internal void player_Action(Player player, ref CardsDiscardEventArgs e)
		{
			e.Cards.Remove(this.PhysicalCard);
			Card thisCard = null;
			if (player.InPlay.Contains(this.PhysicalCard))
				thisCard = player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard);
			else
				thisCard = player.RetrieveCardFrom(DeckLocation.SetAside, this.PhysicalCard);
			player.AddCardToDeck(thisCard, DeckPosition.Top);
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceCard = new Choice("Reveal a card from your hand to return up to 2 to the Supply.", this, player.Hand, player);
			ChoiceResult resultCard = player.MakeChoice(choiceCard);

			if (resultCard.Cards.Count > 0)
			{
				Card revealedCard = resultCard.Cards[0];
				player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Hand, revealedCard));
				player.AddCardInto(DeckLocation.Hand, player.RetrieveCardFrom(DeckLocation.Revealed, revealedCard));

				Supply supply = player._Game.Table.FindSupplyPileByCard(revealedCard);
				if (supply != null)
				{
					List<String> options = new List<string>() { "0", "1" };
					if (player.Hand[revealedCard.CardType].Count > 1)
						options.Add("2");
					Choice choice = new Choice("How many would you like to return to the Supply?", this, new CardCollection() { revealedCard }, options, player);
					ChoiceResult result = player.MakeChoice(choice);

					int numberToReturn = int.Parse(result.Options[0]);
					if (numberToReturn > 0)
					{
						CardCollection cardsToReturn = player.RetrieveCardsFrom(DeckLocation.Hand, revealedCard.CardType, numberToReturn);
						player.Lose(cardsToReturn);
						supply.AddTo(cardsToReturn);
					}

					player._Game.SendMessage(player, this, supply, numberToReturn);
				}

				IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
				enumerator.MoveNext();
				while (enumerator.MoveNext())
				{
					Player attackee = enumerator.Current;
					// Skip if the attack is blocked (Moat, Lighthouse, etc.)
					if (this.IsAttackBlocked[attackee])
						continue;

					if (supply != null && supply.CanGain() && supply.TopCard.Name == revealedCard.Name)
						attackee.Gain(supply);
				}
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);

			player.BeginDrawing();
			while (player.CanDraw)
			{
				player.Draw(DeckLocation.Revealed);
				if (player._Game.ComputeCost(player.Revealed.Last()) >= new Cost(3))
					break;
			}
			player.EndDrawing();

			if (player.Revealed.Count > 0)
			{
				Card lastCard = player.Revealed.Last();
				if (player._Game.ComputeCost(player.Revealed.Last()) >= new Cost(3))
					player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, lastCard));
			}

			player.DiscardRevealed();
		}
		public override void Play(Player player)
		{
			Choice choice = new Choice("Trash a card.", this, player.Hand, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				Card trash = player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]);

				player.Trash(trash);
				if ((trash.Category & Category.Action) == Category.Action)
					player.Gain(player._Game.Table.Duchy);
				if ((trash.Category & Category.Treasure) == Category.Treasure)
					player.Gain(player._Game.Table[Cards.Alchemy.TypeClass.Transmute]);
				if ((trash.Category & Category.Victory) == Category.Victory)
					player.Gain(player._Game.Table.Gold);
			}

			base.Play(player);
		}
		public override void PlayDuration(Player player)
		{
			base.PlayDuration(player);

			player.ReceiveBenefit(this, new CardBenefit() { Cards = 1 });
			player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.SetAside, this));
		}
		public override void Play(Player player)
		{
			base.Play(player);
			if (player.InPlay.Contains(this.PhysicalCard))
			{
				Choice choice = Choice.CreateYesNoChoice("Do you want to set this card aside?", this, player);
				ChoiceResult result = player.MakeChoice(choice);
				if (result.Options[0] == "Yes")
				{
					player.AddCardInto(TypeClass.PrinceSetAside, player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));

					if (_TurnStartedEventHandler != null)
						player.TurnStarted -= _TurnStartedEventHandler;
					_TurnStartedPlayer = player;
					_TurnStartedEventHandler = new Player.TurnStartedEventHandler(player_TurnStarted);
					_TurnStartedPlayer.TurnStarted += _TurnStartedEventHandler;

					Choice setAsideChoice = new Choice("Choose a card to set aside", this, player.Hand[c => (c.Category & Cards.Category.Action) == Cards.Category.Action && player._Game.ComputeCost(c) <= new Coin(4)], player, false, 1, 1);
					ChoiceResult setAsideResult = player.MakeChoice(setAsideChoice);
					if (setAsideResult.Cards.Count > 0)
					{
						_SetAsideCard = player.RetrieveCardFrom(DeckLocation.Hand, setAsideResult.Cards[0]);
						player.PlayerMats[TypeClass.PrinceSetAside].Refresh(player);
						player._Game.SendMessage(player, this, this._SetAsideCard);
					}

				}
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);
			Choice choice = new Choice("Choose a card to trash", this, player.Hand, player, false, 1, 1);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]));

				Cost cardCost = player._Game.ComputeCost(result.Cards[0]);
				int toDraw = cardCost.Coin.Value;
				if (cardCost.Potion.Value > 0)
					toDraw += 2;
				player.ReceiveBenefit(this, new CardBenefit() { Cards = toDraw });
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("You may trash an Action card", this, player.Hand[Cards.Category.Action], player, false, 0, 1);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			if (resultTrash.Cards.Count > 0)
			{
				player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));
			}
			else if (player.InPlay.Contains(this.PhysicalCard))
			{
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
			}
		}
Exemple #9
0
		public override void Play(Player player)
		{
			base.Play(player);
			while (player.Hand.Count < 7 && player.CanDraw)
			{
				Card card = player.Draw(DeckLocation.Private);
				if ((card.Category & Category.Action) == Category.Action)
				{
					Choice choice = Choice.CreateYesNoChoice(String.Format("Would you like to set aside {0}?", card.Name), this, card, player, null);
					ChoiceResult result = player.MakeChoice(choice);
					if (result.Options[0] == "Yes")
					{
						player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Private, card));
					}
					else if (result.Options[0] == "No")
					{
						player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Private, card));
					}
				}
				else
				{
					player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Private, card));
				}
			}
			player.DiscardRevealed();
		}
		internal void player_FoolsGold(Player player, ref Players.CardGainEventArgs e)
		{
			if (player.Hand.Contains(this.PhysicalCard))
			{
				player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Hand, this.PhysicalCard));
				player.Trash(player.RetrieveCardFrom(DeckLocation.Revealed, this.PhysicalCard));
				player.Gain(player._Game.Table.Gold, DeckLocation.Deck, DeckPosition.Top);
				e.HandledBy.Add(TypeClass.FoolsGold);
			}
		}
		internal void player_Action(Player player, ref CardsDiscardEventArgs e)
		{
			e.Cards.Remove(this.PhysicalCard);
			if (player.InPlay.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
			else if (player.SetAside.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.SetAside, this.PhysicalCard));

			player.Gain(player._Game.Table.SpecialPiles[TypeClass.Madman]);

			e.HandledBy.Add(this);
			_ShouldBeTrashed = false;
		}
		internal void player_RevealTrader(Player player, ref Players.CardGainEventArgs e)
		{
			player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Hand, this));
			player.AddCardInto(DeckLocation.Hand, player.RetrieveCardFrom(DeckLocation.Revealed, this));

			// Cancel the gain, add the card back to the Supply pile, and then Gain a Silver instead.
			e.Cancelled = true;
			e.IsLostTrackOf = true;
			//player._Game.Table.Supplies[e.Card].AddTo(e.Card);
			player._Game.SendMessage(player, this, e.Card, player._Game.Table.Silver);
			player.Gain(player._Game.Table.Silver);
		}
		internal void player_DiscardTunnel(Player player, ref CardsDiscardEventArgs e)
		{
			player.AddCardInto(DeckLocation.Revealed, this);
			player.RetrieveCardFrom(DeckLocation.Revealed, this);
			player.Gain(player._Game.Table.Gold);
			e.HandledBy.Add(this);
		}
		public override void Play(Player player)
		{
			base.Play(player);
			Choice choice = new Choice("You may choose a Treasure card to trash", this, player.Hand[Cards.Category.Treasure], player, false, 0, 1);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]));

				CardBenefit benefit = new CardBenefit();
				Choice choiceBenefit = new Choice("Choose either +2 Cards and +1 Action; or +<coin>2</coin> and +1 Buy", this, new CardCollection() { this }, new List<string>() { "+2<nbsp/>Cards and +1<nbsp/>Action", "+<coin>2</coin> and +1<nbsp/>Buy" }, player);
				ChoiceResult resultBenefit = player.MakeChoice(choiceBenefit);
				if (resultBenefit.Options[0] == "+2<nbsp/>Cards and +1<nbsp/>Action")
				{
					benefit.Cards = 2;
					benefit.Actions = 1;
				}
				else
				{
					benefit.Currency.Coin.Value = 2;
					benefit.Buys = 1;
				}

				player.ReceiveBenefit(this, benefit);
			}
		}
		internal void player_DiscardAction(Player player, ref CardsDiscardEventArgs e)
		{
			Card cardToTopDeck = e.Data as Card;
			e.Cards.Remove(cardToTopDeck);
			if (player.InPlay.Contains(cardToTopDeck))
				player.RetrieveCardFrom(DeckLocation.InPlay, cardToTopDeck);
			else
				player.RetrieveCardFrom(DeckLocation.SetAside, cardToTopDeck);
			player.AddCardToDeck(cardToTopDeck, DeckPosition.Top);

			e.HandledBy.Add(cardToTopDeck);
		}
		public override void Play(Player player)
		{
			base.Play(player);

			player.ReturnHand(player.RevealHand());

			Boolean foundUniqueCard = false;
			player.BeginDrawing();
			while (player.CanDraw)
			{
				player.Draw(DeckLocation.Revealed);
				if (player.Hand[player.Revealed.Last().CardType].Count == 0)
				{
					foundUniqueCard = true;
					break;
				}
			}
			player.EndDrawing();

			if (foundUniqueCard && player.Revealed.Count > 0)
				player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, player.Revealed.Last()));

			player.DiscardRevealed();
		}
		public override void Play(Player player)
		{
			base.Play(player);

			if (player.InPlay.Contains(this.PhysicalCard))
			{
				Card cardToReturn = player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard);
				Supply supply = player._Game.Table.SpecialPiles[TypeClass.Spoils];
				player.Lose(this);
				supply.AddTo(this);
				player._Game.SendMessage(player, this, supply, 1);
			}
		}
		public override void Play(Player player)
		{
			_ShouldBeTrashed = false;

			base.Play(player);

			CardCollection nonTreasures = player.DiscardPile.LookThrough(c => (c.Category & Cards.Category.Treasure) != Cards.Category.Treasure);

			nonTreasures.Add(new Universal.Dummy());
			nonTreasures.AddRange(player.Hand[c => (c.Category & Cards.Category.Treasure) != Cards.Category.Treasure]);

			if (nonTreasures.Count > 1)
			{
				Choice choiceTrash = new Choice("You may choose a non-Treasure card to trash", this, nonTreasures, player, false, 0, 1);
				ChoiceResult resultTrash = player.MakeChoice(choiceTrash);

				if (resultTrash.Cards.Count > 0)
				{
					Card cardToTrash = null;
					if (player.Hand.Contains(resultTrash.Cards[0]))
						cardToTrash = player.RetrieveCardFrom(DeckLocation.Hand, resultTrash.Cards[0]);
					else
						cardToTrash = player.RetrieveCardFrom(DeckLocation.Discard, resultTrash.Cards[0]);
					player.Trash(cardToTrash);
				}
			}


			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(3));
			Choice choice = new Choice("Gain a card costing up to <coin>3</coin>", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choice = new Choice(String.Format("You may play a Treasure card twice", player), this, player.Hand[Cards.Category.Treasure], player, false, 0, 1);
			ChoiceResult result = player.MakeChoice(choice);

			if (result.Cards.Count > 0)
			{
				Card card = result.Cards[0];
				player.PlayCardInternal(card);
				player.PlayCardInternal(card, " again");

				if (player.InPlay.Contains(card))
					player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, card));
			}
			else
				player.PlayNothing();
		}
		internal void player_TrashHovel(Player player, ref Players.CardBuyEventArgs e)
		{
			player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, this.PhysicalCard));

			e.HandledBy.Add(this);
		}
Exemple #21
0
		public override void Play(Player player)
		{
			base.Play(player);
			if (player.InPlay.Contains(this.PhysicalCard))
			{
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
			}
			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(5));
			Choice choice = new Choice("Gain a card costing up to <coin>5</coin>", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
		public void KnightAttack(Player player)
		{
			List<Cost> availableCosts = new List<Cost>() { new Cost(3), new Cost(4), new Cost(5), new Cost(6) };

			Boolean anyKnightsTrashed = false;
			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext();
			while (enumerator.MoveNext())
			{
				Player attackee = enumerator.Current;
				if (this.IsAttackBlocked[attackee])
					continue;

				CardCollection attackeeCards = attackee.Draw(2, DeckLocation.Revealed);
				Choice choiceTrash = new Choice("Choose a card to trash", this, attackee.Revealed[c => availableCosts.Any(cost => player._Game.ComputeCost(c) == cost)], player);
				ChoiceResult resultTrash = attackee.MakeChoice(choiceTrash);
				if (resultTrash.Cards.Count > 0)
				{
					Card cardToTrash = attackee.RetrieveCardFrom(DeckLocation.Revealed, resultTrash.Cards[0]);
					if ((cardToTrash.Category & Cards.Category.Knight) == Cards.Category.Knight)
						anyKnightsTrashed = true;
					attackee.Trash(cardToTrash);
				}
				attackee.DiscardRevealed();
			}

			if (anyKnightsTrashed && player.InPlay.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
		}
Exemple #23
0
		internal void player_RevealMoat(Player player, ref AttackedEventArgs e)
		{
			player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Hand, this.PhysicalCard));
			e.Cancelled = true;
			player.AddCardInto(DeckLocation.Hand, player.RetrieveCardFrom(DeckLocation.Revealed, this.PhysicalCard));
			e.HandledBy.Add(TypeClass.Moat);
		}
		public override void Play(Player player)
		{
			base.Play(player);

			if (player.InPlay.Contains(this.PhysicalCard))
			{
				Supply supply = player._Game.Table.SpecialPiles[TypeClass.Madman];
				Card cardToReturn = player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard);
				player.Lose(this);
				supply.AddTo(this);
				player._Game.SendMessage(player, this, supply, 1);

				player.ReceiveBenefit(this, new CardBenefit() { Cards = player.Hand.Count });
			}
		}
		internal void player_DiscardAction(Player player, ref CardsDiscardEventArgs e)
		{
			if (_CardsDiscardingEventHandler != null)
				this._TurnStartedPlayer.CardsDiscarding -= _CardsDiscardingEventHandler;

			Card cardToSetAside = e.Data as Card;
			e.Cards.Remove(cardToSetAside);
			if (player.InPlay.Contains(this._SetAsideCardInPlay))
				player.RetrieveCardFrom(DeckLocation.InPlay, cardToSetAside);
			else
				player.RetrieveCardFrom(DeckLocation.SetAside, cardToSetAside);
			this._SetAsideCard = cardToSetAside;
			player._Game.SendMessage(player, this, this._SetAsideCard);
			this._SetAsideCardInPlay = null;

			player.PlayerMats[TypeClass.PrinceSetAside].Refresh(player);

			e.HandledBy.Add(this);
		}
		public override void Play(Player player)
		{
			base.Play(player);

			List<Type> cardTypes = new List<Type>();
			foreach (Card card in player.InPlay)
			{
				Type t = card.CardType;
				if (!cardTypes.Contains(t))
					cardTypes.Add(t);
			}
			foreach (Card card in player.SetAside)
			{
				Type t = card.CardType;
				if (!cardTypes.Contains(t))
					cardTypes.Add(t);
			}

			Currencies.Coin uniqueCardsInPlay = new Currencies.Coin(cardTypes.Count);
			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= uniqueCardsInPlay);
			Choice choice = new Choice("Gain a card.", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
			{
				player.Gain(result.Supply);
				if ((result.Supply.Category & Cards.Category.Victory) == Cards.Category.Victory)
				{
					player.RetrieveCardFrom(DeckLocation.InPlay, this);
					player.Trash(this);
				}
			}
		}
		internal void player_Action(Player player, ref CardsDiscardEventArgs e)
		{
			Choice choice = new Choice("Select a treasure to place on your deck", this, e.Cards.Where(c => (c.Category & Category.Treasure) == Cards.Category.Treasure), player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				e.Cards.Remove(result.Cards[0]);
				if (player.InPlay.Contains(result.Cards[0]))
					player.RetrieveCardFrom(DeckLocation.InPlay, result.Cards[0]);
				else
					player.RetrieveCardFrom(DeckLocation.SetAside, result.Cards[0]);
				player.AddCardToDeck(result.Cards[0], DeckPosition.Top);
			}

			e.HandledBy.Add(this);
		}
		public override void Play(Player player)
		{
			base.Play(player);

			SupplyCollection availableSupplies = new SupplyCollection(player._Game.Table.Supplies.Where(kvp => kvp.Value.Randomizer != null && kvp.Value.Randomizer.GroupMembership != Group.None));
			CardCollection cards = new CardCollection();
			Choice choice = new Choice("Name a card", this, availableSupplies, player, false);
			foreach (Supply supply in player._Game.Table.Supplies.Values.Union(player._Game.Table.SpecialPiles.Values))
			{
				foreach (Type type in supply.CardTypes)
				{
					if (!choice.Supplies.Any(kvp => kvp.Value.CardType == type))
						cards.Add(Card.CreateInstance(type));
				}
			}
			choice.AddCards(cards);

			ChoiceResult result = player.MakeChoice(choice);
			ICard namedCard = null;
			if (result.Supply != null)
				namedCard = result.Supply;
			else
				namedCard = result.Cards[0];

			player._Game.SendMessage(player, this, namedCard);

			Card foundCard = null;
			player.BeginDrawing();
			while (player.CanDraw)
			{
				player.Draw(DeckLocation.Revealed);
				Card lastRevealed = player.Revealed.Last();
				if ((lastRevealed.Category & Cards.Category.Victory) == Cards.Category.Victory &&
					namedCard.Name != lastRevealed.Name)
				{
					foundCard = lastRevealed;
					break;
				}
			}
			player.EndDrawing();

			if (foundCard != null)
				foundCard = player.RetrieveCardFrom(DeckLocation.Revealed, foundCard);

			player.DiscardRevealed();

			if (foundCard != null)
			{
				player.Trash(foundCard);

				Cost trashedCardCost = player._Game.ComputeCost(foundCard);
				SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && (supply.Category & Cards.Category.Victory) == Cards.Category.Victory && supply.CurrentCost <= (trashedCardCost + new Coin(3)));
				Choice choiceGain = new Choice("Gain a Victory card", this, gainableSupplies, player, false);
				ChoiceResult resultGain = player.MakeChoice(choiceGain);
				if (resultGain.Supply != null)
					player.Gain(resultGain.Supply);
			}
		}
		public override void Play(Player player)
		{
			base.Play(player);

			if (player.InPlay.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));

			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext();
			while (enumerator.MoveNext())
			{
				Player attackee = enumerator.Current;
				// Skip if the attack is blocked (Moat, Lighthouse, etc.)
				if (this.IsAttackBlocked[attackee])
					continue;

				if (attackee.Hand.Count < 5)
					continue;

				attackee.RevealHand();
				Choice choice = new Choice(String.Format("Choose a card for {0} to discard.", attackee), this, attackee.Revealed, attackee, false, 1, 1);
				ChoiceResult result = player.MakeChoice(choice);
				attackee.Discard(DeckLocation.Revealed, result.Cards);
				attackee.ReturnHand(attackee.Revealed[c => true]);
			}

			player.Gain(player._Game.Table.SpecialPiles[TypeClass.Spoils], 2);
		}
		internal void player_RevealHorseTraders(Player player, ref AttackedEventArgs e)
		{
			player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Hand, this.PhysicalCard));
			player.AddCardInto(DeckLocation.SetAside, player.RetrieveCardFrom(DeckLocation.Revealed, this.PhysicalCard));
			// Attack isn't cancelled... it's just mitigated
			e.HandledBy.Add(TypeClass.HorseTraders);
		}