Esempio n. 1
0
 internal void PlayerDraw(Entity entity)
 {
     Console.WriteLine("PlayerDraw " + entity.Card.Name);
     _randomController.cardsToDraw.Add(entity);
     if (!_isMulliganPhase)
     {
         if (_isNewTurn)
         {
             _isNewTurn = false;
             _game.MainReady();
             _game.MainStartTriggers();
             _game.MainRessources();
             _game.MainDraw();
             _game.MainStart();
             _game.Step = Step.MAIN_ACTION;
         }
         if (!_isProcessingTask)
         {
             launchAgent();
         }
     }
 }
Esempio n. 2
0
        /// <summary>Invokes the method which corresponds to the next simulation step.</summary>
        /// <param name="game">The game subject.</param>
        /// <param name="step">The (next) step value.</param>
        /// <exception cref="ArgumentOutOfRangeException">step - when the provided step is unknown</exception>
        public void NextStepEvent(Game game, Step step)
        {
            game.Log(LogLevel.DEBUG, BlockType.TRIGGER, "Event", !game.Logging? "":$"NextStepEvent - {step}");
            switch (step)
            {
            case Step.BEGIN_FIRST:
                game.Step = step;
                game.BeginFirst();
                break;

            case Step.BEGIN_SHUFFLE:
                game.Step = step;
                game.BeginShuffle();
                break;

            case Step.BEGIN_DRAW:
                game.Step = step;
                game.BeginDraw();
                break;

            case Step.BEGIN_MULLIGAN:
                game.Step = step;
                game.BeginMulligan();
                break;

            case Step.MAIN_BEGIN:
                game.Step = step;
                game.MainBegin();
                break;

            case Step.MAIN_DRAW:
                game.Step = step;
                game.MainDraw();
                break;

            case Step.MAIN_READY:
                game.Step = step;
                game.MainReady();
                break;

            case Step.MAIN_RESOURCE:
                game.Step = step;
                game.MainRessources();
                break;

            case Step.MAIN_START:
                game.Step = step;
                game.MainStart();
                break;

            case Step.MAIN_START_TRIGGERS:
                game.Step = step;
                game.MainStartTriggers();
                break;

            case Step.MAIN_ACTION:
                game.Step = step;
                break;

            case Step.MAIN_COMBAT:
                break;

            case Step.MAIN_CLEANUP:
                game.Step = step;
                game.MainCleanUp();
                break;

            case Step.MAIN_END:
                game.Step = step;
                game.MainEnd();
                break;

            case Step.MAIN_NEXT:
                game.Step = step;
                game.MainNext();
                break;

            case Step.FINAL_WRAPUP:
                game.FinalWrapUp();
                break;

            case Step.FINAL_GAMEOVER:
                game.FinalGameOver();
                break;

            case Step.INVALID:
                break;

            default:
                throw new ArgumentOutOfRangeException(nameof(step), step, null);
            }
        }