public Supervisor() { game = new Gamestate(); rng = new Random(); player = 0; AI = 0; AiOuput = ""; GameOutput = ""; }
public Robert(Gamestate _game, int _side) { //need to implement something that tracks bonus modifiers to ops points //needs off turn event trigger game = _game; side = _side; targetAmounts = new List<int> {}; targets = new List<int> {}; if (game.turn == 0) { initalInfluencePlacement(); } else { if (side == 1) { hand = game.cards.usHand; } else { hand = game.cards.ussrHand; } if (hand.Count != 0) { if (game.round == 0) { playScoringCard(); if (!completed) { playEventCard(); } if (!completed) { foreach (var card in hand) { if (card.affiliation != -side) { cardToPlay = card.id; actionType = "Desperation"; break; } } if (cardToPlay == 0) { foreach (var card in hand) { if (card.id != 6) { cardToPlay = card.id; actionType = "Super Desperation"; } } } } } else { playScoringCard(); if (!completed) { playEventCard(); } if (!completed) { playSpaceRace(); } if (!completed) { playOpsPoints(); } } } else { actionType = "No Cards in Hand"; } } }