本文整理汇总了C#中CardCollection.Sort方法的典型用法代码示例。如果您正苦于以下问题:C# CardCollection.Sort方法的具体用法?C# CardCollection.Sort怎么用?C# CardCollection.Sort使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CardCollection
的用法示例。
在下文中一共展示了CardCollection.Sort方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Decide_WanderingMinstrel
protected override ChoiceResult Decide_WanderingMinstrel(Choice choice)
{
// Just sort everything best-to-worst
CardCollection cards = new CardCollection(choice.Cards);
cards.Sort(new DominionBase.Cards.Sorting.ByCost(DominionBase.Cards.Sorting.SortDirection.Descending));
return new ChoiceResult(cards);
}
示例2: AttackedBy
/// <summary>
/// Fires off the Attack event, so any listeners can pick it up.
/// </summary>
/// <param name="player">The attacking player</param>
/// <param name="attackingCard">The card that triggered the Attack event</param>
/// <returns>"true" if the Attack can proceed (wasn't blocked). "false" if the Attack was blocked.</returns>
/// <summary>
public Boolean AttackedBy(Player attacker, Card attackingCard)
{
if (Attacked != null)
{
AttackedEventArgs aea = null;
Boolean cancelled = false;
do
{
aea = new AttackedEventArgs(attacker, attackingCard);
aea.Cancelled |= cancelled;
Attacked(this, aea);
CardCollection cards = new CardCollection(aea.Revealable.Values.Select(s => s.Card));
if (cards.Count > 0)
{
cards.Sort();
Choice choice = new Choice("Reveal a card?", null, attackingCard, cards, this, true, aea);
ChoiceResult result = this.MakeChoice(choice);
if (result.Cards.Count > 0)
aea.Revealable[result.Cards[0].CardType].Method(this, ref aea);
else
break;
}
cancelled |= aea.Cancelled;
} while (Attacked != null && aea.HandledBy.Count > 0);
if (aea != null)
cancelled |= aea.Cancelled;
return !cancelled;
}
return true;
}
示例3: IsStraight
public bool IsStraight(out CardCollection winningCards)
{
checkCardList();
// Get a copy of the card list
CardCollection cardList = new CardCollection(_cardList);
winningCards = new CardCollection();
// Sort the cards by value
cardList.Sort();
// if there is an ace in the deck, it got moved to the end by the sort
// so we need to insert a new "ace" in the sorted deck (with a value of 1) in the beginning position
foreach (Card card in cardList)
{
if (card.Value == (int)Rank.Ace)
{
cardList.Insert(0, new Card(card.Rank, card.Suit));
break;
}
}
int cardsInARow = 1;
// Check each card and the next one
for (int i = 0; i < cardList.Count; i++)
{
// Add the current card to the winning cards index, just in case it's part of a straight
winningCards.Add(cardList[i]);
// If this is the last card, check to see if it is part of a straight
if (i == cardList.Count - 1)
{
if (cardList[i].IsOneGreaterThan(cardList[i - 1]))
{
cardsInARow++;
}
else
winningCards.Clear();
}
else
{
// If this card is the same as the next one, ignore it
if (cardList[i].Value == cardList[i + 1].Value)
{
// remove the card we just added
winningCards.Remove(cardList[i]);
continue;
}
// Check to see if this card is exactly one less than the next card
if (cardList[i].IsOneLessThan(cardList[i + 1]))
{
cardsInARow++;
}
else
{
// if we already have a straight (5 cards) stop checking for more straights
if (cardsInARow >= 5)
break;
else
{
cardsInARow = 1;
winningCards.Clear();
}
}
}
}
// Trim off any excess cards that are not the highest straight, and return true
// Example: if you have A 2 3 4 5 6, the ace will be cut off and 2 3 4 5 6 will be preserved
if (winningCards.Count >= 5)
{
if (winningCards.Count > 5)
winningCards.RemoveRange(0, winningCards.Count - 5);
return true;
}
else
{
winningCards = null;
return false;
}
}
示例4: IsFlush
public bool IsFlush(out CardCollection winningCards)
{
checkCardList();
CardCollection cardList = new CardCollection(_cardList);
CardCollection clubs = new CardCollection();
CardCollection diamonds = new CardCollection();
CardCollection hearts = new CardCollection();
CardCollection spades = new CardCollection();
foreach (Card card in cardList)
{
switch (card.Suit)
{
case Suit.Clubs:
clubs.Add(card);
break;
case Suit.Diamonds:
diamonds.Add(card);
break;
case Suit.Hearts:
hearts.Add(card);
break;
case Suit.Spades:
spades.Add(card);
break;
default:
break;
}
}
if (clubs.Count >= 5)
{
winningCards = clubs;
winningCards.Sort();
return true;
}
if (diamonds.Count >= 5)
{
winningCards = diamonds;
winningCards.Sort();
return true;
}
if (hearts.Count >= 5)
{
winningCards = hearts;
winningCards.Sort();
return true;
}
if (spades.Count >= 5)
{
winningCards = spades;
winningCards.Sort();
return true;
}
winningCards = null;
return false;
}
示例5: CheckHighestPairConfiguration
public bool CheckHighestPairConfiguration(out Hand hand)
{
checkCardList();
// make a copy
//List<Card> cardList = new List<Card>(_cardList);
CardCollection cardList = new CardCollection(_cardList);
cardList.Sort();
// this is a list of cards that match the key value
Dictionary<int, CardCollection> matches = new Dictionary<int, CardCollection>();
int numPairs = 0;
int numThrees = 0;
int numFours = 0;
// Construct the dictionary
foreach (Card card in cardList)
{
if (matches.ContainsKey(card.Value))
matches[card.Value].Add(card);
else
matches.Add(card.Value, new CardCollection(new Card[] { card }));
//matches.Add(card.Value, new List<Card>(new Card[] { card }));
}
// Determine the number of pairs, threes, and fours
//foreach (List<Card> cardPairs in matches.Values)
foreach (CardCollection cardPairs in matches.Values)
{
if (cardPairs.Count == 2)
numPairs++;
if (cardPairs.Count == 3)
numThrees++;
if (cardPairs.Count == 4)
numFours++;
}
//List<Card> resultCards = new List<Card>();
CardCollection resultCards = new CardCollection();
// Okay, here comes the real logic
// One Pair and One Pair Only
if (numPairs == 1 && numThrees == 0 && numFours == 0)
{
// Continue with the assumption that we'll only find one pair
foreach (int cardValue in matches.Keys)
{
if (matches[cardValue].Count == 2) // this is our pair
{
resultCards.AddRange(matches[cardValue]);
break;
}
}
// Also add the next highest card
for (int highCard = cardList.Count - 1; highCard >= 0; highCard--)
{
if (!resultCards.Contains(cardList[highCard]))
{
// Add the next highest card from the sorted list and break
resultCards.Add(cardList[highCard]);
break;
}
}
// Construct the Best Hand for one pair and return true
//hand = new BestHand(resultCards, HandType.OnePair);
hand = new Hand(resultCards, Combination.OnePair);
return true;
}
// Two Pair and two pair only
else if (numPairs >= 2 && numThrees == 0 && numFours == 0)
{
int numPairsFound = 0;
// Continue with the assumption that we'll only find two pairs
foreach (int cardValue in new Stack<int>(matches.Keys))
{
if (matches[cardValue].Count == 2) // this is our pair
{
resultCards.AddRange(matches[cardValue]);
numPairs++;
if (numPairsFound >= 2)
break;
}
}
// Also add the next highest card
for (int highCard = cardList.Count - 1; highCard >= 0; highCard--)
{
if (!resultCards.Contains(cardList[highCard]))
{
// Add the next highest card from the sorted list and break
resultCards.Add(cardList[highCard]);
break;
}
//.........这里部分代码省略.........
示例6: Play
public override void Play(Player player)
{
base.Play(player);
SupplyCollection availableSupplies = new SupplyCollection(player._Game.Table.Supplies.Where(kvp => kvp.Value.Randomizer != null && kvp.Value.Randomizer.GroupMembership != Group.None));
CardCollection cards = new CardCollection();
Choice choice = new Choice("Name a card", this, availableSupplies, player, false);
foreach (Supply supply in player._Game.Table.Supplies.Values.Union(player._Game.Table.SpecialPiles.Values))
{
foreach (Type type in supply.CardTypes)
{
if (!choice.Supplies.Any(kvp => kvp.Value.CardType == type))
cards.Add(Card.CreateInstance(type));
}
}
cards.Sort();
choice.AddCards(cards);
ChoiceResult result = player.MakeChoice(choice);
ICard namedCard = null;
if (result.Supply != null)
namedCard = result.Supply;
else
namedCard = result.Cards[0];
player._Game.SendMessage(player, this, namedCard);
if (player.CanDraw)
{
player.Draw(DeckLocation.Revealed);
if (player.Revealed[namedCard.CardType].Count > 0)
{
player.AddCardsToHand(DeckLocation.Revealed);
}
else
{
player.AddCardsToDeck(player.RetrieveCardsFrom(DeckLocation.Revealed), DeckPosition.Top);
}
}
}
示例7: Play
public override void Play(Player player)
{
base.Play(player);
SupplyCollection availableSupplies = new SupplyCollection(player._Game.Table.Supplies.Where(kvp => kvp.Value.Randomizer != null && kvp.Value.Randomizer.GroupMembership != Group.None));
CardCollection cards = new CardCollection();
Choice choice = new Choice("Name a card", this, availableSupplies, player, false);
foreach (Supply supply in player._Game.Table.Supplies.Values.Union(player._Game.Table.SpecialPiles.Values))
{
foreach (Type type in supply.CardTypes)
{
if (!choice.Supplies.Any(kvp => kvp.Value.CardType == type))
cards.Add(Card.CreateInstance(type));
}
}
cards.Sort();
choice.AddCards(cards);
ChoiceResult result = player.MakeChoice(choice);
ICard namedCard = null;
if (result.Supply != null)
namedCard = result.Supply;
else
namedCard = result.Cards[0];
player._Game.SendMessage(player, this, namedCard);
CardCollection newCards = player.Draw(3, DeckLocation.Revealed);
player.Trash(player.RetrieveCardsFrom(DeckLocation.Revealed, c => c.Name == namedCard.Name));
Choice replaceChoice = new Choice("Choose order of cards to put back on your deck", this, player.Revealed, player, true, player.Revealed.Count, player.Revealed.Count);
ChoiceResult replaceResult = player.MakeChoice(replaceChoice);
player.RetrieveCardsFrom(DeckLocation.Revealed, replaceResult.Cards);
player.AddCardsToDeck(replaceResult.Cards, DeckPosition.Top);
}