using DominionBase.Enums; using DominionBase.Players; using System.Diagnostics.Contracts; namespace DominionBase.Cards.Renaissance { public class Pageant : Project { public Pageant() : base(Source.Renaissance, 3, Traits.Component | Traits.PlusCoffer) { } public override void TearDown(IGame game) { foreach (var bpp in PurchasedPlayers) bpp.PhaseChanging -= Player_PhaseChanging; base.TearDown(game); } public override void Bought(IPlayer player) { Contract.Requires(player != null, "player cannot be null"); base.Bought(player); var bpp = PurchasedPlayers.Find(p => p == player); if (bpp != null) bpp.PhaseChanging -= Player_PhaseChanging; else PurchasedPlayers.Add(player); player.PhaseChanging += Player_PhaseChanging; } private void Player_PhaseChanging(object sender, PhaseChangingEventArgs e) { if (e.HandledBy.Contains(Type) || e.CurrentPlayer.Currency.Coin < 1 || e.CurrentPhase != PhaseEnum.Buy || (e.NewPhase != PhaseEnum.Night && e.NewPhase != PhaseEnum.Cleanup)) return; if (!e.Resolvers.ContainsKey(Type)) e.Resolvers[Type] = new PhaseChangingResolver(this, $"Resolve {this}", Player_Action, false); } internal void Player_Action(IPlayer player, ref PhaseChangingEventArgs e) { player.SpendCurrency(new Currency(1)); player.ReceiveBenefit(this, new CardBenefit { Coffers = 1 }); e.HandledBy.Add(TypeClass.Pageant); } } }