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Class Game

Hierarchy

Index

Constructors

constructor

  • Constructs a game given a format. The format informs how the game is initialized eg how much health each player starts with.

    Parameters

    • name: string
    • Default value format: GameFormat = standardFormat

    Returns Game

Properties

Protected attackDamageOrder

attackDamageOrder: Map<string, Unit[]> | null = null

Protected attackers

attackers: Unit[]

Protected blockers

blockers: [Unit, Unit][]

Protected board

board: Board

Protected cardPool

cardPool: Map<string, Card>

Protected client

client: boolean = false

Protected crypt

crypt: [Card[], Card[]]

Protected currentChoices

currentChoices: (null | Choice)[] = [null, null]

Protected events

events: GameSyncEvent[]

Protected format

format: GameFormat

gameEvents

gameEvents: GameEventSystem

Protected generatedCardId

generatedCardId: number = 1

id

id: string = ""

lastCardsPlayed

lastCardsPlayed: string[] = []

Protected lastPhase

lastPhase: GamePhase = GamePhase.Play1

Protected lastPlayedCardName

lastPlayedCardName: string = "None"

Protected log

log: Log | undefined

Protected name

name: string

Protected orderableAttacks

orderableAttacks: Map<string, Unit[]> | null = null

Protected phase

phase: GamePhase = GamePhase.Play1

Protected players

players: Player[] = []

promptCardChoice

promptCardChoice: function

Type declaration

    • (player: number, choices: Card[], min: number, max: number, callback: function | null, message: string, evaluator: ChoiceHeuristic): void
    • Parameters

      • player: number
      • choices: Card[]
      • min: number
      • max: number
      • callback: function | null
      • message: string
      • evaluator: ChoiceHeuristic

      Returns void

Protected Optional recivedChoice

recivedChoice: undefined | object

Protected turn

turn: number = 0

Protected turnNum

turnNum: number

Protected winner

winner: number = -1

Methods

addCardToPool

  • addCardToPool(card: Card): void
  • Parameters

    Returns void

Protected addDeathHandlers

  • addDeathHandlers(): void
  • Returns void

addEnchantment

  • addEnchantment(diesUponEntering: boolean, enchantment: Enchantment): void
  • Parameters

    Returns void

addGameEvent

  • Parameters

    Returns void

addToCrypt

  • addToCrypt(card: Card): void
  • Parameters

    Returns void

addUnit

  • addUnit(diesUponEntering: boolean, unit: Unit): void
  • Parameters

    • diesUponEntering: boolean
    • unit: Unit

    Returns void

Protected blockersExist

  • blockersExist(): boolean
  • Returns boolean

canTakeAction

  • canTakeAction(): boolean
  • Returns boolean

Protected changePhase

  • Parameters

    Returns void

changeUnitOwner

  • changeUnitOwner(unit: Unit): void
  • Parameters

    Returns void

deferChoice

  • deferChoice(player: number, choices: Card[], min: number, max: number, callback: function | null): void
  • Parameters

    • player: number
    • choices: Card[]
    • min: number
    • max: number
    • callback: function | null

    Returns void

Private enchantmentDeathEffects

  • enchantmentDeathEffects(enchantment: Enchantment): void
  • Parameters

    Returns void

Protected endGame

  • endGame(winningPlayer: number, quit?: boolean): void
  • Parameters

    • winningPlayer: number
    • Default value quit: boolean = false

    Returns void

Protected generateDamageDistribution

  • generateDamageDistribution(): Map<string, Unit[]>
  • Returns Map<string, Unit[]>

getActivePlayer

  • getActivePlayer(): number
  • Returns number

getAttackers

  • getAttackers(): Unit[]
  • Returns Unit[]

Private getBasicDamageDistribution

  • getBasicDamageDistribution(attacker: Unit, blockers: Unit[]): Unit[]
  • Parameters

    Returns Unit[]

getBlockers

  • getBlockers(): Unit[]
  • Returns Unit[]

getBoard

  • Returns Board

getCardById

  • getCardById(id: string): Card
  • Parameters

    • id: string

    Returns Card

getCrypt

  • getCrypt(player: number): Card[]
  • Parameters

    • player: number

    Returns Card[]

getCurrentPlayer

  • Returns Player

getCurrentPlayerUnits

  • getCurrentPlayerUnits(): Unit[]
  • Returns Unit[]

getEvents

getLog

  • getLog(): undefined | Log
  • Returns undefined | Log

getModableDamageDistributions

  • getModableDamageDistributions(): Map<string, Unit[]>
  • Returns Map<string, Unit[]>

getName

  • getName(): string
  • Returns string

getNonturnPlayer

  • getNonturnPlayer(): number
  • Returns number

getOtherPlayerNumber

  • getOtherPlayerNumber(playerNum: number): number
  • Parameters

    • playerNum: number

    Returns number

getPastEvents

getPhase

getPlayer

  • getPlayer(playerNum: number): Player
  • Parameters

    • playerNum: number

    Returns Player

getPlayerActions

Protected getPlayerCardById

  • getPlayerCardById(player: Player, id: string): Card | undefined
  • Parameters

    Returns Card | undefined

Protected getPlayerUnitById

  • getPlayerUnitById(playerNo: number, id: string): Unit
  • Parameters

    • playerNo: number
    • id: string

    Returns Unit

getUnitById

  • getUnitById(id: string): Unit
  • Parameters

    • id: string

    Returns Unit

getWinner

  • getWinner(): number
  • Returns the number of the player who has won the game. If it is still in progress it will return -1;

    Returns number

isActivePlayer

  • isActivePlayer(player: number): boolean
  • Parameters

    • player: number

    Returns boolean

isAttacking

  • isAttacking(): boolean
  • Returns boolean

isPlayPhase

  • isPlayPhase(): boolean
  • Returns boolean

isPlayerTurn

  • isPlayerTurn(player: number): boolean
  • Parameters

    • player: number

    Returns boolean

Protected makeDeferredChoice

  • makeDeferredChoice(player: number, cards: Card[]): void
  • Parameters

    • player: number
    • cards: Card[]

    Returns void

mulligan

  • mulligan(): void
  • Returns void

nextTurn

  • nextTurn(): void
  • Returns void

playCard

  • Parameters

    Returns void

playFromCrypt

  • playFromCrypt(card: Card): void
  • Parameters

    Returns void

playGeneratedUnit

  • Parameters

    Returns Unit

playPermanent

  • Parameters

    Returns void

playerCanAttack

  • playerCanAttack(playerNo: number): boolean
  • Parameters

    • playerNo: number

    Returns boolean

Abstract queryCards

  • queryCards(getCards: function, callback: function): void
  • Parameters

    Returns void

Protected quit

  • Parameters

    Returns boolean

refresh

  • refresh(): void
  • Returns void

Protected removePermanent

  • Parameters

    Returns void

Protected resolveCombat

  • resolveCombat(): void
  • Returns void

returnPermanentToDeck

  • returnPermanentToDeck(perm: Permanent): void
  • Parameters

    Returns void

returnPermanentToHand

  • returnPermanentToHand(perm: Permanent): void
  • Parameters

    Returns void

Protected startEndPhase

  • startEndPhase(): void
  • Returns void

Private unitDeathEffects

  • unitDeathEffects(unit: Unit): void
  • Parameters

    Returns void

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