コード例 #1
0
 /// <returns>true if all damages are assigned</returns>
 public bool CheckStackForUnasignedDamage()
 {
     foreach (Damage d in this.ToArray().OfType <Damage>())
     {
         if (d.Target == null)
         {
             Magic.AddLog(d.Amount + " damage from " + d.Source.Model.Name + " to assign");
             return(false);
         }
     }
     return(true);
 }
コード例 #2
0
        public override bool TryToAddTarget(object target)
        {
            if (!WaitForTarget)
            {
                if (RemainingCost != null)
                {
                    if (RemainingCost.RequiredTargetCount > 0 && target is CardInstance)
                    {
                        CardInstance cat = target as CardInstance;
                        RemainingCost = RemainingCost.Pay(ref cat, CardSource);
                        if (cat == null)
                        {
                            return(true);
                        }
                    }
                }
                return(false);
            }

            if (target is CardInstance)
            {
                CardInstance ci = target as CardInstance;
                if (ci.BindedAction != null)
                {
                    target = ci.BindedAction;
                }
            }

            //other target group are possible, should change
            foreach (Target ct in ValidTargets)
            {
                if (ct.Accept(target, CardSource))
                {
                    if (Source.Effects.AcceptTarget(target))
                    {
                        SelectedTargets.Add(target);
                        return(true);
                    }
                }
            }

            Magic.AddLog("Invalid target: " + target.ToString());
            return(false);
        }
コード例 #3
0
        public AbilityActivation(CardInstance _source, Ability a, bool isInChoice = false) : base(_source)
        {
            Source = a;
            if (!Cost.IsNullOrCountIsZero(Source.ActivationCost))
            {
                remainingCost = Source.ActivationCost.Clone();
                remainingCost.OrderFirst(Source.ActivationCost.GetDominantMana());
            }

            //			else//if it's a spell ab, no cost and no message
            //				return;

            if (CardSource != null && !isInChoice)
            {
                if (Source.Mandatory)
                {
                    Magic.AddLog(CardSource.Model.Name + " ability activation.");
                }
                else
                {
                    Magic.AddLog(Source.Message);
                }

                if (CardSource.Controler.ManaPool != null && remainingCost != null)
                {
                    PayCost(ref CardSource.Controler.ManaPool);
                    CardSource.Controler.NotifyValueChange("ManaPoolElements", CardSource.Controler.ManaPoolElements);
                }
            }

            if (Source.Category == AbilityCategory.Spell)
            {
                return;
            }
            if (IsComplete && GoesOnStack)
            {
                MagicEngine.CurrentEngine.GivePriorityToNextPlayer();
            }
        }
コード例 #4
0
ファイル: Spell.cs プロジェクト: jpbruyere/MagicCrow
        public Spell(CardInstance _cardInstance) : base(_cardInstance)
        {
            _cardInstance.BindedAction = this;

            if (_cardInstance.Model.Cost != null)
            {
                remainingCost = _cardInstance.Model.Cost.Clone();
                remainingCost.OrderFirst(_cardInstance.Model.Cost.GetDominantMana());
            }

            Magic.AddLog("Trying to cast: " + CardSource.Model.Name);

            if (CardSource.Controler.ManaPool != null)
            {
                PayCost(ref CardSource.Controler.ManaPool);
                CardSource.Controler.NotifyValueChange("ManaPoolElements", CardSource.Controler.ManaPoolElements);
            }

            if (IsComplete && GoesOnStack)
            {
                MagicEngine.CurrentEngine.GivePriorityToNextPlayer();
            }
        }
コード例 #5
0
        /// <summary>
        /// Check completeness of last action on stack.
        /// </summary>
        public void CheckLastActionOnStack()
        {
            if (this.Count == 0)
            {
                return;
            }

            MagicAction ma = this.Peek() as MagicAction;

            if (ma == null)
            {
                return;
            }

            if (ma.CardSource != null)
            {
                if (ma.CardSource.Controler != engine.pp)
                {
                    return;
                }
            }
            //Magic.CurrentGameWin.CursorVisible = true;
            if (!ma.IsComplete)
            {
                if (ma.remainingCost == CostTypes.Tap)
                {
                    ma.remainingCost = null;
                    ma.CardSource.Tap();
                }
                else if ((engine.pp.AvailableManaOnTable + engine.pp.ManaPool) < ma.RemainingCost?.ManaCost)
                {
                    Magic.AddLog("Not enough mana available");
                    CancelLastActionOnStack();
                    return;
                }
                else if (engine.pp.ManaPool != null && ma.RemainingCost?.ManaCost != null)
                {
                    string lastRemCost = ma.RemainingCost.ToString();
                    ma.PayCost(ref engine.pp.ManaPool);
                    bool skipUpdateUI = false;
                    if (ma.RemainingCost != null)
                    {
                        if (string.Equals(ma.RemainingCost.ToString(), lastRemCost, StringComparison.Ordinal))
                        {
                            skipUpdateUI = true;
                        }
                    }
                    if (!skipUpdateUI)
                    {
                        engine.pp.NotifyValueChange("ManaPoolElements", engine.pp.ManaPoolElements);
                        notifyStackElementChange();
                    }
                }

                //				if (ma.IsComplete && ma.GoesOnStack)
                //					GivePriorityToNextPlayer ();
            }
            if (ma.IsComplete)
            {
                if (ma.GoesOnStack)
                {
                    //should show spell to player...
                    //UpdateStackLayouting();
                    engine.GivePriorityToNextPlayer();
                }
                else
                {
                    PopMSE();
                    ma.Resolve();
                }
                return;
            }


            engine.pp.UpdateUi();

            //			AbilityActivation aa = ma as AbilityActivation;
            //			//mana doest go on stack
            //			if (aa != null){
            //				if (aa.Source.AbilityType == AbilityEnum.Mana) {
            //					MagicEvent (new AbilityEventArg (aa.Source, aa.CardSource));
            //					MagicStack.Pop;
            //					return;
            //				}
            //			}
        }
コード例 #6
0
ファイル: AiPlayer.cs プロジェクト: jpbruyere/MagicCrow
        public override void Process()
        {
            MagicEngine e = MagicEngine.CurrentEngine;

            switch (CurrentState)
            {
            case PlayerStates.Init:
                return;

            case PlayerStates.PlayDrawChoice:
                //chose to play first
                e.currentPlayerIndex = e.getPlayerIndex(this);
                CurrentState         = PlayerStates.InitialDraw;
                return;

            case PlayerStates.InitialDraw:
                initialDraw();
                CurrentState = PlayerStates.KeepMuliganChoice;
                return;

            case PlayerStates.KeepMuliganChoice:
                //choose to keep
                CurrentState = PlayerStates.Ready;
                e.RaiseMagicEvent(new MagicEventArg(MagicEventType.PlayerIsReady, this));
                return;
            }


            if (e.pp != this || e.State < EngineStates.CurrentPlayer)
            {
                return;
            }

            if (HasActionPending)
            {
                ActivateAvailableMana(e);
                return;
            }

            if (e.cp == this)
            {
                switch (e.CurrentPhase)
                {
                case GamePhases.Untap:
                    PhaseDone = true;
                    break;

                case GamePhases.Upkeep:
                    PhaseDone = true;
                    break;

                case GamePhases.Draw:
                    PhaseDone = true;
                    break;

                case GamePhases.Main1:
                case GamePhases.Main2:
                    if (AllowedLandsToBePlayed > 0)
                    {
                        if (AITryToPlayLand())
                        {
                            break;
                        }
                    }
                    if (!CastAvailableAndAllowedCreature())
                    {
                        PhaseDone = true;
                    }
                    break;

                case GamePhases.BeforeCombat:
                    PhaseDone = true;
                    break;

                case GamePhases.DeclareAttacker:
                    AITryToAttack();
                    PhaseDone = true;
                    break;

                case GamePhases.DeclareBlocker:
                    PhaseDone = true;
                    break;

                case GamePhases.FirstStrikeDame:
                    PhaseDone = true;
                    break;

                case GamePhases.CombatDamage:
                    PhaseDone = true;
                    break;

                case GamePhases.EndOfCombat:
                    PhaseDone = true;
                    break;

                case GamePhases.EndOfTurn:
                    PhaseDone = true;
                    break;

                case GamePhases.CleanUp:
                    PhaseDone = true;
                    break;
                }
            }
            else
            {
                if (e.pp == this)
                {
                    Magic.AddLog("AI just had priority");
                    e.GivePriorityToNextPlayer();
                }
//				switch (e.CurrentPhase)
//				{
//				case GamePhases.Untap:
//					PhaseDone = true;
//					break;
//				case GamePhases.Upkeep:
//					PhaseDone = true;
//					break;
//				case GamePhases.Draw:
//					PhaseDone = true;
//					break;
//				case GamePhases.Main1:
//					PhaseDone = true;
//					break;
//				case GamePhases.BeforeCombat:
//					PhaseDone = true;
//					break;
//				case GamePhases.DeclareAttacker:
//					PhaseDone = true;
//					break;
//				case GamePhases.DeclareBlocker:
//					PhaseDone = true;
//					break;
//				case GamePhases.FirstStrikeDame:
//					PhaseDone = true;
//					break;
//				case GamePhases.CombatDamage:
//					PhaseDone = true;
//					break;
//				case GamePhases.EndOfCombat:
//					PhaseDone = true;
//					break;
//				case GamePhases.Main2:
//					PhaseDone = true;
//					break;
//				case GamePhases.EndOfTurn:
//					PhaseDone = true;
//					break;
//				case GamePhases.CleanUp:
//					PhaseDone = true;
//					break;
//				}
            }
        }
コード例 #7
0
ファイル: MagicEngine.cs プロジェクト: jpbruyere/MagicCrow
        void MagicEngine_MagicEvent(MagicEventArg arg)
        {
            Magic.AddLog("MAGIC EVENT: " + arg.ToString());

            #region check triggers

            //check cards in play having trigger effects
            foreach (CardInstance ci in CardsInPlayHavingTriggers)
            {
                foreach (Trigger t in ci.Model.Triggers)
                {
                    if (t.ExecuteIfMatch(arg, ci))
                    {
                        Magic.AddLog("=> " + t.ToString());
                    }
                }
            }
            //check pump effect
            //todo should simplify trigger checking with a single function
            foreach (CardInstance ci in CardsInPlayHavingPumpEffects)
            {
                List <EffectGroup> egToRemove = new List <EffectGroup>();
                foreach (EffectGroup eg in ci.PumpEffect)
                {
                    if (eg.TrigEnd != null)
                    {
                        if (eg.TrigEnd.Type != arg.Type)
                        {
                            continue;
                        }
                        switch (eg.TrigEnd.Type)
                        {
                        case MagicEventType.EndTurn:
                            egToRemove.Add(eg);
                            break;
                        }
                    }
                }
                foreach (EffectGroup egtr in egToRemove)
                {
                    ci.PumpEffect.Remove(egtr);
                }
            }
            #endregion

            switch (arg.Type)
            {
            case MagicEventType.PlayerIsReady:
                //check if all players are ready
                foreach (Player p in Players)
                {
                    if (p.CurrentState != Player.PlayerStates.Ready)
                    {
                        return;
                    }
                }
                startGame();
                break;

            case MagicEventType.BeginPhase:
                processPhaseBegin(arg as PhaseEventArg);
                break;

            case MagicEventType.EndPhase:
                processPhaseEnd(arg as PhaseEventArg);
                break;

            case MagicEventType.PlayLand:
                break;

            case MagicEventType.ActivateAbility:
                break;

            case MagicEventType.CastSpell:
                break;

            case MagicEventType.TapCard:
                break;

            case MagicEventType.ChangeZone:
                if (arg.Source.IsToken)
                {
                    arg.Source.CurrentGroup.Cards.Remove(arg.Source);
                }
                break;

            case MagicEventType.Unset:
                break;

            default:
                break;
            }

            CheckCardInstanceUpdates();

            foreach (Player p in Players)            //TODO:too wide update
            {
                p.InPlay.UpdateLayout();
            }
        }