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IGameHandler.cs
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IGameHandler.cs
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#region
using System;
using HearthDb.Enums;
using Hearthstone_Deck_Tracker.Enums;
using Hearthstone_Deck_Tracker.Hearthstone.Entities;
#endregion
namespace Hearthstone_Deck_Tracker
{
public interface IGameHandler
{
void HandlePlayerGet(Entity entity, string cardId, int turn);
void HandlePlayerBackToHand(Entity entity, string cardId, int turn);
void HandlePlayerDraw(Entity entity, string cardId, int turn);
void HandlePlayerMulligan(Entity entity, string cardId);
void HandlePlayerSecretPlayed(Entity entity, string cardId, int turn, Zone fromZone);
void HandlePlayerHandDiscard(Entity entity, string cardId, int turn);
void HandlePlayerPlay(Entity entity, string cardId, int turn);
void HandlePlayerDeckDiscard(Entity entity, string cardId, int turn);
void HandlePlayerPlayToDeck(Entity entity, string cardId, int turn);
void HandlePlayerHeroPower(string cardId, int turn);
void SetPlayerHero(string cardId);
void HandlePlayerGetToDeck(Entity entity, string cardId, int turn);
void TurnStart(ActivePlayer player, int turnNumber);
void HandleGameStart(DateTime startTime);
void HandleGameEnd(bool stateComplete);
void HandleLoss();
void HandleWin();
void HandleTied();
void HandleInMenu();
void HandleConcede();
void HandlePlayerFatigue(int currentDamage);
void HandleOpponentFatigue(int currentDamage);
void HandleOpponentJoust(Entity entity, string cardId, int turn);
void HandlePlayerPlayToGraveyard(Entity entity, string cardId, int turn, bool playersTurn);
void HandleOpponentPlayToGraveyard(Entity entity, string cardId, int turn, bool playersTurn);
void HandlePlayerCreateInPlay(Entity entity, string cardId, int turn);
void HandleOpponentCreateInPlay(Entity entity, string cardId, int turn);
void HandlePlayerJoust(Entity entity, string cardId, int turn);
void HandlePlayerDeckToPlay(Entity entity, string cardId, int turn);
void HandleOpponentDeckToPlay(Entity entity, string cardId, int turn);
void HandlePlayerRemoveFromDeck(Entity entity, int turn);
void HandleOpponentRemoveFromDeck(Entity entity, int turn);
void HandlePlayerStolen(Entity entity, string cardId, int turn);
void HandleOpponentStolen(Entity entity, string cardId, int turn);
void HandlePlayerRemoveFromPlay(Entity entity, int turn);
void HandleOpponentRemoveFromPlay(Entity entity, int turn);
void HandlePlayerCreateInSetAside(Entity entity, int getTurnNumber);
#region SecretTriggers
void HandleAttackingEntity(Entity entity);
void HandleDefendingEntity(Entity entity);
void HandlePlayerMinionPlayed(Entity entity);
void HandlePlayerMinionDeath(Entity entity);
void HandleOpponentMinionDeath(Entity entity, int turn);
void HandleOpponentDamage(Entity entity);
void HandleTurnsInPlayChange(Entity entity, int turn);
#endregion
#region OpponentHandlers
void HandleOpponentPlay(Entity entity, string cardId, int from, int turn);
void HandleOpponentHandDiscard(Entity entity, string cardId, int from, int turn);
void HandleOpponentDraw(Entity entity, int turn);
void HandleOpponentMulligan(Entity entity, int from);
void HandleOpponentGet(Entity entity, int turn, int id);
void HandleOpponentSecretPlayed(Entity entity, string cardId, int from, int turn, Zone fromZone, int otherId);
void HandleOpponentPlayToHand(Entity entity, string cardId, int turn, int id);
void HandleOpponentPlayToDeck(Entity entity, string cardId, int turn);
void HandleOpponentSecretTrigger(Entity entity, string cardId, int turn, int otherId);
void HandleOpponentDeckDiscard(Entity entity, string cardId, int turn);
void SetOpponentHero(string cardId);
void HandleOpponentHeroPower(string cardId, int turn);
void HandleOpponentGetToDeck(Entity entity, int turn);
void HandleOpponentCreateInSetAside(Entity entity, int getTurnNumber);
#endregion OpponentHandlers
void HandleEntityPredamage(Entity entity, int value);
void HandleChameleosReveal(string cardId);
void HandleBeginMulligan();
void HandlePlayerMulliganDone();
void HandleCardCopy();
}
}