/// <summary> /// Resolves an Encounter of Thief for a group of Hunters /// </summary> /// <param name="game">The GameState</param> /// <param name="huntersInvolved">A list of Hunters involved in the Encounter</param> /// <param name="logic">The artificial intelligence component</param> /// <returns>True if the Hunters can continue resolving Encounters</returns> private static bool ResolveThief(GameState game, List<Hunter> huntersInvolved, DecisionMaker logic) { foreach (var h in huntersInvolved) { if (game.Hunters[(int)h].HasDogsFaceUp) { return true; } } foreach (var h in huntersInvolved) { var typeOfCardToDiscard = logic.ChooseToDiscardItemFromHunterInsteadOfEvent(game.Hunters[(int)h]); if (typeOfCardToDiscard != CardType.None) { Console.WriteLine("Dracula has decided to discard an {0} from {1}", typeOfCardToDiscard, h.Name()); } } Console.WriteLine("Use the standard discard command to tell me what was discarded"); return true; }