コード例 #1
0
ファイル: SCard.cs プロジェクト: P1nkL1on/Gwent3
 SCard(SCardName name, SClan clan, SRarity rarity, int defaultPower, params STag[] tags)
 {
     _player   = -1;
     _location = new SLocation();
     _rarity   = rarity;
     _clan     = clan;
     _id       = _ids++;
     _name     = name;
     _status   = new SStatus();
     _power    = new SPower(defaultPower);
     _tags     = tags.ToList();
     _triggers = new Dictionary <STType, STrigger>();
     _timer    = STimer.none();
 }
コード例 #2
0
 public void move(SCard card, SLocation moveTo)
 {
     foreachPlayer((p) => { log(String.Format("mv {0} {1}←{2} p{3}", cardView(card, p), moveTo, card.location, card.host), p); });
 }
コード例 #3
0
ファイル: SPlace.cs プロジェクト: P1nkL1on/Gwent3
 public bool Equals(SLocation location)
 {
     return(_place == location._place);
 }
コード例 #4
0
ファイル: SCardView.cs プロジェクト: P1nkL1on/Gwent3
 public SLocationView(SLocation location, int indexInPlace, int hostIndex)
 {
     _location = location; _index = indexInPlace; _host = hostIndex;
 }
コード例 #5
0
ファイル: SCards.cs プロジェクト: P1nkL1on/Gwent3
 // do not execute any triggers
 // so, cant be used for group movement
 // or group killing / banishing
 public void setLocation(SLocation location)
 {
     foreachCard((c) => { c.location = location; });
 }
コード例 #6
0
ファイル: SCards.cs プロジェクト: P1nkL1on/Gwent3
        public SCards move(SLocation location)
        {
            List <STType> triggers = new List <STType>();

            foreachCard((c) =>
            {
                STType trigger = STType.none;
                // see what to trigger on movement
                if (location.place == SPlace.board)
                {
                    trigger = c.location.place == SPlace.graveyard ? STType.onRessurect : STType.onDeploy;
                }

                // if moven to graveyard
                // from hand = discard
                // from board = die -> then
                // trigger deathwish
                // if just moved from board to graveyard
                // then prevent onDie effect
                // from the higher level
                if (location.place == SPlace.graveyard)
                {
                    if (c.location.place == SPlace.hand)
                    {
                        trigger = STType.onDiscard;
                    }
                    if (c.location.place == SPlace.board)
                    {
                        trigger = STType.onDie;                                     //c.containsTag(STag.doomed)
                    }
                }
                if (location.place == SPlace.banish && c.location.place == SPlace.board)
                {
                    trigger = STType.onBanish;
                }
                // when back to deck
                // shuffled when from board/graveyard
                // otherwise swapped
                if (location.place == SPlace.deck)
                {
                    trigger = c.location.place == SPlace.hand ? STType.onSwap : STType.onShuffle;
                }

                // from deck to hand
                if (location.place == SPlace.hand && c.location.place == SPlace.deck)
                {
                    trigger = STType.onDraw;
                }

                // trigger moe when still on board,
                // but a row changed
                if (location.Equals(c.location) && location.place == SPlace.board && location.row != c.location.row)
                {
                    trigger = STType.onMove;
                }

                // then move and remember trigger
                // SLocation prevLocation = c.location;
                c.game.logger.move(c, location);
                c.location = location;
                triggers.Add(trigger);
            });
            // after all cards moved
            // trigger in order their deploys,
            // deathwishes or whatever
            for (int i = 0; i < triggers.Count; ++i)
            {
                if (triggers[i] != STType.none)
                {
                    _cards[i].trigger(triggers[i]);
                }
            }
            return(this);
        }