private void button_Next_Click(object sender, EventArgs e) { if (radio_Battle.Checked == true) { // BattleTile newcard = new BattleTile(); battleTiles.Add(newcard); } else if (radio_Character.Checked == true) { // CharacterCard newcard = new CharacterCard(); charCards.Add(newcard); } }
/// <summary> /// Performs any action based on the character. /// </summary> /// <param name="selectedCard"></param> private void PlayCharacterCard(CharacterCard selectedCard) { CharacterCard.PlayCharacterCard(activePlayer, selectedCard); }
public static void PlayCharacterCard(Player activePlayer, CharacterCard playCard) { switch (playCard.Name) { case "Isaac": activePlayer.Discard(1); activePlayer.DrawCard(4); activePlayer.AddToken(TokenTypes.rotate); break; case "Meng": activePlayer.Discard(5); for (int i = 0; i < 2; i++) { activePlayer.AddToken(TokenTypes.chaos); } activePlayer.AddToken(TokenTypes.death); break; case "Evan": activePlayer.AddToken(TokenTypes.life); activePlayer.AddToken(TokenTypes.chaos); activePlayer.AddToken(TokenTypes.rotate); activePlayer.AddToken(TokenTypes.death); break; case "Cecil": activePlayer.DrawCard(5); break; case "Pierre": activePlayer.Discard(1); activePlayer.DrawCard(4); activePlayer.AddToken(TokenTypes.life); break; case "Sidney": activePlayer.Discard(1); activePlayer.DrawCard(3); activePlayer.AddToken(TokenTypes.death); activePlayer.AddToken(TokenTypes.death); break; case "Lisa": activePlayer.DrawCard(3); activePlayer.AddToken(TokenTypes.death); activePlayer.AddToken(TokenTypes.life); break; case "Duncan": activePlayer.DrawCard(3); activePlayer.AddToken(TokenTypes.rotate); activePlayer.AddToken(TokenTypes.chaos); break; case "Steve": activePlayer.DrawCard(3); activePlayer.AddToken(PowerToken.SelectToken().type); break; case "Burt": activePlayer.DrawCard(3); activePlayer.AddToken(TokenTypes.chaos); activePlayer.AddToken(TokenTypes.life); break; case "CAIIT": activePlayer.DrawCharCard(2); break; case "Ella": activePlayer.Discard(1); activePlayer.DrawCard(4); activePlayer.AddToken(TokenTypes.death); break; case "Ada": activePlayer.Discard(1); activePlayer.DrawCard(3); activePlayer.AddToken(TokenTypes.life); activePlayer.AddToken(TokenTypes.life); break; case "Hoshi": activePlayer.Discard(1); activePlayer.DrawCard(4); activePlayer.AddToken(TokenTypes.chaos); break; case "Jay": activePlayer.DrawCard(3); activePlayer.AddToken(TokenTypes.rotate); activePlayer.AddToken(TokenTypes.life); break; case "John": activePlayer.DrawCard(3); activePlayer.AddToken(TokenTypes.chaos); activePlayer.AddToken(TokenTypes.death); break; case "Abe": activePlayer.DrawCard(1); Player[] players = activePlayer.Game.GetPlayers(); for (int i = 0; i < players.Length; i++) { players[i].TokenInventory.Clear(); } break; case "Pete": //TODO: Figure out what to do with Pete: should there be a finite amount of //power tokens available? or should Pete be utilized to do something else? break; case "Raymond": activePlayer.Discard(1); activePlayer.DrawCard(3); activePlayer.AddToken(TokenTypes.rotate); activePlayer.AddToken(TokenTypes.rotate); break; case "Daisy": activePlayer.Discard(3); activePlayer.DrawCard(4); break; } }