private void populateNonBasicCards(List <Deck> KingdomSupply, SetName setName) { Sets.BaseSet baseSet = new Sets.BaseSet(); List <Card> KingdomSupplyTemplate = new List <Card>(); switch (setName) { case SetName.Random: for (int i = 0; i < 10; i++) { //Uncomment to test a specific card if (i == 0) { KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Spy)); } else { KingdomSupplyTemplate.Add(baseSet.getBaseSetCard()); } } break; case SetName.FirstGame: KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Cellar)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Market)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Merchant)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Militia)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Mine)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Moat)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Remodel)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Smithy)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Village)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Workshop)); break; case SetName.SizeDistortion: KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Artisan)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Bandit)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Bureaucrat)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Chapel)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Festival)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Gardens)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Sentry)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.ThroneRoom)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Witch)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Workshop)); break; case SetName.DeckTop: KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Artisan)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Bureaucrat)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.CouncilRoom)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Festival)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Harbinger)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Laboratory)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Moneylender)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Sentry)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Vassal)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Village)); break; case SetName.SleightOfHand: KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Cellar)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.CouncilRoom)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Festival)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Gardens)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Library)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Harbinger)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Militia)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Poacher)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Smithy)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.ThroneRoom)); break; case SetName.Improvements: KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Artisan)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Cellar)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Market)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Merchant)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Mine)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Moat)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Moneylender)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Poacher)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Remodel)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Witch)); break; case SetName.SilverAndGold: KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Bandit)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Bureaucrat)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Chapel)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Harbinger)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Laboratory)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Merchant)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Mine)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Moneylender)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.ThroneRoom)); KingdomSupplyTemplate.Add(baseSet.getBaseSetCard(Sets.BaseSet.BaseSetCards.Vassal)); break; } foreach (Card card in KingdomSupplyTemplate) { Deck KingdomPile = new Deck(Deck.State.inKingdom, ""); KingdomSupply.Add(KingdomPile); fillKingdomPile(card, KingdomPile); } }
public void PlayBaseSetAction(Card card, Kingdom myKingdom) { Sets.BaseSet baseSet = new Sets.BaseSet(); baseSet.PlayAction(card, this, myKingdom); }