developmaunt -> mauster #1
@@ -30,7 +30,8 @@ public enum CardType
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SPADES,
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SPADES,
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HEARTS,
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HEARTS,
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DIAMONDS,
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DIAMONDS,
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CLUBS
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CLUBS,
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JOKER
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}
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}
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public enum CardValue
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public enum CardValue
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@@ -47,5 +48,7 @@ public enum CardValue
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JACK,
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JACK,
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QUEEN,
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QUEEN,
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KING,
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KING,
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ACE
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ACE,
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RED,
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BLACK
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}
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}
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@@ -9,8 +9,15 @@ public class Deck
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{
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{
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foreach (CardType cardType in Enum.GetValues(typeof(CardType)))
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foreach (CardType cardType in Enum.GetValues(typeof(CardType)))
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{
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{
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if (cardType == CardType.JOKER)
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{
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UnusedDeck.Add(new Card(cardType, CardValue.RED));
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UnusedDeck.Add(new Card(cardType, CardValue.BLACK));
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continue;
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}
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foreach (CardValue cardValue in Enum.GetValues(typeof(CardValue)))
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foreach (CardValue cardValue in Enum.GetValues(typeof(CardValue)))
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{
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{
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if (cardValue is CardValue.RED or CardValue.BLACK) continue;
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UnusedDeck.Add(new Card(cardType, cardValue));
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UnusedDeck.Add(new Card(cardType, cardValue));
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}
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}
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}
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}
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35
Mau/Game.cs
35
Mau/Game.cs
@@ -46,6 +46,17 @@ public class Game
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PlayCard(player, card);
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PlayCard(player, card);
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break;
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break;
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}
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}
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case "CHOOSE":
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var choice = action.Data;
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if (!Enum.TryParse(choice, out CardType cardType))
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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.State = PlayerState.TURN;
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break;
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case "DRAW":
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case "DRAW":
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DrawCard(player);
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DrawCard(player);
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break;
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break;
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@@ -66,6 +77,18 @@ public class Game
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{
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{
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switch (card.CardValue)
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switch (card.CardValue)
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{
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{
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case CardValue.RED:
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case CardValue.BLACK:
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{
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var nextPlayer = GetNextPlayer();
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var cardsToDraw = Deck.DrawCards(5);
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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.State = PlayerState.CHOOSE;
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break;
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}
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case CardValue.TWO:
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case CardValue.TWO:
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{
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{
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var nextPlayer = GetNextPlayer();
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var nextPlayer = GetNextPlayer();
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@@ -74,14 +97,18 @@ public class Game
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{
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{
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nextPlayer.Hand.Add(drawnCard);
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nextPlayer.Hand.Add(drawnCard);
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}
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}
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CurrentPlayer.State = PlayerState.WAIT;
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CurrentPlayer = GetNextPlayer(2);
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CurrentPlayer = GetNextPlayer(2);
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CurrentPlayer.State = PlayerState.TURN;
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break;
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break;
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}
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}
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case CardValue.SEVEN:
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case CardValue.SEVEN:
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case CardValue.KING:
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case CardValue.KING:
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break;
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break;
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case CardValue.EIGHT:
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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 = GetNextPlayer(2);
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CurrentPlayer.State = PlayerState.TURN;
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break;
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break;
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case CardValue.ACE:
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case CardValue.ACE:
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if (Players.Count > 2)
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if (Players.Count > 2)
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@@ -90,13 +117,15 @@ public class Game
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CurrentPlayer = GetNextPlayer();
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CurrentPlayer = GetNextPlayer();
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}
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}
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break;
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break;
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case CardValue.JACK:
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CurrentPlayer.State = PlayerState.CHOOSE;
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break;
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case CardValue.THREE:
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case CardValue.THREE:
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case CardValue.FOUR:
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case CardValue.FOUR:
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case CardValue.FIVE:
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case CardValue.FIVE:
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case CardValue.SIX:
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case CardValue.SIX:
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case CardValue.NINE:
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case CardValue.NINE:
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case CardValue.TEN:
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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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case CardValue.QUEEN:
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default:
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default:
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CurrentPlayer = GetNextPlayer();
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CurrentPlayer = GetNextPlayer();
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@@ -108,6 +137,8 @@ public class Game
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{
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{
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player.Hand.Add(Deck.DrawCard());
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player.Hand.Add(Deck.DrawCard());
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CurrentPlayer = GetNextPlayer();
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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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}
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}
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private Player GetNextPlayer(int numberOfPlayers = 1)
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private Player GetNextPlayer(int numberOfPlayers = 1)
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@@ -135,7 +166,7 @@ public class Game
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private static bool IsCardPlayable(Card currentCard, Card playedCard)
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private static bool IsCardPlayable(Card currentCard, Card playedCard)
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{
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{
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return IsSameCardType(currentCard, playedCard) || IsSameCardValue(currentCard, playedCard);
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return IsSameCardType(currentCard, playedCard) || IsSameCardValue(currentCard, playedCard) || playedCard.CardType == CardType.JOKER;
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}
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}
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private static bool IsCardInHand(IEnumerable<Card> hand, Card card)
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private static bool IsCardInHand(IEnumerable<Card> hand, Card card)
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@@ -3,6 +3,7 @@
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public class GameState
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public class GameState
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{
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{
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public string PlayerName { get; set; }
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public string PlayerName { get; set; }
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public string CurrentState { get; set; }
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public List<string> Hand { get; set; } = new();
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public List<string> Hand { get; set; } = new();
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public string CurrentCard { get; set; }
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public string CurrentCard { get; set; }
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public string CurrentPlayer { get; set; }
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public string CurrentPlayer { get; set; }
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@@ -12,6 +13,7 @@ public class GameState
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{
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{
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var p = game.GetPlayer(playerId);
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var p = game.GetPlayer(playerId);
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PlayerName = p.Connection.ConnectionId;
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PlayerName = p.Connection.ConnectionId;
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CurrentState = p.State.ToString();
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foreach (var card in p.Hand)
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foreach (var card in p.Hand)
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{
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{
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Hand.Add(card.ToString());
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Hand.Add(card.ToString());
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@@ -23,6 +25,6 @@ public class GameState
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}
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}
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CurrentCard = game.CurrentCard.ToString();
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CurrentCard = game.CurrentCard.ToString();
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CurrentPlayer = game.CurrentPlayer.Connection.ConnectionId;;
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CurrentPlayer = game.CurrentPlayer.Connection.ConnectionId;
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}
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}
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}
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}
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@@ -1,11 +1,11 @@
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using System.Net.WebSockets;
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using MauMau_Server.Websockets;
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using MauMau_Server.Websockets;
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namespace MauMau_Server.Mau;
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namespace MauMau_Server.Mau;
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public class Player
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public class Player
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{
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{
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public ConnectionInstance Connection { get; set; }
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public ConnectionInstance Connection { get; set; }
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public PlayerState State { get; set; } = PlayerState.WAIT;
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public List<Card> Hand { get; set; } = new();
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public List<Card> Hand { get; set; } = new();
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public Player(ConnectionInstance connection)
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public Player(ConnectionInstance connection)
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8
Mau/PlayerState.cs
Normal file
8
Mau/PlayerState.cs
Normal file
@@ -0,0 +1,8 @@
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|
namespace MauMau_Server.Mau;
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||||||
|
|
||||||
|
public enum PlayerState
|
||||||
|
{
|
||||||
|
TURN,
|
||||||
|
CHOOSE,
|
||||||
|
WAIT
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user