示例#1
0
 public static async Task ActAsync(SelfCtx ctx)
 {
     await ctx.SelectActionOption(
         GainEnergy,
         ConvertEnergyToDamage,
         // if you have 2 sun,3 fire: You may do both.
         Cmd.Multiple( "Do Both", GainEnergy, ConvertEnergyToDamage )
         .FilterOption(await ctx.YouHave("2 sun,3 fire"))
         );
 }
示例#2
0
    static Task RemoveTokenChoice(SelfCtx ctx, int count, params TokenClass[] interiorGroup)
    {
        // !! It would be easier on the player if we could 'flatten' this to just the 'remove' step so they don't have to analyze what is on a beast space or adjacent to one.

        var landsWithBeasts = ctx.GameState.Island.AllSpaces
                              .Where(s => ctx.GameState.Tokens[s].Beasts.Any)
                              .ToArray();

        return(ctx.SelectActionOption(

                   new SelfAction("Remove 1 explorer & 1 town from a land with beast", spiritCtx => {
            return spiritCtx.RemoveTokenFromOneSpace(landsWithBeasts, count, Invader.Explorer, Invader.Town);
        }),

                   new SelfAction("Remove 1 " + interiorGroup.Select(x => x.Label).Join("/") + " from a land adjacent to beast", spiritCtx => {
            var spaceOptions = landsWithBeasts
                               .SelectMany(s => s.Adjacent)
                               .Distinct()
                               .Where(s => spiritCtx.GameState.Tokens[s].HasAny(interiorGroup));

            return spiritCtx.RemoveTokenFromOneSpace(spaceOptions, 1, interiorGroup);
        })
                   ));
    }