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); Choice choiceCard = new Choice("Reveal a card from your hand to return up to 2 to the Supply.", this, player.Hand, player); ChoiceResult resultCard = player.MakeChoice(choiceCard); if (resultCard.Cards.Count > 0) { Card revealedCard = resultCard.Cards[0]; player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Hand, revealedCard)); player.AddCardInto(DeckLocation.Hand, player.RetrieveCardFrom(DeckLocation.Revealed, revealedCard)); Supply supply = player._Game.Table.FindSupplyPileByCard(revealedCard); if (supply != null) { List<String> options = new List<string>() { "0", "1" }; if (player.Hand[revealedCard.CardType].Count > 1) options.Add("2"); Choice choice = new Choice("How many would you like to return to the Supply?", this, new CardCollection() { revealedCard }, options, player); ChoiceResult result = player.MakeChoice(choice); int numberToReturn = int.Parse(result.Options[0]); if (numberToReturn > 0) { CardCollection cardsToReturn = player.RetrieveCardsFrom(DeckLocation.Hand, revealedCard.CardType, numberToReturn); player.Lose(cardsToReturn); supply.AddTo(cardsToReturn); } player._Game.SendMessage(player, this, supply, numberToReturn); } IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); while (enumerator.MoveNext()) { Player attackee = enumerator.Current; // Skip if the attack is blocked (Moat, Lighthouse, etc.) if (this.IsAttackBlocked[attackee]) continue; if (supply != null && supply.CanGain() && supply.TopCard.Name == revealedCard.Name) attackee.Gain(supply); } } }
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); Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); if (resultTrash.Cards.Count > 0) { player.Gain(player._Game.Table.Silver, player._Game.ComputeCost(resultTrash.Cards[0]).Coin.Value); } }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(2, DeckLocation.Private); if (newCards.Count > 0) { Choice choice = new Choice( String.Format("Do you want to discard {0} or put {1} back on top?", String.Join(" and ", newCards.Select(c => c.Name)), newCards.Count == 1 ? "it" : "them"), this, newCards, new List<string>() { "Discard", String.Format("Put {0} back", newCards.Count == 1 ? "it" : "them") }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard") player.Discard(DeckLocation.Private); else { Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Private, player, true, 2, 2); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Private); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); } } }
public override void Play(Player player) { base.Play(player); Choice choiceTrash = new Choice("Choose up to 4 cards to trash", this, player.Hand, player, false, 0, 4); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); }
public override void Play(Player player) { base.Play(player); Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); if (resultTrash.Cards.Count > 0) { Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]); SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= (trashedCardCost + new Coin(2))); Choice choice = new Choice("Gain a card", this, gainableSupplies, player, false); ChoiceResult result = player.MakeChoice(choice); if (result.Supply != null) player.Gain(result.Supply); } }
public override void Play(Player player) { base.Play(player); Choice choiceTrash = new Choice("You may trash an Action card", this, player.Hand[Cards.Category.Action], player, false, 0, 1); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); if (resultTrash.Cards.Count > 0) { player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); } else if (player.InPlay.Contains(this.PhysicalCard)) { player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard)); } }
public override void Play(Player player) { base.Play(player); Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); player.ReceiveBenefit(this, new CardBenefit() { Currency = new Currency(player._Game.Table.Trash.Where(card => (card.Category & Cards.Category.Treasure) == Cards.Category.Treasure ).GroupBy(card => card.Name).Count()) }); }
internal void player_GainMandarin(Player player, ref Players.CardGainEventArgs e) { CardCollection cardsInPlay = new CardCollection(player.InPlay[Cards.Category.Treasure]); cardsInPlay.AddRange(player.SetAside[Cards.Category.Treasure]); Choice replaceChoice = new Choice("Choose order of Treasure cards to put back on your deck", this, cardsInPlay, player, true, cardsInPlay.Count, cardsInPlay.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.InPlay, c => replaceResult.Cards.Contains(c)); player.RetrieveCardsFrom(DeckLocation.SetAside, c => replaceResult.Cards.Contains(c)); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); e.HandledBy.Add(TypeClass.Mandarin); // Clear out the Event Triggers -- this only happens when its Gained, so we don't care any more foreach (Player playerLoop in _CardGainedHandlers.Keys) playerLoop.CardGained -= _CardGainedHandlers[playerLoop]; _CardGainedHandlers.Clear(); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Gain a card from the trash", "Trash an Action card from your hand" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Gain a card from the trash")) { List<Cost> availableCosts = new List<Cost>() { new Cost(3), new Cost(4), new Cost(5), new Cost(6) }; IEnumerable<Card> availableTrashCards = player._Game.Table.Trash.Where(c => availableCosts.Any(cost => player._Game.ComputeCost(c) == cost)); Choice choiceFromTrash = new Choice("Choose a card to gain from the trash", this, availableTrashCards, player); ChoiceResult resultFromTrash = player.MakeChoice(choiceFromTrash); if (resultFromTrash.Cards.Count > 0) { player.Gain(player._Game.Table.Trash, resultFromTrash.Cards[0], DeckLocation.Deck, DeckPosition.Top); } } else { Choice choiceTrash = new Choice("Choose an Action card to trash", this, player.Hand[Cards.Category.Action], player); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); if (resultTrash.Cards.Count > 0) { Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]); SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= (trashedCardCost + new Coin(3))); Choice choiceGain = new Choice("Gain a 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); // Step 1 player.Gain(player._Game.Table.Silver); // Step 2 if (player.CanDraw) { Card card = player.Draw(DeckLocation.Private); Choice choice = new Choice(String.Format("Do you want to discard {0} or put it back on top?", card.Name), this, new CardCollection() { card }, new List<string>() { "Discard", "Put it back" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard") player.Discard(DeckLocation.Private); else player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Private), DeckPosition.Top); } // Step 3 player.Draw(5 - player.Hand.Count, DeckLocation.Hand); // Step 4 Choice choiceTrash = new Choice("You may trash a card", this, player.Hand[c => (c.Category & Category.Treasure) != Category.Treasure], player, false, 0, 1); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); }
public override void Play(Player player) { base.Play(player); Choice replaceChoice = new Choice("Choose a card to put back on your deck", this, player.Hand, player, false, 1, 1); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Hand, replaceResult.Cards); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); }
internal void player_BuyFarmland(Player player, ref Players.CardBuyEventArgs e) { Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); if (resultTrash.Cards.Count > 0) { Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]); SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost == (trashedCardCost + new Coin(2))); Choice choice = new Choice("Gain a card", this, gainableSupplies, player, false); ChoiceResult result = player.MakeChoice(choice); if (result.Supply != null) player.Gain(result.Supply); } e.HandledBy.Add(TypeClass.Farmland); // Clear out the Event Triggers -- this only happens when its Gained, so we don't care any more foreach (Player playerLoop in _CardBoughtHandlers.Keys) playerLoop.CardBought -= _CardBoughtHandlers[playerLoop]; _CardBoughtHandlers.Clear(); }
public override void Play(Player player) { base.Play(player); Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); if (resultTrash.Cards.Count > 0) { Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]); SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && (supply.CurrentCost == (trashedCardCost + new Coin(1)) || trashedCardCost.Coin > 0 && supply.CurrentCost == (trashedCardCost - new Coin(1)))); Choice choice = new Choice("Gain a card to put on your deck", this, gainableSupplies, player, false); ChoiceResult result = player.MakeChoice(choice); if (result.Supply != null) { player.Gain(result.Supply, DeckLocation.Deck, DeckPosition.Top); if (!(result.Supply.CurrentCost <= trashedCardCost)) gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && trashedCardCost.Coin > 0 && supply.CurrentCost == (trashedCardCost - new Coin(1))); else gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost == (trashedCardCost + new Coin(1))); choice = new Choice("Gain a card to put on your deck", this, gainableSupplies, player, false); result = player.MakeChoice(choice); if (result.Supply != null) player.Gain(result.Supply, DeckLocation.Deck, DeckPosition.Top); } } }
public override void Play(Player player) { base.Play(player); player.Draw(4, DeckLocation.Private); Choice choiceDiscard = new Choice("Choose cards to discard", this, player.Private, player, false, 0, player.Private.Count); ChoiceResult resultDiscard = player.MakeChoice(choiceDiscard); player.Discard(DeckLocation.Private, resultDiscard.Cards); Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Private, player, true, player.Private.Count, player.Private.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Private, replaceResult.Cards), DeckPosition.Top); }
public override void Play(Player player) { base.Play(player); player.Draw(3, DeckLocation.Revealed); CardCollection actionCards = player.Revealed[Cards.Category.Action]; Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, actionCards, player, true, actionCards.Count, actionCards.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed, replaceResult.Cards), DeckPosition.Top); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); if (player.CanDraw) { Card revealedCard = player.Draw(DeckLocation.Revealed); if (revealedCard != null) { Choice choice = new Choice( String.Format("Do you want to discard {0} or put it back on your deck?", revealedCard), this, new CardCollection() { this }, new List<string>() { "Discard", "Put it back" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Discard")) player.DiscardRevealed(); else player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); CardBenefit benefit = new CardBenefit(); if ((revealedCard.Category & Cards.Category.Action) == Cards.Category.Action) benefit.Actions = 1; if ((revealedCard.Category & Cards.Category.Treasure) == Cards.Category.Treasure) benefit.Currency += new Coin(1); if ((revealedCard.Category & Cards.Category.Victory) == Cards.Category.Victory) benefit.Cards = 1; player.ReceiveBenefit(this, benefit); } } }
public override void Play(Player player) { base.Play(player); Choice choiceTheFirst = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Discard 2 cards", "Put a card on your deck", "Gain a Copper" }, player); ChoiceResult resultTheFirst = player.MakeChoice(choiceTheFirst); if (resultTheFirst.Options.Contains("Discard 2 cards")) { Choice choiceDiscard = new Choice("Discard 2 cards.", this, player.Hand, player, false, 2, 2); ChoiceResult resultDiscard = player.MakeChoice(choiceDiscard); player.Discard(DeckLocation.Hand, resultDiscard.Cards); } else if (resultTheFirst.Options.Contains("Put a card on your deck")) { Choice replaceChoice = new Choice("Choose a card to put back on your deck", this, player.Hand, player, false, 1, 1); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.RetrieveCardsFrom(DeckLocation.Hand, replaceResult.Cards); player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top); } else { player.Gain(player._Game.Table.Copper); } Choice choiceTheSecond = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "+<coin>3</coin>", "Trash your hand", "Gain a Duchy" }, player); ChoiceResult resultTheSecond = player.MakeChoice(choiceTheSecond); if (resultTheSecond.Options.Contains("+<coin>3</coin>")) { player.ReceiveBenefit(this, new CardBenefit() { Currency = new Currency(3) }); } else if (resultTheSecond.Options.Contains("Trash your hand")) { player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand)); } else { player.Gain(player._Game.Table.Duchy); } }
public override void Play(Player player) { base.Play(player); Choice choice = Choice.CreateYesNoChoice("Do you want to trash 2 cards?", this, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Yes") { Choice choiceTrash = new Choice("Choose 2 cards to trash", this, player.Hand, player, false, 2, 2); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); if (resultTrash.Cards.Count == 2) { player.ReceiveBenefit(this, new CardBenefit() { Cards = 2, Currency = new Currency(2) }); IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); while (enumerator.MoveNext()) { Player attackee = enumerator.Current; // Skip if the attack is blocked (Moat, Lighthouse, etc.) if (this.IsAttackBlocked[attackee]) continue; Choice choiceDiscard = new Choice("Choose cards to discard. You must discard down to 3 cards in hand", this, attackee.Hand, attackee, false, attackee.Hand.Count - 3, attackee.Hand.Count - 3); ChoiceResult resultDiscard = attackee.MakeChoice(choiceDiscard); attackee.Discard(DeckLocation.Hand, resultDiscard.Cards); } } } }
public override void Play(Player player) { base.Play(player); Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(5)); Choice choice = new Choice("Gain a card costing up to <coin>5</coin>", this, gainableSupplies, player, false); ChoiceResult result = player.MakeChoice(choice); if (result.Supply != null) player.Gain(result.Supply); }
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); Choice choice = Choice.CreateYesNoChoice("You may immediately put your deck into your discard pile.", this, this, player, null); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Yes") { player._Game.SendMessage(player, this); CardCollection cc = player.RetrieveCardsFrom(DeckLocation.Deck); player.AddCardsInto(DeckLocation.Discard, cc); } }
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); CardCollection singleCopper = player.RetrieveCardsFrom(DeckLocation.Hand, Cards.Universal.TypeClass.Copper, 1); if (singleCopper.Count > 0) { player.Trash(singleCopper[0]); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(3); player.ReceiveBenefit(this, benefit); } }
internal void player_BuyMint(Player player, ref Players.CardBuyEventArgs e) { player.Trash(player.RetrieveCardsFrom(DeckLocation.InPlay, Category.Treasure)); player.Trash(player.RetrieveCardsFrom(DeckLocation.SetAside, Category.Treasure)); e.HandledBy.Add(TypeClass.Mint); // Clear out the Event Triggers -- this only happens when its Gained, so we don't care any more foreach (Player playerLoop in _CardBoughtHandlers.Keys) playerLoop.CardBought -= _CardBoughtHandlers[playerLoop]; _CardBoughtHandlers.Clear(); }
public override void Play(Player player) { base.Play(player); player.Gain(player._Game.Table[TypeClass.Rats]); CardCollection nonRats = player.Hand[c => c.CardType != TypeClass.Rats]; if (nonRats.Count > 0) { Choice choiceTrash = new Choice("Choose a non-Rats card to trash", this, nonRats, player); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); } else { player.ReturnHand(player.RevealHand()); } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose 2:", this, new CardCollection() { this }, new List<string>() { "+2<nbsp/>Cards", "+2<nbsp/>Actions", "+<coin>2</coin>", "Gain 4 Silvers & discard deck" }, player, null, false, 2, 2); ChoiceResult result = player.MakeChoice(choice); foreach (String option in result.Options) { CardBenefit benefit = new CardBenefit(); if (option == "+2<nbsp/>Cards") benefit.Cards = 2; if (option == "+2<nbsp/>Actions") benefit.Actions += 2; if (option == "+<coin>2</coin>") benefit.Currency += new Coin(2); if (option == "Gain 4 Silvers & discard deck") { player.Gain(player._Game.Table.Silver, 4); player._Game.SendMessage(player, this); CardCollection cc = player.RetrieveCardsFrom(DeckLocation.Deck); player.AddCardsInto(DeckLocation.Discard, cc); } player.ReceiveBenefit(this, benefit); } }
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); Choice choice = Choice.CreateYesNoChoice("You may put your deck into your discard pile.", this, this, player, null); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Yes") { player._Game.SendMessage(player, this); CardCollection cc = player.RetrieveCardsFrom(DeckLocation.Deck); player.AddCardsInto(DeckLocation.Discard, cc); } CardCollection cards = player.DiscardPile.LookThrough(c => true); Choice choiceTop = new Choice("Choose a card to put onto your deck", this, cards, player, false, 0, 1); ChoiceResult resultTop = player.MakeChoice(choiceTop); if (resultTop.Cards.Count > 0) player.AddCardsToDeck(player.DiscardPile.Retrieve(player, c => resultTop.Cards.Contains(c)), DeckPosition.Top); }