using DominionBase.Enums; using DominionBase.Piles; using DominionBase.Players; using System.Collections.Generic; using System.Diagnostics.Contracts; using System.Linq; namespace DominionBase.Cards.Renaissance { public class CityGate : Project { public CityGate() : base(Source.Renaissance, 3, Traits.CardOrdering | Traits.PlusCard) { } public override void TearDown(IGame game) { foreach (var tsp in PurchasedPlayers) tsp.TurnStarted -= Player_TurnStarted; base.TearDown(game); } public override void Bought(IPlayer player) { Contract.Requires(player != null, "player cannot be null"); base.Bought(player); var tsp = PurchasedPlayers.Find(p => p == player); if (tsp != null) tsp.TurnStarted -= Player_TurnStarted; else PurchasedPlayers.Add(player); player.TurnStarted += Player_TurnStarted; } private void Player_TurnStarted(object sender, TurnStartedEventArgs e) { var key = ToString(); if (e.HandledBy.Contains(key)) return; if (!e.Resolvers.ContainsKey(key)) e.Resolvers[key] = new TurnStartedResolver(e.Player, this, $"Resolve {this}", Player_Action, true); } internal void Player_Action(IPlayer player, ref TurnStartedEventArgs e) { player.ReceiveBenefit(this, new CardBenefit { Cards = 1 }); var choice = new Choice("Choose a card to put on top of your deck", this, player.Hand, ChoiceOutcome.Select, player); var result = player.MakeChoice(choice); if (result.Cards.Any()) player.AddCardToDeck(player.RetrieveCardFrom(DeckLocation.Hand, result.Cards[0]), DeckPosition.Top); e.HandledBy.Add(ToString()); } } }