Not force closing all rooms may be a good idea
This commit is contained in:
58
Mau/Game.cs
58
Mau/Game.cs
@@ -33,7 +33,7 @@ public class Game
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Players.Remove(player);
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}
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public void handleAction(string playerId, ActionDTO action)
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public void HandleAction(string playerId, ActionDTO action)
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{
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var player = GetPlayer(playerId);
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if (CurrentPlayer != player) return;
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@@ -49,7 +49,6 @@ public class Game
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DrawCard(player);
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break;
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}
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}
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private void PlayCard(Player player, Card card)
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@@ -59,7 +58,46 @@ 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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CurrentPlayer = GetNextPlayer();
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HandleNextPlayer(card);
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}
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private void HandleNextPlayer(Card card)
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{
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switch (card.CardValue)
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{
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case CardValue.TWO:
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{
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var nextPlayer = GetNextPlayer();
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var cardsToDraw = Deck.DrawCards(2);
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foreach (var drawnCard in cardsToDraw)
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{
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nextPlayer.Hand.Add(drawnCard);
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}
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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 = GetNextPlayer(2);
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break;
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case CardValue.ACE:
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TurnDirection *= -1;
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CurrentPlayer = GetNextPlayer();
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break;
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case CardValue.THREE:
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case CardValue.FOUR:
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case CardValue.FIVE:
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case CardValue.SIX:
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case CardValue.NINE:
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case CardValue.TEN:
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case CardValue.JACK:
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case CardValue.QUEEN:
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default:
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CurrentPlayer = GetNextPlayer();
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break;
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}
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}
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private void DrawCard(Player player)
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@@ -68,15 +106,19 @@ public class Game
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CurrentPlayer = GetNextPlayer();
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}
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private Player GetNextPlayer()
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private Player GetNextPlayer(int numberOfPlayers = 1)
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{
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var index = Players.IndexOf(CurrentPlayer);
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index += TurnDirection;
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if (index >= Players.Count) index = 0;
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if (index < 0) index = Players.Count - 1;
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for (var i = 0; i < numberOfPlayers; i++)
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{
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index += TurnDirection;
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if (index >= Players.Count) index = 0;
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if (index < 0) index = Players.Count - 1;
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}
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return Players[index];
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}
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public Player GetPlayer(string playerId)
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{
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return Players.FirstOrDefault(p => p.IsMe(playerId));
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