本文整理汇总了C#中DominionBase.Players.Player.MakeChoice方法的典型用法代码示例。如果您正苦于以下问题:C# Player.MakeChoice方法的具体用法?C# Player.MakeChoice怎么用?C# Player.MakeChoice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.MakeChoice方法的8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);
Choice choiceCard = new Choice("Reveal a card from your hand to return up to 2 to the Supply.", this, player.Hand, player);
ChoiceResult resultCard = player.MakeChoice(choiceCard);
if (resultCard.Cards.Count > 0)
{
Card revealedCard = resultCard.Cards[0];
player.AddCardInto(DeckLocation.Revealed, player.RetrieveCardFrom(DeckLocation.Hand, revealedCard));
player.AddCardInto(DeckLocation.Hand, player.RetrieveCardFrom(DeckLocation.Revealed, revealedCard));
Supply supply = player._Game.Table.FindSupplyPileByCard(revealedCard);
if (supply != null)
{
List<String> options = new List<string>() { "0", "1" };
if (player.Hand[revealedCard.CardType].Count > 1)
options.Add("2");
Choice choice = new Choice("How many would you like to return to the Supply?", this, new CardCollection() { revealedCard }, options, player);
ChoiceResult result = player.MakeChoice(choice);
int numberToReturn = int.Parse(result.Options[0]);
if (numberToReturn > 0)
{
CardCollection cardsToReturn = player.RetrieveCardsFrom(DeckLocation.Hand, revealedCard.CardType, numberToReturn);
player.Lose(cardsToReturn);
supply.AddTo(cardsToReturn);
}
player._Game.SendMessage(player, this, supply, numberToReturn);
}
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 (supply != null && supply.CanGain() && supply.TopCard.Name == revealedCard.Name)
attackee.Gain(supply);
}
}
}
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);
SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(
supply => supply.CanGain() &&
((supply.Category & Cards.Category.Action) == Cards.Category.Action) &&
supply.CurrentCost <= new Coin(5));
Choice choice = new Choice("You may gain an Action card costing up to <coin>5</coin>", this, gainableSupplies, player, true);
ChoiceResult result = player.MakeChoice(choice);
if (result.Supply != null)
player.Gain(result.Supply);
}
示例4: Play
public override void Play(Player player)
{
base.Play(player);
if (player.InPlay.Contains(this.PhysicalCard))
{
Choice choice = Choice.CreateYesNoChoice("Do you want to set this card aside?", this, player);
ChoiceResult result = player.MakeChoice(choice);
if (result.Options[0] == "Yes")
{
player.AddCardInto(TypeClass.PrinceSetAside, player.RetrieveCardFrom(DeckLocation.InPlay, this.PhysicalCard));
if (_TurnStartedEventHandler != null)
player.TurnStarted -= _TurnStartedEventHandler;
_TurnStartedPlayer = player;
_TurnStartedEventHandler = new Player.TurnStartedEventHandler(player_TurnStarted);
_TurnStartedPlayer.TurnStarted += _TurnStartedEventHandler;
Choice setAsideChoice = new Choice("Choose a card to set aside", this, player.Hand[c => (c.Category & Cards.Category.Action) == Cards.Category.Action && player._Game.ComputeCost(c) <= new Coin(4)], player, false, 1, 1);
ChoiceResult setAsideResult = player.MakeChoice(setAsideChoice);
if (setAsideResult.Cards.Count > 0)
{
_SetAsideCard = player.RetrieveCardFrom(DeckLocation.Hand, setAsideResult.Cards[0]);
player.PlayerMats[TypeClass.PrinceSetAside].Refresh(player);
player._Game.SendMessage(player, this, this._SetAsideCard);
}
}
}
}
示例5: Play
public override void Play(Player player)
{
base.Play(player);
SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost <= new Coin(4));
Choice choice = new Choice("Gain a card costing up to <coin>4</coin>", this, gainableSupplies, player, false);
ChoiceResult result = player.MakeChoice(choice);
if (result.Supply != null)
player.Gain(result.Supply);
}
示例6: Play
public override void Play(Player player)
{
base.Play(player);
// Perform attack on every player
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;
attackee.Gain(player._Game.Table[TypeClass.RuinsSupply]);
}
if (player.Hand[TypeClass.Cultist].Count > 0)
{
Choice choicePlayer = Choice.CreateYesNoChoice("Do you want to play a Cultist from your hand?", this, player);
ChoiceResult resultPlayer = player.MakeChoice(choicePlayer);
if (resultPlayer.Options[0] == "Yes")
{
player.Actions++;
player.PlayCardInternal(player.Hand[TypeClass.Cultist][0]);
}
}
}
示例7: player_PlusCard
internal void player_PlusCard(Player player, ref TrashEventArgs e)
{
SupplyCollection gainableSupplies = player._Game.Table.Supplies.FindAll(supply => supply.CanGain() && supply.CurrentCost < player._Game.ComputeCost(this));
Choice choice = new Choice(String.Format("Gain a card costing less than {0}", player._Game.ComputeCost(this).ToString()), this, gainableSupplies, player, false);
ChoiceResult result = player.MakeChoice(choice);
if (result.Supply != null)
player.Gain(result.Supply);
e.HandledBy.Add(this);
}
示例8: player_Action
internal void player_Action(Player player, ref CardsDiscardEventArgs e)
{
Choice choice = new Choice("Select a treasure to place on your deck", this, e.Cards.Where(c => (c.Category & Category.Treasure) == Cards.Category.Treasure), player);
ChoiceResult result = player.MakeChoice(choice);
if (result.Cards.Count > 0)
{
e.Cards.Remove(result.Cards[0]);
if (player.InPlay.Contains(result.Cards[0]))
player.RetrieveCardFrom(DeckLocation.InPlay, result.Cards[0]);
else
player.RetrieveCardFrom(DeckLocation.SetAside, result.Cards[0]);
player.AddCardToDeck(result.Cards[0], DeckPosition.Top);
}
e.HandledBy.Add(this);
}