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); // 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); // We're looking for 2 non-Golem Action cards player.BeginDrawing(); while (player.Revealed[Category.Action].Count(c => c.CardType != Cards.Alchemy.TypeClass.Golem) < 2 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); player.Revealed.BeginChanges(); CardCollection actions = player.Revealed[c => (c.Category & Category.Action) == Category.Action && c.CardType != Cards.Alchemy.TypeClass.Golem]; player.DiscardRevealed(c => !actions.Contains(c)); player.Revealed.EndChanges(); CardCollection cardsToPlay = player.RetrieveCardsFrom(DeckLocation.Revealed); Choice choice = new Choice("Which card would you like to play first?", this, actions, player); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) { actions.Remove(result.Cards[0]); // Play the first (selected) one player.AddCardInto(DeckLocation.Private, result.Cards[0]); player.Actions++; player.PlayCardInternal(result.Cards[0], "first"); } else player.PlayNothing("first"); if (actions.Count > 0) { // Play the other one player.AddCardInto(DeckLocation.Private, actions[0]); player.Actions++; player.PlayCardInternal(actions[0], "second"); } else player.PlayNothing("second"); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); if (player._Game.ComputeCost(player.Revealed.Last()) >= new Cost(3)) break; } player.EndDrawing(); if (player.Revealed.Count > 0) { Card lastCard = player.Revealed.Last(); if (player._Game.ComputeCost(player.Revealed.Last()) >= new Cost(3)) player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, lastCard)); } player.DiscardRevealed(); }
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)); } } 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); Card foundCard = null; player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); Card lastRevealed = player.Revealed.Last(); if ((lastRevealed.Category & Cards.Category.Victory) == Cards.Category.Victory && namedCard.Name != lastRevealed.Name) { foundCard = lastRevealed; break; } } player.EndDrawing(); if (foundCard != null) foundCard = player.RetrieveCardFrom(DeckLocation.Revealed, foundCard); player.DiscardRevealed(); if (foundCard != null) { player.Trash(foundCard); Cost trashedCardCost = player._Game.ComputeCost(foundCard); SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && (supply.Category & Cards.Category.Victory) == Cards.Category.Victory && supply.CurrentCost <= (trashedCardCost + new Coin(3))); Choice choiceGain = new Choice("Gain a Victory card", this, gainableSupplies, player, false); ChoiceResult resultGain = player.MakeChoice(choiceGain); if (resultGain.Supply != null) player.Gain(resultGain.Supply); } }
public override void Play(Player player) { base.Play(player); player.ReturnHand(player.RevealHand()); Boolean foundUniqueCard = false; player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); if (player.Hand[player.Revealed.Last().CardType].Count == 0) { foundUniqueCard = true; break; } } player.EndDrawing(); if (foundUniqueCard && player.Revealed.Count > 0) player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, player.Revealed.Last())); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); Card lastRevealed = player.Revealed.Last(); if ((lastRevealed.Category & Cards.Category.Action) == Cards.Category.Action || (lastRevealed.Category & Cards.Category.Treasure) == Cards.Category.Treasure) break; } player.EndDrawing(); if (player.Revealed.Count > 0) player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, player.Revealed.Last())); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.Revealed[Category.Treasure].Count < 1 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); CardCollection treasureCards = player.Revealed[c => (c.Category & Category.Treasure) == Category.Treasure]; if (treasureCards.Count > 0) { Card card = treasureCards[0]; Choice choice = new Choice(String.Format("You revealed a {0}.", card.Name), this, new CardCollection() { card }, new List<string>() { "Discard it", "Trash it" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard it") { player.Discard(DeckLocation.Revealed, card); } else if (result.Options[0] == "Trash it") { player.Trash(player.RetrieveCardFrom(DeckLocation.Revealed, card)); } } player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.Revealed[Category.Treasure].Count < 1 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); CardCollection cards = player.Revealed[Cards.Category.Treasure]; player.DiscardRevealed(c => !cards.Contains(c)); if (cards.Count > 0) player.PlayCardInternal(cards[0]); }