Exemplo n.º 1
0
        /// <summary>
        /// Check completeness of last action on stack.
        /// </summary>
        public void CheckLastActionOnStack()
        {
            if (this.Count == 0)
            {
                return;
            }

            MagicAction ma = this.Peek() as MagicAction;

            if (ma == null)
            {
                return;
            }

            if (ma.CardSource != null)
            {
                if (ma.CardSource.Controler != engine.pp)
                {
                    return;
                }
            }
            //Magic.CurrentGameWin.CursorVisible = true;
            if (!ma.IsComplete)
            {
                if (ma.remainingCost == CostTypes.Tap)
                {
                    ma.remainingCost = null;
                    ma.CardSource.Tap();
                }
                else if ((engine.pp.AvailableManaOnTable + engine.pp.ManaPool) < ma.RemainingCost?.ManaCost)
                {
                    Magic.AddLog("Not enough mana available");
                    CancelLastActionOnStack();
                    return;
                }
                else if (engine.pp.ManaPool != null && ma.RemainingCost?.ManaCost != null)
                {
                    string lastRemCost = ma.RemainingCost.ToString();
                    ma.PayCost(ref engine.pp.ManaPool);
                    bool skipUpdateUI = false;
                    if (ma.RemainingCost != null)
                    {
                        if (string.Equals(ma.RemainingCost.ToString(), lastRemCost, StringComparison.Ordinal))
                        {
                            skipUpdateUI = true;
                        }
                    }
                    if (!skipUpdateUI)
                    {
                        engine.pp.NotifyValueChange("ManaPoolElements", engine.pp.ManaPoolElements);
                        notifyStackElementChange();
                    }
                }

                //				if (ma.IsComplete && ma.GoesOnStack)
                //					GivePriorityToNextPlayer ();
            }
            if (ma.IsComplete)
            {
                if (ma.GoesOnStack)
                {
                    //should show spell to player...
                    //UpdateStackLayouting();
                    engine.GivePriorityToNextPlayer();
                }
                else
                {
                    PopMSE();
                    ma.Resolve();
                }
                return;
            }


            engine.pp.UpdateUi();

            //			AbilityActivation aa = ma as AbilityActivation;
            //			//mana doest go on stack
            //			if (aa != null){
            //				if (aa.Source.AbilityType == AbilityEnum.Mana) {
            //					MagicEvent (new AbilityEventArg (aa.Source, aa.CardSource));
            //					MagicStack.Pop;
            //					return;
            //				}
            //			}
        }
Exemplo n.º 2
0
        public override void Process()
        {
            MagicEngine e = MagicEngine.CurrentEngine;

            switch (CurrentState)
            {
            case PlayerStates.Init:
                return;

            case PlayerStates.PlayDrawChoice:
                //chose to play first
                e.currentPlayerIndex = e.getPlayerIndex(this);
                CurrentState         = PlayerStates.InitialDraw;
                return;

            case PlayerStates.InitialDraw:
                initialDraw();
                CurrentState = PlayerStates.KeepMuliganChoice;
                return;

            case PlayerStates.KeepMuliganChoice:
                //choose to keep
                CurrentState = PlayerStates.Ready;
                e.RaiseMagicEvent(new MagicEventArg(MagicEventType.PlayerIsReady, this));
                return;
            }


            if (e.pp != this || e.State < EngineStates.CurrentPlayer)
            {
                return;
            }

            if (HasActionPending)
            {
                ActivateAvailableMana(e);
                return;
            }

            if (e.cp == this)
            {
                switch (e.CurrentPhase)
                {
                case GamePhases.Untap:
                    PhaseDone = true;
                    break;

                case GamePhases.Upkeep:
                    PhaseDone = true;
                    break;

                case GamePhases.Draw:
                    PhaseDone = true;
                    break;

                case GamePhases.Main1:
                case GamePhases.Main2:
                    if (AllowedLandsToBePlayed > 0)
                    {
                        if (AITryToPlayLand())
                        {
                            break;
                        }
                    }
                    if (!CastAvailableAndAllowedCreature())
                    {
                        PhaseDone = true;
                    }
                    break;

                case GamePhases.BeforeCombat:
                    PhaseDone = true;
                    break;

                case GamePhases.DeclareAttacker:
                    AITryToAttack();
                    PhaseDone = true;
                    break;

                case GamePhases.DeclareBlocker:
                    PhaseDone = true;
                    break;

                case GamePhases.FirstStrikeDame:
                    PhaseDone = true;
                    break;

                case GamePhases.CombatDamage:
                    PhaseDone = true;
                    break;

                case GamePhases.EndOfCombat:
                    PhaseDone = true;
                    break;

                case GamePhases.EndOfTurn:
                    PhaseDone = true;
                    break;

                case GamePhases.CleanUp:
                    PhaseDone = true;
                    break;
                }
            }
            else
            {
                if (e.pp == this)
                {
                    Magic.AddLog("AI just had priority");
                    e.GivePriorityToNextPlayer();
                }
//				switch (e.CurrentPhase)
//				{
//				case GamePhases.Untap:
//					PhaseDone = true;
//					break;
//				case GamePhases.Upkeep:
//					PhaseDone = true;
//					break;
//				case GamePhases.Draw:
//					PhaseDone = true;
//					break;
//				case GamePhases.Main1:
//					PhaseDone = true;
//					break;
//				case GamePhases.BeforeCombat:
//					PhaseDone = true;
//					break;
//				case GamePhases.DeclareAttacker:
//					PhaseDone = true;
//					break;
//				case GamePhases.DeclareBlocker:
//					PhaseDone = true;
//					break;
//				case GamePhases.FirstStrikeDame:
//					PhaseDone = true;
//					break;
//				case GamePhases.CombatDamage:
//					PhaseDone = true;
//					break;
//				case GamePhases.EndOfCombat:
//					PhaseDone = true;
//					break;
//				case GamePhases.Main2:
//					PhaseDone = true;
//					break;
//				case GamePhases.EndOfTurn:
//					PhaseDone = true;
//					break;
//				case GamePhases.CleanUp:
//					PhaseDone = true;
//					break;
//				}
            }
        }