public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.Revealed[Category.Treasure].Count < 2 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed, c => (c.Category & Category.Treasure) == Category.Treasure)); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.Draw(3, DeckLocation.Revealed); IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); // Gets us... which we don't care about here. enumerator.MoveNext(); // Get the player to our left Player leftPlayer = enumerator.Current; Choice choice = new Choice(String.Format("Choose a card of {0}'s to discard", player), this, player.Revealed, player); ChoiceResult result = leftPlayer.MakeChoice(choice); // Discard the chosen card if (result.Cards.Count > 0) player.Discard(DeckLocation.Revealed, result.Cards[0]); player.AddCardsToHand(DeckLocation.Revealed); }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(4, DeckLocation.Revealed); player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed, c => c.CardType == Universal.TypeClass.Copper || c.CardType == Alchemy.TypeClass.Potion)); Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Revealed, player, true, player.Revealed.Count, player.Revealed.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Revealed, replaceResult.Cards); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); }
public override void Play(Player player) { base.Play(player); // Perform attack on every player (including you) IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); while (enumerator.MoveNext()) { Player attackee = enumerator.Current; // Skip if the attack is blocked (Moat, Lighthouse, etc.) if (this.IsAttackBlocked[attackee]) continue; if (attackee.CanDraw) { Card card = attackee.Draw(DeckLocation.Revealed); Choice choice = new Choice(String.Format("Do you want to discard {0}'s {1} or put it back on top?", attackee.Name, card.Name), this, new CardCollection() { card }, new List<string>() { "Discard", "Put it back" }, attackee); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard") attackee.DiscardRevealed(); else attackee.AddCardsToDeck(attackee.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); } } player.BeginDrawing(); // Keep flipping cards until we hit a non-Action card, thus making the counts different while (player.CanDraw && player.Revealed[Category.Action].Count == player.Revealed.Count) player.Draw(DeckLocation.Revealed); player.EndDrawing(); player.AddCardsToHand(DeckLocation.Revealed); }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(3, DeckLocation.Private); Choice choice = new Choice( String.Format("Do you want to discard {0} or put them back on top?", String.Join(" and ", newCards.Select(c => c.Name))), this, newCards, new List<string>() { "Discard", "Put them into your hand" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard") { player.Discard(DeckLocation.Private); player.DrawHand(3); } else { player.AddCardsToHand(DeckLocation.Private); } }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(1, DeckLocation.Revealed); player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed, c => (c.Category & Cards.Category.Curse) == Cards.Category.Curse || (c.Category & Cards.Category.Ruins) == Cards.Category.Ruins || (c.Category & Cards.Category.Shelter) == Cards.Category.Shelter || (c.Category & Cards.Category.Victory) == Cards.Category.Victory )); player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); }
public override void Play(Player player) { base.Play(player); SupplyCollection availableSupplies = new SupplyCollection(player._Game.Table.Supplies.Where(kvp => kvp.Value.Randomizer != null && kvp.Value.Randomizer.GroupMembership != Group.None)); CardCollection cards = new CardCollection(); Choice choice = new Choice("Name a card", this, availableSupplies, player, false); foreach (Supply supply in player._Game.Table.Supplies.Values.Union(player._Game.Table.SpecialPiles.Values)) { foreach (Type type in supply.CardTypes) { if (!choice.Supplies.Any(kvp => kvp.Value.CardType == type)) cards.Add(Card.CreateInstance(type)); } } cards.Sort(); choice.AddCards(cards); ChoiceResult result = player.MakeChoice(choice); ICard namedCard = null; if (result.Supply != null) namedCard = result.Supply; else namedCard = result.Cards[0]; player._Game.SendMessage(player, this, namedCard); if (player.CanDraw) { player.Draw(DeckLocation.Revealed); if (player.Revealed[namedCard.CardType].Count > 0) { player.AddCardsToHand(DeckLocation.Revealed); } else { player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); } } }
public override void Play(Player player) { base.Play(player); int copperCount = player.DiscardPile.LookThrough(c => c.CardType == Cards.Universal.TypeClass.Copper).Count; List<String> options = new List<string>(); for (int i = 0; i <= copperCount; i++) options.Add(i.ToString()); Choice choice = new Choice("How many Copper cards would you like to reveal and put into your hand?", this, new CardCollection() { this }, options, player); ChoiceResult result = player.MakeChoice(choice); int number = int.Parse(result.Options[0]); player.AddCardsInto(DeckLocation.Revealed, player.RetrieveCardsFrom(DeckLocation.Discard, Cards.Universal.TypeClass.Copper, number)); player.AddCardsToHand(DeckLocation.Revealed); }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(4, DeckLocation.Revealed); player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed, Category.Victory)); Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Revealed, player, true, player.Revealed.Count, player.Revealed.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Revealed, replaceResult.Cards); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Set aside the top card of your deck face down on your Native Village mat", "Put all the cards from your mat into your hand" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Set aside the top card of your deck face down on your Native Village mat")) { if (player.CanDraw) player.Draw(TypeClass.NativeVillageMat); } else { player.AddCardsToHand(player.RetrieveCardsFrom(TypeClass.NativeVillageMat)); } }
public override void PlayDuration(Player player) { base.PlayDuration(player); if (_HavenedCards.Count > 0) { player.AddCardsToHand(_HavenedCards); _HavenedCards.Clear(); } }
public override void Play(Player player) { base.Play(player); Boolean provinceRevealed = false; if (player.Hand[Cards.Universal.TypeClass.Province].Count > 0) { Choice choice = Choice.CreateYesNoChoice("You may reveal a Province card to gain a Gold in your hand. Otherwise, gain a Silver in your hand. Do you want to reveal?", this, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Yes")) { CardCollection singleProvince = player.RetrieveCardsFrom(DeckLocation.Hand, Cards.Universal.TypeClass.Province, 1); player.AddCardInto(DeckLocation.Revealed, singleProvince[0]); provinceRevealed = true; player.Gain(player._Game.Table.Gold, DeckLocation.Hand, DeckPosition.Bottom); player.AddCardsToHand(DeckLocation.Revealed); } } if (!provinceRevealed) player.Gain(player._Game.Table.Silver, DeckLocation.Hand, DeckPosition.Bottom); }