/// <summary> /// /// </summary> /// <param name="action"></param> /// <param name="game"></param> /// <returns></returns> public override TurnPhase ProcessAction(InGameAction action, XmlGame game) { if (AllowedAction(action, game)) { RollDiceAction rollDice = action as RollDiceAction; if (rollDice != null) { rollDice.PerformTurnAction(game); // When a volcano is rolled, expect player to roll dice for volcano /* if (rollDice.HexesAffected.OfType<VolcanoHex>().Count() > 0) { game.ActionsQueue.Enqueue(new RollVolcanoDiceAction() { GamePlayer = rollDice.GamePlayer, VolcanosRolled = rollDice.HexesAffected.OfType<VolcanoHex>().ToList<VolcanoHex>() }); // We expect another action, return current phase return this; } */ // When a 7 is rolled, enqueue every player required to loose cards to do so if (rollDice.Dice == 7) { // Add each player required to loose cards to the queue foreach (int i in rollDice.LooserPlayers) { game.ActionsQueue.Enqueue(new LooseCardsAction() { GamePlayer = game.GetPlayer(i) }); } // Expect player to place robber/pirate and rob a player game.ActionsQueue.Enqueue(new PlaceRobberPirateAction() { GamePlayer = action.GamePlayer }); game.ActionsQueue.Enqueue(new RobPlayerAction() { GamePlayer = action.GamePlayer }); // We have actions to be done, we should stay in this phase return this; } // Any other number has been rolled. // Proceed to trading phase if (game.ActionsQueue.Count == 0) { return new TradingTurnPhase(); } else { return this; } } RobPlayerAction robPlayer = action as RobPlayerAction; if (robPlayer != null) { robPlayer.PerformTurnAction(game); // When finished robbing, advance phase to trading return this; } // perform the action action.PerformTurnAction(game); EndTurnAction endTurn = action as EndTurnAction; if (endTurn != null) { return new BuildTurnPhase(null); } // Return current state return this; } else // Action is not allowed in rollDice phase. Check if it is allowed in subsequent phases, // then return that phase { TradingTurnPhase trading = new TradingTurnPhase(); BuildTurnPhase building = new BuildTurnPhase(trading); if (trading.AllowedAction(action, game)) { return trading; } if (building.AllowedAction(action, game)) { return building; } return null; } }
public BuildTurnPhase(TradingTurnPhase tradingPhase) : base() { _TradingPhase = tradingPhase; }