本文整理汇总了C#中DominionBase.Players.Player.Gain方法的典型用法代码示例。如果您正苦于以下问题:C# Player.Gain方法的具体用法?C# Player.Gain怎么用?C# Player.Gain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类DominionBase.Players.Player
的用法示例。
在下文中一共展示了Player.Gain方法的12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: Play
public override void Play(Player player)
{
base.Play(player);
player.Gain(player._Game.Table.Silver, DeckLocation.Deck, DeckPosition.Top);
// Perform attack on every player (including you)
IEnumerator<Player> enumerator = player._Game.GetPlayersStartingWithEnumerator(player);
enumerator.MoveNext();
while (enumerator.MoveNext())
{
Player attackee = enumerator.Current;
// Skip if the attack is blocked (Moat, Lighthouse, etc.)
if (this.IsAttackBlocked[attackee])
continue;
if (attackee.Hand[Category.Victory].Count == 0)
{
attackee.ReturnHand(attackee.RevealHand());
}
else
{
Choice replaceChoice = new Choice("Choose a card to put back on your deck", this, attackee.Hand[Category.Victory], attackee);
ChoiceResult replaceResult = attackee.MakeChoice(replaceChoice);
if (replaceResult.Cards.Count > 0)
{
Card returnCard = attackee.RetrieveCardFrom(DeckLocation.Hand, replaceResult.Cards[0]);
attackee.AddCardInto(DeckLocation.Revealed, returnCard);
attackee.AddCardToDeck(attackee.RetrieveCardFrom(DeckLocation.Revealed, returnCard), DeckPosition.Top);
}
}
}
}
示例2: Play
public override void Play(Player player)
{
base.Play(player);
if (player.Hand[Cards.Universal.TypeClass.Estate].Count > 0)
{
Choice choice = Choice.CreateYesNoChoice("You may discard an Estate card for +<coin>4</coin>. Do you want to discard?", this, player);
ChoiceResult result = player.MakeChoice(choice);
if (result.Options.Contains("Yes"))
{
player.Discard(DeckLocation.Hand, Cards.Universal.TypeClass.Estate, 1);
CardBenefit benefit = new CardBenefit();
benefit.Currency.Coin += 4;
player.ReceiveBenefit(this, benefit);
return;
}
}
player.Gain(player._Game.Table.Estate);
}
示例3: Play
public override void Play(Player player)
{
base.Play(player);
player.Gain(player._Game.Table.Copper, DeckLocation.Hand, DeckPosition.Automatic, 3);
}
示例4: player_RevealBeggar
internal void player_RevealBeggar(Player player, ref AttackedEventArgs e)
{
player.Discard(DeckLocation.Hand, this.PhysicalCard);
player.Gain(player._Game.Table.Silver, DeckLocation.Deck, DeckPosition.Top);
player.Gain(player._Game.Table.Silver);
e.HandledBy.Add(TypeClass.Beggar);
// Attack isn't cancelled... it's just mitigated
}
示例5: player_GainCache
internal void player_GainCache(Player player, ref Players.CardGainEventArgs e)
{
player.Gain(player._Game.Table[TypeClass.RuinsSupply], 2);
e.HandledBy.Add(TypeClass.DeathCart);
// Clear out the Event Triggers -- this only happens when its Gained, so we don't care any more
foreach (Player playerLoop in _CardGainedHandlers.Keys)
playerLoop.CardGained -= _CardGainedHandlers[playerLoop];
_CardGainedHandlers.Clear();
}
示例6: player_DiscardMarketSquare
internal void player_DiscardMarketSquare(Player player, ref TrashEventArgs e)
{
player.Discard(DeckLocation.Hand, this);
player.Gain(player._Game.Table.Gold);
e.HandledBy.Add(this);
}
示例7: player_PlusCard
internal void player_PlusCard(Player player, ref TrashEventArgs e)
{
Choice choice = new Choice("Choose one:", this, new CardCollection() { this }, new List<string>() { "Gain a Duchy", "Gain 3 Estates" }, player);
ChoiceResult result = player.MakeChoice(choice);
if (result.Options.Contains("Gain a Duchy"))
{
player.Gain(player._Game.Table.Duchy);
}
else
{
player.Gain(player._Game.Table.Estate, 3);
}
e.HandledBy.Add(this);
}
示例8: player_GainGold
internal void player_GainGold(Player player, ref TrashEventArgs e)
{
player.Gain(player._Game.Table.Gold);
e.HandledBy.Add(this);
}
示例9: player_Gain3Silvers
internal void player_Gain3Silvers(Player player, ref TrashEventArgs e)
{
player.Gain(player._Game.Table.Silver, 3);
e.HandledBy.Add(this);
}
示例10: player_GainAttack
internal void player_GainAttack(Player player, ref TrashEventArgs e)
{
SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(
supply => supply.CanGain() &&
((supply.Category & Cards.Category.Attack) == Cards.Category.Attack));
Choice choice = new Choice("Gain an Attack card", this, gainableSupplies, player, false);
ChoiceResult result = player.MakeChoice(choice);
if (result.Supply != null)
player.Gain(result.Supply);
e.HandledBy.Add(this);
}
示例11: Play
public override void Play(Player player)
{
Choice choice = new Choice("Trash a card.", this, player.Hand, player);
ChoiceResult result = player.MakeChoice(choice);
if (result.Cards.Count > 0)
{
Card trash = player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]);
player.Trash(trash);
if ((trash.Category & Category.Action) == Category.Action)
player.Gain(player._Game.Table.Duchy);
if ((trash.Category & Category.Treasure) == Category.Treasure)
player.Gain(player._Game.Table[Cards.Alchemy.TypeClass.Transmute]);
if ((trash.Category & Category.Victory) == Category.Victory)
player.Gain(player._Game.Table.Gold);
}
base.Play(player);
}
示例12: player_Action
internal void player_Action(Player player, ref CardsDiscardEventArgs e)
{
e.Cards.Remove(this.PhysicalCard);
if (player.InPlay.Contains(this.PhysicalCard))
player.Trash(player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
else if (player.SetAside.Contains(this.PhysicalCard))
player.Trash(player.RetrieveCardFrom(DeckLocation.SetAside, this.PhysicalCard));
player.Gain(player._Game.Table.SpecialPiles[TypeClass.Madman]);
e.HandledBy.Add(this);
_ShouldBeTrashed = false;
}