/// <summary> /// Starts the next turns logic /// </summary> public void NextTurn() { //Check if it's the player's turn or the Ai's turn if (isPlayerTurn) { //Make it the AI player's turn isPlayerTurn = false; (boutDeckViewer as BoutViewer).AllowDrop = false; //Since nothing currently triggers the AiPlayer's turn, recursively call //this event handler in order to activate the AiPlayer's turn NextTurn(); } else { //The AI chooses what card to play Card cardToPlay = enemyPlayer.ChooseAction(enemyDeckViewer, boutDeckViewer); //Confirm the AI actually chose a card, and not the default null card if (object.ReferenceEquals(cardToPlay, null)) { //The AI is unable to play any cards, so he loses the Bout EndBout(); } else { //The AI plays a card boutDeckViewer.AddCard((Card)cardToPlay.Clone(), false); enemyDeckViewer.RemoveCard(cardToPlay); } //Make it the human player's turn isPlayerTurn = true; (boutDeckViewer as BoutViewer).AllowDrop = true; } }