public void CopyFrom(ReadableCard other) { this.name = other.Name; this.cost = other.GetCost(); this.ControllerID = other.Get_ControllerID(); this.OwnerID = other.Get_OwnerID(); this.ID = other.GetID((ReadableCard)null).ToInt(); this.afterPlay_triggers = new LinkedList <GameTrigger <GameEffect> >(); foreach (GameTrigger <GameEffect> trigger in other.Get_AfterPlay_Triggers()) { this.afterPlay_triggers.AddLast(trigger.Clone((GameTrigger <GameEffect>)null)); } }
public List <GameEffect> Get_AvailableGameActions(Game game, Readable_GamePlayer player) { // This function only gets called when there are no effects in progress (like choosing the target of a triggered effect). List <GameEffect> options = new List <GameEffect>(); // So, a player has these types of options: 1. Play a card. 2. Attack with a monster. 3. Activate their special ability. 4. End their turn // Let the player play any card foreach (ID <ReadableCard> cardId in player.Get_ReadableHand()) { ReadableCard card = game.Get_ReadableSnapshot(cardId); if (card.IsPlayable(game)) { options.Add(new PlayCard_Effect(card.GetID((ReadableCard)null))); } } // Let the player attack with any monster IEnumerable <ID <Readable_MonsterCard> > availableAttacker_IDs = player.Get_MonsterIDsInPlay(); // first figure out which monsters can be attacked (if any monsters have Taunt, they are the only ones that may be attacked) foreach (ID <Readable_GamePlayer> playerId in game.TurnOrder) { // make sure this is a different player if (!playerId.Equals(player.GetID((Readable_GamePlayer)null))) { LinkedList <ID <Readable_LifeTarget> > requiredTarget_IDs = new LinkedList <ID <Readable_LifeTarget> >(); LinkedList <ID <Readable_LifeTarget> > allTarget_Ids = new LinkedList <ID <Readable_LifeTarget> >(); Readable_GamePlayer controller = game.Get_ReadableSnapshot(playerId); foreach (ID <Readable_MonsterCard> monsterId in controller.Get_MonsterIDsInPlay()) { Readable_MonsterCard monster = game.Get_ReadableSnapshot(monsterId); ID <Readable_LifeTarget> convertedID = monster.GetID((Readable_LifeTarget)null); allTarget_Ids.AddLast(convertedID); if (monster.Get_MustBeAttacked()) { requiredTarget_IDs.AddLast(convertedID); } } if (requiredTarget_IDs.Count != 0) { // There is a monster with taunt, so the only valid targets are the monsters with taunt allTarget_Ids = requiredTarget_IDs; } else { // There are no monsters with taunt, so the valid targets are all monsters and the opponent too allTarget_Ids.AddLast(controller.GetID((Readable_LifeTarget)null)); } // Now allow each monster to attack each available target foreach (ID <Readable_MonsterCard> attackerId in availableAttacker_IDs) { if (game.Get_ReadableSnapshot(attackerId).Get_CanAttack()) { foreach (ID <Readable_LifeTarget> targetId in allTarget_Ids) { options.Add(new AttackEffect(attackerId.AsType((Readable_LifeTarget)null), targetId)); } } } } } // Let the player end their turn options.Add(new EndTurn_Effect(player.GetID((Readable_GamePlayer)null))); return(options); }
public void DrawCard(ReadableCard card, Game game) { this.hand.GetWritable().Add(card.GetID((ReadableCard)null)); game.AddCard(card); }