private static PileOfCards CreateRuins(CardGameSubset gameSubset, int ruinsCount, Random random)
        {
            int ruinCountPerPile = 10;
            var allRuinsCards    = new ListOfCards(gameSubset);

            allRuinsCards.AddNCardsToTop(Cards.AbandonedMine, ruinCountPerPile);
            allRuinsCards.AddNCardsToTop(Cards.RuinedMarket, ruinCountPerPile);
            allRuinsCards.AddNCardsToTop(Cards.RuinedLibrary, ruinCountPerPile);
            allRuinsCards.AddNCardsToTop(Cards.RuinedVillage, ruinCountPerPile);
            allRuinsCards.AddNCardsToTop(Cards.Survivors, ruinCountPerPile);

            allRuinsCards.Shuffle(random);

            var result = new PileOfCards(gameSubset, Cards.Ruins);

            for (int i = 0; i < ruinsCount; ++i)
            {
                Card card = allRuinsCards.DrawCardFromTop();
                if (card == null)
                {
                    throw new Exception("Not enough ruins available.");
                }
                result.AddCardToTop(card);
            }
            result.EraseKnownCountKnowledge();

            return(result);
        }
Exemple #2
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        private static PileOfCards CreateTournamentPrizes(CardGameSubset gameSubset)
        {
            Card[] prizes = { Cards.BagOfGold, Cards.Diadem, Cards.Followers, Cards.Princess, Cards.TrustySteed };

            if (gameSubset.isInitializing)
            {
                gameSubset.AddCard(Cards.Prize);
                foreach (Card prize in prizes)
                {
                    gameSubset.AddCard(prize);
                }
                return(null);
            }
            else
            {
                var result = new PileOfCards(gameSubset, Cards.Prize);
                foreach (Card prize in prizes)
                {
                    result.AddCardToTop(prize);
                }

                return(result);
            }
        }
Exemple #3
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        private static PileOfCards CreateRuins(CardGameSubset gameSubset, int ruinsCount, Random random)
        {
            if (gameSubset.isInitializing)
            {
                gameSubset.AddCard(Cards.Ruins);
                gameSubset.AddCard(Cards.AbandonedMine);
                gameSubset.AddCard(Cards.RuinedMarket);
                gameSubset.AddCard(Cards.RuinedLibrary);
                gameSubset.AddCard(Cards.RuinedVillage);
                gameSubset.AddCard(Cards.Survivors);
                return null;
            }
            else
            {
                int ruinCountPerPile = 10;
                var allRuinsCards = new ListOfCards(gameSubset);
                allRuinsCards.AddNCardsToTop(Cards.AbandonedMine, ruinCountPerPile);
                allRuinsCards.AddNCardsToTop(Cards.RuinedMarket, ruinCountPerPile);
                allRuinsCards.AddNCardsToTop(Cards.RuinedLibrary, ruinCountPerPile);
                allRuinsCards.AddNCardsToTop(Cards.RuinedVillage, ruinCountPerPile);
                allRuinsCards.AddNCardsToTop(Cards.Survivors, ruinCountPerPile);

                allRuinsCards.Shuffle(random);

                var result = new PileOfCards(gameSubset, Cards.Ruins);

                for (int i = 0; i < ruinsCount; ++i)
                {
                    Card card = allRuinsCards.DrawCardFromTop();
                    if (card == null)
                    {
                        throw new Exception("Not enough ruins available.");
                    }
                    result.AddCardToTop(card);
                }
                result.EraseKnownCountKnowledge();

                return result;
            }
        }