public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.Revealed[Category.Treasure].Count < 2 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed, c => (c.Category & Category.Treasure) == Category.Treasure)); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); // We're looking for 2 non-Golem Action cards player.BeginDrawing(); while (player.Revealed[Category.Action].Count(c => c.CardType != Cards.Alchemy.TypeClass.Golem) < 2 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); player.Revealed.BeginChanges(); CardCollection actions = player.Revealed[c => (c.Category & Category.Action) == Category.Action && c.CardType != Cards.Alchemy.TypeClass.Golem]; player.DiscardRevealed(c => !actions.Contains(c)); player.Revealed.EndChanges(); CardCollection cardsToPlay = player.RetrieveCardsFrom(DeckLocation.Revealed); Choice choice = new Choice("Which card would you like to play first?", this, actions, player); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) { actions.Remove(result.Cards[0]); // Play the first (selected) one player.AddCardInto(DeckLocation.Private, result.Cards[0]); player.Actions++; player.PlayCardInternal(result.Cards[0], "first"); } else player.PlayNothing("first"); if (actions.Count > 0) { // Play the other one player.AddCardInto(DeckLocation.Private, actions[0]); player.Actions++; player.PlayCardInternal(actions[0], "second"); } else player.PlayNothing("second"); }
public override void Play(Player player) { base.Play(player); player.Draw(3, DeckLocation.Revealed); CardCollection actionCards = player.Revealed[Cards.Category.Action]; Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, actionCards, player, true, actionCards.Count, actionCards.Count); ChoiceResult replaceResult = player.MakeChoice(replaceChoice); player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed, replaceResult.Cards), DeckPosition.Top); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); while (player.Hand.Count < 7 && player.CanDraw) { Card card = player.Draw(DeckLocation.Private); if ((card.Category & Category.Action) == Category.Action) { Choice choice = Choice.CreateYesNoChoice(String.Format("Would you like to set aside {0}?", card.Name), this, card, player, null); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Yes") { player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Private, card)); } else if (result.Options[0] == "No") { player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Private, card)); } } else { player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Private, card)); } } player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); SupplyCollection availableSupplies = new SupplyCollection(player._Game.Table.Supplies.Where(kvp => kvp.Value.Randomizer != null && kvp.Value.Randomizer.GroupMembership != Group.None)); CardCollection cards = new CardCollection(); Choice choice = new Choice("Name a card", this, availableSupplies, player, false); foreach (Supply supply in player._Game.Table.Supplies.Values.Union(player._Game.Table.SpecialPiles.Values)) { foreach (Type type in supply.CardTypes) { if (!choice.Supplies.Any(kvp => kvp.Value.CardType == type)) cards.Add(Card.CreateInstance(type)); } } choice.AddCards(cards); ChoiceResult result = player.MakeChoice(choice); ICard namedCard = null; if (result.Supply != null) namedCard = result.Supply; else namedCard = result.Cards[0]; player._Game.SendMessage(player, this, namedCard); Card foundCard = null; player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); Card lastRevealed = player.Revealed.Last(); if ((lastRevealed.Category & Cards.Category.Victory) == Cards.Category.Victory && namedCard.Name != lastRevealed.Name) { foundCard = lastRevealed; break; } } player.EndDrawing(); if (foundCard != null) foundCard = player.RetrieveCardFrom(DeckLocation.Revealed, foundCard); player.DiscardRevealed(); if (foundCard != null) { player.Trash(foundCard); Cost trashedCardCost = player._Game.ComputeCost(foundCard); SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && (supply.Category & Cards.Category.Victory) == Cards.Category.Victory && supply.CurrentCost <= (trashedCardCost + new Coin(3))); Choice choiceGain = new Choice("Gain a Victory card", this, gainableSupplies, player, false); ChoiceResult resultGain = player.MakeChoice(choiceGain); if (resultGain.Supply != null) player.Gain(resultGain.Supply); } }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); if (player._Game.ComputeCost(player.Revealed.Last()) >= new Cost(3)) break; } player.EndDrawing(); if (player.Revealed.Count > 0) { Card lastCard = player.Revealed.Last(); if (player._Game.ComputeCost(player.Revealed.Last()) >= new Cost(3)) player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, lastCard)); } player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.ReturnHand(player.RevealHand()); Boolean foundUniqueCard = false; player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); if (player.Hand[player.Revealed.Last().CardType].Count == 0) { foundUniqueCard = true; break; } } player.EndDrawing(); if (foundUniqueCard && player.Revealed.Count > 0) player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, player.Revealed.Last())); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); if (player.CanDraw) { Card revealedCard = player.Draw(DeckLocation.Revealed); if (revealedCard != null) { Choice choice = new Choice( String.Format("Do you want to discard {0} or put it back on your deck?", revealedCard), this, new CardCollection() { this }, new List<string>() { "Discard", "Put it back" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Discard")) player.DiscardRevealed(); else player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); CardBenefit benefit = new CardBenefit(); if ((revealedCard.Category & Cards.Category.Action) == Cards.Category.Action) benefit.Actions = 1; if ((revealedCard.Category & Cards.Category.Treasure) == Cards.Category.Treasure) benefit.Currency += new Coin(1); if ((revealedCard.Category & Cards.Category.Victory) == Cards.Category.Victory) benefit.Cards = 1; player.ReceiveBenefit(this, benefit); } } }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(4, DeckLocation.Revealed); player.DiscardRevealed(); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(newCards.GroupBy(card => card.CardType).Count()); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.CanDraw) { player.Draw(DeckLocation.Revealed); Card lastRevealed = player.Revealed.Last(); if ((lastRevealed.Category & Cards.Category.Action) == Cards.Category.Action || (lastRevealed.Category & Cards.Category.Treasure) == Cards.Category.Treasure) break; } player.EndDrawing(); if (player.Revealed.Count > 0) player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.Revealed, player.Revealed.Last())); player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.Revealed[Category.Treasure].Count < 1 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); CardCollection treasureCards = player.Revealed[c => (c.Category & Category.Treasure) == Category.Treasure]; if (treasureCards.Count > 0) { Card card = treasureCards[0]; Choice choice = new Choice(String.Format("You revealed a {0}.", card.Name), this, new CardCollection() { card }, new List<string>() { "Discard it", "Trash it" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Discard it") { player.Discard(DeckLocation.Revealed, card); } else if (result.Options[0] == "Trash it") { player.Trash(player.RetrieveCardFrom(DeckLocation.Revealed, card)); } } player.DiscardRevealed(); }
public override void Play(Player player) { base.Play(player); player.BeginDrawing(); while (player.Revealed[Category.Treasure].Count < 1 && player.CanDraw) player.Draw(DeckLocation.Revealed); player.EndDrawing(); CardCollection cards = player.Revealed[Cards.Category.Treasure]; player.DiscardRevealed(c => !cards.Contains(c)); if (cards.Count > 0) player.PlayCardInternal(cards[0]); }
public override void Play(Player player) { base.Play(player); SupplyCollection availableSupplies = new SupplyCollection(player._Game.Table.Supplies.Where(kvp => kvp.Value.Randomizer != null && kvp.Value.Randomizer.GroupMembership != Group.None)); CardCollection cards = new CardCollection(); Choice choice = new Choice("Name a card", this, availableSupplies, player, false); foreach (Supply supply in player._Game.Table.Supplies.Values.Union(player._Game.Table.SpecialPiles.Values)) { foreach (Type type in supply.CardTypes) { if (!choice.Supplies.Any(kvp => kvp.Value.CardType == type)) cards.Add(Card.CreateInstance(type)); } } cards.Sort(); choice.AddCards(cards); ChoiceResult result = player.MakeChoice(choice); ICard namedCard = null; if (result.Supply != null) namedCard = result.Supply; else namedCard = result.Cards[0]; player._Game.SendMessage(player, this, namedCard); while (player.CanDraw && player.Revealed.Count(c => c.CardType != namedCard.CardType) < 3) { player.Draw(DeckLocation.Revealed); } player.AddCardsToHand(player.RetrieveCardsFrom(DeckLocation.Revealed,c => c.CardType != namedCard.CardType)); player.DiscardRevealed(); }