public GameContext(Player[] players, IEnumerable<IDoorsFactory> doorsFactories, IEnumerable<ITreasuresFactory> treasuresFactories) { _doorsFactories = doorsFactories; _treasuresFactories = treasuresFactories; Players = new CircularList<Player>(players); RequestSink = new RequestSink(); Dungeon = new Dungeon(this); }
/// <summary> /// Revives players hero and give intital cards /// </summary> /// <param name="player"> Player to revive. </param> private void ReviveHero(Player player) { var cards = new List<Card>(); cards.AddRange(DoorsCardDeck.TakeRange(4)); cards.AddRange(TreasureCardDeck.TakeRange(4)); player.Revive(cards); }
public WizardFleeMonsterAction(Player player) : base("Flee Monster", player) { }
public ActionRequestEventArgs(Player requestingPlayer, Player respondingPlayer, IResponseable responseController) { RequestingPlayer = requestingPlayer; RespondingPlayer = respondingPlayer; ResponseController = responseController; }
public ClericStrengthBonus3Action(Player player) : base("Bonus +3", player) { Shots = 3; }
public ThiefStealCardAction(Player player) : base("Steal Card", player) { Shots = int.MaxValue; }
public ClericReviveCardAction(Player player) : base("Revive Card", player) { Shots = int.MaxValue; }
public ThiefStabFor2Action(Player player) : base("Stab (-2)", player) { Shots = 1; }
public WarriorStrengthBonus1Action(Player player) : base("Rage (+1)", player) { Shots = 3; }