Exemplo n.º 1
0
    public static TreacheryCard CAUGHT_IN_A_WEB()
    {
        TreacheryCard the_card = new TreacheryCard("Caught in a Web",
                                                   "When Revealed: The player with the highest threat level attaches this card to one of his heroes. " +
                                                   "(Counts as a Condition attachment with the text: 'Attached hero does not ready during the refresh phase unless you pay 2 resources from that hero's pool.')", "",
                                                   "SPIDER"
                                                   , "");

        return(the_card);
    }
Exemplo n.º 2
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    public static List <EnemyCard> PASSAGE_THROUGH_MIRWOOD_ENEMIES()
    {
        List <EnemyCard> result = new List <EnemyCard>();

        result.Add(TreacheryCard.THE_NECROMANCERS_REACH());
        result.AddRange(SPIDER_CARDS());
        result.AddRange(ORC_CARDS());
        result.AddRange(TREE_CARDS());
        return(result);
    }
Exemplo n.º 3
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 void resolve_treachery_card(TreacheryCard card)
 {
     Debug.Log("RESOLVING " + card);
     for (var i = 0; i < staged_cards.Count; i++)
     {
         var this_card = staged_cards[i];
         if (this_card == card)
         {
             staged_cards.RemoveAt(i);
         }
     }
 }
Exemplo n.º 4
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    public static TreacheryCard EYES_OF_THE_FOREST()
    {
        TreacheryCard result = new TreacheryCard("Eyes of the Forest",
                                                 "When Revealed: Each player discards all event cards in his hand.", "", "SPIDER"
                                                 , "");
        List <Func <EventArgs, Card, bool> > card_played_criteria = new List <Func <EventArgs, Card, bool> >()
        {
            CardEnablers.card_is_me
        };

        result.respond_to_event(GameEvent.CARD_REVEALED,
                                PlayerCardResponses.action_maker(card_played_criteria,
                                                                 EnemyCardResponses.eyes_of_the_forest,
                                                                 result));
        return(result);
    }
Exemplo n.º 5
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    public static TreacheryCard THE_NECROMANCERS_REACH()
    {
        TreacheryCard result = new TreacheryCard("The Necromancer's Reach",
                                                 "When Revealed: Deal 1 damage to each exhausted character.", "",
                                                 "ORC"
                                                 , "");
        List <Func <EventArgs, Card, bool> > card_played_criteria = new List <Func <EventArgs, Card, bool> >()
        {
            CardEnablers.card_is_me
        };

        result.respond_to_event(GameEvent.CARD_REVEALED,
                                PlayerCardResponses.action_maker(card_played_criteria,
                                                                 EnemyCardResponses.necromancers_reach,
                                                                 result));
        return(result);
    }
Exemplo n.º 6
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    public static List <EnemyCard> SPIDER_CARDS()
    {
        List <EnemyCard> result = new List <EnemyCard>();

        result.Add(KING_SPIDER());
        result.Add(KING_SPIDER());
        result.Add(HUMMERHORNS());
        result.Add(UNGOLIANTS_SPAWN());
        result.Add(LocationCard.GREAT_FOREST_WEB());
        result.Add(LocationCard.GREAT_FOREST_WEB());
        result.Add(LocationCard.MOUNTAINS_OF_MIRKWOOD());
        result.Add(LocationCard.MOUNTAINS_OF_MIRKWOOD());
        result.Add(LocationCard.MOUNTAINS_OF_MIRKWOOD());
        result.Add(TreacheryCard.EYES_OF_THE_FOREST());
        result.Add(TreacheryCard.CAUGHT_IN_A_WEB());
        result.Add(TreacheryCard.CAUGHT_IN_A_WEB());
        return(result);
    }
Exemplo n.º 7
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    public static List <EnemyCard> ORC_CARDS()
    {
        List <EnemyCard> result = new List <EnemyCard>();

        result.Add(DOL_GULDUR_ORCS());
        result.Add(DOL_GULDUR_ORCS());
        result.Add(DOL_GULDUR_ORCS());
        result.Add(CHIEFTAN_UFTHAK());
        result.Add(DOL_GULDUR_BEASTMASTER());
        result.Add(DOL_GULDUR_BEASTMASTER());
        result.Add(TreacheryCard.DRIVEN_BY_SHADOW());
        result.Add(TreacheryCard.THE_NECROMANCERS_REACH());
        result.Add(TreacheryCard.THE_NECROMANCERS_REACH());
        result.Add(TreacheryCard.THE_NECROMANCERS_REACH());
        result.Add(LocationCard.NECROMANCERS_PASS());
        result.Add(LocationCard.NECROMANCERS_PASS());
        result.Add(LocationCard.ENCHANTED_STREAM());
        result.Add(LocationCard.ENCHANTED_STREAM());
        return(result);
    }
Exemplo n.º 8
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    public static TreacheryCard DRIVEN_BY_SHADOW()
    {
        TreacheryCard result = new TreacheryCard("Driven by Shadow",
                                                 "When Revealed: Each enemy and each location currently in the staging area gets 1 Threat until the end of the phase. " +
                                                 "If there are no cards in the staging area, Driven by Shadow gains surge.", "Shadow: Choose and discard 1 attachment from the defending character. (If this attack is undefended, discard all attachments you control.)",
                                                 "ORC"
                                                 , "");
        List <Func <EventArgs, Card, bool> > card_played_criteria = new List <Func <EventArgs, Card, bool> >()
        {
            CardEnablers.card_is_me
        };

        result.respond_to_event(GameEvent.CARD_REVEALED,
                                PlayerCardResponses.action_maker(card_played_criteria,
                                                                 EnemyCardResponses.driven_by_shadow,
                                                                 result));

        result.respond_to_event(GameEvent.SHADOW_CARD_REVEALED,
                                PlayerCardResponses.action_maker(card_played_criteria, EnemyCardResponses.driven_by_shadow_shadow, result));
        return(result);
    }
Exemplo n.º 9
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 public void RemoveTreachery(TreacheryCard treachery)
 {
     GameLogic.Get().m_mainGameUI.RemoveCardFromListView(GameLogic.Get().m_mainGameUI.m_threatListView, treachery);
     m_lstTreacheryCards.Remove(treachery);
 }