Esempio n. 1
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 public SerpentUnit(Player owner)
     : base(owner)
 {
     this.RegisterModule(new MoveModule(5));
     this.Module<AttackModule>().AttackRange = 1;
     this.Module<AttackModule>().Damage = 1;
     this.Module<HealthModule>().SetStartingHealth(3);
 }
Esempio n. 2
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 public GoblinPikerUnit(Player owner)
     : base(owner)
 {
     this.RegisterModule(new MoveModule(5));
     this.Module<AttackModule>().AttackRange = 1;
     this.Module<AttackModule>().Damage = 2;
     this.Module<HealthModule>().SetStartingHealth(1);
 }
Esempio n. 3
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 public ZombieUnit(Player owner)
     : base(owner)
 {
     this.RegisterModule(new MoveModule(3));
     this.Module<AttackModule>().AttackRange = 1;
     this.Module<AttackModule>().Damage = 2;
     this.Module<HealthModule>().SetStartingHealth(2);
 }
        private void OnPlayerGainPriority(PlayerGainedPriorityEvent evt)
        {
            this.lastGainPrio = evt.Player;
            if (evt.Player != owner)
                return;

            CheckIfShouldSkip();
        }
 public PhaseSkipToController(GuiInformation guiinfo, Player owner)
 {
     // TODO: Complete member initialization
     this.guiinfo = guiinfo;
     this.owner = owner;
     owner.EventManager.Register(new Trigger<PlayersTurnChangedEvent>(evt => { currentPlayersTurn = evt.PlayersTurn; shouldSkipToPhase = false; }));
     owner.EventManager.Register(new Trigger<PhaseChangedEvent>(evt => { lastGainPrio = null; prioritiesHasBeenReset = false; curPhase = evt.NewPhase; }));
     owner.EventManager.Register(new Trigger<PlayerGainedPriorityEvent>(this.OnPlayerGainPriority));
     owner.EventManager.Register(new Trigger<ResetPrioritiesEvent>(evt => prioritiesHasBeenReset = true));
 }
        public void GainLevel_HasNoRewardForLevel_NoRewardsGiven()
        {
            int[] xplevels = new int[] { 0, 100 };
            LevelRewarder levelReward = new LevelRewarder(xplevels);
            Player player = new Player(null, null, null, levelReward);
            this.Engine.AddActor(player);
            this.Engine.Update();
            player.AddXP(100);

            Assert.AreEqual(2, levelReward.CurrentLevel);
        }
        public void GainLevel_ZeroXPRequriedForLevelUp_RewardGiven()
        {
            bool rewardGiven = false;
            int[] xplevels = new int[]{0};
            LevelRewarder levelReward = new LevelRewarder(xplevels);
            Player player = new Player(null, null, null, levelReward);
            levelReward.SetReward(1,rw => rewardGiven = true);
            this.Engine.AddActor(player);
            this.Engine.Update();

            Assert.IsTrue(rewardGiven);
        }
 public void Initialize(Camera playerCam, float x, float y, float width, float height, EventManager evtman, Player player)
 {
     this.player = player;
     this.playerCam = playerCam;
     this.x = x;
     this.y = y;
     this.width = width;
     this.height = height;
     this.evtman = evtman;
     this.evtman.Register(new Trigger<CardDrawnEvent>(evt => evt.Player == player, OnCardDrawn));
     this.evtman.Register(new Trigger<PlayerGainedPriorityEvent>(OnPlayerGainPriority));
     this.evtman.Register(new Trigger<ActionCompletedEvent<CastCardCommand>>(OnCastCard));
 }
        public void GainLevel_HasAReward_RewardGiven()
        {
            bool rewardGiven = false;
            int[] xplevels = new int[] { 0, 100 };
            LevelRewarder levelReward = new LevelRewarder(xplevels);
            Player player = new Player(null, null, null, levelReward);
            levelReward.SetReward(2, rw => rewardGiven = true);
            this.Engine.AddActor(player);
            this.Engine.Update();
            player.AddXP(100);

            Assert.IsTrue(rewardGiven);
        }
Esempio n. 10
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        public void GainLevel_GetsXpForMultipleLevels_RewardsForAllLevelsGiven()
        {
            bool FirstRewardGiven = false;
            bool SecondRewardGiven = false;
            int[] xplevels = new int[] { 0, 100, 200 };
            LevelRewarder levelReward = new LevelRewarder(xplevels);
            Player player = new Player(null, null, null, levelReward);
            levelReward.SetReward(2, rw => FirstRewardGiven = true);
            levelReward.SetReward(3, rw => SecondRewardGiven = true);
            this.Engine.AddActor(player);
            this.Engine.Update();
            player.AddXP(200);

            Assert.IsTrue(FirstRewardGiven);
            Assert.IsTrue(SecondRewardGiven);
        }
Esempio n. 11
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        public void DrawACard_EmptyHandNonemptyLibrary_CardsInHand()
        {
            bool cardDrawnEventTriggered = false;

            GameLibrary lib = new GameLibrary();
            SelectableLinkedList<GameCard> cards = new SelectableLinkedList<GameCard>();
            cards.AddFirst(new MockCardWithData(42));
            lib.Add(cards);
            Hand h = new Hand();
            Player p = new Player(lib, h,null,null);
            p.EventManager = this.EventManager;
            this.EventManager.Register(new Trigger<CardDrawnEvent>(_ => cardDrawnEventTriggered = true));
            Engine.AddActor(p);
            p.Draw(1);
            GameCard c = p.Hand.TakeCards(1)[0];
            Assert.IsTrue(cardDrawnEventTriggered);
            Assert.IsTrue(lib.IsEmpty());
            Assert.IsTrue(((MockCardWithData)c).data == 42);
        }
Esempio n. 12
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 public void Discard_CardInHand_CardOnBottomOfLibrary()
 {
     bool cardDiscardedEventTriggered = false;
     GameLibrary lib = new GameLibrary();
     SelectableLinkedList<GameCard> cards = new SelectableLinkedList<GameCard>();
     for (int i = 0; i < 29; i++)
         cards.AddFirst(new MockCard());
     lib.Add(cards);
     Hand h = new Hand();
     cards = new SelectableLinkedList<GameCard>();
     cards.AddFirst(new MockCardWithData(42));
     h.Add(cards);
     Player p = new Player(lib, h, null,null);
     p.EventManager = this.EventManager;
     this.EventManager.Register(new Trigger<CardDiscardedEvent>(_ => cardDiscardedEventTriggered = true));
     Engine.AddActor(lib);
     p.Discard(0);
     GameCard c = p.Library.TakeCardAt(29);
     Assert.IsTrue(cardDiscardedEventTriggered);
     Assert.IsTrue(((MockCardWithData)c).data == 42);
 }
Esempio n. 13
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 public GruntUnit(Player owner)
     : base(owner)
 {
     this.RegisterModule(new MoveModule(5));
 }
 public PassPriorityCommand(Player player)
 {
     this.player = player;
 }
Esempio n. 15
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 public WarlordHero(Player owner)
     : base(owner)
 {
 }
Esempio n. 16
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 public void AddPlayer(Player player)
 {
     this.localPlayers.Add(player);
 }
Esempio n. 17
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        private float ZPosFromPlayer(Player p)
        {
            ICollection<Spell> cards;
            if (!playersCardStack.TryGetValues(p, out cards))
                return 0;

            return cards.Count*0.1f;
        }
Esempio n. 18
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 public void SetSkipPhaseButton(Player p, GUITexture[] buttons)
 {
     this.skipPhaseButtons[p] = buttons.ToArray();
 }
Esempio n. 19
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 private void changeTurn(Player[] players)
 {
     for (int i = 0; i < (int)Phases.End; i++)
     {
         EventManager.Raise(new PlayerPassedPriorityEvent(players[0]));
         EventManager.Raise(new PlayerPassedPriorityEvent(players[1]));
         Engine.Update();
     }
 }
Esempio n. 20
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 private Player[] generatePlayersAndStartGame(int count)
 {
     List<Player> players = new List<Player>();
     for (int i = 0; i < count; i++)
     {
         Player p = new Player();
         this.ActionManager.Queue(new PlayerJoinAction(p));
         players.Add(p);
     }
     this.ActionManager.Queue(new StartGameCommand());
     this.Engine.Update();
     return players.ToArray();
 }
Esempio n. 21
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        public void QueueSpell_PlayerCastCard_SpellFromCardQueuedToStack()
        {
            MockCard card = new MockCard();
            Player castingPlayer = new Player();

            this.ActionManager.Queue(new CastCardCommand(castingPlayer, card, mana));
            this.Engine.Update();

            IEnumerable<Ability> unresolved = AbilityManager.Unresolved;
            int expectedCount = 1;
            int actualCount = unresolved.Count();
            Assert.AreEqual(expectedCount, actualCount);
        }
Esempio n. 22
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 public GuiInformation GetGuiInfo(Player player)
 {
     return this.guiLookup[player].Value;
 }
Esempio n. 23
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        void Start()
        {
            UnityEngine.Object.DontDestroyOnLoad(this);

            var p1lib = new GameLibrary();
            Player p = new Player(p1lib,new Hand(), new ManaStorage(), new GameLevelRewards(Mana.Arcane));
            var cards1 = CreatePlayer1Deck();
            p1lib.Add(cards1);
            p1lib.Shuffle();
            p.Name = "player 1";
            this.mainPlayer = p;
            this.AddPlayer(p);

            var p2lib = new GameLibrary();
            p = new Player(p2lib, new Hand(), new ManaStorage(), new GameLevelRewards(Mana.Fury));
            var cards2 = CreatePlayer2Deck();
            p2lib.Add(cards2);
            p2lib.Shuffle();
            p.Name = "player 2";
            this.AddPlayer(p);
        }
Esempio n. 24
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 public GUITexture GetSkipPhaseButton(Player p, Phases phase)
 {
     return this.skipPhaseButtons[p][(int)phase];
 }
Esempio n. 25
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 private Player ConstructNAddPlayer()
 {
     Player p = new Player(null,null,null,null);
     p.Name = "some player";
     EventManager.Raise(new PlayerJoinedEvent(p));
     return p;
 }
Esempio n. 26
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 public void SetPlayers(Player player, Player player2)
 {
     this.players[0] = player;
     this.players[1] = player2;
 }
Esempio n. 27
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 private int XPosFromPlayer(Player p)
 {
     if (p == Settings.MainPlayer)
         return -SpellDistanceFromCenter;
     else
         return SpellDistanceFromCenter;
 }
Esempio n. 28
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 public void OnTurnChanged(PlayersTurnChangedEvent evt)
 {
     currentTurnOwner = evt.PlayersTurn;
 }
Esempio n. 29
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 private GameLibrary ConstructLibrary()
 {
     GameLibrary lib = new GameLibrary();
     Hand h = new Hand();
     Player p = new Player(lib, h, null,null);
     Engine.AddActor(lib);
     return lib;
 }
Esempio n. 30
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        private int YPosFromPlayer(Player p)
        {
            ICollection<Spell> cards;
            if (!playersCardStack.TryGetValues(p, out cards))
                return YOffSet;

            return -cards.Count + YOffSet;
        }