Пример #1
0
		public override void Play(Player player)
		{
			base.Play(player);

			player.Gain(player._Game.Table.Silver, DeckLocation.Deck, DeckPosition.Top);

			// Perform attack on every player (including you)
			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext();
			while (enumerator.MoveNext())
			{
				Player attackee = enumerator.Current;
				// Skip if the attack is blocked (Moat, Lighthouse, etc.)
				if (this.IsAttackBlocked[attackee])
					continue;

				if (attackee.Hand[Category.Victory].Count == 0)
				{
					attackee.ReturnHand(attackee.RevealHand());
				}
				else
				{
					Choice replaceChoice = new Choice("Choose a card to put back on your deck", this, attackee.Hand[Category.Victory], attackee);
					ChoiceResult replaceResult = attackee.MakeChoice(replaceChoice);
					if (replaceResult.Cards.Count > 0)
					{
						Card returnCard = attackee.RetrieveCardFrom(DeckLocation.Hand, replaceResult.Cards[0]);
						attackee.AddCardInto(DeckLocation.Revealed, returnCard);
						attackee.AddCardToDeck(attackee.RetrieveCardFrom(DeckLocation.Revealed, returnCard), DeckPosition.Top);
					}
				}
			}
		}
Пример #2
0
		public override void Play(Player player)
		{
			base.Play(player);
			if (player.Hand[Cards.Universal.TypeClass.Estate].Count > 0)
			{
				Choice choice = Choice.CreateYesNoChoice("You may discard an Estate card for +<coin>4</coin>.  Do you want to discard?", this, player);
				ChoiceResult result = player.MakeChoice(choice);
				if (result.Options.Contains("Yes"))
				{
					player.Discard(DeckLocation.Hand, Cards.Universal.TypeClass.Estate, 1);

					CardBenefit benefit = new CardBenefit();
					benefit.Currency.Coin += 4;
					player.ReceiveBenefit(this, benefit);

					return;
				}
			}

			player.Gain(player._Game.Table.Estate);
		}
Пример #3
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		public override void Play(Player player)
		{
			base.Play(player);

			player.Gain(player._Game.Table.Copper, DeckLocation.Hand, DeckPosition.Automatic, 3);
		}
Пример #4
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		public override void Play(Player player)
		{
			_ShouldBeTrashed = false;

			base.Play(player);

			CardCollection nonTreasures = player.DiscardPile.LookThrough(c => (c.Category & Cards.Category.Treasure) != Cards.Category.Treasure);

			nonTreasures.Add(new Universal.Dummy());
			nonTreasures.AddRange(player.Hand[c => (c.Category & Cards.Category.Treasure) != Cards.Category.Treasure]);

			if (nonTreasures.Count > 1)
			{
				Choice choiceTrash = new Choice("You may choose a non-Treasure card to trash", this, nonTreasures, player, false, 0, 1);
				ChoiceResult resultTrash = player.MakeChoice(choiceTrash);

				if (resultTrash.Cards.Count > 0)
				{
					Card cardToTrash = null;
					if (player.Hand.Contains(resultTrash.Cards[0]))
						cardToTrash = player.RetrieveCardFrom(DeckLocation.Hand, resultTrash.Cards[0]);
					else
						cardToTrash = player.RetrieveCardFrom(DeckLocation.Discard, resultTrash.Cards[0]);
					player.Trash(cardToTrash);
				}
			}


			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(3));
			Choice choice = new Choice("Gain a card costing up to <coin>3</coin>", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
Пример #5
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		internal void player_RevealBeggar(Player player, ref AttackedEventArgs e)
		{
			player.Discard(DeckLocation.Hand, this.PhysicalCard);
			player.Gain(player._Game.Table.Silver, DeckLocation.Deck, DeckPosition.Top);
			player.Gain(player._Game.Table.Silver);

			e.HandledBy.Add(TypeClass.Beggar);

			// Attack isn't cancelled... it's just mitigated
		}
Пример #6
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		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

			if (resultTrash.Cards.Count > 0)
			{
				Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]);
				SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= (trashedCardCost + new Coin(2)));
				Choice choice = new Choice("Gain a card", this, gainableSupplies, player, false);
				ChoiceResult result = player.MakeChoice(choice);
				if (result.Supply != null)
					player.Gain(result.Supply);
			}
		}
Пример #7
0
		public override void Play(Player player)
		{
			base.Play(player);
			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(4));
			Choice choice = new Choice("Gain a card costing up to <coin>4</coin>", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
Пример #8
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		internal void player_GainCache(Player player, ref Players.CardGainEventArgs e)
		{
			player.Gain(player._Game.Table[TypeClass.RuinsSupply], 2);

			e.HandledBy.Add(TypeClass.DeathCart);

			// Clear out the Event Triggers -- this only happens when its Gained, so we don't care any more
			foreach (Player playerLoop in _CardGainedHandlers.Keys)
				playerLoop.CardGained -= _CardGainedHandlers[playerLoop];
			_CardGainedHandlers.Clear();
		}
Пример #9
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		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTrash = new Choice("Choose a card to trash", this, player.Hand, player);
			ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
			player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(5));
			Choice choice = new Choice("Gain a card costing up to <coin>5</coin>", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
Пример #10
0
		public override void Play(Player player)
		{
			base.Play(player);

			player.Gain(player._Game.Table[TypeClass.Rats]);

			CardCollection nonRats = player.Hand[c => c.CardType != TypeClass.Rats];
			if (nonRats.Count > 0)
			{
				Choice choiceTrash = new Choice("Choose a non-Rats card to trash", this, nonRats, player);
				ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
				player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));
			}
			else
			{
				player.ReturnHand(player.RevealHand());
			}
		}
Пример #11
0
		public override void Play(Player player)
		{
			base.Play(player);

			SupplyCollection availableSupplies = new SupplyCollection(player._Game.Table.Supplies.Where(kvp => kvp.Value.Randomizer != null && kvp.Value.Randomizer.GroupMembership != Group.None));
			CardCollection cards = new CardCollection();
			Choice choice = new Choice("Name a card", this, availableSupplies, player, false);
			foreach (Supply supply in player._Game.Table.Supplies.Values.Union(player._Game.Table.SpecialPiles.Values))
			{
				foreach (Type type in supply.CardTypes)
				{
					if (!choice.Supplies.Any(kvp => kvp.Value.CardType == type))
						cards.Add(Card.CreateInstance(type));
				}
			}
			choice.AddCards(cards);

			ChoiceResult result = player.MakeChoice(choice);
			ICard namedCard = null;
			if (result.Supply != null)
				namedCard = result.Supply;
			else
				namedCard = result.Cards[0];

			player._Game.SendMessage(player, this, namedCard);

			Card foundCard = null;
			player.BeginDrawing();
			while (player.CanDraw)
			{
				player.Draw(DeckLocation.Revealed);
				Card lastRevealed = player.Revealed.Last();
				if ((lastRevealed.Category & Cards.Category.Victory) == Cards.Category.Victory &&
					namedCard.Name != lastRevealed.Name)
				{
					foundCard = lastRevealed;
					break;
				}
			}
			player.EndDrawing();

			if (foundCard != null)
				foundCard = player.RetrieveCardFrom(DeckLocation.Revealed, foundCard);

			player.DiscardRevealed();

			if (foundCard != null)
			{
				player.Trash(foundCard);

				Cost trashedCardCost = player._Game.ComputeCost(foundCard);
				SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && (supply.Category & Cards.Category.Victory) == Cards.Category.Victory && supply.CurrentCost <= (trashedCardCost + new Coin(3)));
				Choice choiceGain = new Choice("Gain a Victory card", this, gainableSupplies, player, false);
				ChoiceResult resultGain = player.MakeChoice(choiceGain);
				if (resultGain.Supply != null)
					player.Gain(resultGain.Supply);
			}
		}
Пример #12
0
		public override void Play(Player player)
		{
			base.Play(player);

			if (player.InPlay.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));

			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext();
			while (enumerator.MoveNext())
			{
				Player attackee = enumerator.Current;
				// Skip if the attack is blocked (Moat, Lighthouse, etc.)
				if (this.IsAttackBlocked[attackee])
					continue;

				if (attackee.Hand.Count < 5)
					continue;

				attackee.RevealHand();
				Choice choice = new Choice(String.Format("Choose a card for {0} to discard.", attackee), this, attackee.Revealed, attackee, false, 1, 1);
				ChoiceResult result = player.MakeChoice(choice);
				attackee.Discard(DeckLocation.Revealed, result.Cards);
				attackee.ReturnHand(attackee.Revealed[c => true]);
			}

			player.Gain(player._Game.Table.SpecialPiles[TypeClass.Spoils], 2);
		}
Пример #13
0
		public override void Play(Player player)
		{
			this._CanCleanUp = true;

			base.Play(player);

			Choice choice = new Choice(String.Format("You may play an Action card twice", player), this, player.Hand[Cards.Category.Action], player, false, 0, 1);
			ChoiceResult result = player.MakeChoice(choice);

			if (result.Cards.Count > 0)
			{
				Card card = result.Cards[0];

				card.ModifiedBy = this;
				player.Actions++;
				PlayerMode previousPlayerMode = player.PutCardIntoPlay(card, String.Empty);
				Card logicalCard = card.LogicalCard;
				player.PlayCard(card.LogicalCard, previousPlayerMode);
				player.Actions++;
				previousPlayerMode = player.PutCardIntoPlay(card, "again");
				player.PlayCard(logicalCard, previousPlayerMode);

				this._CanCleanUp = logicalCard.CanCleanUp;

				if (player.InPlay.Contains(card))
					player.Trash(DeckLocation.InPlay, card);

				Cost trashedCardCost = player._Game.ComputeCost(card);
				SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && (supply.Category & Cards.Category.Action) == Cards.Category.Action && supply.CurrentCost == (trashedCardCost + new Coin(1)));
				Choice choiceGain = new Choice("Gain an Action card", this, gainableSupplies, player, false);
				ChoiceResult resultGain = player.MakeChoice(choiceGain);
				if (resultGain.Supply != null)
					player.Gain(resultGain.Supply);
			}
			else
				player.PlayNothing();
		}
Пример #14
0
		internal void player_DiscardMarketSquare(Player player, ref TrashEventArgs e)
		{
			player.Discard(DeckLocation.Hand, this);
			player.Gain(player._Game.Table.Gold);

			e.HandledBy.Add(this);
		}
Пример #15
0
		public override void Play(Player player)
		{
			base.Play(player);

			player.Gain(player._Game.Table.SpecialPiles[TypeClass.Spoils]);

			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext();
			while (enumerator.MoveNext())
			{
				Player attackee = enumerator.Current;
				// Skip if the attack is blocked (Moat, Lighthouse, etc.)
				if (this.IsAttackBlocked[attackee])
					continue;

				attackee.Gain(player._Game.Table[TypeClass.RuinsSupply]);
			}
		}
Пример #16
0
		internal void player_PlusCard(Player player, ref TrashEventArgs e)
		{
			Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Gain a Duchy", "Gain 3 Estates" }, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Options.Contains("Gain a Duchy"))
			{
				player.Gain(player._Game.Table.Duchy);
			}
			else
			{
				player.Gain(player._Game.Table.Estate, 3);
			}

			e.HandledBy.Add(this);
		}
Пример #17
0
		internal void player_PlusCard(Player player, ref TrashEventArgs e)
		{
			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost < player._Game.ComputeCost(this));
			Choice choice = new Choice(String.Format("Gain a card costing less than {0}", player._Game.ComputeCost(this).ToString()), this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);

			e.HandledBy.Add(this);
		}
Пример #18
0
		public override void Play(Player player)
		{
			base.Play(player);

			List<Cost> availableCosts = new List<Cost>() { new Cost(3), new Cost(4), new Cost(5), new Cost(6) };
			IEnumerable<Card> availableTrashCards = player._Game.Table.Trash.Where(c => availableCosts.Any(cost => player._Game.ComputeCost(c) == cost));

			if (availableTrashCards.Count() > 0)
			{
				Choice choiceFromTrash = new Choice("Choose a card to gain from the trash", this, availableTrashCards, player);
				ChoiceResult resultFromTrash = player.MakeChoice(choiceFromTrash);
				if (resultFromTrash.Cards.Count > 0)
				{
					player.Gain(player._Game.Table.Trash, resultFromTrash.Cards[0]);
				}
			}
			else
			{
				IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
				enumerator.MoveNext();
				while (enumerator.MoveNext())
				{
					Player attackee = enumerator.Current;
					// Skip if the attack is blocked (Moat, Lighthouse, etc.)
					if (this.IsAttackBlocked[attackee])
						continue;

					CardCollection attackeeCards = attackee.Draw(2, DeckLocation.Revealed);
					Choice choiceTrash = new Choice("Choose a card to trash", this, attackee.Revealed[c => availableCosts.Any(cost => player._Game.ComputeCost(c) == cost)], attackee);
					ChoiceResult resultTrash = attackee.MakeChoice(choiceTrash);
					attackee.Trash(attackee.RetrieveCardsFrom(DeckLocation.Revealed, resultTrash.Cards));
					attackee.DiscardRevealed();
				}
			}
		}
Пример #19
0
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choiceTheFirst = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Discard 2 cards", "Put a card on your deck", "Gain a Copper" }, player);
			ChoiceResult resultTheFirst = player.MakeChoice(choiceTheFirst);
			if (resultTheFirst.Options.Contains("Discard 2 cards"))
			{
				Choice choiceDiscard = new Choice("Discard 2 cards.", this, player.Hand, player, false, 2, 2);
				ChoiceResult resultDiscard = player.MakeChoice(choiceDiscard);
				player.Discard(DeckLocation.Hand, resultDiscard.Cards);
			}
			else if (resultTheFirst.Options.Contains("Put a card on your deck"))
			{
				Choice replaceChoice = new Choice("Choose a card to put back on your deck", this, player.Hand, player, false, 1, 1);
				ChoiceResult replaceResult = player.MakeChoice(replaceChoice);
				player.RetrieveCardsFrom(DeckLocation.Hand, replaceResult.Cards);
				player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top);
			}
			else
			{
				player.Gain(player._Game.Table.Copper);
			}

			Choice choiceTheSecond = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "+<coin>3</coin>", "Trash your hand", "Gain a Duchy" }, player);
			ChoiceResult resultTheSecond = player.MakeChoice(choiceTheSecond);
			if (resultTheSecond.Options.Contains("+<coin>3</coin>"))
			{
				player.ReceiveBenefit(this, new CardBenefit() { Currency = new Currency(3) });
			}
			else if (resultTheSecond.Options.Contains("Trash your hand"))
			{
				player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand));
			}
			else
			{
				player.Gain(player._Game.Table.Duchy);
			}
		}
Пример #20
0
		internal void player_GainGold(Player player, ref TrashEventArgs e)
		{
			player.Gain(player._Game.Table.Gold);

			e.HandledBy.Add(this);
		}
Пример #21
0
		internal void player_Gain3Silvers(Player player, ref TrashEventArgs e)
		{
			player.Gain(player._Game.Table.Silver, 3);

			e.HandledBy.Add(this);
		}
Пример #22
0
		internal void player_GainAttack(Player player, ref TrashEventArgs e)
		{
			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(
				supply => supply.CanGain() &&
					((supply.Category & Cards.Category.Attack) == Cards.Category.Attack));
			Choice choice = new Choice("Gain an Attack card", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);

			e.HandledBy.Add(this);
		}
Пример #23
0
		public override void Play(Player player)
		{
			base.Play(player);
			if (player.InPlay.Contains(this.PhysicalCard))
			{
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
			}
			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(5));
			Choice choice = new Choice("Gain a card costing up to <coin>5</coin>", this, gainableSupplies, player, false);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
Пример #24
0
		public override void Play(Player player)
		{
			Choice choice = new Choice("Trash a card.", this, player.Hand, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Cards.Count > 0)
			{
				Card trash = player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]);

				player.Trash(trash);
				if ((trash.Category & Category.Action) == Category.Action)
					player.Gain(player._Game.Table.Duchy);
				if ((trash.Category & Category.Treasure) == Category.Treasure)
					player.Gain(player._Game.Table[Cards.Alchemy.TypeClass.Transmute]);
				if ((trash.Category & Category.Victory) == Category.Victory)
					player.Gain(player._Game.Table.Gold);
			}

			base.Play(player);
		}
Пример #25
0
		public override void Play(Player player)
		{
			base.Play(player);

			// Perform attack on every player
			IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
			enumerator.MoveNext();
			CardCollection trashed = new CardCollection();
			while (enumerator.MoveNext())
			{
				Player attackee = enumerator.Current;
				// Skip if the attack is blocked (Moat, Lighthouse, etc.)
				if (this.IsAttackBlocked[attackee])
					continue;

				attackee.Draw(2, DeckLocation.Revealed);

				CardCollection treasures = attackee.Revealed[Category.Treasure];

				Choice choice = new Choice(String.Format("Choose a Treasure card of {0} to trash", attackee), this, treasures, attackee);
				ChoiceResult result = player.MakeChoice(choice);
				if (result.Cards.Count > 0)
				{
					Card trashCard = attackee.RetrieveCardFrom(DeckLocation.Revealed, result.Cards[0]);
					attackee.Trash(trashCard);
					trashed.Add(trashCard);
				}

				attackee.DiscardRevealed();
			}

			Choice keepCards = new Choice("Choose which cards you'd like to gain from being trashed.", this, trashed, player, true, 0, trashed.Count);
			ChoiceResult keptCards = player.MakeChoice(keepCards);
			foreach (Card card in keptCards.Cards)
				player.Gain(player._Game.Table.Trash, card);
		}
Пример #26
0
		public override void Play(Player player)
		{
			base.Play(player);

			Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Gain a card from the trash", "Trash an Action card from your hand" }, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Options.Contains("Gain a card from the trash"))
			{
				List<Cost> availableCosts = new List<Cost>() { new Cost(3), new Cost(4), new Cost(5), new Cost(6) };
				IEnumerable<Card> availableTrashCards = player._Game.Table.Trash.Where(c => availableCosts.Any(cost => player._Game.ComputeCost(c) == cost));

				Choice choiceFromTrash = new Choice("Choose a card to gain from the trash", this, availableTrashCards, player);
				ChoiceResult resultFromTrash = player.MakeChoice(choiceFromTrash);
				if (resultFromTrash.Cards.Count > 0)
				{
					player.Gain(player._Game.Table.Trash, resultFromTrash.Cards[0], DeckLocation.Deck, DeckPosition.Top);
				}
			}
			else
			{
				Choice choiceTrash = new Choice("Choose an Action card to trash", this, player.Hand[Cards.Category.Action], player);
				ChoiceResult resultTrash = player.MakeChoice(choiceTrash);
				player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards));

				if (resultTrash.Cards.Count > 0)
				{
					Cost trashedCardCost = player._Game.ComputeCost(resultTrash.Cards[0]);
					SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= (trashedCardCost + new Coin(3)));
					Choice choiceGain = new Choice("Gain a card", this, gainableSupplies, player, false);
					ChoiceResult resultGain = player.MakeChoice(choiceGain);
					if (resultGain.Supply != null)
						player.Gain(resultGain.Supply);
				}

			}
		}
Пример #27
0
		public override void Play(Player player)
		{
			base.Play(player);

			CardBenefit benefit = new CardBenefit();

			Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "+2<nbsp/>Actions", "+2<nbsp/>Buys", "Gain a Silver" }, player);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Options.Contains("+2<nbsp/>Actions"))
				benefit.Actions = 2;
			else if (result.Options.Contains("+2<nbsp/>Buys"))
				benefit.Buys = 2;
			else
				player.Gain(player._Game.Table.Silver);

			player.ReceiveBenefit(this, benefit);
		}
Пример #28
0
		internal void player_Action(Player player, ref CardsDiscardEventArgs e)
		{
			e.Cards.Remove(this.PhysicalCard);
			if (player.InPlay.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
			else if (player.SetAside.Contains(this.PhysicalCard))
				player.Trash(player.RetrieveCardFrom(DeckLocation.SetAside, this.PhysicalCard));

			player.Gain(player._Game.Table.SpecialPiles[TypeClass.Madman]);

			e.HandledBy.Add(this);
			_ShouldBeTrashed = false;
		}
Пример #29
0
		public override void Play(Player player)
		{
			base.Play(player);
			SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(
				supply => supply.CanGain() && 
					((supply.Category & Cards.Category.Action) == Cards.Category.Action) && 
					supply.CurrentCost <= new Coin(5));
			Choice choice = new Choice("You may gain an Action card costing up to <coin>5</coin>", this, gainableSupplies, player, true);
			ChoiceResult result = player.MakeChoice(choice);
			if (result.Supply != null)
				player.Gain(result.Supply);
		}
Пример #30
0
		public override void Play(Player player)
		{
			base.Play(player);

			player.Gain(player._Game.Table.SpecialPiles[TypeClass.Spoils]);
		}