Exemplo n.º 1
0
        void OnKeep(Object sender, EventArgs _e)
        {
            Magic.CurrentGameWin.DeleteWidget(msgBox);
            msgBox       = null;
            CurrentState = PlayerStates.Ready;
            MagicEngine e = MagicEngine.CurrentEngine;

            e.RaiseMagicEvent(new MagicEventArg(MagicEventType.PlayerIsReady, this));
        }
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;
//				}
            }
        }