public DefaultPlayerAction( string name, ICardPicker purchaseOrder, ICardPicker actionOrder, bool chooseDefaultActionOnNone, bool enablePenultimateProvinceRule, ICardPicker treasurePlayOrder, ICardPicker discardOrder, ICardPicker trashOrder, ICardPicker gainOrder) { this.purchaseOrder = purchaseOrder; this.actionOrder = actionOrder == null?DefaultStrategies.DefaultActionPlayOrder(purchaseOrder) : actionOrder; this.discardOrder = discardOrder == null?DefaultStrategies.DefaultDiscardOrder() : discardOrder; this.trashOrder = trashOrder == null?DefaultStrategies.DefaultTrashOrder(purchaseOrder) : trashOrder; this.treasurePlayOrder = treasurePlayOrder == null?DefaultStrategies.DefaultTreasurePlayOrder() : treasurePlayOrder; this.gainOrder = gainOrder != null ? gainOrder : purchaseOrder; this.chooseDefaultActionOnNone = chooseDefaultActionOnNone; this.enablePenultimateProvinceRule = enablePenultimateProvinceRule; this.name = name; this.defaultActionOrder = DefaultStrategies.DefaultActionPlayOrder(purchaseOrder); this.defaultShouldPlay = DefaultPlayRules.DefaultResponses.GetCardShouldPlayDefaults(this); }
public static MapOfCards <IPlayerAction> GetCardResponses(PlayerAction playerAction) { var result = new MapOfCards <IPlayerAction>(); result[Dominion.Cards.Ambassador] = new Ambassador(playerAction); result[Dominion.Cards.Alchemist] = new Alchemist(playerAction); result[Dominion.Cards.BandOfMisfits] = new BandOfMisfits(playerAction); result[Dominion.Cards.Cartographer] = new Cartographer(playerAction); result[Dominion.Cards.Catacombs] = new Catacombs(playerAction); result[Dominion.Cards.Chancellor] = new Chancellor(playerAction); result[Dominion.Cards.Count] = new Count(playerAction); result[Dominion.Cards.Golem] = new Golem(playerAction); result[Dominion.Cards.HorseTraders] = new HorseTraders(playerAction); result[Dominion.Cards.IllGottenGains] = new IllGottenGainsAlwaysGainCopper(playerAction); result[Dominion.Cards.Library] = new Library(playerAction); result[Dominion.Cards.MarketSquare] = new MarketSquare(playerAction); result[Dominion.Cards.Mystic] = new MysticAndWishingWell(playerAction); result[Dominion.Cards.Nobles] = new Nobles(playerAction); result[Dominion.Cards.Rebuild] = new Rebuild(playerAction); result[Dominion.Cards.ScryingPool] = new ScryingPool(playerAction); result[Dominion.Cards.Scheme] = new Scheme(playerAction); result[Dominion.Cards.Treasury] = new Treasury(playerAction); result[Dominion.Cards.Trader] = new Trader(playerAction); result[Dominion.Cards.Watchtower] = new Watchtower(playerAction); result[Dominion.Cards.WalledVillage] = new WalledVillage(playerAction); result[Dominion.Cards.WishingWell] = result[Dominion.Cards.Mystic]; return(result); }
public PlayerAction( string name, ICardPicker purchaseOrder, ICardPicker actionOrder = null, bool chooseDefaultActionOnNone = true, ICardPicker treasurePlayOrder = null, ICardPicker discardOrder = null, ICardPicker trashOrder = null, ICardPicker gainOrder = null) { this.purchaseOrder = purchaseOrder; this.actionOrder = actionOrder == null?DefaultStrategies.DefaultActionPlayOrder(purchaseOrder) : actionOrder; this.discardOrder = discardOrder == null?DefaultStrategies.DefaultDiscardOrder() : discardOrder; this.trashOrder = trashOrder == null?DefaultStrategies.DefaultTrashOrder(purchaseOrder) : trashOrder; this.treasurePlayOrder = treasurePlayOrder == null?DefaultStrategies.DefaultTreasurePlayOrder() : treasurePlayOrder; this.gainOrder = gainOrder != null ? gainOrder : purchaseOrder; this.chooseDefaultActionOnNone = chooseDefaultActionOnNone; this.name = name; this.defaultActionOrder = DefaultStrategies.DefaultActionPlayOrder(purchaseOrder); this.defaultCardResponses = new PlayerActionFromCardResponses(DefaultPlayRules.DefaultResponses.GetCardResponses(this)); this.defaultShouldPlay = DefaultPlayRules.DefaultResponses.GetCardShouldPlayDefaults(this); }
public GameState( IGameLog gameLog, IPlayerAction[] players, GameConfig gameConfig, Random random, IEnumerable<CardCountPair>[] startingDeckPerPlayer = null) { int playerCount = players.Length; this.gameLog = gameLog; this.cardGameSubset = gameConfig.cardGameSubset; this.supplyPiles = gameConfig.GetSupplyPiles(playerCount, random); this.nonSupplyPiles = gameConfig.GetNonSupplyPiles(); this.mapCardToPile = new MapOfCards<PileOfCards>(this.cardGameSubset); this.BuildMapOfCardToPile(); this.players = new PlayerCircle(playerCount, players, this.gameLog, random, this.cardGameSubset); this.hasPileEverBeenGained = new MapPileOfCardsToProperty<bool>(this.supplyPiles); this.pileEmbargoTokenCount = new MapPileOfCardsToProperty<int>(this.supplyPiles); this.trash = new BagOfCards(this.cardGameSubset); this.GainStartingCards(gameConfig); this.players.AllPlayersDrawInitialCards(gameConfig); foreach (PileOfCards cardPile in this.supplyPiles) { cardPile.ProtoTypeCard.DoSpecializedSetupIfInSupply(this); } }
public static MapOfCards <GameStatePlayerActionPredicate> GetCardShouldPlayDefaults(PlayerAction playerAction) { var result = new MapOfCards <GameStatePlayerActionPredicate>(); result[Dominion.Cards.Remodel] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Salvager] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Bishop] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Lookout] = Lookout.ShouldPlay; return(result); }
public static MapOfCards <IPlayerAction> GetCardResponses(DefaultPlayerAction playerAction) { var result = new MapOfCards <IPlayerAction>(); result[Dominion.Cards.Ambassador] = new AmbassadorAlwaysReturnBestTrash(playerAction); result[Dominion.Cards.Amulet] = new Amulet(playerAction); result[Dominion.Cards.Alchemist] = new Alchemist(playerAction); result[Dominion.Cards.BandOfMisfits] = new BandOfMisfits(playerAction); result[Dominion.Cards.Cartographer] = new Cartographer(playerAction); result[Dominion.Cards.Catacombs] = new Catacombs(playerAction); result[Dominion.Cards.Chancellor] = new Chancellor(playerAction); result[Dominion.Cards.Count] = new Count(playerAction); result[Dominion.Cards.Doctor] = new Doctor(playerAction); result[Dominion.Cards.Explorer] = new Explorer(playerAction); result[Dominion.Cards.Golem] = new Golem(playerAction); result[Dominion.Cards.Governor] = new Governor(playerAction); result[Dominion.Cards.Herbalist] = new Herbalist(playerAction); result[Dominion.Cards.Herald] = new Herald(playerAction); result[Dominion.Cards.HorseTraders] = new HorseTraders(playerAction); result[Dominion.Cards.IllGottenGains] = new IllGottenGainsAlwaysGainCopper(playerAction); result[Dominion.Cards.Island] = new Island(playerAction); result[Dominion.Cards.Library] = new Library(playerAction); result[Dominion.Cards.Masquerade] = new Masquerade(playerAction); result[Dominion.Cards.MarketSquare] = new MarketSquare(playerAction); result[Dominion.Cards.Masterpiece] = new Masterpiece(playerAction); result[Dominion.Cards.Messenger] = new Messenger(playerAction); result[Dominion.Cards.Mint] = new Mint(playerAction); result[Dominion.Cards.Miser] = new Miser(playerAction); result[Dominion.Cards.Moat] = new Moat(playerAction); result[Dominion.Cards.Mystic] = new MysticAndWishingWell(playerAction); result[Dominion.Cards.NomadCamp] = new NomadCamp(playerAction); result[Dominion.Cards.Nobles] = new Nobles(playerAction); result[Dominion.Cards.PearlDiver] = new PearlDiver(playerAction); result[Dominion.Cards.Rebuild] = new Rebuild(playerAction); result[Dominion.Cards.SpiceMerchant] = new SpiceMerchant(playerAction); result[Dominion.Cards.Scavenger] = new Scavenger(playerAction); result[Dominion.Cards.ScryingPool] = new ScryingPool(playerAction); result[Dominion.Cards.Scheme] = new Scheme(playerAction); result[Dominion.Cards.Steward] = new Steward(playerAction); result[Dominion.Cards.StoneMason] = new StoneMason(playerAction); result[Dominion.Cards.RoyalSeal] = new RoyalSeal(playerAction); result[Dominion.Cards.SecretChamber] = new SecretChamber(playerAction); result[Dominion.Cards.Treasury] = new Treasury(playerAction); result[Dominion.Cards.Trader] = new Trader(playerAction); result[Dominion.Cards.Urchin] = new Urchin(playerAction); result[Dominion.Cards.Vault] = new Vault(playerAction); result[Dominion.Cards.Watchtower] = new Watchtower(playerAction); result[Dominion.Cards.WalledVillage] = new WalledVillage(playerAction); result[Dominion.Cards.WishingWell] = result[Dominion.Cards.Mystic]; result[Dominion.Cards.YoungWitch] = new YoungWitch(playerAction); return(result); }
public static MapOfCards<IPlayerAction> GetCardResponses(DefaultPlayerAction playerAction) { var result = new MapOfCards<IPlayerAction>(); result[Dominion.Cards.Ambassador] = new AmbassadorAlwaysReturnBestTrash(playerAction); result[Dominion.Cards.Amulet] = new Amulet(playerAction); result[Dominion.Cards.Alchemist] = new Alchemist(playerAction); result[Dominion.Cards.BandOfMisfits] = new BandOfMisfits(playerAction); result[Dominion.Cards.Cartographer] = new Cartographer(playerAction); result[Dominion.Cards.Catacombs] = new Catacombs(playerAction); result[Dominion.Cards.Chancellor] = new Chancellor(playerAction); result[Dominion.Cards.Count] = new Count(playerAction); result[Dominion.Cards.Doctor] = new Doctor(playerAction); result[Dominion.Cards.Explorer] = new Explorer(playerAction); result[Dominion.Cards.Golem] = new Golem(playerAction); result[Dominion.Cards.Governor] = new Governor(playerAction); result[Dominion.Cards.Herbalist] = new Herbalist(playerAction); result[Dominion.Cards.Herald] = new Herald(playerAction); result[Dominion.Cards.HorseTraders] = new HorseTraders(playerAction); result[Dominion.Cards.IllGottenGains] = new IllGottenGainsAlwaysGainCopper(playerAction); result[Dominion.Cards.Island] = new Island(playerAction); result[Dominion.Cards.Library] = new Library(playerAction); result[Dominion.Cards.Masquerade] = new Masquerade(playerAction); result[Dominion.Cards.MarketSquare] = new MarketSquare(playerAction); result[Dominion.Cards.Masterpiece] = new Masterpiece(playerAction); result[Dominion.Cards.Messenger] = new Messenger(playerAction); result[Dominion.Cards.Mint] = new Mint(playerAction); result[Dominion.Cards.Mystic] = new MysticAndWishingWell(playerAction); result[Dominion.Cards.NomadCamp] = new NomadCamp(playerAction); result[Dominion.Cards.Nobles] = new Nobles(playerAction); result[Dominion.Cards.PearlDiver] = new PearlDiver(playerAction); result[Dominion.Cards.Rebuild] = new Rebuild(playerAction); result[Dominion.Cards.SpiceMerchant] = new SpiceMerchant(playerAction); result[Dominion.Cards.Scavenger] = new Scavenger(playerAction); result[Dominion.Cards.ScryingPool] = new ScryingPool(playerAction); result[Dominion.Cards.Scheme] = new Scheme(playerAction); result[Dominion.Cards.Steward] = new Steward(playerAction); result[Dominion.Cards.StoneMason] = new StoneMason(playerAction); result[Dominion.Cards.RoyalSeal] = new RoyalSeal(playerAction); result[Dominion.Cards.Treasury] = new Treasury(playerAction); result[Dominion.Cards.Trader] = new Trader(playerAction); result[Dominion.Cards.Urchin] = new Urchin(playerAction); result[Dominion.Cards.Vault] = new Vault(playerAction); result[Dominion.Cards.Watchtower] = new Watchtower(playerAction); result[Dominion.Cards.WalledVillage] = new WalledVillage(playerAction); result[Dominion.Cards.WishingWell] = result[Dominion.Cards.Mystic]; result[Dominion.Cards.YoungWitch] = new YoungWitch(playerAction); return result; }
public static MapOfCards <GameStatePlayerActionPredicate> GetCardShouldPlayDefaults(DefaultPlayerAction playerAction) { var result = new MapOfCards <GameStatePlayerActionPredicate>(); result[Dominion.Cards.Apprentice] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Altar] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Bishop] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Forager] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.JunkDealer] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Lookout] = Lookout.ShouldPlay; result[Dominion.Cards.Remodel] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Salvager] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.SpiceMerchant] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Trader] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.TradingPost] = Strategy.HasAtLeast2ToTrashInHand; result[Dominion.Cards.Transmute] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Rats] = Strategy.HasCardToTrashInHand; return(result); }
public static MapOfCards<GameStatePlayerActionPredicate> GetCardShouldPlayDefaults(DefaultPlayerAction playerAction) { var result = new MapOfCards<GameStatePlayerActionPredicate>(); result[Dominion.Cards.Apprentice] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Altar] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Bishop] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Forager] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Island] = Strategy.HasCardToDiscardInHand; result[Dominion.Cards.JunkDealer] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Lookout] = Lookout.ShouldPlay; result[Dominion.Cards.Masquerade] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Mercenary] = Strategy.HasAtLeast2ToTrashInHand; result[Dominion.Cards.Remodel] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Salvager] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.SpiceMerchant] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Trader] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.TradingPost] = Strategy.HasAtLeast2ToTrashInHand; result[Dominion.Cards.Transmute] = Strategy.HasCardToTrashInHand; result[Dominion.Cards.Rats] = Strategy.HasCardToTrashInHand; return result; }
public PlayerActionFromCardResponses(DefaultPlayerAction playerAction) : base(playerAction) { this.cardResponses = DefaultPlayRules.DefaultResponses.GetCardResponses(playerAction); }
public PlayerActionFromCardResponses(MapOfCards <IPlayerAction> cardResponses) { this.cardResponses = cardResponses; }