Exemple #1
0
        public virtual void OnEndTurn(EndTurnMessage msg)
        {
            if (msg.isRecipientTheActivePlayer)
            {
                isActivePlayer = false;
                CleanupTurnLocalState();
            }

            effectSolver.OnTurnEnded();

            foreach (var entry in gameState.currentPlayer.stats)
            {
                entry.Value.OnEndTurn();
            }

            foreach (var zone in gameState.currentPlayer.zones)
            {
                foreach (var card in zone.Value.cards)
                {
                    foreach (var stat in card.stats)
                    {
                        stat.Value.OnEndTurn();
                    }
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// Ends the current game turn.
        /// </summary>
        protected virtual void EndTurn()
        {
            Logger.Log("End turn for player " + currentPlayerIndex + ".");

            // Let the server handlers know the turn has ended.
            for (var i = 0; i < handlers.Count; i++)
            {
                handlers[i].OnEndTurn();
            }

            effectSolver.OnTurnEnded();

            var players = gameState.players;

            foreach (var player in players)
            {
                foreach (var entry in player.stats)
                {
                    entry.Value.OnEndTurn();
                }
            }

            foreach (var zone in players[currentPlayerIndex].zones)
            {
                foreach (var card in zone.Value.cards)
                {
                    foreach (var stat in card.stats)
                    {
                        stat.Value.OnEndTurn();
                    }
                }
            }

            // Send the EndTurn message to all players.
            foreach (var player in players)
            {
                var msg = new EndTurnMessage();
                msg.recipientNetId             = player.netId;
                msg.isRecipientTheActivePlayer = player == players[currentPlayerIndex];
                SafeSendToClient(player, NetworkProtocol.EndTurn, msg);
            }

            // Switch to next player.
            currentPlayerIndex += 1;
            if (currentPlayerIndex == players.Count)
            {
                currentPlayerIndex = 0;
                // Increase turn count.
                currentTurn += 1;
            }
        }