// Update the card list on player's turn internal void TurnStart(ActivePlayer player) { if (player == ActivePlayer.Player && Player != null) { _list.Show(); var board = CoreAPI.Game.Player.Board; List<Card> cards = new List<Card>(); for( int i = 0; i < board.Count(); i++) cards.Add(board.ElementAt(i).Card); var boardState = new BoardState(); if (HasLethalOnBoard()) _list.Update(cards); } }
// Update the card list on player's turn internal void TurnStart(ActivePlayer player) { if (player == ActivePlayer.Player && Opponent != null) { _list.Show(); var mana = AvailableMana(); var klass = KlassConverter(CoreAPI.Game.Opponent.Class); var cards = HearthDb.Cards.Collectible.Values .Where(c => c.Cost == mana && c.Class == klass) .Select(c => new Card(c)) .OrderBy(c => c.Rarity) .ToList <Card>(); _list.Update(cards); } }
public void OnLoad() { //System.Windows.MessageBox.Show("sadf"); System.Diagnostics.Debug.Write("LOAD HS PLUGIN"); _list = new CurvyList(); _list.Show(); Core.OverlayCanvas.Children.Add(_list); Curvy curvy = new Curvy(_list); kernal.GameAnalyzer gameAnalyzer = new kernal.GameAnalyzer(); //GameEvents.OnGameStart.Add(curvy.GameStart); //GameEvents.OnInMenu.Add(curvy.InMenu); //GameEvents.OnTurnStart.Add(curvy.TurnStart); GameEvents.OnGameStart.Add(gameAnalyzer.OnGameStart); GameEvents.OnOpponentPlay.Add(gameAnalyzer.OnOpponentPlayCard); GameEvents.OnGameEnd.Add(gameAnalyzer.OnGameEnd); GameEvents.OnOpponentDeckDiscard.Add(gameAnalyzer.OnOpponentPlayCard); GameEvents.OnOpponentHandDiscard.Add(gameAnalyzer.OnOpponentPlayCard); GameEvents.OnOpponentSecretTriggered.Add(gameAnalyzer.OnOpponentPlayCard); }