public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose 1:", this, new CardCollection() { this }, new List <string>() { "+3<nbsp/>Cards", "+2<nbsp/>Actions" }, player); ChoiceResult result = player.MakeChoice(choice); CardBenefit benefit = new CardBenefit(); if (result.Options.Contains("+3<nbsp/>Cards")) { benefit.Cards = 3; } if (result.Options.Contains("+2<nbsp/>Actions")) { benefit.Actions = 2; } player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(4)); Choice choice = new Choice("Gain a card costing up to <coin>4</coin>", this, gainableSupplies, player, false); ChoiceResult result = player.MakeChoice(choice); if (result.Supply != null) { CardBenefit benefit = new CardBenefit(); if (player.Gain(result.Supply)) { if ((result.Supply.Category & Cards.Category.Action) == Cards.Category.Action) { benefit.Actions = 1; } if ((result.Supply.Category & Cards.Category.Treasure) == Cards.Category.Treasure) { benefit.Currency += new Coin(1); } if ((result.Supply.Category & Cards.Category.Victory) == Cards.Category.Victory) { benefit.Cards = 1; } player.ReceiveBenefit(this, benefit); } } }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List <string>() { "+2<nbsp/>Cards", "+<coin>2</coin>", "Trash 2 cards from your hand" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("+2<nbsp/>Cards")) { benefit.Cards = 2; } else if (result.Options.Contains("+<coin>2</coin>")) { benefit.Currency += new Coin(2); } else { Choice choiceTrash = new Choice("Choose 2 cards to trash", this, player.Hand, player, false, 2, 2); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); } player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose 2:", this, new CardCollection() { this }, new List <string>() { "+1<nbsp/>Card", "+1<nbsp/>Action", "+1<nbsp/>Buy", "+<coin>1</coin>" }, player, null, true, 2, 2); ChoiceResult result = player.MakeChoice(choice); foreach (String option in result.Options) { CardBenefit benefit = new CardBenefit(); if (option == "+1<nbsp/>Card") { benefit.Cards = 1; } if (option == "+1<nbsp/>Action") { benefit.Actions = 1; } if (option == "+1<nbsp/>Buy") { benefit.Buys = 1; } if (option == "+<coin>1</coin>") { benefit.Currency += new Coin(1); } player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); // Get the player to my left Player playerToLeft = player._Game.GetPlayerFromIndex(player, 1); playerToLeft.Draw(2, DeckLocation.Revealed); String previousCardName = String.Empty; CardBenefit benefit = new CardBenefit(); foreach (Card card in playerToLeft.Revealed) { if (card.Name != previousCardName) { if ((card.Category & Category.Action) == Category.Action) { benefit.Actions += 2; } if ((card.Category & Category.Treasure) == Category.Treasure) { benefit.Currency += new Coin(2); } if ((card.Category & Category.Victory) == Category.Victory) { benefit.Cards += 2; } } previousCardName = card.Name; } playerToLeft.DiscardRevealed(); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); player.ReturnHand(player.RevealHand()); List <Type> cardTypes = new List <Type>(); foreach (Card card in player.Hand) { Type t = card.CardType; if (!cardTypes.Contains(t)) { cardTypes.Add(t); } } CardBenefit benefit = new CardBenefit(); if (player.Hand.Count == cardTypes.Count) { benefit.Cards = 3; } else { benefit.Cards = 1; } player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(player.InPlay[Category.Treasure].Count); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(player.Actions); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin((player.DiscardPile.Count + player.DrawPile.Count) / 5); benefit.FlavorText = String.Format(" (Deck: {0}, Discard: {1})", Utilities.StringUtility.Plural("card", player.DrawPile.Count), Utilities.StringUtility.Plural("card", player.DiscardPile.Count)); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); CardCollection singleCopper = player.RetrieveCardsFrom(DeckLocation.Hand, Cards.Universal.TypeClass.Copper, 1); if (singleCopper.Count > 0) { player.Trash(singleCopper[0]); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(3); player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(4, DeckLocation.Revealed); player.DiscardRevealed(); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(newCards.GroupBy(card => card.CardType).Count()); player.ReceiveBenefit(this, benefit); }
void ActivePlayer_CardPlayed(object sender, CardPlayedEventArgs e) { CardBenefit benefit = new CardBenefit(); foreach (Card card in e.Cards) { if (card.CardType == Universal.TypeClass.Copper) { benefit.Currency += new Coin(1); } } e.Player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Discard any number of cards. +<coin>1</coin> per card discarded.", this, player.Hand, player, false, 0, player.Hand.Count); ChoiceResult result = player.MakeChoice(choice); player.Discard(DeckLocation.Hand, result.Cards); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(result.Cards.Count); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); if (player.InPlay.Contains(this.PhysicalCard)) { Choice choice = Choice.CreateYesNoChoice("Do you want to trash this card for +<coin>2</coin>?", this, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Yes") { player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard)); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(2); player.ReceiveBenefit(this, benefit); } } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List <string>() { "+<coin>2</coin>", "Discard your hand, +4<nbsp/>Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("+<coin>2</coin>")) { CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(2); player.ReceiveBenefit(this, benefit); } else { player.DiscardHand(true); CardBenefit benefit = new CardBenefit() { Cards = 4 }; player.ReceiveBenefit(this, benefit); // Perform attack on each other player IEnumerator <Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); while (enumerator.MoveNext()) { Player attackee = enumerator.Current; if (this.IsAttackBlocked[attackee]) { continue; } if (attackee.Hand.Count > 4) { attackee.DiscardHand(true); attackee.ReceiveBenefit(this, benefit); } } } }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit() { Cards = 1 }; IEnumerator <Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); while (enumerator.MoveNext()) { enumerator.Current.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); if (player.Hand[Cards.Universal.TypeClass.Estate].Count > 0) { Choice choice = Choice.CreateYesNoChoice("You may discard an Estate card for +<coin>4</coin>. Do you want to discard?", this, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Yes")) { player.Discard(DeckLocation.Hand, Cards.Universal.TypeClass.Estate, 1); CardBenefit benefit = new CardBenefit(); benefit.Currency.Coin += 4; player.ReceiveBenefit(this, benefit); return; } } player.Gain(player._Game.Table.Estate); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose 2:", this, new CardCollection() { this }, new List <string>() { "+2<nbsp/>Cards", "+2<nbsp/>Actions", "+<coin>2</coin>", "Gain 4 Silvers & discard deck" }, player, null, false, 2, 2); ChoiceResult result = player.MakeChoice(choice); foreach (String option in result.Options) { CardBenefit benefit = new CardBenefit(); if (option == "+2<nbsp/>Cards") { benefit.Cards = 2; } if (option == "+2<nbsp/>Actions") { benefit.Actions += 2; } if (option == "+<coin>2</coin>") { benefit.Currency += new Coin(2); } if (option == "Gain 4 Silvers & discard deck") { player.Gain(player._Game.Table.Silver, 4); player._Game.SendMessage(player, this); CardCollection cc = player.RetrieveCardsFrom(DeckLocation.Deck); player.AddCardsInto(DeckLocation.Discard, cc); } player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); // Get the player to my left Player playerToLeft = player._Game.GetPlayerFromIndex(player, 1); playerToLeft.Draw(2, DeckLocation.Revealed); String previousCardName = String.Empty; CardBenefit benefit = new CardBenefit(); foreach (Card card in playerToLeft.Revealed) { if (card.Name != previousCardName) { if ((card.Category & Category.Action) == Category.Action) benefit.Actions += 2; if ((card.Category & Category.Treasure) == Category.Treasure) benefit.Currency += new Coin(2); if ((card.Category & Category.Victory) == Category.Victory) benefit.Cards += 2; } previousCardName = card.Name; } playerToLeft.DiscardRevealed(); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "+2<nbsp/>Actions", "+2<nbsp/>Buys", "Gain a Silver" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("+2<nbsp/>Actions")) benefit.Actions = 2; else if (result.Options.Contains("+2<nbsp/>Buys")) benefit.Buys = 2; else player.Gain(player._Game.Table.Silver); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(1); if (player.CurrentTurn.CardsResolved.Count(c => c.CardType == TypeClass.FoolsGold) > 1) benefit.Currency += new Coin(3); player.ReceiveBenefit(this, benefit); }
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); } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose a card to trash", this, player.Hand, player); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) { Cost trashedCardCost = player._Game.ComputeCost(result.Cards[0]); player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0])); CardBenefit benefit = new CardBenefit(); benefit.Currency += trashedCardCost.Coin; player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose 1:", this, new CardCollection() { this }, new List<string>() { "+3<nbsp/>Cards", "+2<nbsp/>Actions" }, player); ChoiceResult result = player.MakeChoice(choice); CardBenefit benefit = new CardBenefit(); if (result.Options.Contains("+3<nbsp/>Cards")) benefit.Cards = 3; if (result.Options.Contains("+2<nbsp/>Actions")) benefit.Actions = 2; player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose 2:", this, new CardCollection() { this }, new List<string>() { "+1<nbsp/>Card", "+1<nbsp/>Action", "+1<nbsp/>Buy", "+<coin>1</coin>" }, player, null, true, 2, 2); ChoiceResult result = player.MakeChoice(choice); foreach (String option in result.Options) { CardBenefit benefit = new CardBenefit(); if (option == "+1<nbsp/>Card") benefit.Cards = 1; if (option == "+1<nbsp/>Action") benefit.Actions = 1; if (option == "+1<nbsp/>Buy") benefit.Buys = 1; if (option == "+<coin>1</coin>") benefit.Currency += new Coin(1); player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Discard any number of cards. +<coin>1</coin> per card discarded.", this, player.Hand, player, false, 0, player.Hand.Count); ChoiceResult result = player.MakeChoice(choice); player.Discard(DeckLocation.Hand, result.Cards); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(result.Cards.Count); player.ReceiveBenefit(this, benefit); IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); // skip active player while (enumerator.MoveNext()) { Player otherPlayer = enumerator.Current; if (otherPlayer.Hand.Count >= 2) { Choice choicePlayer = Choice.CreateYesNoChoice("Do you want to discard 2 cards to draw 1 card?", this, otherPlayer); ChoiceResult resultPlayer = otherPlayer.MakeChoice(choicePlayer); if (resultPlayer.Options[0] == "Yes") { Choice choiceDiscard = new Choice("Choose 2 cards to discard", this, otherPlayer.Hand, otherPlayer, false, 2, 2); ChoiceResult discards = otherPlayer.MakeChoice(choiceDiscard); otherPlayer.Discard(DeckLocation.Hand, discards.Cards); if (otherPlayer.CanDraw) otherPlayer.Draw(DeckLocation.Hand); } } } this.Benefit.Currency.Coin.Value = 0; }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(player._Game.Table.TokenPiles[TypeClass.TradeRouteToken].Count); player.ReceiveBenefit(this, benefit); Choice choice = new Choice("Trash a card.", this, player.Hand, player); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0])); }
public override void Play(Player player) { base.Play(player); player.ReturnHand(player.RevealHand()); List<Type> cardTypes = new List<Type>(); foreach (Card card in player.Hand) { Type t = card.CardType; if (!cardTypes.Contains(t)) cardTypes.Add(t); } CardBenefit benefit = new CardBenefit(); if (player.Hand.Count == cardTypes.Count) benefit.Cards = 3; else benefit.Cards = 1; player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose 1:", this, new CardCollection() { this }, new List<string>() { "Perform attack", String.Format("+<coin>{0}</coin> (from Pirate Ship tokens)", player.TokenPiles[TypeClass.PirateShipToken].Count) }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Perform attack")) { // Perform attack on every player (including you) IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); Boolean anyTrashed = false; while (enumerator.MoveNext()) { Player attackee = enumerator.Current; if (this.IsAttackBlocked[attackee]) continue; attackee.Draw(2, DeckLocation.Revealed); CardCollection treasures = attackee.Revealed[Category.Treasure]; Choice choiceTrash = new Choice(String.Format("Choose a Treasure card of {0} to trash", attackee), this, treasures, attackee); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); if (resultTrash.Cards.Count > 0) { attackee.Trash(attackee.RetrieveCardFrom(DeckLocation.Revealed, resultTrash.Cards[0])); anyTrashed = true; } attackee.DiscardRevealed(); } if (anyTrashed) player.AddToken(new PirateShipToken()); } else { CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(player.TokenPiles[TypeClass.PirateShipToken].Count); player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); Boolean playerRevealedProvince = false; Boolean anyoneElseRevealedProvince = false; // Perform on every player (including you) IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); while (enumerator.MoveNext()) { Player actor = enumerator.Current; if (actor.Hand[Universal.TypeClass.Province].Count == 0) continue; Choice showChoice = Choice.CreateYesNoChoice("Do you want to reveal a Province from your hand?", this, actor); ChoiceResult showResult = actor.MakeChoice(showChoice); if (showResult.Options[0] == "Yes") { Card shownProvince = actor.RetrieveCardsFrom(DeckLocation.Hand, Universal.TypeClass.Province, 1)[0]; actor.AddCardInto(DeckLocation.Revealed, shownProvince); if (actor == player) { playerRevealedProvince = true; } else { actor.AddCardInto(DeckLocation.Hand, actor.RetrieveCardFrom(DeckLocation.Revealed, shownProvince)); anyoneElseRevealedProvince = true; } } } if (playerRevealedProvince) { player.Discard(DeckLocation.Revealed); Boolean isOptional = (player._Game.Table[Cards.Universal.TypeClass.Duchy].Count + player._Game.Table.SpecialPiles[TypeClass.PrizeSupply].Count) == 0; Choice prizeChoice = new Choice("Select a Prize or a Duchy", this, player._Game.Table.SpecialPiles[TypeClass.PrizeSupply], player, isOptional ? 0 : 1, 1); ((CardCollection)prizeChoice.Cards).Add(new Universal.Duchy()); ChoiceResult prizeResult = player.MakeChoice(prizeChoice); if (prizeResult.Cards.Count > 0) { if (prizeResult.Cards[0].CardType == Universal.TypeClass.Duchy) player.Gain(player._Game.Table.Duchy, DeckLocation.Deck, DeckPosition.Top); else player.Gain(player._Game.Table.SpecialPiles[TypeClass.PrizeSupply], prizeResult.Cards[0].CardType, DeckLocation.Deck, DeckPosition.Top); } } if (!anyoneElseRevealedProvince) { CardBenefit benefit = new CardBenefit() { Cards = 1 }; benefit.Currency += new Coin(1); player.ReceiveBenefit(this, benefit); } }
public BenefitReceivingEventArgs(Player player, CardBenefit cardBenefit) { this.Player = new Visual.VisualPlayer(player); this.Benefit = cardBenefit; this.Phase = player.Phase; }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose 2:", this, new CardCollection() { this }, new List<string>() { "+2<nbsp/>Cards", "+2<nbsp/>Actions", "+<coin>2</coin>", "Gain 4 Silvers & discard deck" }, player, null, false, 2, 2); ChoiceResult result = player.MakeChoice(choice); foreach (String option in result.Options) { CardBenefit benefit = new CardBenefit(); if (option == "+2<nbsp/>Cards") benefit.Cards = 2; if (option == "+2<nbsp/>Actions") benefit.Actions += 2; if (option == "+<coin>2</coin>") benefit.Currency += new Coin(2); if (option == "Gain 4 Silvers & discard deck") { player.Gain(player._Game.Table.Silver, 4); player._Game.SendMessage(player, this); CardCollection cc = player.RetrieveCardsFrom(DeckLocation.Deck); player.AddCardsInto(DeckLocation.Discard, cc); } player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); Boolean playerRevealedProvince = false; Boolean anyoneElseRevealedProvince = false; // Perform on every player (including you) IEnumerator <Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); while (enumerator.MoveNext()) { Player actor = enumerator.Current; if (actor.Hand[Universal.TypeClass.Province].Count == 0) { continue; } Choice showChoice = Choice.CreateYesNoChoice("Do you want to reveal a Province from your hand?", this, actor); ChoiceResult showResult = actor.MakeChoice(showChoice); if (showResult.Options[0] == "Yes") { Card shownProvince = actor.RetrieveCardsFrom(DeckLocation.Hand, Universal.TypeClass.Province, 1)[0]; actor.AddCardInto(DeckLocation.Revealed, shownProvince); if (actor == player) { playerRevealedProvince = true; } else { actor.AddCardInto(DeckLocation.Hand, actor.RetrieveCardFrom(DeckLocation.Revealed, shownProvince)); anyoneElseRevealedProvince = true; } } } if (playerRevealedProvince) { player.Discard(DeckLocation.Revealed); Boolean isOptional = (player._Game.Table[Cards.Universal.TypeClass.Duchy].Count + player._Game.Table.SpecialPiles[TypeClass.PrizeSupply].Count) == 0; Choice prizeChoice = new Choice("Select a Prize or a Duchy", this, player._Game.Table.SpecialPiles[TypeClass.PrizeSupply], player, isOptional ? 0 : 1, 1); ((CardCollection)prizeChoice.Cards).Add(new Universal.Duchy()); ChoiceResult prizeResult = player.MakeChoice(prizeChoice); if (prizeResult.Cards.Count > 0) { if (prizeResult.Cards[0].CardType == Universal.TypeClass.Duchy) { player.Gain(player._Game.Table.Duchy, DeckLocation.Deck, DeckPosition.Top); } else { player.Gain(player._Game.Table.SpecialPiles[TypeClass.PrizeSupply], prizeResult.Cards[0].CardType, DeckLocation.Deck, DeckPosition.Top); } } } if (!anyoneElseRevealedProvince) { CardBenefit benefit = new CardBenefit() { Cards = 1 }; benefit.Currency += new Coin(1); player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "+<coin>2</coin>", "Discard your hand, +4<nbsp/>Cards, and each other player with at least 5 cards in hand discards his hand and draws 4 cards" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("+<coin>2</coin>")) { CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(2); player.ReceiveBenefit(this, benefit); } else { player.DiscardHand(true); CardBenefit benefit = new CardBenefit() { Cards = 4 }; player.ReceiveBenefit(this, benefit); // Perform attack on each other player IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); while (enumerator.MoveNext()) { Player attackee = enumerator.Current; if (this.IsAttackBlocked[attackee]) continue; if (attackee.Hand.Count > 4) { attackee.DiscardHand(true); attackee.ReceiveBenefit(this, benefit); } } } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("You may choose a Treasure card to discard", this, player.Hand[Cards.Category.Treasure], player, false, 0, 1); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) { player.Discard(DeckLocation.Hand, result.Cards[0]); CardBenefit benefit = new CardBenefit() { Cards = 3, Actions = 1 }; player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); if (player.CanDraw) { Card revealedCard = player.Draw(DeckLocation.Revealed); if (revealedCard != null) { Choice choice = new Choice( String.Format("Do you want to discard {0} or put it back on your deck?", revealedCard), this, new CardCollection() { this }, new List<string>() { "Discard", "Put it back" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Discard")) player.DiscardRevealed(); else player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); CardBenefit benefit = new CardBenefit(); if ((revealedCard.Category & Cards.Category.Action) == Cards.Category.Action) benefit.Actions = 1; if ((revealedCard.Category & Cards.Category.Treasure) == Cards.Category.Treasure) benefit.Currency += new Coin(1); if ((revealedCard.Category & Cards.Category.Victory) == Cards.Category.Victory) benefit.Cards = 1; player.ReceiveBenefit(this, benefit); } } }
public override void Play(Player player) { base.Play(player); SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(4)); Choice choice = new Choice("Gain a card costing up to <coin>4</coin>", this, gainableSupplies, player, false); ChoiceResult result = player.MakeChoice(choice); if (result.Supply != null) { CardBenefit benefit = new CardBenefit(); if (player.Gain(result.Supply)) { if ((result.Supply.Category & Cards.Category.Action) == Cards.Category.Action) benefit.Actions = 1; if ((result.Supply.Category & Cards.Category.Treasure) == Cards.Category.Treasure) benefit.Currency += new Coin(1); if ((result.Supply.Category & Cards.Category.Victory) == Cards.Category.Victory) benefit.Cards = 1; player.ReceiveBenefit(this, benefit); } } }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit() { Cards = 1 }; IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); while (enumerator.MoveNext()) { enumerator.Current.ReceiveBenefit(this, benefit); } }
void ActivePlayer_CardPlayed(object sender, CardPlayedEventArgs e) { CardBenefit benefit = new CardBenefit(); foreach (Card card in e.Cards) { if (card.CardType == Universal.TypeClass.Copper) benefit.Currency += new Coin(1); } e.Player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "+2<nbsp/>Cards", "+<coin>2</coin>", "Trash 2 cards from your hand" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("+2<nbsp/>Cards")) benefit.Cards = 2; else if (result.Options.Contains("+<coin>2</coin>")) benefit.Currency += new Coin(2); else { Choice choiceTrash = new Choice("Choose 2 cards to trash", this, player.Hand, player, false, 2, 2); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); } player.ReceiveBenefit(this, benefit); }