/// <summary> /// create harmphase /// </summary> /// <param name="player"></param> /// <param name="source"></param> /// <param name="harm"></param> /// <param name="card"></param> public HarmPhase(Player player, Player source, int harm, Attack card) : base(player) { this.source = source; this.harm = harm; this.card = card; }
public override PhaseList responseUseCardAction(Card card, Player[] targets, IGame game) { PhaseList ret = new PhaseList(this); if (card is BasicCard) { Attack attack = card as Attack; if (attack != null) { ret.push(new AttackPhase(player, attack, targets, this)); return(ret); } Wine wine = card as Wine; if (wine != null) { if (drunk) { return(null); } player.discardCard(wine, game); drunk = true; return(ret); } Peach peach = card as Peach; if (peach != null) { if (player.health == player.healthLimit) { return(null); } player.discardCard(peach, game); ret.push(new RecoverPhase(player, 1)); return(ret); } } else if (card is ToolCard) { Wealth wealth = card as Wealth; if (wealth != null) { player.drawCards(2, game); player.discardCard(wealth, game); return(ret); } PeachGarden peachgarden = card as PeachGarden; if (peachgarden != null) { player.discardCard(peachgarden, game); foreach (Player x in game.players) { ret.push(new RecoverPhase(x, 1)); } return(ret); } } else if (card is Equipment) { throw new NotImplementedException(); //return new PhaseList(new UseEquipmentPhase(player, card as Equipment), this); } game.log("" + card + Legends_of_the_Three_Kingdoms.Properties.Resources.Cannot_be_uese); return(null); }