public GameState(
            IPlayerAction[] playerActions,
            int[] playerPositions,
            Game game,
            IEnumerable <CardCountPair>[] startingDeckPerPlayer = null)
        {
            this.game = game;
            GameConfig gameConfig = game.GameConfig;

            int playerCount = playerActions.Length;

            this.supplyPiles    = gameConfig.GetSupplyPiles(playerCount, game.random);
            this.nonSupplyPiles = gameConfig.GetNonSupplyPiles();

            this.mapCardToPile = new MapOfCardsForGameSubset <PileOfCards>(this.CardGameSubset);
            this.BuildMapOfCardToPile();

            this.players = new PlayerCircle(playerCount, playerActions, playerPositions, game);

            this.hasPileEverBeenGained = new MapPileOfCards <bool>(this.supplyPiles);
            this.pileEmbargoTokenCount = new MapPileOfCards <int>(this.supplyPiles);
            this.trash = new BagOfCards(this.CardGameSubset);

            this.GainStartingCards(gameConfig);

            this.players.AllPlayersDrawInitialCards(gameConfig);

            foreach (PileOfCards cardPile in this.supplyPiles)
            {
                cardPile.ProtoTypeCard.DoSpecializedSetupIfInSupply(this);
            }
        }
Exemple #2
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        public GameState(
            IPlayerAction[] playerActions,
            int[] playerPositions,
            Game game)
        {
            if (playerActions.Length != playerPositions.Length)
            {
                throw new Exception();
            }

            this.game = game;
            GameConfig gameConfig = game.GameConfig;

            this.emptyCardCollection = new CollectionCards(this.CardGameSubset, null);

            int playerCount = playerActions.Length;

            this.supplyPiles    = gameConfig.GetSupplyPiles(playerCount, game.random);
            this.nonSupplyPiles = gameConfig.GetNonSupplyPiles(playerCount);

            this.mapCardToPile = new MapOfCardsForGameSubset <PileOfCards>(this.CardGameSubset);
            this.BuildMapOfCardToPile();

            this.players = new PlayerCircle(playerCount, playerActions, playerPositions, game);

            this.hasPileEverBeenGained = new MapPileOfCards <bool>(this.supplyPiles);
            this.pileEmbargoTokenCount = new MapPileOfCards <int>(this.supplyPiles);
            this.trash = new BagOfCards(this.CardGameSubset);

            this.cardContextStack = new CardContextStack();

            this.GainStartingCards(gameConfig);

            foreach (PileOfCards cardPile in this.supplyPiles)
            {
                cardPile.ProtoTypeCard.DoSpecializedSetupIfInSupply(this);
            }

            this.players.AllPlayersDrawInitialCards(gameConfig, this);
        }