コード例 #1
0
ファイル: CardFunctions.cs プロジェクト: postcn/Dominion
 public static void gainCardFeast(Player p, StatusObject o)
 {
     p.setGain(true);
     p.setGainsLeft(p.getGainsLeft() + 1);
     //You gain a card worth 5 which is 1 more than cost of feast.
     p.setCurrencyForGain(5);
     p.getPlayed().Remove(CardMother.Feast());
     o.setTrashedCorrectly(true);
 }
コード例 #2
0
ファイル: DelayedFunction.cs プロジェクト: postcn/Dominion
 public StatusObject performAction()
 {
     StatusObject retVal = new StatusObject(false);
     switch (this.funcNum)
     {
         case 0: //draw a card
             CardFunctions.draw(p, 1);
             break;
         case 1: //Militia
             retVal.setMilitiaPlayed(true);
             retVal.setContinueWithDelayedFunctions(true);
             retVal.setMessage(Internationalizer.getMessage("NeedMilitia"));
             break;
     }
     return retVal;
 }
コード例 #3
0
ファイル: CardFunctions.cs プロジェクト: postcn/Dominion
 public static void addNeededTrashes(Player p, StatusObject o)
 {
     p.setTrashesNeeded(p.getTrashesNeeded() + 1);
     p.setTrashCurrencyBonus(3);
     o.setTrashACopperForCurrency(true);
 }
コード例 #4
0
ファイル: PlayerTest.cs プロジェクト: postcn/Dominion
 public void testMilitiaEffectTooManyCards()
 {
     StatusObject o = new StatusObject(false);
     o.setMilitiaPlayed(true);
     List<Card> cards = new List<Card>();
     cards.Add(CardMother.Copper());
     cards.Add(CardMother.Copper());
     cards.Add(CardMother.Copper());
     o = p.militiaDiscardEffect(cards);
     Assert.IsTrue(o.wasMilitiaPlayed());
     Assert.AreEqual(0, p.getDeck().getInDiscard().Count);
 }
コード例 #5
0
ファイル: StatusObjectTest.cs プロジェクト: postcn/Dominion
 public void setUp()
 {
     this.o = new StatusObject(false);
 }
コード例 #6
0
ファイル: CardFunctionsTest.cs プロジェクト: postcn/Dominion
 public void testThiefActionWithNull()
 {
     Game g = new Game(3);
     g.getPlayers()[1].setDeck(new Deck(new List<Card>()));
     Player p = g.getCurrentPlayer();
     StatusObject o = new StatusObject(false);
     CardFunctions.thiefAction(p, o);
     List<List<Card>> thiefed = p.getThiefList();
     Assert.AreEqual(0, thiefed[0].Count);
 }
コード例 #7
0
ファイル: CardFunctionsTest.cs プロジェクト: postcn/Dominion
 public void testGainCardRemodel()
 {
     StatusObject o = new StatusObject(false);
     CardFunctions.gainCardRemodel(p, o);
     Assert.IsTrue(p.getGain());
     Assert.IsTrue(o.trashForGainCheck());
     Assert.AreEqual(2, p.getCurrencyForGainBonus());
 }
コード例 #8
0
ファイル: CardFunctionsTest.cs プロジェクト: postcn/Dominion
 public void testGainCardChapel()
 {
     StatusObject o = new StatusObject(false);
     CardFunctions.trashUptoFourCards(p, o);
     Assert.IsTrue(o.needToTrashCards());
 }
コード例 #9
0
ファイル: Player.cs プロジェクト: postcn/Dominion
        /// <summary>
        /// Cards are indexed by position, must be one from every player that had a card in their list.
        /// If their list was empty, pass a null in that spot.
        /// </summary>
        /// <param name="cards"></param>
        /// <returns></returns>
        public StatusObject validateThiefStolenCards(List<Card> cards)
        {
            StatusObject ret = new StatusObject(false);
            this.thiefTrashed = new List<Card>();
            for (int i = 0; i < cards.Count; i++)
            {
                List<Card> stolen = this.thiefList[i];
                if (cards[i] == null && stolen.Count == 0)
                {
                    continue;
                }
                else if (cards[i] == null)
                {
                    ret.setSelectTrashFromThief(true);
                    this.thiefTrashed = new List<Card>();
                    return ret;
                }
                else
                {
                    if (stolen.Contains(cards[i]))
                    {
                        this.thiefTrashed.Add(cards[i]);
                    }
                    else
                    {
                        ret.setSelectTrashFromThief(true);
                        this.thiefTrashed = new List<Card>();
                        return ret;
                    }
                }
            }

            //if it gets here they have selected one card from each list, or there were no money cards in part of the list and null was passed in
            int pos = 0;
            foreach (Card c in this.thiefTrashed)
            {
                List<Card> stolen = this.thiefList[pos];
                while (!stolen.Contains(c))
                {
                    pos++;
                    stolen = this.thiefList[pos];
                }
                stolen.Remove(c);
                foreach (Card cc in this.thiefList[pos])
                {
                    this.otherPlayers[pos].getDeck().discard(cc);
                }
            }
            ret.setKeepTrashedFromThief(true);
            ret.setMessage(Internationalizer.getMessage("ThiefMsg3"));
            return ret;
        }
コード例 #10
0
ファイル: Player.cs プロジェクト: postcn/Dominion
        public StatusObject discardDeck(Boolean discard)
        {
            StatusObject retVal = new StatusObject(false);

            if (discard == false)
            {
                retVal.setDeckDiscardedCorrectly(true);
                return retVal;
            }
            int size = this.getDeck().getInDeck().Count;
            Deck d = this.getDeck();
            //put deck into discard
            for (int i = 0; i < size; i++)
            {
                d.getInDiscard().Add(d.getInDeck().ElementAt(0));
                d.getInDeck().RemoveAt(0);
            }
            retVal.setDeckDiscardedCorrectly(true);
            return retVal;
        }
コード例 #11
0
ファイル: Player.cs プロジェクト: postcn/Dominion
        public StatusObject discardCardsAndDrawSameAmount(List<Card> cards)
        {
            StatusObject retVal = new StatusObject(false);
            //check if there are actually no cards in the list. Skip the rest of the code  if there aren't any.

            if (cards.Count == 0)
            {
                retVal.setDiscardedAndDrawn(true);
                return retVal;
            }

            StatusObject returner = allCardsInHand(cards, retVal);
            if (returner != null)
            {
                return returner;
            }

            //if it gets to here all the cards are in the hand. Proceed to remove them and draw the same number.
            //now we can modify the player's actual hand
            Hand h = this.getHand();
            Deck d = this.getDeck();
            foreach (Card c in cards)
            {
                h.discard(c, d);
            }

            //now we discarded all of the cards, draw the number that we need
            CardFunctions.draw(this, cards.Count);
            retVal.setDiscardedAndDrawn(true);

            return retVal;
        }
コード例 #12
0
ファイル: Player.cs プロジェクト: postcn/Dominion
 public StatusObject callDelayedFunctions()
 {
     StatusObject stat = new StatusObject(false);
     while (this.functionsToCall.Count > 0)
     {
         DelayedFunction func = this.functionsToCall.Dequeue();
         stat = func.performAction();
         if (stat.wasMilitiaPlayed())
         {
             break;
         }
     }
     return stat;
 }
コード例 #13
0
ファイル: CardFunctions.cs プロジェクト: postcn/Dominion
 public static void gainCardRemodel(Player p, StatusObject o)
 {
     p.setGain(true);
     p.setGainsLeft(p.getGainsLeft() + 1);
     p.setCurrencyForGainBonus(2);
     o.setTrashForGain(true);
 }
コード例 #14
0
ファイル: CardFunctions.cs プロジェクト: postcn/Dominion
 public static void discardDeckChancellor(Player p, StatusObject o)
 {
     o.setDiscardDeck(true);
 }
コード例 #15
0
ファイル: CardFunctions.cs プロジェクト: postcn/Dominion
 public static void trashUptoFourCards(Player p, StatusObject o)
 {
     o.setTrashCards(true);
     p.setPossibleTrashes(p.getPossibleTrashes() + 4);
 }
コード例 #16
0
ファイル: Player.cs プロジェクト: postcn/Dominion
        public StatusObject trashCards(List<Card> cards)
        {
            StatusObject retVal = new StatusObject(false);
            //If none then didnt want to discard any
            if (cards.Count == 0)
            {
                retVal.setTrashedCorrectly(true);
                return retVal;
            }

            if (cards.Count > this.possibleTrashes)
            {
                retVal.setMessage(Internationalizer.getMessage("MoreThanFour"));
                return retVal;
            }

            StatusObject returner = allCardsInHand(cards, retVal);
            if (returner != null)
            {
                return returner;
            }

            //Trash cards
            foreach (Card c in cards)
            {
                this.getHand().remove(c);//trash not discard for the chapel
            }

            this.possibleTrashes = 0;
            retVal.setTrashedCorrectly(true);

            return retVal;
        }
コード例 #17
0
ファイル: Player.cs プロジェクト: postcn/Dominion
 public StatusObject trashForGain(Card c)
 {
     StatusObject o = new StatusObject(false);
     if (this.myHand.getHand().Count == 0)
     {
         o.setTrashedCorrectly(true);
         this.currencyForGainBonus = 0;
         this.gainsLeft = 0;
     }
     if (this.gain)
     {
         //check if card is in hand or if its feast (which has already been played)
         if (this.myHand.contains(c))
         {
             this.myHand.remove(c);//don't put it anywhere so trashed
             this.currencyForGain = c.getCost() + this.currencyForGainBonus;
             if (this.gainsLeft <= 0)
             {
                 this.currencyForGainBonus = 0;
             }
             o.setTrashedCorrectly(true);
         }
     }
     return o;
 }
コード例 #18
0
ファイル: Player.cs プロジェクト: postcn/Dominion
 public StatusObject gainCard(CardStack cs)
 {
     StatusObject o = new StatusObject(false);
     if (cs.isEmpty())
     {
         o.setMessage(Internationalizer.getMessage("StackEmpty"));
         return o;
     }
     if (!this.gain)
     {
         o.setMessage(Internationalizer.getMessage("NotGain"));
         return o;
     }
     if (this.gainsLeft <= 0)
     {
         o.setMessage(Internationalizer.getMessage("NoGainsLeft"));
         return o;
     }
     if (this.currencyForGain >= cs.getCard().getCost())
     {
         this.getDeck().discard(cs.buyOne());
         this.gainsLeft--;
         if (this.gainsLeft == 0)
         {
             this.currencyForGain = 0;
             this.gain = false;
         }
         else
         {
             if (this.lastPlayedCard.Equals(CardMother.Remodel()))
             {
                 o.setMessage(Internationalizer.getMessage("WasRemodel"));
                 o.setTrashForGain(true);
             }
             else
             {
                 o.setMessage(Internationalizer.getMessage("GainsLeft"));
                 o.setTrashedCorrectly(true);
             }
         }
         o.setGainedProperly(true);
     }
     else
     {
         o.setMessage(Internationalizer.getMessage("NotEnoughCur") + this.currencyForGain);
     }
     return o;
 }
コード例 #19
0
ファイル: Player.cs プロジェクト: postcn/Dominion
        private StatusObject allCardsInHand(List<Card> cards, StatusObject retVal)
        {
            List<Card> handCopy = new List<Card>();
            //make a copy of the hand so that we can check if all the cards in the list are in the hand
            foreach (Card c in this.getHand().getHand())
            {
                handCopy.Add(c);
            }

            foreach (Card c in cards)
            {
                if (!handCopy.Remove(c))
                {
                    retVal.setMessage(Internationalizer.getMessage("MissingCards1") + c.getName() + Internationalizer.getMessage("MissingCards2"));
                    return retVal;
                }
            }

            return null;
        }
コード例 #20
0
ファイル: Player.cs プロジェクト: postcn/Dominion
        public StatusObject keepCardsFromThief(List<Card> cards)
        {
            StatusObject ret = new StatusObject(false);
            List<Card> thiefCopy = new List<Card>();
            foreach (Card c in this.thiefTrashed)
            {
                thiefCopy.Add(c);
            }

            foreach (Card c in cards)
            {
                if (!thiefCopy.Remove(c))
                {
                    ret.setKeepTrashedFromThief(true);
                    return ret;
                }
            }

            //gets here all were in the theifTrashedList
            foreach (Card c in cards)
            {
                this.getDeck().discard(c);
            }

            this.thiefTrashed = new List<Card>();
            return ret;
        }
コード例 #21
0
ファイル: CardFunctionsTest.cs プロジェクト: postcn/Dominion
 public void testGainCardMine()
 {
     StatusObject o = new StatusObject(false);
     CardFunctions.mineATreasure(p, o);
     Assert.IsTrue(o.needToMine());
 }
コード例 #22
0
ファイル: Player.cs プロジェクト: postcn/Dominion
 public StatusObject keepOrDiscardSpiedCards(List<Card> discard)
 {
     StatusObject o = new StatusObject(false);
     for (int i = 0; i < discard.Count; i++)
     {
         Player p = PlayerGetPlayerInList(i);
         if (discard[i] != null && !p.getDeck().peekAtTopCard().Equals(discard[i]))
         {
             return o;
         }
     }
     for (int i = 0; i < discard.Count; i++)
     {
         Player p = PlayerGetPlayerInList(i);
         if (discard[i] != null && p.getDeck().peekAtTopCard().Equals(discard[i]))
         {
             p.getDeck().discard(p.getDeck().draw());
         }
     }
     o.setSpiedSuccessfully(true);
     return o;
 }
コード例 #23
0
ファイル: CardFunctionsTest.cs プロジェクト: postcn/Dominion
 public void testGainCardWorkshop()
 {
     StatusObject o = new StatusObject(false);
     CardFunctions.gainCardWorkshop(p, o);
     Assert.IsTrue(p.getGain());
     Assert.IsTrue(o.wasTrashedCorrectly());
     Assert.AreEqual(4, p.getCurrencyForGain());
 }
コード例 #24
0
ファイル: Player.cs プロジェクト: postcn/Dominion
        /// <summary>
        /// The trashing effect for the militia card. Needs the lastObject so we know whether to continue with more functions or not afterwards
        /// in the delayed function calls.
        /// </summary>
        /// <param name="cards"></param>
        /// <param name="lastObject"></param>
        /// <returns></returns>
        public StatusObject militiaDiscardEffect(List<Card> cards)
        {
            StatusObject lastObject = new StatusObject(false);
            lastObject.setMilitiaPlayed(true);
            lastObject.setContinueWithDelayedFunctions(true);
            if (this.myHand.size() <= 3)
            {
                lastObject.setMilitiaPlayed(false);
                return lastObject;
            }
            List<Card> handCopy = new List<Card>();
            foreach (Card c in this.myHand.getHand())
            {
                handCopy.Add(c);
            }

            foreach (Card c in cards)
            {
                if (!handCopy.Remove(c))
                {
                    lastObject.setMessage(Internationalizer.getMessage("MissingCards1") + c.getName() + Internationalizer.getMessage("MissingCards2"));
                    return lastObject;
                }
            }

            if (handCopy.Count != 3)
            {
                lastObject.setMessage(Internationalizer.getMessage("IncorrectForMilitia"));
                return lastObject;
            }

            //All the cards were in the hand and there were the correct number
            foreach (Card c in cards)
            {
                this.myHand.discard(c, this.myDeck);
            }
            lastObject.setMilitiaPlayed(false);//no longer need the militia action.
            return lastObject;
        }
コード例 #25
0
ファイル: CardFunctionsTest.cs プロジェクト: postcn/Dominion
 public void testGainCardChancellor()
 {
     StatusObject o = new StatusObject(false);
     CardFunctions.discardDeckChancellor(p, o);
     Assert.IsTrue(o.needToDisardDeck());
 }
コード例 #26
0
ファイル: Player.cs プロジェクト: postcn/Dominion
        public StatusObject mineATreasureCard(Card c)
        {
            StatusObject retVal = new StatusObject(false);
            if (c == null)
            {
                return retVal;
            }
            if (this.trashesNeeded <= 0 || (!this.myHand.contains(CardMother.Copper()) && !this.myHand.contains(CardMother.Silver())))
            {
                retVal.setMinedCorrectly(true);
                this.trashesNeeded = 0;
                return retVal;
            }
            if (c.Equals(CardMother.Copper()) || c.Equals(CardMother.Silver()))
            {
                if (c.Equals(CardMother.Copper()))
                {
                    this.getHand().getHand().Remove(c);
                    this.getHand().getHand().Add(CardMother.Silver());
                    retVal.setMinedCorrectly(true);
                    this.trashesNeeded--;
                }

                else
                {
                    this.getHand().getHand().Remove(c);
                    this.getHand().getHand().Add(CardMother.Gold());
                    retVal.setMinedCorrectly(true);
                    this.trashesNeeded--;
                }
                if (this.trashesNeeded > 0)
                {
                    retVal.setMinedCorrectly(false);
                    retVal.setMineTreasure(true);
                }
                return retVal;
            }
            else
            {
                return retVal;
            }
        }
コード例 #27
0
ファイル: PlayerTest.cs プロジェクト: postcn/Dominion
 public void testMilitiaEffectLessThanThreeInHand()
 {
     StatusObject o = new StatusObject(false);
     o.setMilitiaPlayed(true);
     p.getHand().remove(CardMother.Copper());
     p.getHand().remove(CardMother.Copper());
     o = p.militiaDiscardEffect(new List<Card>());
     Assert.IsFalse(o.wasMilitiaPlayed());
     Assert.AreEqual(0, p.getDeck().getInDiscard().Count);
 }
コード例 #28
0
ファイル: Player.cs プロジェクト: postcn/Dominion
 public StatusObject play(Card aCard)
 {
     StatusObject retVal = new StatusObject(false);
     if (this.myHand.contains(aCard) && aCard.getPlayable() && this.actionsLeft > 0)
     {
         this.actionsLeft--;
         this.played.Add(this.myHand.remove(aCard));
         this.timesToPlayLeft = this.timesToPlayNextCard;
         this.timesPlayed.Add(this.timesToPlayLeft);
         this.timesToPlayNextCard = 1; // we just set it to use up those plays.
         this.lastPlayedCard = aCard;
         if (this.game != null)
         {
             this.game.addToGameMessage(this.name + Internationalizer.getMessage("Played") + aCard.getName());
         }
         if (timesToPlayLeft > 1)
         {
             this.playMultipleTimes = false;
         }
         while (this.timesToPlayLeft > 0)
         {
             this.timesToPlayLeft--;
             switch (aCard.getFunctionNumber())
             {
                 case 0:
                     //No Action
                     break;
                 case 1:
                     //Draw only
                     retVal.setMessage(Internationalizer.getMessage("DrawMsg"));
                     CardFunctions.draw(this, aCard.getAdditionalDraws());
                     break;
                 case 2:
                     //Draw and Add Actions.
                     retVal.setMessage(Internationalizer.getMessage("DrawActionMsg"));
                     CardFunctions.draw(this, aCard.getAdditionalDraws());
                     CardFunctions.actionAdd(this, aCard.getActions());
                     break;
                 case 3:
                     //Draw and Add and Buy
                     retVal.setMessage(Internationalizer.getMessage("DrawActionBuyMsg"));
                     CardFunctions.draw(this, aCard.getAdditionalDraws());
                     CardFunctions.actionAdd(this, aCard.getActions());
                     CardFunctions.buyAdd(this, aCard.getBuy());
                     break;
                 case 4:
                     //Add buy
                     retVal.setMessage(Internationalizer.getMessage("BuyMsg"));
                     CardFunctions.buyAdd(this, aCard.getBuy());
                     break;
                 case 5:
                     //Add actions and draw
                     retVal.setMessage(Internationalizer.getMessage("DrawActionMsg"));
                     CardFunctions.draw(this, aCard.getAdditionalDraws());
                     CardFunctions.actionAdd(this, aCard.getActions());
                     break;
                 case 6:
                     //Add actions and buy
                     retVal.setMessage(Internationalizer.getMessage("ActionBuyMsg"));
                     CardFunctions.actionAdd(this, aCard.getActions());
                     CardFunctions.buyAdd(this, aCard.getBuy());
                     break;
                 case 7:
                     //add cards and gain curses.
                     retVal.setMessage(Internationalizer.getMessage("WitchMsg"));
                     CardFunctions.draw(this, aCard.getAdditionalDraws());
                     CardFunctions.gainCurses(this);
                     break;
                 case 8:
                     //Remodel a card, trash and gain
                     retVal.setMessage(Internationalizer.getMessage("RemodelMsg"));
                     CardFunctions.gainCardRemodel(this, retVal);
                     break;
                 case 9:
                     //Feast, trash and gain
                     retVal.setMessage(Internationalizer.getMessage("FeastMsg"));
                     CardFunctions.gainCardFeast(this, retVal);
                     break;
                 case 10:
                     //Workshop, gain card worth 4
                     retVal.setMessage(Internationalizer.getMessage("WorkshopMsg"));
                     CardFunctions.gainCardWorkshop(this, retVal);
                     break;
                 case 11:
                     //Throne Room. Double the number of next plays.
                     retVal.setMessage(Internationalizer.getMessage("ThroneRoomMsg"));
                     CardFunctions.doubleNextPlay(this, this.timesToPlayLeft + 1);
                     this.timesToPlayLeft = 0;
                     CardFunctions.actionAdd(this, aCard.getActions());
                     break;
                 case 12:
                     //Cellar
                     retVal.setMessage(Internationalizer.getMessage("CellarMsg"));
                     CardFunctions.actionAdd(this, aCard.getActions());
                     CardFunctions.setupDiscardCardsToDrawSameNumber(this, retVal);
                     break;
                 case 13:
                     //MoneyLender
                     retVal.setMessage(Internationalizer.getMessage("MoneylenderMsg"));
                     CardFunctions.addNeededTrashes(this, retVal);
                     break;
                 case 14:
                     //Chapel
                     retVal.setMessage(Internationalizer.getMessage("ChapelMsg"));
                     CardFunctions.trashUptoFourCards(this, retVal);
                     break;
                 case 15:
                     //Chancellor
                     retVal.setMessage(Internationalizer.getMessage("ChancellorMsg"));
                     CardFunctions.discardDeckChancellor(this, retVal);
                     break;
                 case 16:
                     //Militia
                     retVal.setMessage(Internationalizer.getMessage("MilitiaMsg"));
                     if (this.timesToPlayLeft == 0)
                     {
                         CardFunctions.militiaAction(this);
                     }
                     break;
                 case 17:
                     //Bureaucrat
                     retVal.setMessage(Internationalizer.getMessage("BureaucratMsg3"));
                     CardFunctions.bureaucratAction(this);
                     break;
                 case 18:
                     //Mine
                     retVal.setMessage(Internationalizer.getMessage("MineMsg"));
                     CardFunctions.mineATreasure(this, retVal);
                     break;
                 case 19:
                     //Council Room;
                     retVal.setMessage(Internationalizer.getMessage("CouncilRoomMsg"));
                     CardFunctions.councilRoomAction(this);
                     CardFunctions.draw(this, aCard.getAdditionalDraws());
                     CardFunctions.buyAdd(this, aCard.getBuy());
                     break;
                 case 20:
                     //Spy;
                     retVal.setMessage(Internationalizer.getMessage("SpyMsg"));
                     CardFunctions.spyFunction(this, retVal);
                     CardFunctions.draw(this, 1);
                     CardFunctions.actionAdd(this, 1);
                     break;
                 case 21:
                     //Thief
                     retVal.setMessage(Internationalizer.getMessage("ThiefMsg"));
                     CardFunctions.thiefAction(this, retVal);
                     break;
             }
         }
         retVal.setPlayed(true);
     }
     return retVal;
 }
コード例 #29
0
ファイル: Player.cs プロジェクト: postcn/Dominion
        //Passing in null counts as it being false, don't want to trash because they have the option
        public StatusObject trashACopperForCurrencyBonus(Card aCard)
        {
            StatusObject retVal = new StatusObject(false);
            if (this.trashesNeeded <= 0 || !this.myHand.contains(CardMother.Copper()))
            {
                this.trashesNeeded = 0;
                retVal.setCopperTrashedForCurrency(true);
                return retVal;
            }
            if (aCard == null)
            {
                retVal.setCopperTrashedForCurrency(true);
                return retVal;
            }
            if (!aCard.Equals(CardMother.Copper()))
            {
                return retVal;
            }

            if (!this.getHand().contains(aCard))
            {
                return retVal;
            }

            this.getHand().remove(aCard);
            this.bonusCurrencyForBuy += this.trashCurrencyBonus;
            this.trashesNeeded--;
            if (trashesNeeded == 0)
            {
                retVal.setCopperTrashedForCurrency(true);
            }
            else
            {
                retVal.setTrashACopperForCurrency(true);
            }
            return retVal;
        }
コード例 #30
0
ファイル: CardFunctions.cs プロジェクト: postcn/Dominion
 public static void thiefAction(Player p, StatusObject o)
 {
     p.clearThiefList();
     p.setOtherPlayerList();
     o.setSelectTrashFromThief(true);
     foreach (Player other in p.getOtherPlayers())
     {
         List<Card> cards = new List<Card>();
         if (!other.getHand().hasDefenseCard())
         {
             for (int i = 0; i < 2; i++)
             {
                 Card c = other.getDeck().draw();
                 if (c == null)
                 {
                     continue;
                 }
                 else if (c.getType() == 1)
                 {
                     cards.Add(c);
                 }
                 else
                 {
                     other.getDeck().discard(c);
                 }
                 p.getGame().addToGameMessage(other.getName() + Internationalizer.getMessage("ThiefMsg1") + c.getName() + Internationalizer.getMessage("ThiefMsg2"));
             }
         }
         else
         {
             p.getGame().addToGameMessage(other.getName() + Internationalizer.getMessage("Defended"));
         }
         p.getThiefList().Add(cards);
     }
 }