public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(player.InPlay[Category.Treasure].Count); player.ReceiveBenefit(this, benefit); }
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); }
/// <summary> /// Used internally by the base Card class -- Don't use this. /// </summary> internal override void Play(Player player, int count) { if (count <= 0) throw new ArgumentOutOfRangeException("'count' must be positive!"); player.ReceiveBenefit(this, new CardBenefit() { Currency = new Currency(count) }); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose a card to trash", this, player.Hand, player, false, 1, 1); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) { player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0])); Cost cardCost = player._Game.ComputeCost(result.Cards[0]); int toDraw = cardCost.Coin.Value; if (cardCost.Potion.Value > 0) toDraw += 2; player.ReceiveBenefit(this, new CardBenefit() { Cards = toDraw }); } }
public override void Play(Player player) { base.Play(player); Choice choiceDiscard = new Choice("Choose cards to discard", this, player.Hand, player, false, 0, player.Hand.Count); ChoiceResult resultDiscard = player.MakeChoice(choiceDiscard); player.Discard(DeckLocation.Hand, resultDiscard.Cards); player.ReceiveBenefit(this, new CardBenefit() { Cards = resultDiscard.Cards.Count }); }
internal void player_PlusCard(Player player, ref TrashEventArgs e) { player.ReceiveBenefit(this, new CardBenefit() { Cards = 3 }); e.HandledBy.Add(this); }
public override void Play(Player player) { base.Play(player); Choice choiceDiscardTheFirst = new Choice("Discard any number of cards. +1 Card per card discarded", this, player.Hand, player, false, 0, player.Hand.Count); ChoiceResult resultDiscardTheFirst = player.MakeChoice(choiceDiscardTheFirst); player.Discard(DeckLocation.Hand, resultDiscardTheFirst.Cards); player.ReceiveBenefit(this, new CardBenefit() { Cards = resultDiscardTheFirst.Cards.Count }); Choice choiceDiscardTheSecond = new Choice("Discard any number of cards. +<coin>1</coin> per card discarded.", this, player.Hand, player, false, 0, player.Hand.Count); ChoiceResult resultDiscardTheSecond = player.MakeChoice(choiceDiscardTheSecond); player.Discard(DeckLocation.Hand, resultDiscardTheSecond.Cards); player.ReceiveBenefit(this, new CardBenefit() { Currency = new Currency(resultDiscardTheSecond.Cards.Count) }); }
public override void Play(Player player) { base.Play(player); player.ReturnHand(player.RevealHand()); Currency negativeCurrency = new Currency(-Math.Min(player.Currency.Coin.Value, player.Hand[Cards.Category.Treasure].Count)); player.ReceiveBenefit(this, new CardBenefit() { Currency = negativeCurrency }); }
public override void Play(Player player) { base.Play(player); if (player.InPlay.Contains(this.PhysicalCard)) { Supply supply = player._Game.Table.SpecialPiles[TypeClass.Madman]; Card cardToReturn = player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard); player.Lose(this); supply.AddTo(this); player._Game.SendMessage(player, this, supply, 1); player.ReceiveBenefit(this, new CardBenefit() { Cards = player.Hand.Count }); } }
public override void Play(Player player) { base.Play(player); CardCollection newCards = player.Draw(4, DeckLocation.Revealed); player.DiscardRevealed(); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(newCards.GroupBy(card => card.CardType).Count()); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); Choice choiceAction = new Choice("You may discard a card for +1 Action.", this, player.Hand, player, false, 0, 1); ChoiceResult resultAction = player.MakeChoice(choiceAction); if (resultAction.Cards.Count > 0) { player.Discard(DeckLocation.Hand, resultAction.Cards); player.ReceiveBenefit(this, new CardBenefit() { Actions = 1 }); } Choice choiceBuy = new Choice("You may discard a card for +1 Buy.", this, player.Hand, player, false, 0, 1); ChoiceResult resultBuy = player.MakeChoice(choiceBuy); if (resultBuy.Cards.Count > 0) { player.Discard(DeckLocation.Hand, resultBuy.Cards); player.ReceiveBenefit(this, new CardBenefit() { Buys = 1 }); } }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(player.Actions); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Trash a card. +<vp/> equal to half its cost in coins, rounded down.", this, player.Hand, player); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) { Card trash = player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]); Cost trashedCardCost = player._Game.ComputeCost(trash); player.Trash(trash); player.ReceiveBenefit(this, new CardBenefit() { VictoryPoints = trashedCardCost.Coin.Value / 2 }); } IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); // skip active player while (enumerator.MoveNext()) { Player otherPlayer = enumerator.Current; Choice choicePlayer = new Choice("Trash a card if you wish", this, otherPlayer.Hand, otherPlayer, false, 0, 1); ChoiceResult resultPlayer = otherPlayer.MakeChoice(choicePlayer); if (resultPlayer.Cards.Count > 0) { otherPlayer.Trash(otherPlayer.RetrieveCardFrom(DeckLocation.Hand, resultPlayer.Cards[0])); } } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Discard any number of cards. +<coin>1</coin> per card discarded.", this, player.Hand, player, false, 0, player.Hand.Count); ChoiceResult result = player.MakeChoice(choice); player.Discard(DeckLocation.Hand, result.Cards); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(result.Cards.Count); player.ReceiveBenefit(this, benefit); IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); enumerator.MoveNext(); // skip active player while (enumerator.MoveNext()) { Player otherPlayer = enumerator.Current; if (otherPlayer.Hand.Count >= 2) { Choice choicePlayer = Choice.CreateYesNoChoice("Do you want to discard 2 cards to draw 1 card?", this, otherPlayer); ChoiceResult resultPlayer = otherPlayer.MakeChoice(choicePlayer); if (resultPlayer.Options[0] == "Yes") { Choice choiceDiscard = new Choice("Choose 2 cards to discard", this, otherPlayer.Hand, otherPlayer, false, 2, 2); ChoiceResult discards = otherPlayer.MakeChoice(choiceDiscard); otherPlayer.Discard(DeckLocation.Hand, discards.Cards); if (otherPlayer.CanDraw) otherPlayer.Draw(DeckLocation.Hand); } } } this.Benefit.Currency.Coin.Value = 0; }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(player._Game.Table.TokenPiles[TypeClass.TradeRouteToken].Count); player.ReceiveBenefit(this, benefit); Choice choice = new Choice("Trash a card.", this, player.Hand, player); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0])); }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(1); if (player.CurrentTurn.CardsResolved.Count(c => c.CardType == TypeClass.FoolsGold) > 1) benefit.Currency += new Coin(3); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); if (player.CanDraw) { Card revealedCard = player.Draw(DeckLocation.Revealed); if (revealedCard != null) { Choice choice = new Choice( String.Format("Do you want to discard {0} or put it back on your deck?", revealedCard), this, new CardCollection() { this }, new List<string>() { "Discard", "Put it back" }, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options.Contains("Discard")) player.DiscardRevealed(); else player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top); CardBenefit benefit = new CardBenefit(); if ((revealedCard.Category & Cards.Category.Action) == Cards.Category.Action) benefit.Actions = 1; if ((revealedCard.Category & Cards.Category.Treasure) == Cards.Category.Treasure) benefit.Currency += new Coin(1); if ((revealedCard.Category & Cards.Category.Victory) == Cards.Category.Victory) benefit.Cards = 1; player.ReceiveBenefit(this, benefit); } } }
public override void PlayDuration(Player player) { base.PlayDuration(player); player.ReceiveBenefit(this, new CardBenefit() { Cards = 1 }); player.AddCardToHand(player.RetrieveCardFrom(DeckLocation.SetAside, this)); }
public override void Play(Player player) { base.Play(player); Choice choice = Choice.CreateYesNoChoice("Do you want to trash 2 cards?", this, player); ChoiceResult result = player.MakeChoice(choice); if (result.Options[0] == "Yes") { Choice choiceTrash = new Choice("Choose 2 cards to trash", this, player.Hand, player, false, 2, 2); ChoiceResult resultTrash = player.MakeChoice(choiceTrash); player.Trash(player.RetrieveCardsFrom(DeckLocation.Hand, resultTrash.Cards)); if (resultTrash.Cards.Count == 2) { player.ReceiveBenefit(this, new CardBenefit() { Cards = 2, Currency = new Currency(2) }); 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; Choice choiceDiscard = new Choice("Choose cards to discard. You must discard down to 3 cards in hand", this, attackee.Hand, attackee, false, attackee.Hand.Count - 3, attackee.Hand.Count - 3); ChoiceResult resultDiscard = attackee.MakeChoice(choiceDiscard); attackee.Discard(DeckLocation.Hand, resultDiscard.Cards); } } } }
public override void Play(Player player) { base.Play(player); player.ReturnHand(player.RevealHand()); List<Type> cardTypes = new List<Type>(); foreach (Card card in player.Hand) { Type t = card.CardType; if (!cardTypes.Contains(t)) cardTypes.Add(t); } CardBenefit benefit = new CardBenefit(); if (player.Hand.Count == cardTypes.Count) benefit.Cards = 3; else benefit.Cards = 1; player.ReceiveBenefit(this, benefit); }
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); }
public override void Play(Player player) { base.Play(player); Boolean playerRevealedProvince = false; Boolean anyoneElseRevealedProvince = false; // Perform on every player (including you) IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player); while (enumerator.MoveNext()) { Player actor = enumerator.Current; if (actor.Hand[Universal.TypeClass.Province].Count == 0) continue; Choice showChoice = Choice.CreateYesNoChoice("Do you want to reveal a Province from your hand?", this, actor); ChoiceResult showResult = actor.MakeChoice(showChoice); if (showResult.Options[0] == "Yes") { Card shownProvince = actor.RetrieveCardsFrom(DeckLocation.Hand, Universal.TypeClass.Province, 1)[0]; actor.AddCardInto(DeckLocation.Revealed, shownProvince); if (actor == player) { playerRevealedProvince = true; } else { actor.AddCardInto(DeckLocation.Hand, actor.RetrieveCardFrom(DeckLocation.Revealed, shownProvince)); anyoneElseRevealedProvince = true; } } } if (playerRevealedProvince) { player.Discard(DeckLocation.Revealed); Boolean isOptional = (player._Game.Table[Cards.Universal.TypeClass.Duchy].Count + player._Game.Table.SpecialPiles[TypeClass.PrizeSupply].Count) == 0; Choice prizeChoice = new Choice("Select a Prize or a Duchy", this, player._Game.Table.SpecialPiles[TypeClass.PrizeSupply], player, isOptional ? 0 : 1, 1); ((CardCollection)prizeChoice.Cards).Add(new Universal.Duchy()); ChoiceResult prizeResult = player.MakeChoice(prizeChoice); if (prizeResult.Cards.Count > 0) { if (prizeResult.Cards[0].CardType == Universal.TypeClass.Duchy) player.Gain(player._Game.Table.Duchy, DeckLocation.Deck, DeckPosition.Top); else player.Gain(player._Game.Table.SpecialPiles[TypeClass.PrizeSupply], prizeResult.Cards[0].CardType, DeckLocation.Deck, DeckPosition.Top); } } if (!anyoneElseRevealedProvince) { CardBenefit benefit = new CardBenefit() { Cards = 1 }; benefit.Currency += new Coin(1); player.ReceiveBenefit(this, benefit); } }
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); } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("Choose 2:", this, new CardCollection() { this }, new List<string>() { "+2<nbsp/>Cards", "+2<nbsp/>Actions", "+<coin>2</coin>", "Gain 4 Silvers & discard deck" }, player, null, false, 2, 2); ChoiceResult result = player.MakeChoice(choice); foreach (String option in result.Options) { CardBenefit benefit = new CardBenefit(); if (option == "+2<nbsp/>Cards") benefit.Cards = 2; if (option == "+2<nbsp/>Actions") benefit.Actions += 2; if (option == "+<coin>2</coin>") benefit.Currency += new Coin(2); if (option == "Gain 4 Silvers & discard deck") { player.Gain(player._Game.Table.Silver, 4); player._Game.SendMessage(player, this); CardCollection cc = player.RetrieveCardsFrom(DeckLocation.Deck); player.AddCardsInto(DeckLocation.Discard, cc); } player.ReceiveBenefit(this, benefit); } }
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)); player.ReceiveBenefit(this, new CardBenefit() { Currency = new Currency(player._Game.Table.Trash.Where(card => (card.Category & Cards.Category.Treasure) == Cards.Category.Treasure ).GroupBy(card => card.Name).Count()) }); }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("You may choose a Treasure card to trash", this, player.Hand[Cards.Category.Treasure], player, false, 0, 1); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) { player.Trash(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0])); CardBenefit benefit = new CardBenefit(); Choice choiceBenefit = new Choice("Choose either +2 Cards and +1 Action; or +<coin>2</coin> and +1 Buy", this, new CardCollection() { this }, new List<string>() { "+2<nbsp/>Cards and +1<nbsp/>Action", "+<coin>2</coin> and +1<nbsp/>Buy" }, player); ChoiceResult resultBenefit = player.MakeChoice(choiceBenefit); if (resultBenefit.Options[0] == "+2<nbsp/>Cards and +1<nbsp/>Action") { benefit.Cards = 2; benefit.Actions = 1; } else { benefit.Currency.Coin.Value = 2; benefit.Buys = 1; } player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); CardCollection singleCopper = player.RetrieveCardsFrom(DeckLocation.Hand, Cards.Universal.TypeClass.Copper, 1); if (singleCopper.Count > 0) { player.Trash(singleCopper[0]); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin(3); player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); Choice choice = new Choice("You may choose a Treasure card to discard", this, player.Hand[Cards.Category.Treasure], player, false, 0, 1); ChoiceResult result = player.MakeChoice(choice); if (result.Cards.Count > 0) { player.Discard(DeckLocation.Hand, result.Cards[0]); CardBenefit benefit = new CardBenefit() { Cards = 3, Actions = 1 }; player.ReceiveBenefit(this, benefit); } }
public override void Play(Player player) { base.Play(player); CardBenefit benefit = new CardBenefit(); benefit.Currency += new Coin((player.DiscardPile.Count + player.DrawPile.Count) / 5); benefit.FlavorText = String.Format(" (Deck: {0}, Discard: {1})", Utilities.StringUtility.Plural("card", player.DrawPile.Count), Utilities.StringUtility.Plural("card", player.DiscardPile.Count)); player.ReceiveBenefit(this, benefit); }
public override void Play(Player player) { base.Play(player); player.ReturnHand(player.RevealHand()); int plusActions = 0; if (player.CurrentTurn.CardsResolved.Count(c => c.LogicalCard.CardType == TypeClass.Crossroads) == 1) plusActions = 3; player.ReceiveBenefit(this, new CardBenefit() { Cards = player.Hand[Cards.Category.Victory].Count, Actions = plusActions }); }