] cardPerPlayer) { this.shuffleLuck = GetCardSetFromArray(cardPerPlayer); }
private void SwapPlayerOneAndTwo() { this.startingDeck = SwapPlayersInSet(this.startingDeck); this.startingHand = SwapPlayersInSet(this.startingHand); }
static MapPlayerGameConfigToCardSet SwapPlayersInSet(MapPlayerGameConfigToCardSet original) { return delegate(int playerIndex, GameConfig gameConfig) { if (playerIndex == 0) { return original(1, gameConfig); } else if (playerIndex == 1) { return original(0, gameConfig); } else throw new Exception("Only expected 2 players"); }; }
public void SetStartingDeckPerPlayer(IEnumerable<CardCountPair>[] cardPerPlayer) { this.startingDeck = GetCardSetFromArray(cardPerPlayer); }
public void SetStartingDeck(IEnumerable<CardCountPair> startingCards) { this.startingDeck = GetCardSetSameForAllPlayers(startingCards); }
public void SetCardSplitPerPlayer(StartingCardSplit[] splits) { this.shuffleLuck = GetStartingHandForSplit(splits); }
public void SetShuffleLuckPerPlayer(IEnumerable <CardCountPair>[] cardPerPlayer) { this.shuffleLuck = GetCardSetFromArray(cardPerPlayer); }
public void SetStartingDeck(IEnumerable <CardCountPair> startingCards) { this.startingDeck = GetCardSetSameForAllPlayers(startingCards); }
public void SetStartingDeckPerPlayer(IEnumerable <CardCountPair>[] cardPerPlayer) { this.startingDeck = GetCardSetFromArray(cardPerPlayer); }
public GameConfigBuilder() { this.useShelters = false; this.useColonyAndPlatinum = false; this.kingdomPiles = null; this.startingDeck = GetDefaultStartingDeck; this.startingHand = GetDefaultStartingHand; }
public GameConfigBuilder(GameConfig gameConfig) { this.useShelters = gameConfig.useShelters; this.useColonyAndPlatinum = gameConfig.useColonyAndPlatinum; this.kingdomPiles = gameConfig.kingdomPiles; this.startingDeck = gameConfig.startingDeck; this.startingHand = gameConfig.startingHand; }