Better lobby system
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This commit is contained in:
36
Mau/Game.cs
36
Mau/Game.cs
@@ -10,9 +10,11 @@ public class Game
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public List<Player> Players = new();
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public Player CurrentPlayer;
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public int TurnDirection = 1;
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private readonly Room _room;
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public Game()
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public Game(Room room)
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{
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_room = room;
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CurrentCard = Deck.DrawCard();
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Deck.AddCardToUsedDeck(CurrentCard);
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}
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@@ -57,10 +59,10 @@ public class Game
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{
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break;
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}
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CurrentCard = new Card(cardType, CardValue.JACK);
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CurrentPlayer.State = PlayerState.WAIT;
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CurrentPlayer = CurrentCard.CardType == CardType.JOKER ? GetNextPlayer() : GetNextPlayer(2);
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CurrentPlayer = CurrentCard.CardType == CardType.JOKER ? GetNextPlayer(2) : GetNextPlayer();
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CurrentPlayer.State = PlayerState.TURN;
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CurrentCard = new Card(cardType, CardValue.JACK);
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break;
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case "DRAW":
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if (player.State != PlayerState.TURN)
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@@ -79,6 +81,11 @@ public class Game
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Deck.AddCardToUsedDeck(card);
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hand.Remove(GetSameCardFromHand(hand, card));
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CurrentCard = card;
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if (hand.Count == 0)
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{
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_room.EndGame(player);
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return;
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}
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HandleNextPlayer(card);
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}
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@@ -106,24 +113,20 @@ public class Game
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{
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nextPlayer.Hand.Add(drawnCard);
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}
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CurrentPlayer.State = PlayerState.WAIT;
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CurrentPlayer = GetNextPlayer(2);
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CurrentPlayer.State = PlayerState.TURN;
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HandleNextPlayer(CurrentPlayer, GetNextPlayer(2));
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break;
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}
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case CardValue.SEVEN:
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case CardValue.KING:
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break;
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case CardValue.EIGHT:
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CurrentPlayer.State = PlayerState.WAIT;
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CurrentPlayer = GetNextPlayer(2);
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CurrentPlayer.State = PlayerState.TURN;
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HandleNextPlayer(CurrentPlayer, GetNextPlayer(2));
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break;
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case CardValue.ACE:
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if (Players.Count > 2)
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{
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TurnDirection *= -1;
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CurrentPlayer = GetNextPlayer();
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HandleNextPlayer(CurrentPlayer, GetNextPlayer());
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}
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break;
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case CardValue.JACK:
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@@ -137,17 +140,22 @@ public class Game
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case CardValue.TEN:
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case CardValue.QUEEN:
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default:
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CurrentPlayer = GetNextPlayer();
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HandleNextPlayer(CurrentPlayer, GetNextPlayer());
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break;
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}
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}
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private void HandleNextPlayer(Player current, Player next)
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{
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current.State = PlayerState.WAIT;
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next.State = PlayerState.TURN;
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CurrentPlayer = next;
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}
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private void DrawCard(Player player)
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{
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player.Hand.Add(Deck.DrawCard());
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CurrentPlayer = GetNextPlayer();
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player.State = PlayerState.WAIT;
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CurrentPlayer.State = PlayerState.TURN;
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HandleNextPlayer(player, GetNextPlayer());
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}
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private Player GetNextPlayer(int numberOfPlayers = 1)
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