public GameState( IGameLog gameLog, IPlayerAction[] players, GameConfig gameConfig, Random random, IEnumerable<CardCountPair>[] startingDeckPerPlayer = null) { int playerCount = players.Length; this.gameLog = gameLog; this.cardGameSubset = gameConfig.cardGameSubset; this.supplyPiles = gameConfig.GetSupplyPiles(playerCount, random); this.nonSupplyPiles = gameConfig.GetNonSupplyPiles(); this.mapCardToPile = new MapOfCards<PileOfCards>(this.cardGameSubset); this.BuildMapOfCardToPile(); this.players = new PlayerCircle(playerCount, players, this.gameLog, random, this.cardGameSubset); this.hasPileEverBeenGained = new MapPileOfCardsToProperty<bool>(this.supplyPiles); this.pileEmbargoTokenCount = new MapPileOfCardsToProperty<int>(this.supplyPiles); this.trash = new BagOfCards(this.cardGameSubset); this.GainStartingCards(gameConfig); this.players.AllPlayersDrawInitialCards(gameConfig); foreach (PileOfCards cardPile in this.supplyPiles) { cardPile.ProtoTypeCard.DoSpecializedSetupIfInSupply(this); } }
public GameState( IPlayerAction[] playerActions, int[] playerPositions, Game game, IEnumerable <CardCountPair>[] startingDeckPerPlayer = null) { this.game = game; GameConfig gameConfig = game.GameConfig; int playerCount = playerActions.Length; this.supplyPiles = gameConfig.GetSupplyPiles(playerCount, game.random); this.nonSupplyPiles = gameConfig.GetNonSupplyPiles(); this.mapCardToPile = new MapOfCardsForGameSubset <PileOfCards>(this.CardGameSubset); this.BuildMapOfCardToPile(); this.players = new PlayerCircle(playerCount, playerActions, playerPositions, game); this.hasPileEverBeenGained = new MapPileOfCards <bool>(this.supplyPiles); this.pileEmbargoTokenCount = new MapPileOfCards <int>(this.supplyPiles); this.trash = new BagOfCards(this.CardGameSubset); this.GainStartingCards(gameConfig); this.players.AllPlayersDrawInitialCards(gameConfig); foreach (PileOfCards cardPile in this.supplyPiles) { cardPile.ProtoTypeCard.DoSpecializedSetupIfInSupply(this); } }
public GameState( IPlayerAction[] playerActions, int[] playerPositions, Game game) { if (playerActions.Length != playerPositions.Length) { throw new Exception(); } this.game = game; GameConfig gameConfig = game.GameConfig; this.emptyCardCollection = new CollectionCards(this.CardGameSubset, null); int playerCount = playerActions.Length; this.supplyPiles = gameConfig.GetSupplyPiles(playerCount, game.random); this.nonSupplyPiles = gameConfig.GetNonSupplyPiles(playerCount); this.mapCardToPile = new MapOfCardsForGameSubset <PileOfCards>(this.CardGameSubset); this.BuildMapOfCardToPile(); this.players = new PlayerCircle(playerCount, playerActions, playerPositions, game); this.hasPileEverBeenGained = new MapPileOfCards <bool>(this.supplyPiles); this.pileEmbargoTokenCount = new MapPileOfCards <int>(this.supplyPiles); this.trash = new BagOfCards(this.CardGameSubset); this.cardContextStack = new CardContextStack(); this.GainStartingCards(gameConfig); foreach (PileOfCards cardPile in this.supplyPiles) { cardPile.ProtoTypeCard.DoSpecializedSetupIfInSupply(this); } this.players.AllPlayersDrawInitialCards(gameConfig, this); }
public GameState( IPlayerAction[] playerActions, int[] playerPositions, Game game) { if (playerActions.Length != playerPositions.Length) throw new Exception(); this.game = game; GameConfig gameConfig = game.GameConfig; this.emptyCardCollection = new CollectionCards(this.CardGameSubset, null); int playerCount = playerActions.Length; this.supplyPiles = gameConfig.GetSupplyPiles(playerCount, game.random); this.nonSupplyPiles = gameConfig.GetNonSupplyPiles(playerCount); this.mapCardToPile = new MapOfCardsForGameSubset<PileOfCards>(this.CardGameSubset); this.BuildMapOfCardToPile(); this.players = new PlayerCircle(playerCount, playerActions, playerPositions, game); this.hasPileEverBeenGained = new MapPileOfCards<bool>(this.supplyPiles); this.pileEmbargoTokenCount = new MapPileOfCards<int>(this.supplyPiles); this.trash = new BagOfCards(this.CardGameSubset); this.cardContextStack = new CardContextStack(); this.GainStartingCards(gameConfig); foreach (PileOfCards cardPile in this.supplyPiles) { cardPile.ProtoTypeCard.DoSpecializedSetupIfInSupply(this); } this.players.AllPlayersDrawInitialCards(gameConfig, this); }