Exemplo n.º 1
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 public override Card GetCardFromHandToTrash(GameState gameState, CardPredicate acceptableCard, bool isOptional, CollectionCards cardsTrashedSoFar)
 {
     if (gameState.Self == gameState.players.CurrentPlayer)
     {
         if (Strategy.CountInHand(Dominion.Cards.Gold, gameState) > 0)
             return Dominion.Cards.Gold;
     }
     return base.GetCardFromHandToTrash(gameState, acceptableCard, isOptional, cardsTrashedSoFar);
 }
Exemplo n.º 2
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 public void AddAllCardsFromInSomeOrder(CollectionCards other)
 {
     base.AddAllCardsFrom(other);
     foreach (Card card in other.AllTypes)
     {
         int count = other.CountOf(card);
         for (int i = 0; i < count; ++i)
             this.cards.Add(card);
     }
 }
Exemplo n.º 3
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        public static int CountInSetMatching(this ICardPicker pickOrder, GameState gameState, CollectionCards collectionCards)
        {
            int result = 0;
            foreach(var cardType in collectionCards.AllTypes)
            {
                if (pickOrder.DoesCardPickerMatch(gameState, cardType))
                {
                    result += collectionCards.CountOf(cardType);
                }
            }

            return result;
        }
Exemplo n.º 4
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        public override void DoSpecializedAction(PlayerState currentPlayer, GameState gameState)
        {
            CollectionCards trashedCards = currentPlayer.RequestPlayerTrashCardsFromHand(gameState, currentPlayer.Hand.Count, isOptional: true);

            int totalCoinCost   = trashedCards.Select(card => card.CurrentCoinCost(currentPlayer)).Sum();
            int totalPotionCost = trashedCards.Select(card => card.potionCost).Sum();

            currentPlayer.RequestPlayerGainCardFromSupply(
                gameState,
                card => card.CurrentCoinCost(currentPlayer) == totalCoinCost && card.potionCost == totalPotionCost,
                "Must gain a card costing exactly equal to the total cost of the trashed cards>",
                isOptional: false);
        }
        override public Card GuessCardTopOfDeck(GameState gameState)
        {
            PlayerState self = gameState.Self;

            if (self.KnownCardsInDeck.Any())
            {
                return(self.KnownCardsInDeck.First());
            }

            CollectionCards cards = self.CardsInDeck.Any ? self.CardsInDeck : self.Discard;

            if (cards.Any)
            {
                return(cards.MostCommonCardWhere(card => card != Dominion.Cards.Estate && !card.isShelter));
            }
            else
            {
                return(Dominion.Cards.Estate);
            }
        }
Exemplo n.º 6
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        internal Card RequestPlayerTrashCardFromHand(GameState gameState, CardPredicate acceptableCardsToTrash, bool isOptional, CollectionCards cardsTrashedSoFar = null)
        {
            Card cardTypeToTrash = RequestPlayerTrashCardFromHandButDontTrash(gameState, acceptableCardsToTrash, isOptional, cardsTrashedSoFar);

            if (cardTypeToTrash != null)
                this.TrashCardFromHandOfType(gameState, cardTypeToTrash, guaranteeInHand: true);

            return cardTypeToTrash;
        }
Exemplo n.º 7
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        public static int CountInSetMatching(this ICardPicker pickOrder, GameState gameState, CollectionCards collectionCards)
        {
            int result = 0;

            foreach (var cardType in collectionCards.AllTypes)
            {
                if (pickOrder.DoesCardPickerMatch(gameState, cardType))
                {
                    result += collectionCards.CountOf(cardType);
                }
            }

            return(result);
        }
 public virtual Card GetCardFromHandToTrash(GameState gameState, CardPredicate acceptableCard, bool isOptional, CollectionCards cardsTrashedSoFar)
 {
     return PlayerMustMakeCardChoice();
 }
Exemplo n.º 9
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 public int ValueOf(CollectionCards cards)
 {
     return(cards.Select(c => c.plusCoin).Sum());
 }
Exemplo n.º 10
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 internal new void MoveAllCardsFrom(CollectionCards other)
 {
     base.MoveAllCardsFrom(other);
 }
Exemplo n.º 11
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 public int ValueOf(CollectionCards cards)
 {
     return cards.Select( c => c.plusCoin ).Sum();
 }
 // always optional
 public Card GetCardFromHandToTrash(GameState gameState, CardPredicate acceptableCard, bool isOptional, CollectionCards cardsTrashedSoFar)
 {
     var saved = gameState.self;
     gameState.self = this.self;
     var result = this.playerAction.GetCardFromHandToTrash(gameState, acceptableCard, isOptional, cardsTrashedSoFar);
     gameState.self = saved;
     return result;
 }
Exemplo n.º 13
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 public override Card GetCardFromHandToTrash(GameState gameState, CardPredicate acceptableCard, bool isOptional, CollectionCards cardsTrashedSoFar)
 {
     if (gameState.Self == gameState.players.CurrentPlayer)
     {
         if (Strategy.CountInHand(Dominion.Cards.Gold, gameState) > 0)
         {
             return(Dominion.Cards.Gold);
         }
     }
     return(base.GetCardFromHandToTrash(gameState, acceptableCard, isOptional, cardsTrashedSoFar));
 }
 private void WriteAllCards(CollectionCards cards)
 {
     bool needComma = false;
     foreach (Card currentCard in cards.AllTypes.OrderBy(card => card.name))
     {
         int cardCount = cards.CountOf(currentCard);
         if (!needComma)
         {
             needComma = true;
         }
         else
         {
             this.textWriter.Write(", ");
         }
         this.textWriter.Write("{0} {1}", cardCount, cardCount > 1 ? currentCard.pluralName : currentCard.name);
     }
     this.textWriter.WriteLine();
 }
Exemplo n.º 15
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        internal Card RequestPlayerTrashCardFromHandButDontTrash(GameState gameState, CardPredicate acceptableCardsToTrash, bool isOptional, CollectionCards cardsTrashedSoFar = null)
        {
            if (!this.hand.HasCard(acceptableCardsToTrash))
            {
                return null;
            }

            if (cardsTrashedSoFar == null)
                cardsTrashedSoFar = gameState.emptyCardCollection;

            Card cardTypeToTrash = this.actions.GetCardFromHandToTrash(gameState, acceptableCardsToTrash, isOptional, cardsTrashedSoFar);
            if (cardTypeToTrash == null)
            {
                if (isOptional)
                {
                    return null;
                }
                else
                {
                    throw new Exception("Player must choose a card to trash");
                }
            }

            if (!acceptableCardsToTrash(cardTypeToTrash))
            {
                throw new Exception("Tried to trash a card that didn't match the constraint");
            }

            return cardTypeToTrash;
        }
 public override Card GetCardFromHandToTrash(GameState gameState, CardPredicate acceptableCard, bool isOptional, CollectionCards cardsTrashedSoFar)
 {
     IPlayerAction playerAction = this.GetActionForCurrentCardContext(gameState);
     if (playerAction != null)
         return playerAction.GetCardFromHandToTrash(gameState, acceptableCard, isOptional, cardsTrashedSoFar);
     else
         return base.GetCardFromHandToTrash(gameState, acceptableCard, isOptional, cardsTrashedSoFar);
 }
Exemplo n.º 17
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 private void MoveAllCardsToDiscard(CollectionCards cards, GameState gameState, DeckPlacement source)
 {
     foreach (Card card in cards)
     {
         this.DiscardCard(card, gameState, source);
     }
     cards.Clear();
 }
Exemplo n.º 18
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        public override Card GetCardFromHandToTrash(GameState gameState, CardPredicate acceptableCard, bool isOptional, CollectionCards cardsTrashedSoFar)
        {
            IPlayerAction playerAction = this.GetActionForCurrentCardContext(gameState);

            if (playerAction != null)
            {
                return(playerAction.GetCardFromHandToTrash(gameState, acceptableCard, isOptional, cardsTrashedSoFar));
            }
            else
            {
                return(base.GetCardFromHandToTrash(gameState, acceptableCard, isOptional, cardsTrashedSoFar));
            }
        }
Exemplo n.º 19
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        public override Card GetCardFromHandToTrash(GameState gameState, CardPredicate acceptableCard, bool isOptional, CollectionCards cardsTrashedSoFar)
        {
            var  self   = gameState.Self;
            Card result = this.trashOrder.GetPreferredCard(
                gameState,
                card => self.Hand.HasCard(card) && acceptableCard(card));

            // warning, strategy didnt' include what to, try to do a reasonable default.
            if (result == null && !isOptional)
            {
                result = self.Hand.Where(c => acceptableCard(c)).OrderBy(c => c, new DefaultPlayRules.CompareCardByFirstToTrash()).FirstOrDefault();
            }

            return(result);
        }
Exemplo n.º 20
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        public GameState(                         
            IPlayerAction[] playerActions,
            int[] playerPositions,
            Game game)
        {
            if (playerActions.Length != playerPositions.Length)
                throw new Exception();

            this.game = game;
            GameConfig gameConfig = game.GameConfig;

            this.emptyCardCollection = new CollectionCards(this.CardGameSubset, null);

            int playerCount = playerActions.Length;
            this.supplyPiles = gameConfig.GetSupplyPiles(playerCount, game.random);
            this.nonSupplyPiles = gameConfig.GetNonSupplyPiles(playerCount);

            this.mapCardToPile = new MapOfCardsForGameSubset<PileOfCards>(this.CardGameSubset);
            this.BuildMapOfCardToPile();

            this.players = new PlayerCircle(playerCount, playerActions, playerPositions, game);

            this.hasPileEverBeenGained = new MapPileOfCards<bool>(this.supplyPiles);
            this.pileEmbargoTokenCount = new MapPileOfCards<int>(this.supplyPiles);
            this.trash = new BagOfCards(this.CardGameSubset);

            this.cardContextStack = new CardContextStack();

            this.GainStartingCards(gameConfig);

            foreach (PileOfCards cardPile in this.supplyPiles)
            {
                cardPile.ProtoTypeCard.DoSpecializedSetupIfInSupply(this);
            }

            this.players.AllPlayersDrawInitialCards(gameConfig, this);
        }