public void Should_Fail_Skill_Check_Correctly()
        {
            var crisisCard =
                new CrisisCard
                    {
                        Heading = "ExampleCrisis",
                        PositiveColors = new List<SkillCardColor> {SkillCardColor.Leadership, SkillCardColor.Tactics},
                        PassLevels =
                            new List<Tuple<int, string>>
                                {
                                    new Tuple<int, string>(12, "pass"),
                                    new Tuple<int, string>(0, "fail")
                                }
                    };
            var playedCards = new List<SkillCard>
                {
                    new SkillCard {CardPower = 5, CardColor = SkillCardColor.Leadership},
                    new SkillCard {CardPower = 5, CardColor = SkillCardColor.Tactics},
                    new SkillCard {CardPower = 3, CardColor = SkillCardColor.Engineering}
                };

            var ret = SkillCheck.EvalSkillCheck(playedCards, crisisCard, null);

            Assert.AreEqual(1, ret.Count());
            Assert.AreEqual("fail", ret.ElementAt(0).ConditionText);
            Assert.AreEqual(0, ret.ElementAt(0).Threshold);
        }
        public PlayCrisisForm(IEnumerable<Player> players, CrisisCard crisis, IEnumerable<SkillCard> destinyCards )
        {
            if (crisis.PassLevels.Any() == false)
            {
                DialogResult = DialogResult.Cancel;
                Close();
            }
            _players = players.ToList();
            _crisis = crisis;
            _destinyCards = destinyCards;
            CrisisContributions = new List<Tuple<SkillCard, string>>();
            foreach (var card in _destinyCards)
                CrisisContributions.Add(new Tuple<SkillCard, string>(card, "Destiny"));
            InitializeComponent();

            PlayerDropDown.DataSource = _players;
            _players.ToList().ForEach(x => x.Cards.Sort());
            PlayerCardListBox.DataSource = _players.First().Cards;

            _playerCloneList = _players.ToList();
            PlayerTakeCardsDropdown.DataSource = _playerCloneList;            

            RefreshResultPane();
        }
Exemple #3
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        private void DrawCrisisButtonClick(object sender, EventArgs e)
        {
            crisisTextListBox.BeginUpdate();

            // DeckManager.Cards.CrisisCard crisis = Program.gManager.CurrentGameState.CrisisDeck.Draw();
            // TODO: This sort of stuff should really be done in the TESTS project.  See my example in there.
            //var crisis = new DeckManager.Cards.CrisisCard
            //    {
            //        Activation = DeckManager.Cards.Enums.CylonActivations.Raiders,
            //        Heading = "Test Crisis",
            //        JumpPrep = true,
            //        AdditionalText = "A description of the crisis",
            //        PositiveColors =
            //            new List<DeckManager.Cards.Enums.SkillCardColor>
            //                {
            //                    DeckManager.Cards.Enums.SkillCardColor.Engineering,
            //                    DeckManager.Cards.Enums.SkillCardColor.Politics
            //                }
            //    };

            DeckManager.Cards.CrisisCard crisis = Program.GManager.CurrentGameState.CrisisDeck.Draw();
            crisisTextListBox.Items.Add(crisis);
            crisisTextListBox.EndUpdate();
        }
Exemple #4
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        /// <summary>
        /// Evaluates the skill check after all cards have been played.
        /// </summary>
        /// <returns>List of all consequences that occur as a result of the skill check's outcome.</returns>
        public static List<Consequence> EvalSkillCheck(IEnumerable<SkillCard> playedCards, CrisisCard crisisCard, IEnumerable<SkillCheckRule> specialRules )
        {
            var logger = LogManager.GetLogger(typeof(SkillCheck));
            var results = new List<Consequence>();

            // We can be messing around with these cards a lot inside here due to the special rules, so it is prudent to edit local copies.
            var internalPlayedCards = playedCards == null ? new List<SkillCard>() : playedCards.ToList();
            var internalCrisisCard = crisisCard ?? new CrisisCard();

            try
            {
                foreach (var rule in specialRules ?? new List<SkillCheckRule>())
                {
                    switch (rule.RuleType)
                    {
                        case SkillCheckRuleType.ModifyCheckDifficulty:
                            if (rule.RuleInt.HasValue == false)
                                break;
                            var ruleStrength = rule.RuleInt.Value;
                            var newPassLevels = internalCrisisCard.PassLevels.Select(passLevel => new Tuple<int, string>(passLevel.Item1 + ruleStrength, passLevel.Item2)).ToList();
                            internalCrisisCard.PassLevels = newPassLevels;
                            break;
                        case SkillCheckRuleType.SkillCardColorSignChange:
                            if (rule.RuleColor.HasValue == false || rule.RuleColor.Value == SkillCardColor.Unknown || rule.RuleFlagEnum == null)
                                break;
                            var ruleColor = rule.RuleColor.Value;
                            var ruleSign = (SkillCheckCardSign)rule.RuleFlagEnum;
                            foreach(var card in internalPlayedCards.Where(x => x.CardColor == ruleColor))
                                card.CardPower = 
                                    ruleSign == SkillCheckCardSign.Zero ? 
                                        (ruleSign == SkillCheckCardSign.Positive ? Math.Abs(card.CardPower) : 
                                        Math.Abs(card.CardPower)*-1) :  // implies ruleSign == SkillCheckCardSign.Negative
                                    0;
                            break;
                        case SkillCheckRuleType.SkillCardStrengthChange:
                            if (rule.RuleInt.HasValue == false)
                                break;
                            foreach (var card in internalPlayedCards)
                                card.CardPower += rule.RuleInt.Value;
                            break;
                        case SkillCheckRuleType.SkillCardStrengthSignChange:
                            if (rule.RuleColor.HasValue == false || rule.RuleColor.Value == SkillCardColor.Unknown || rule.RuleFlagEnum == null || rule.RuleInt.HasValue == false)
                                break;
                            var ruleStrengthColor = rule.RuleColor.Value;
                            var ruleInt = rule.RuleInt.Value;
                            var ruleStrengthSign = (SkillCheckCardSign)rule.RuleFlagEnum;
                            foreach (var card in internalPlayedCards.Where(x => x.CardColor == ruleStrengthColor && x.CardPower == ruleInt))
                                card.CardPower =
                                    ruleStrengthSign == SkillCheckCardSign.Zero ?
                                        (ruleStrengthSign == SkillCheckCardSign.Positive ? Math.Abs(card.CardPower) :
                                        Math.Abs(card.CardPower) * -1) :  // implies ruleSign == SkillCheckCardSign.Negative
                                    0;
                            break;
                    }
                }

                var strength = 0;

                foreach (var card in internalPlayedCards)
                {
                    if (card.CardPower > 0)
                    {
                        if (crisisCard.PositiveColors.Contains(card.CardColor))
                            strength += card.CardPower;
                        else
                            strength -= card.CardPower;
                    }
                }
                if (strength < 0)
                    strength = 0;
                var checkResult = crisisCard.PassLevels.OrderByDescending(x => x.Item1).First(result => strength >= result.Item1);
                results.Add(new Consequence(checkResult.Item1, checkResult.Item2));
            }
            catch (Exception e)
            {
                logger.Error("Error while computing skill check.", e);
                throw;
            }

            return results;
        }
Exemple #5
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 private void DrawMultipleToolStripMenuItemClick(object sender, EventArgs e)
 {
     var inputForm = new InputForm("Input the number of Crises to draw", "Draw Crises");
     inputForm.ShowDialog();
     if(inputForm.DialogResult == DialogResult.OK)
     {
         var numCrises = inputForm.UserInput.ParseAs<int>();
         if (numCrises == 0)
         {
             MessageBox.Show(Resources.GameWindow_drawMultipleToolStripMenuItem_InputMoreThanZero);
             return;
         }
         var crisisCards = Program.GManager.CurrentGameState.CrisisDeck.DrawMany(numCrises).ToList();
         var crisisManagementForm = new CrisisManagementForm(crisisCards);
         crisisManagementForm.ShowDialog();
         if (crisisManagementForm.DialogResult == DialogResult.OK)
         {
             foreach (var decision in crisisManagementForm.Decisions.OrderByDescending(x => x.Order))
             {
                 switch(decision.Action)
                 {
                     case CrisisAction.Replace:
                         Program.GManager.CurrentGameState.CrisisDeck.Top(decision.Crisis);
                         break;
                     case CrisisAction.Draw:
                         CurrentCrisis = decision.Crisis;
                         crisisText.Text = CurrentCrisis.Heading + Environment.NewLine + CurrentCrisis.AdditionalText;
                         break;
                     case CrisisAction.Bury:
                         Program.GManager.CurrentGameState.CrisisDeck.Bury(CurrentCrisis);
                         CurrentCrisis = null;
                         crisisText.Text = string.Empty;
                         break;
                 }
             }
         }
         else
         {
             crisisCards.Reverse();
             foreach (var crisisCard in crisisCards)
             {
                 Program.GManager.CurrentGameState.CrisisDeck.Top(crisisCard);
             }
         }
     }
 }
Exemple #6
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 private void BuryTopToolStripMenuItemClick(object sender, EventArgs e)
 {
     if (CurrentCrisis != null)
     {
         Program.GManager.CurrentGameState.CrisisDeck.Bury(CurrentCrisis);
         CurrentCrisis = null;
         crisisText.Text = string.Empty;
     }
     else
         MessageBox.Show(Resources.GameWindow_buryTopToolStripMenuItem_SelectCrisisBeforeBury);
 }
Exemple #7
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 private void DrawCrisisToolStripMenuItemClick(object sender, EventArgs e)
 {
     CurrentCrisis = Program.GManager.CurrentGameState.CrisisDeck.Draw();
     crisisText.Text = CurrentCrisis.Heading + Environment.NewLine + CurrentCrisis.AdditionalText;
 }