/// <summary> /// Returns a list of minions of the enemy player. This function is only usable if the CPU is the active player /// </summary> private SampleMinionCard[] GetEnemyMinions() { SampleBaseCard[] cardsOnPlayfield = ActiveSampleMatch.GetCardsForPlayer(ActiveSampleMatch.InactiveSamplePlayer); List <SampleMinionCard> result = new List <SampleMinionCard>(cardsOnPlayfield.Length); for (int i = 0; i < cardsOnPlayfield.Length; i++) { result.Add((SampleMinionCard)cardsOnPlayfield[i]); } return(result.ToArray()); }
/// <summary> /// Returns a list of minions who can still perform some action in this round. /// </summary> private SampleMinionCard[] GetUsableMinions() { List <SampleMinionCard> result = new List <SampleMinionCard>(); SampleBaseCard[] cardsOnPlayfield = ActiveSampleMatch.GetCardsForPlayer(this); for (int i = 0; i < cardsOnPlayfield.Length; i++) { SampleMinionCard card = (SampleMinionCard)cardsOnPlayfield[i]; if (card.CurrentMovesPerRound > 0) { result.Add(card); } } return(result.ToArray()); }
private SampleMinionCard[] GetOwnDamagedMinions() { List <SampleMinionCard> result = new List <SampleMinionCard>(); SampleBaseCard[] minons = ActiveSampleMatch.GetCardsForPlayer(this); for (int i = 0; i < minons.Length; i++) { if (minons[i].CardType == SampleCardType.Minion) { SampleMinionCard minion = (SampleMinionCard)minons[i]; if (minion.CurrentHealth < minion.MaxHealth) { result.Add(minion); } } } return(result.ToArray()); }