public void PlayCard(Card card, PlayerMode previousPlayerModeToRestore) { this.CurrentTurn.Played(card); card.Play(this); card.PlayFinished(this); this.InPlay.Refresh(this); if (CardPlayed != null) { CardPlayedEventArgs cpdea = new CardPlayedEventArgs(this, card); CardPlayed(this, cpdea); } this.PlayerMode = previousPlayerModeToRestore; }
public void PlayNothing(String modifier) { if (CardPlaying != null) { CardPlayingEventArgs cpgea = new CardPlayingEventArgs(this, (CardCollection)null, modifier); CardPlaying(this, cpgea); } if (CardPlayed != null) { CardPlayedEventArgs cpdea = new CardPlayedEventArgs(this, (CardCollection)null); CardPlayed(this, cpdea); } }
internal void PlayCardsInternal(CardCollection cards, String modifier) { // Don't even bother; just return straight away if (cards.Count == 0) return; // So the AI doesn't blow things up, just return immediately if the Phase is Endgame if (this.Phase == PhaseEnum.Endgame) return; foreach (Card card in cards) { if (Phase == PhaseEnum.Action && (card.Category & Category.Action) != Category.Action) this.Phase = PhaseEnum.BuyTreasure; } if (this.Phase != PhaseEnum.Action && this.Phase != PhaseEnum.Starting && this.PlayerMode != PlayerMode.Playing && cards.Any(c => (c.Category & Category.Action) == Category.Action)) throw new Exception("You cannot play any Action cards right now!"); if (this.Phase != PhaseEnum.ActionTreasure && this.Phase != PhaseEnum.BuyTreasure && this.PlayerMode != PlayerMode.Playing && cards.Any(c => (c.Category & Category.Treasure) == Category.Treasure)) throw new Exception("You cannot play any Treasure cards right now!"); PlayerMode currentPlayerMode = this.PlayerMode; this.PlayerMode = PlayerMode.Playing; if (CardPlaying != null) { CardPlayingEventArgs cpgea = new CardPlayingEventArgs(this, cards, modifier); CardPlaying(this, cpgea); } // Retrieve the actual card instead of the one we're passed. It might not exist // Also, we need to remove them from the Hand, Revealed, or Private (these are the 3 places cards can be played from) CardCollection actualCards = this.RetrieveCardsFrom(DeckLocation.Hand, cards); actualCards.AddRange(this.RetrieveCardsFrom(DeckLocation.Revealed, cards)); actualCards.AddRange(this.RetrieveCardsFrom(DeckLocation.Private, cards)); // Add them to In Play, add them to the Played list for the turn, and Play them (individually) foreach (Card card in cards) { if (actualCards.Contains(card)) { if (CardPuttingIntoPlay != null) { CardPutIntoPlayEventArgs cpipea = new CardPutIntoPlayEventArgs(this, card); CardPuttingIntoPlay(this, cpipea); } this.AddCardInto(DeckLocation.InPlay, card); if (CardPutIntoPlay != null) { CardPutIntoPlayEventArgs cpipea = new CardPutIntoPlayEventArgs(this, card); CardPutIntoPlay(this, cpipea); } } this.CurrentTurn.Played(card); card.Play(this); card.PlayFinished(this); } this.InPlay.Refresh(this); if (CardPlayed != null) { CardPlayedEventArgs cpdea = new CardPlayedEventArgs(this, cards); CardPlayed(this, cpdea); } this.PlayerMode = currentPlayerMode; }
void ActivePlayer_CardPlayed(object sender, CardPlayedEventArgs e) { CardBenefit benefit = new CardBenefit(); foreach (Card card in e.Cards) { if (card.CardType == Universal.TypeClass.Copper) benefit.Currency += new Coin(1); } e.Player.ReceiveBenefit(this, benefit); }