DrawOneCardIntoHand() private méthode

private DrawOneCardIntoHand ( GameState gameState ) : bool
gameState GameState
Résultat bool
Exemple #1
0
        public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState)
        {
            currentPlayer.RevealHand();

            if (currentPlayer.hand.HasDuplicates())
            {
                currentPlayer.DrawOneCardIntoHand();
            }
            else
            {
                currentPlayer.DrawAdditionalCardsIntoHand(3);
            }
        }
Exemple #2
0
 public override void DoSpecializedAttack(PlayerState currentPlayer, PlayerState otherPlayer, GameState gameState)
 {
     otherPlayer.DrawOneCardIntoHand();
     otherPlayer.RequestPlayerDiscardDownToCountInHand(gameState, 3);
 }
Exemple #3
0
 public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState)
 {
     if (currentPlayer.CountCardsPlayedThisTurn >= 3)
     {
         currentPlayer.DrawOneCardIntoHand();
         currentPlayer.AddActions(1);
     }
 }
Exemple #4
0
 public override void DoSpecializedActionOnReturnToHand(PlayerState currentPlayer, GameState gameState)
 {
     currentPlayer.DrawOneCardIntoHand();
 }
Exemple #5
0
 private void DoActionChoice(PlayerState currentPlayer, PlayerActionChoice actionChoice)
 {
     switch (actionChoice)
     {
         case PlayerActionChoice.PlusCard: currentPlayer.DrawOneCardIntoHand(); break;
         case PlayerActionChoice.PlusAction: currentPlayer.AddActions(1); break;
         case PlayerActionChoice.PlusBuy: currentPlayer.AddBuys(1); break;
         case PlayerActionChoice.PlusCoin: currentPlayer.AddCoins(1); break;
         default: throw new Exception("Invalid pawn action choice");
     }
 }
Exemple #6
0
        public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState)
        {
            Card gainedCard = currentPlayer.RequestPlayerGainCardFromSupply(gameState,
                acceptableCard => acceptableCard.CurrentCoinCost(currentPlayer) <= 4 && acceptableCard.potionCost == 0,
                "Any card costing up to 4");

            if (gainedCard.isAction)
            {
                currentPlayer.AddActions(1);
            }

            if (gainedCard.isTreasure)
            {
                currentPlayer.AddCoins(1);
            }

            if (gainedCard.isVictory)
            {
                currentPlayer.DrawOneCardIntoHand();
            }
        }
        public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState)
        {
            int countEmpty = gameState.supplyPiles.Where(pile => pile.IsEmpty).Count();

            if (countEmpty >= 1)
            {
                currentPlayer.DrawOneCardIntoHand(gameState);

                if (countEmpty >= 2)
                {
                    currentPlayer.AddCoins(1);
                    currentPlayer.AddBuys(1);
                }
            }
        }
Exemple #8
0
        public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState)
        {
            currentPlayer.RevealCardsFromDeck(1);
            Card revealedCard  = currentPlayer.CardsBeingRevealed.First();

            currentPlayer.RequestPlayerDiscardRevealedCard(gameState);
            currentPlayer.MoveRevealedCardToTopOfDeck();

            if (revealedCard.isAction)
            {
                currentPlayer.AddActions(1);
            }

            if (revealedCard.isTreasure)
            {
                currentPlayer.AddCoins(1);
            }

            if (revealedCard.isVictory)
            {
                currentPlayer.DrawOneCardIntoHand();
            }
        }
        public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState)
        {
            bool someOtherPlayerRevealedProvince = false;

            bool didRevealProvince = currentPlayer.RequestPlayerRevealCardFromHand(card => card == Cards.Province, gameState) != null;

            foreach (PlayerState player in gameState.players.OtherPlayers)
            {
                someOtherPlayerRevealedProvince |= player.RequestPlayerRevealCardFromHand(card => card == Cards.Province, gameState) != null;
                player.MoveAllRevealedCardsToHand();
            }

            if (didRevealProvince)
            {
                currentPlayer.RequestPlayerGainCardFromSupply(gameState,
                    card => card == Cards.Duchy || card.IsType(Cards.Prize),
                    "Must gain a duchy or a prize",
                    isOptional: false,
                    defaultLocation: DeckPlacement.TopOfDeck);
            }

            if (!someOtherPlayerRevealedProvince)
            {
                currentPlayer.DrawOneCardIntoHand(gameState);
                currentPlayer.AddCoins(1);
            }
        }