Responsible for handling the various game events. Classes can register to be called by the GameEventManager when certain events happen.
Call GameEventManager.Initialize() to ensure it receives your events!!
コード例 #1
0
ファイル: GameEngine.cs プロジェクト: carlosf/HearthAnalyzer
        /// <summary>
        /// Starts a turn for the specified player
        /// </summary>
        /// <param name="player">The player who is starting their turn</param>
        public static void StartTurn(BasePlayer player)
        {
            GameEngine.GameState.CurrentPlayer = player;
            GameEngine.GameState.TurnNumber++;

            var currentPlayer = GameEngine.GameState.CurrentPlayer;

            // Increment their max mana
            currentPlayer.AddManaCrystal();

            // Move any pending overload to active
            currentPlayer.Overload        = currentPlayer.PendingOverload;
            currentPlayer.PendingOverload = 0;

            // Set the mana to max - overload
            currentPlayer.Mana = currentPlayer.MaxMana - currentPlayer.Overload;

            GameEventManager.TurnStart(player);

            // Draw a card
            currentPlayer.DrawCard();
        }
コード例 #2
0
        /// <summary>
        /// Summons a minion onto the board
        /// </summary>
        /// <param name="minion">The minion to summon</param>
        /// <param name="subTarget">The sub target for this card, usually for targetting battle cry spells</param>
        /// <param name="gameboardPos">The position on the gameboard to place the card. A value of -1 means play it in the next available slot</param>
        /// <param name="cardEffect">The card effect to use</param>
        /// <param name="forceSummoned">Whether or not to force summon the minion, this means no battle cry effects</param>
        /// <param name="cardSource">Where, if any, should we remove the card from</param>
        public void SummonMinion(BaseMinion minion, IDamageableEntity subTarget, int gameboardPos = -1, CardEffect cardEffect = CardEffect.NONE, bool forceSummoned = false, ICollection <BaseCard> cardSource = null)
        {
            var gameState = GameEngine.GameState;

            if (cardSource != null)
            {
                if (!cardSource.Contains(minion))
                {
                    throw new InvalidOperationException(string.Format("Card source doesn't contain {0}", minion));
                }

                cardSource.Remove(minion);
            }

            // Check if there are too many minions on the board
            var playZone      = gameState.CurrentPlayerPlayZone;
            var playZoneCount = playZone.Count(slot => slot != null);

            if (playZoneCount >= Constants.MAX_CARDS_ON_BOARD)
            {
                throw new InvalidOperationException(string.Format("There are too many cards ({0}) in the playzone!", playZoneCount));
            }

            int summonPosition = gameboardPos;

            if (gameboardPos == -1)
            {
                summonPosition = GameEngine.GameState.CurrentPlayerPlayZone.Count(card => card != null);
            }

            // If there is a card already in the target gameboard position, shift everything to the right and place it there
            if (playZone[summonPosition] != null)
            {
                for (int i = playZone.Count - 1; i > gameboardPos; i--)
                {
                    playZone[i] = playZone[i - 1];
                }
            }

            // Place the minion on the board
            playZone[summonPosition] = minion;

            // Set the time the card was played
            minion.TimePlayed = DateTime.Now;

            // Start the minion as exhausted unless it has charge
            if (!minion.HasCharge)
            {
                minion.ApplyStatusEffects(MinionStatusEffects.EXHAUSTED);
            }

            minion.ResetAttacksThisTurn();

            // Remove mana from the player
            if (!forceSummoned)
            {
                this.Mana -= minion.CurrentManaCost;
            }

            // Call the card's card effect
            var multiCard = minion as IMultiCardEffectMinion;

            if (multiCard != null && !forceSummoned)
            {
                multiCard.UseCardEffect(cardEffect, subTarget);
            }

            // Fire minion placed event
            if (!forceSummoned)
            {
                GameEventManager.MinionPlaced(minion);
            }

            // Register deathrattle if applicable
            var deathrattleCard = minion as IDeathrattler;

            if (deathrattleCard != null)
            {
                deathrattleCard.RegisterDeathrattle();
            }

            if (!forceSummoned)
            {
                // call the card's battlecry
                var battlecryCard = minion as IBattlecry;
                if (battlecryCard != null)
                {
                    if (subTarget is BaseMinion && ((BaseMinion)subTarget).IsStealthed)
                    {
                        throw new InvalidOperationException("Can't target stealthed minions");
                    }

                    battlecryCard.Battlecry(subTarget);
                }
            }

            // Fire card played event
            GameEventManager.MinionPlayed(minion);
        }