public SPlay(SPlayers players, params SCards[] startedDecks) { _random = new Random(); _players = players; _playerCount = startedDecks.Count(); _logger = new SLogger(_playerCount); _cards = new SCards(); // unite all started decks and host for it // and change its place to StartedDeck // then make default copy of it and then // place them to Deck int player = -1; foreach (SCards startedDeck in startedDecks) { ++player; startedDeck.setGame(this); startedDeck.setHost(player); startedDeck.setLocation(SPlace.startingdeck); _cards.addCards(startedDeck); SCards deck = startedDeck.defaultCopy(); deck.setLocation(SPlace.deck); _cards.addCards(deck); shuffleDeck(player); } }
// damage all selected units by specified X // returns count of units died this way public SCards damage(int X, SCard source = null) { SCards banish = new SCards(); SCards dead = new SCards(); SCards armorLost = new SCards(); List <int> recived = new List <int>(); foreachCard((c) => { SHitResult hitResult = c.power.damage(X); recived.Add(hitResult.healthLost); if (hitResult.shouldBeDead) { (c.containsTag(STag.doomed)? banish : dead).addCard(c); } else if (hitResult.armorWasBroken) { armorLost.addCard(c); } }); // (using foreachCard of daed/armorLost) // move dead group to graveyard // trigger their deathwishes // if dead, but has doomed // move it to banish instead // and do not trigger deathwish // trigger all armorLost units // on armorlost triggers // rest non-dead and non-banished // trigger for damaged // then return all killed cards // killed = banished + dead foreachCard((c) => { int damagedFor = recived[_cards.IndexOf(c)]; if (!dead.contains(c) && !banish.contains(c) && damagedFor > 0) { c.trigger(STType.onDamaged, source, damagedFor); } if (armorLost.contains(c)) { c.trigger(STType.onArmorLost); } }); dead.move(SPlace.graveyard); banish.move(SPlace.banish); return(dead.addCards(banish)); }