// Client-called function to play a card from the player's hand public void PlayCardFromHand(int player, int cardID) { if (m_turnState == CGTurnState.WAIT_FOR_PLAY_CARD_FROM_HAND && m_activePlayerID == player) { if (m_activePlayer.CanPlayCard(cardID)) { // Play the card from hand, adding any "OnPlay" effects to the stack m_activePlayer.PlayCardFromHand(cardID); // Add any "PlayCard" triggered effects to the stack TriggerEvent("PlayCard"); ResolveStack(); // Return to game logic once a card has been played m_turnState = CGTurnState.CARD_PLAYED_FROM_HAND; RunGameLogic(); return; } // Tell client to highlight playable cards and keep waiting for a valid card List <int> playableCardIDs = m_activePlayer.m_hand.GetPlayableCardIDs(); CGC_WaitForPlayFromHand command = new CGC_WaitForPlayFromHand(playableCardIDs, m_activePlayerID); m_connection.TransmitStream(command.PackCommand(), m_activePlayerID); } }
/** "Play" phase */ CGTurnState Phase3() { Debug.Log("Phase 3: Play phase"); SendPhaseTransition("Play step"); List <int> playableCardIDs = m_activePlayer.m_hand.GetPlayableCardIDs(); if (playableCardIDs.Count == 0) { TriggerEvent("SkipCard"); ResolveStack(); return(CGTurnState.DEFAULT); } // Tell client to highlight playable cards CGC_WaitForPlayFromHand command = new CGC_WaitForPlayFromHand(playableCardIDs, m_activePlayerID); m_connection.TransmitStream(command.PackCommand(), m_activePlayerID); // Wait for client to return chosen card return(CGTurnState.WAIT_FOR_PLAY_CARD_FROM_HAND); }