// -------------------------------------------------------------------------------------------- private void Player_PlayerTurnEnded(object sender, Player.PlayerEventArgs e) { if (e.player != Owner) { return; } // TODO: something when the player turn ends }
// -------------------------------------------------------------------------------------------- public void OnPlayerTurnStarted(object sender, Player.PlayerEventArgs e) { TurnsActive++; if (_modifierData.numTurnsActive >= 0 && TurnsActive >= _modifierData.numTurnsActive) { OnModifierExpired(this, new ModifierEventArgs(this)); } }
// -------------------------------------------------------------------------------------------- private void OnPlayerLost(object sender, Player.PlayerEventArgs e) { int numPlayersLeft = 0; foreach (Player player in _players) { if (!player.HasLost) { numPlayersLeft++; } } if (numPlayersLeft <= 1) { EndGame(); } }
// -------------------------------------------------------------------------------------------- private void Player_PlayerTurnStarted(object sender, Player.PlayerEventArgs e) { _numTurnsActive++; HasMoved = false; HasUsedSkill = false; }