private RequestPlayerPutRevealedCardsBackOnDeck ( |
||
gameState | ||
return | void |
public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState) { Card cardType = currentPlayer.RequestPlayerNameACard(gameState); currentPlayer.RevealCardsFromDeck(3, gameState); while (currentPlayer.cardsBeingRevealed.HasCard(cardType)) { currentPlayer.MoveRevealedCardToTrash(cardType, gameState); } currentPlayer.RequestPlayerPutRevealedCardsBackOnDeck(gameState); }
public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState) { currentPlayer.RevealCardsFromDeck(3); currentPlayer.MoveRevealedCardsToDiscard(card => !card.isAction, gameState); currentPlayer.RequestPlayerPutRevealedCardsBackOnDeck(gameState); }
public override void DoSpecializedAttack(PlayerState currentPlayer, PlayerState otherPlayer, GameState gameState) { otherPlayer.RevealCardsFromDeck(3, gameState); otherPlayer.MoveRevealedCardsToDiscard(card => card.isAction || card.isTreasure, gameState); otherPlayer.RequestPlayerPutRevealedCardsBackOnDeck(gameState); }
public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState) { currentPlayer.RevealCardsFromDeck(2); // TODO: Require option to put ruins back. currentPlayer.RequestPlayerPutRevealedCardsBackOnDeck(gameState); }