public GameHandler() { this.players = new List <Player>(); this.pool = new MinionPool(); this.pool.FillGenericMinionPool(); this.setHandler = new SetHandler(); this.pairsHandler = new PairsHandler(); this.combatOutputCollector = new CombatOutputCollector(); this.shopRarities = new RarityBreakdown(4, 3, 2, 1); }
public MinionPool(MinionPool x) { this.upgrades = new List <Upgrade>(); this.spareparts = new List <Spell>(); this.tokens = new List <Card>(); foreach (var card in x.upgrades) { this.upgrades.Add((Upgrade)card.DeepCopy()); } foreach (var card in x.spareparts) { this.spareparts.Add((Spell)card.DeepCopy()); } foreach (var card in x.tokens) { this.tokens.Add((Card)card.DeepCopy()); } }
public void StartNewGame(MinionPool pool) { this.maxMana = 10; //this.pool = new MinionPool(); //this.pool.FillGenericMinionPool(); for (int i = 0; i < this.players.Count(); i++) { this.players[i] = new Player(this.players[i].name); this.players[i].pool = new MinionPool(pool); this.players[i].maxMana = this.maxMana; this.players[i].shop.Refresh(this, this.players[i].pool, this.players[i].maxMana); this.players[i].curMana = this.maxMana; this.players[i].lives = this.startingLives; this.players[i].ready = false; } //do other stuff like matching later }
public Player() { this.creatureData = new CreatureData(); this.shop = new Shop(); this.hand = new Hand(); this.name = "No name"; this.attachedMechs = new List <Upgrade>(); this.curMana = 10; this.destroyed = false; this.aftermathMessages = new List <string>(); this.overloaded = 0; this.ready = false; this.lives = 0; this.playHistory = new List <List <Card> >(); this.playHistory.Add(new List <Card>()); this.boughtThisTurn = new List <Upgrade>(); this.specificEffects = new SpecificEffects(); this.extraUpgradeEffects = new List <Upgrade>(); this.nextRoundEffects = new List <Upgrade>(); this.pool = new MinionPool(); this.maxMana = 10; }