private static PileOfCards CreateRuins(CardGameSubset gameSubset, int ruinsCount, Random random) { int ruinCountPerPile = 10; var allRuinsCards = new ListOfCards(gameSubset); allRuinsCards.AddNCardsToTop(Cards.AbandonedMine, ruinCountPerPile); allRuinsCards.AddNCardsToTop(Cards.RuinedMarket, ruinCountPerPile); allRuinsCards.AddNCardsToTop(Cards.RuinedLibrary, ruinCountPerPile); allRuinsCards.AddNCardsToTop(Cards.RuinedVillage, ruinCountPerPile); allRuinsCards.AddNCardsToTop(Cards.Survivors, ruinCountPerPile); allRuinsCards.Shuffle(random); var result = new PileOfCards(gameSubset, Cards.Ruins); for (int i = 0; i < ruinsCount; ++i) { Card card = allRuinsCards.DrawCardFromTop(); if (card == null) { throw new Exception("Not enough ruins available."); } result.AddCardToTop(card); } result.EraseKnownCountKnowledge(); return(result); }
private static PileOfCards CreateRuins(CardGameSubset gameSubset, int ruinsCount, Random random) { if (gameSubset.isInitializing) { gameSubset.AddCard(Cards.Ruins); gameSubset.AddCard(Cards.AbandonedMine); gameSubset.AddCard(Cards.RuinedMarket); gameSubset.AddCard(Cards.RuinedLibrary); gameSubset.AddCard(Cards.RuinedVillage); gameSubset.AddCard(Cards.Survivors); return null; } else { int ruinCountPerPile = 10; var allRuinsCards = new ListOfCards(gameSubset); allRuinsCards.AddNCardsToTop(Cards.AbandonedMine, ruinCountPerPile); allRuinsCards.AddNCardsToTop(Cards.RuinedMarket, ruinCountPerPile); allRuinsCards.AddNCardsToTop(Cards.RuinedLibrary, ruinCountPerPile); allRuinsCards.AddNCardsToTop(Cards.RuinedVillage, ruinCountPerPile); allRuinsCards.AddNCardsToTop(Cards.Survivors, ruinCountPerPile); allRuinsCards.Shuffle(random); var result = new PileOfCards(gameSubset, Cards.Ruins); for (int i = 0; i < ruinsCount; ++i) { Card card = allRuinsCards.DrawCardFromTop(); if (card == null) { throw new Exception("Not enough ruins available."); } result.AddCardToTop(card); } result.EraseKnownCountKnowledge(); return result; } }