コード例 #1
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 #2
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 #3
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 #4
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 #5
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 #6
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 #7
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;
 }