Game seems to work
This commit is contained in:
126
Mau/Game.cs
126
Mau/Game.cs
@@ -2,6 +2,7 @@
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using MauMau_Server.Mau.Managers;
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using MauMau_Server.Websockets;
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using MauMau_Server.Room;
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using MauMau_Server.Room.Messages;
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using Newtonsoft.Json;
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namespace MauMau_Server.Mau;
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@@ -9,51 +10,55 @@ namespace MauMau_Server.Mau;
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public class Game : RoomType
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{
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private readonly Deck _deck = new();
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public Card CurrentCard;
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private readonly TurnManager _turnManager = new();
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public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room)
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{
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CurrentCard = _deck.DrawCard();
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_deck.AddCardToUsedDeck(CurrentCard);
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// Convert all the connections to players
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List<Player> players = new();
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foreach (var player in connections.Select(connection => new Player(connection)))
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{
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// Give the new player a hand of cards
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var initialHand = _deck.DrawCards(8);
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player.GiveCards(initialHand);
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players.Add(player);
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}
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// Add all the players to the turn manager
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_turnManager.Initialize(players);
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// Broadcast new game state
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SendGameState();
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}
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/**
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* <inheritdoc cref="RoomType.OnMessage"/>
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*/
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public override void OnMessage(ConnectionInstance sender, string message)
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public override void OnMessage(ConnectionInstance sender, RoomMessage<string> message)
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{
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// If the message type is not a game message, ignore the message
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if (message.Type is not ("CHOOSE" or "DRAW" or "PLAY"))
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{
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return;
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}
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// Get the player that sent the message
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var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(sender.Id));
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// If the player is not the player that is currently playing, ignore the message
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if (_turnManager.CurrentPlayer != player) return;
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// Deserialize the message
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var gameMessage = JsonConvert.DeserializeObject<GameMessage>(message);
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// Based on the message intent, handle the message
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switch (gameMessage.Intent)
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switch (message.Type)
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{
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case GameIntent.CHOOSE:
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Choose(player, gameMessage.Data);
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case "CHOOSE":
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Choose(player, message.Data);
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break;
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case "PLAY":
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Play(player, message.Data);
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break;
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case GameIntent.DRAW:
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default:
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Draw(player, gameMessage.Data);
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break;
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case GameIntent.PLAY:
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Play(player, gameMessage.Data);
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Draw(player);
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break;
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}
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}
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@@ -63,10 +68,18 @@ public class Game : RoomType
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*/
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public override void OnConnect(ConnectionInstance connection)
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{
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// Broadcast that a player joined
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var joinMessage = new JoinMessage(connection.Id, connection.Name + " has joined the room.");
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_room.BroadCast(new RoomMessage<JoinMessage>("JOIN", joinMessage));
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// Create a new player, give them a new hand and add them to the game
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var player = new Player(connection);
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var initialHand = _deck.DrawCards(8);
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player.GiveCards(initialHand);
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_turnManager.Players.Add(player);
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// Broadcast new game state
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SendGameState();
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}
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/**
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@@ -74,16 +87,29 @@ public class Game : RoomType
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*/
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public override void OnDisconnect(ConnectionInstance connection)
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{
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// Broadcast that the player left
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var leaveMessage = new LeaveMessage(connection.Id, connection.Name + " has left the room.");
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_room.BroadCast(new RoomMessage<LeaveMessage>("LEAVE", leaveMessage));
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// Get the player that left
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var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(connection.Id));
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if (player is null) return;
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// Add the player's hand to the used deck
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var playerHand = player.Hand;
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_deck.AddCardsToUsedDeck(playerHand);
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// Change the turn if the player that left was the current player
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if (player == _turnManager.CurrentPlayer)
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{
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_turnManager.ChangeTurn();
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}
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// Remove the player from the game
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_turnManager.Players.Remove(player);
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// Broadcast new game state
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SendGameState();
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}
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/**
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@@ -102,10 +128,10 @@ public class Game : RoomType
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}
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// Does the current card require the next player to draw cards?
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var isCardGivingCard = CurrentCard.CardType == CardType.JOKER || CurrentCard.CardValue == CardValue.TWO;
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var isCardGivingCard = _deck.CurrentCard.CardType == CardType.JOKER || _deck.CurrentCard.CardValue == CardValue.TWO;
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// Can the player that received a card giving card counter the card?
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var skippedPlayerCanPlay = player.CanPlayCard(CurrentCard);
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var skippedPlayerCanPlay = player.CanPlayCard(_deck.CurrentCard);
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// If the card is a card giving card and the player cannot counter it, skip the next player
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var shouldSkipPlayer = isCardGivingCard && !skippedPlayerCanPlay;
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@@ -113,12 +139,15 @@ public class Game : RoomType
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? _turnManager.GetNextPlayer(2)
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: _turnManager.GetNextPlayer();
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// TODO: Not make it a jack, as it would not work when a Joker is played
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// TODO: Not make it a jack, as it would not work when a Joker was played
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// Set the new current card
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CurrentCard = new Card(cardType, CardValue.JACK);
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_deck.CurrentCard = new Card(cardType, CardValue.JACK);
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// Change the turns
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_turnManager.ChangeTurn(nextPlayer);
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// Broadcast new game state
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SendGameState();
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}
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/**
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@@ -132,21 +161,22 @@ public class Game : RoomType
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* <param name="player">The player that drew a card</param>
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* <param name="data">A string that can be serialized to a drawcard instance</param>
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*/
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private void Draw(Player player, string data)
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private void Draw(Player player)
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{
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// TODO: data will contain the amount of cards to draw in the future, for now, just draw 1 card
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// Draw a card from the deck
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var drawnCard = _deck.DrawCard();
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// Give the card to the player
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player.GiveCard(drawnCard);
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// If the player can play the card, do not change the player
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if (drawnCard.CanBePlayedOn(CurrentCard)) return;
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// Change the turn to the next player
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_turnManager.ChangeTurn();
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// Change the player if the drawn card cannot be played
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if (!drawnCard.CanBePlayedOn(_deck.CurrentCard))
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{
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_turnManager.ChangeTurn();
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}
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// Broadcast new game state
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SendGameState();
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}
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/**
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@@ -181,7 +211,7 @@ public class Game : RoomType
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// Check if the played card is compatible with the current card
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// If not, ignore the play
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if (!playerCard.CanBePlayedOn(CurrentCard))
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if (!playerCard.CanBePlayedOn(_deck.CurrentCard))
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{
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return;
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}
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@@ -193,7 +223,7 @@ public class Game : RoomType
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_deck.AddCardToUsedDeck(playerCard);
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// Set the new current card
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CurrentCard = playerCard;
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_deck.CurrentCard = playerCard;
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if (player.Hand.Count == 0)
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{
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@@ -201,9 +231,19 @@ public class Game : RoomType
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return;
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}
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// Change the turn based on the played card
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HandleNextPlayer(playerCard);
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// Broadcast new game state
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SendGameState();
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}
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/**
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* <summary>
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* Based on the played card, change the turn to the next player.
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* </summary>
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* <param name="card">The card that was played</param>
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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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@@ -250,13 +290,31 @@ public class Game : RoomType
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}
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}
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private void EndGame(Player winner)
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/**
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* <summary>
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* Create a game state for each player and send it to them.
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* By making a unique game state for each player we can hide information (like other player's hands).
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* </summary>
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*/
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private void SendGameState()
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{
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_room._roomType = new Lobby(_room, winner.Connection);
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foreach (var player in _turnManager.Players)
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{
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var gameState = new GameState(player, _deck.CurrentCard, _turnManager.CurrentPlayer, _turnManager.Players);
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player.Connection.SendMessageAsync(JsonConvert.SerializeObject(new RoomMessage<GameState>("GAME", gameState)));
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}
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}
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public Player? GetPlayer(string playerId)
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/**
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* <summary>
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* Broadcast the winner of the game and change the room's type to a lobby.
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* </summary>
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* <param name="winner">The player that won the game</param>
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*/
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private void EndGame(Player winner)
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{
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return _turnManager.Players.FirstOrDefault(p => p.IsMe(playerId));
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var winMessage = new EndMessage(winner.Connection.Id, winner.Connection.Name);
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_room.BroadCast(new RoomMessage<EndMessage>("END", winMessage));
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_room.RoomType = new Lobby(_room);
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}
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}
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