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C# Card.DoSpecializedWhenGain方法代码示例

本文整理汇总了C#中Dominion.Card.DoSpecializedWhenGain方法的典型用法代码示例。如果您正苦于以下问题:C# Card.DoSpecializedWhenGain方法的具体用法?C# Card.DoSpecializedWhenGain怎么用?C# Card.DoSpecializedWhenGain使用的例子?那么恭喜您, 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Dominion.Card的用法示例。


在下文中一共展示了Card.DoSpecializedWhenGain方法的2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: GainCard

        internal void GainCard(GameState gameState, Card card, DeckPlacement originalLocation, DeckPlacement defaultPlacement = DeckPlacement.Discard, GainReason gainReason = GainReason.Gain)
        {
            if (gainReason == GainReason.Buy)
            {
                this.gameLog.PlayerBoughtCard(this, card);
                this.turnCounters.cardsBoughtThisTurn.Add(card);
                gameState.cardContextStack.PushCardContext(this, card, CardContextReason.CardBeingBought);
            }
            else
            {
                this.gameLog.PlayerGainedCard(this, card);
                gameState.cardContextStack.PushCardContext(this, card, CardContextReason.CardBeingGained);
            }

            // should only include cards gained on the players turned, not cards gained as a side effect on some other players turn
            // important for smugglers ...
            if (this == gameState.players.CurrentPlayer)
            {
                this.turnCounters.cardsGainedThisTurn.Add(card);
            }

            this.gameLog.PushScope();

            // technically, the hovel reaction can cause hand size to change.  This is not a problem though
            // would only be a problem if cards were added that would subsequently needed to be enumerated.
            bool wasCardMoved = false;

            if (this.ownsCardWithSpecializedActionOnBuyWhileInHand ||
                this.ownsCardWithSpecializedActionOnGainWhileInHand)
            {
                foreach (Card cardInHand in this.Hand)
                {
                    gameState.cardContextStack.PushCardContext(this, cardInHand, CardContextReason.CardReacting);
                    DeckPlacement preferredPlacement = (gainReason == GainReason.Buy) ?
                        cardInHand.DoSpecializedActionOnBuyWhileInHand(this, gameState, card) : DeckPlacement.Default;

                    if (!wasCardMoved && preferredPlacement == DeckPlacement.Default)
                    {
                        preferredPlacement = cardInHand.DoSpecializedActionOnGainWhileInHand(this, gameState, card);
                    }

                    if (!wasCardMoved && preferredPlacement != DeckPlacement.Default)
                    {
                        defaultPlacement = preferredPlacement;
                        wasCardMoved = true;
                    }
                    gameState.cardContextStack.Pop();
                }
            }

            if (this.ownsCardWithSpecializedActionOnGainWhileInPlay)
            {
                foreach (Card cardInPlay in this.CardsInPlay)
                {
                    gameState.cardContextStack.PushCardContext(this, cardInPlay, CardContextReason.CardReacting);
                    DeckPlacement preferredPlacement = cardInPlay.DoSpecializedActionOnGainWhileInPlay(this, gameState, card);
                    if (!wasCardMoved && preferredPlacement != DeckPlacement.Default)
                    {
                        defaultPlacement = preferredPlacement;
                        wasCardMoved = true;
                    }
                    gameState.cardContextStack.Pop();
                }
            }

            // buys are also gains.
            {
                DeckPlacement preferredPlacement = card.DoSpecializedWhenGain(this, gameState);
                if (!wasCardMoved && preferredPlacement != DeckPlacement.Default)
                {
                    defaultPlacement = preferredPlacement;
                    wasCardMoved = true;
                }
            }

            if (gainReason == GainReason.Buy)
            {
                if (card.canOverpay)
                {
                    gameState.CurrentContext.PushCardContext(this, card, CardContextReason.CardReacting);
                    this.RequestPlayerOverpayForCard(card, gameState);
                    gameState.CurrentContext.Pop();
                }

                card.DoSpecializedWhenBuy(this, gameState);

                if (this.ownsCardWithSpecializedActionOnBuyWhileInPlay)
                {
                    foreach (Card cardInPlay in this.CardsInPlay)
                    {
                        gameState.cardContextStack.PushCardContext(this, card, CardContextReason.CardReacting);
                        gameLog.PushScope();
                        cardInPlay.DoSpecializedActionOnBuyWhileInPlay(this, gameState, card);
                        gameLog.PopScope();
                        gameState.cardContextStack.Pop();
                    }
                }
            }

            this.PlaceCardFromPlacement(new CardPlacementPair(card, defaultPlacement), gameState, originalLocation);
//.........这里部分代码省略.........
开发者ID:NathanTeeuwen,项目名称:Dominulator,代码行数:101,代码来源:PlayerState.cs

示例2: GainCard

        internal void GainCard(GameState gameState, Card card, DeckPlacement originalLocation, DeckPlacement defaultPlacement = DeckPlacement.Discard, GainReason gainReason = GainReason.Gain)
        {
            if (gainReason == GainReason.Buy)
            {
                this.gameLog.PlayerBoughtCard(this, card);
            }
            else
            {
                this.gameLog.PlayerGainedCard(this, card);
            }

            this.gameLog.PushScope();

            // technically, the hovel reaction can cause hand size to change.  This is not a problem though
            // would only be a problem if cards were added that would subsequently needed to be enumerated.
            bool wasCardMoved = false;

            if (this.ownsCardWithSpecializedActionOnBuyWhileInHand ||
                this.ownsCardWithSpecializedActionOnGainWhileInHand)
            {
                foreach (Card cardInHand in this.Hand)
                {
                    DeckPlacement preferredPlacement = (gainReason == GainReason.Buy) ?
                        cardInHand.DoSpecializedActionOnBuyWhileInHand(this, gameState, card) : DeckPlacement.Default;

                    if (!wasCardMoved && preferredPlacement == DeckPlacement.Default)
                    {
                        preferredPlacement = cardInHand.DoSpecializedActionOnGainWhileInHand(this, gameState, card);
                    }

                    if (!wasCardMoved && preferredPlacement != DeckPlacement.Default)
                    {
                        defaultPlacement = preferredPlacement;
                        wasCardMoved = true;
                    }
                }
            }

            if (this.ownsCardWithSpecializedActionOnGainWhileInPlay)
            {
                foreach (Card cardInPlay in this.CardsInPlay)
                {
                    DeckPlacement preferredPlacement = cardInPlay.DoSpecializedActionOnGainWhileInPlay(this, gameState, card);
                    if (!wasCardMoved && preferredPlacement != DeckPlacement.Default)
                    {
                        defaultPlacement = preferredPlacement;
                        wasCardMoved = true;
                    }
                }
            }

            // buys are also gains.
            {
                DeckPlacement preferredPlacement = card.DoSpecializedWhenGain(this, gameState);
                if (!wasCardMoved && preferredPlacement != DeckPlacement.Default)
                {
                    defaultPlacement = preferredPlacement;
                    wasCardMoved = true;
                }
            }

            if (gainReason == GainReason.Buy)
            {
                card.DoSpecializedWhenBuy(this, gameState);
            }

            this.PlaceCardFromPlacement(new CardPlacementPair(card, defaultPlacement), gameState, originalLocation);
            this.gameLog.PopScope();

            gameState.hasCurrentPlayerGainedCard |= true;

            this.ownsCardThatMightProvideDiscountWhileInPlay |= card.MightProvideDiscountWhileInPlay;
            this.ownsCardThatHasSpecializedCleanupAtStartOfCleanup |= card.HasSpecializedCleanupAtStartOfCleanup;
            this.ownsCardWithSpecializedActionOnBuyWhileInPlay |= card.HasSpecializedActionOnBuyWhileInPlay;
            this.ownsCardWithSpecializedActionOnTrashWhileInHand |= card.HasSpecializedActionOnTrashWhileInHand;
            this.ownsCardWithSpecializedActionOnGainWhileInPlay |= card.HasSpecializedActionOnGainWhileInPlay;
            this.ownsCardWithSpecializedActionOnBuyWhileInHand |= card.HasSpecializedActionOnBuyWhileInHand;
            this.ownsCardWithSpecializedActionOnGainWhileInHand |= card.HasSpecializedActionOnGainWhileInHand;
        }
开发者ID:peterhal,项目名称:Dominulator,代码行数:79,代码来源:PlayerState.cs


注:本文中的Dominion.Card.DoSpecializedWhenGain方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。