Large refactor and added new rules #2
@@ -17,6 +17,10 @@ public class Deck
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ShuffleDeck();
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CurrentCard = DrawCard();
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_usedDeck.Add(CurrentCard);
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if (CurrentCard.CardType != CardType.JOKER) return;
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CurrentCard = DrawCard();
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_usedDeck.Add(CurrentCard);
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}
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/**
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124
Mau/Game.cs
124
Mau/Game.cs
@@ -11,6 +11,8 @@ public class Game : RoomType
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{
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private readonly Deck _deck = new();
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private readonly TurnManager _turnManager = new();
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public readonly List<Card> MauCardBuffer = new();
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public CardType? NextAllowedCardType { get; set; }
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public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room)
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{
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@@ -69,7 +71,7 @@ public class Game : RoomType
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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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var joinMessage = new JoinMessage(_room.Connections, connection);
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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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@@ -88,7 +90,7 @@ public class Game : RoomType
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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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var leaveMessage = new LeaveMessage(connection);
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_room.BroadCast(new RoomMessage<LeaveMessage>("LEAVE", leaveMessage));
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// Get the player that left
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@@ -127,24 +129,11 @@ public class Game : RoomType
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return;
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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 = _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(_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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var nextPlayer = shouldSkipPlayer
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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 was played
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// Set the new current card
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_deck.CurrentCard = new Card(cardType, CardValue.JACK);
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// Set the next card type that is allowed to be played
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NextAllowedCardType = cardType;
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// Change the turns
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_turnManager.ChangeTurnTo(nextPlayer);
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_turnManager.ChangeTurnTo();
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// Broadcast new game state
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SendGameState();
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@@ -157,23 +146,43 @@ public class Game : RoomType
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* <item>Could not play a card and had to draw a card</item>
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* <item>Chose to draw a card as a strategic move</item>
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* </list>
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* When there are multiple mau cards played, the player has to draw the combined amount of mau cards played.
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* </summary>
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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)
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{
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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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// Change the player if the drawn card cannot be played
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if (!drawnCard.CanBePlayedOn(_deck.CurrentCard))
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// If there are cards in the MauCardBuffer, this means there are multiple cards that need to be drawn
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// Otherwise, just draw a single card
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if (MauCardBuffer.Count > 0)
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{
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// Count the amount of cards that need to be drawn
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var totalCards = CountMauCardBuffer();
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// Draw the cards from the deck
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var drawnCards = _deck.DrawCards(totalCards);
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// Give the cards to the player
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player.GiveCards(drawnCards);
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// Change the turn
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_turnManager.ChangeTurnTo();
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}
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else
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{
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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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// 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.ChangeTurnTo();
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}
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}
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// Broadcast new game state
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SendGameState();
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@@ -209,11 +218,31 @@ public class Game : RoomType
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return;
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}
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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(_deck.CurrentCard))
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// Check if there is a specific card type that is allowed to be played
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if (NextAllowedCardType != null)
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{
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return;
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// If the card is not the allowed card type, not the same value or a joker, ignore the message
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if (playerCard.CardType != NextAllowedCardType && playerCard.CardType != CardType.JOKER && playerCard.CardValue != _deck.CurrentCard.CardValue)
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{
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return;
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}
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// Reset the allowed card type, so the next player has the normal same type and same value rules
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NextAllowedCardType = null;
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} else if (MauCardBuffer.Count > 0)
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{
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// If there are queued mau cards, the player can only another mau card (or draw)
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if (playerCard.CardType != CardType.JOKER && playerCard.CardValue != CardValue.TWO)
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{
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return;
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}
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}
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else
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{
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// Check if the card can be played on the current card, if not, ignore the message
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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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}
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// Remove the card from the player's hand
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@@ -251,14 +280,14 @@ public class Game : RoomType
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case CardValue.RED:
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case CardValue.BLACK:
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{
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_turnManager.GetNextPlayer().GiveCards(_deck.DrawCards(5));
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MauCardBuffer.Add(card);
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_turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
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break;
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}
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case CardValue.TWO:
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{
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_turnManager.GetNextPlayer().GiveCards(_deck.DrawCards(2));
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_turnManager.ChangeTurnTo(_turnManager.GetNextPlayer(2));
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MauCardBuffer.Add(card);
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_turnManager.ChangeTurnTo();
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break;
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}
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case CardValue.SEVEN:
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@@ -290,6 +319,33 @@ public class Game : RoomType
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}
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}
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/**
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* <summary>
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* Count the amount of cards that need to be drawn from the MauCardBuffer. This method also clears the buffer.
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* </summary>
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* <returns>The amount of cards that need to be drawn</returns>
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*/
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private int CountMauCardBuffer()
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{
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var totalCards = 0;
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foreach (var card in MauCardBuffer)
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{
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if (card.CardType == CardType.JOKER)
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{
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totalCards += 5;
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continue;
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}
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if (card.CardValue == CardValue.TWO)
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{
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totalCards += 2;
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continue;
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}
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}
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MauCardBuffer.Clear();
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return totalCards;
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}
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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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@@ -300,7 +356,7 @@ public class Game : RoomType
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{
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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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var gameState = new GameState(player, _deck.CurrentCard, NextAllowedCardType, _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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@@ -6,10 +6,11 @@ public class GameState
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public string MyState { get; set; }
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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? NextAllowedCardType { get; set; }
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public PlayerDTO CurrentPlayer { get; set; }
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public List<PlayerDTO> Players { get; set; } = new();
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public GameState(Player me, Card currentCard, Player currentPlayer, List<Player> others)
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public GameState(Player me, Card currentCard, CardType? nextAllowedCardType, Player currentPlayer, List<Player> others)
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{
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Me = new PlayerDTO(me);
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MyState = me.State.ToString();
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@@ -23,6 +24,7 @@ public class GameState
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Players.Add(new PlayerDTO(player));
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}
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NextAllowedCardType = nextAllowedCardType?.ToString();
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CurrentCard = currentCard.ToString();
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CurrentPlayer = new PlayerDTO(currentPlayer);
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}
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@@ -21,13 +21,13 @@ public class Lobby : RoomType
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public override void OnConnect(ConnectionInstance connection)
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{
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var joinMessage = new JoinMessage(connection.Id, connection.Name + " has joined the room.");
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var joinMessage = new JoinMessage(_room.Connections, connection);
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_room.BroadCast(new RoomMessage<JoinMessage>("JOIN", joinMessage));
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}
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public override void OnDisconnect(ConnectionInstance connection)
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{
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var leaveMessage = new LeaveMessage(connection.Id, connection.Name + " has left the room.");
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var leaveMessage = new LeaveMessage(connection);
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_room.BroadCast(new RoomMessage<LeaveMessage>("LEAVE", leaveMessage));
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}
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}
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@@ -1,21 +1,15 @@
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namespace MauMau_Server.Room.Messages;
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using MauMau_Server.Websockets;
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namespace MauMau_Server.Room.Messages;
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public class JoinMessage
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{
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public Guid Id { get; set; }
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public string ChatMessage { get; set; }
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public string? Data { get; set; }
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public List<ConnectionInstance> Connections { get; set; }
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public ConnectionInstance NewConnection { get; set; }
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public JoinMessage(Guid id, string chatMessage, string data)
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public JoinMessage(List<ConnectionInstance> connections, ConnectionInstance newConnection)
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{
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Id = id;
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ChatMessage = chatMessage;
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Data = data;
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}
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public JoinMessage(Guid id, string chatMessage)
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{
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Id = id;
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ChatMessage = chatMessage;
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Connections = connections;
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NewConnection = newConnection;
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}
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}
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@@ -1,13 +1,13 @@
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namespace MauMau_Server.Room.Messages;
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using MauMau_Server.Websockets;
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namespace MauMau_Server.Room.Messages;
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public class LeaveMessage
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{
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public Guid Id { get; set; }
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public string ChatMessage { get; set; }
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public ConnectionInstance Connection { get; set; }
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public LeaveMessage(Guid id, string chatMessage)
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public LeaveMessage(ConnectionInstance connection)
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{
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Id = id;
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ChatMessage = chatMessage;
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Connection = connection;
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}
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}
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60
Room/Room.cs
60
Room/Room.cs
@@ -3,6 +3,7 @@ using System.Text.Json;
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using System.Text.RegularExpressions;
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using MauMau_Server.Room.Messages;
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using MauMau_Server.Websockets;
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using Microsoft.AspNet.SignalR.Messaging;
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namespace MauMau_Server.Room;
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@@ -24,7 +25,13 @@ public class Room
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public async Task InstantiateConnection(WebSocket socket, string name)
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{
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var connectionId = Guid.NewGuid();
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var connection = new ConnectionInstance(name, connectionId, socket);
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// If the name is empty, set it to "Mau" + the first part of the connection ID, otherwise strip potential HTML from the name and use it
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var validatedName = !string.IsNullOrWhiteSpace(name)
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? StripHTML(name)
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: "Mau" + connectionId.ToString().Split('-')[0];
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var connection = new ConnectionInstance(validatedName, connectionId, socket);
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if (IsEmpty()) Host = connection;
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Connections.Add(connection);
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@@ -38,24 +45,57 @@ public class Room
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while (!webSocketResponse.Result!.CloseStatus.HasValue)
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{
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var message = JsonSerializer.Deserialize<RoomMessage<string>>(webSocketResponse.SlicedBuffer);
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if (message.Type == "CHAT")
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switch (message.Type)
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{
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var cleanedMessage = StripHTML(message.Data);
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if (string.IsNullOrWhiteSpace(cleanedMessage)) cleanedMessage = "Mau!";
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var chatMessage = new ChatMessage(connection.Name, cleanedMessage);
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BroadCast(new RoomMessage<ChatMessage>("CHAT", chatMessage));
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}
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else
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{
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RoomType.OnMessage(connection, message);
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case "CHAT":
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HandleChatMessage(connection, message.Data);
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||||
break;
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||||
case "KICK":
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await HandleKick(Guid.Parse(message.Data));
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||||
break;
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default:
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RoomType.OnMessage(connection, message);
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break;
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}
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webSocketResponse = await WebsocketManager.ReceiveAsync(connection.Socket);
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||||
}
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||||
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WebsocketManager.CloseAsync(connection.Socket, webSocketResponse.Result);
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HandleDisconnect(connection);
|
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}
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private void HandleChatMessage(ConnectionInstance sender, string chatMessage)
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||||
{
|
||||
// Remove HTML from chat message to prevent HTML injection
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var cleanedMessage = StripHTML(chatMessage);
|
||||
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// If the message is empty, set it to "Mau!"
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||||
if (string.IsNullOrWhiteSpace(cleanedMessage)) cleanedMessage = "Mau!";
|
||||
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||||
// Create a new chat message object with the sender and the message
|
||||
var envelope = new ChatMessage(sender.Name, cleanedMessage);
|
||||
|
||||
// Broadcast the chat message to all connections in the room
|
||||
BroadCast(new RoomMessage<ChatMessage>("CHAT", envelope));
|
||||
}
|
||||
|
||||
private async Task HandleKick(Guid connectionId)
|
||||
{
|
||||
// Search for the connection with the given ID
|
||||
var connection = Connections.FirstOrDefault(connection => connection.Id == connectionId);
|
||||
|
||||
// If the connection could not be found, return
|
||||
if (connection == null) return;
|
||||
|
||||
// Handle the disconnect of the connection
|
||||
HandleDisconnect(connection);
|
||||
|
||||
// Close the connection with the reason "You have been kicked"
|
||||
await connection.Socket.CloseAsync(WebSocketCloseStatus.NormalClosure, "You have been kicked",
|
||||
CancellationToken.None);
|
||||
}
|
||||
|
||||
private void HandleDisconnect(ConnectionInstance connection)
|
||||
{
|
||||
Connections.Remove(connection);
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Net.WebSockets;
|
||||
using System.Text;
|
||||
using Newtonsoft.Json;
|
||||
|
||||
namespace MauMau_Server.Websockets;
|
||||
|
||||
@@ -7,6 +8,7 @@ public class ConnectionInstance
|
||||
{
|
||||
public Guid Id { get; set; }
|
||||
public string Name { get; set; }
|
||||
[JsonIgnore]
|
||||
public WebSocket Socket { get; set; }
|
||||
|
||||
public ConnectionInstance(string name, Guid id, WebSocket socket)
|
||||
|
||||
@@ -16,6 +16,9 @@ public static class WebsocketManager
|
||||
|
||||
public static async void CloseAsync(WebSocket webSocket, WebSocketReceiveResult result)
|
||||
{
|
||||
await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription, CancellationToken.None);
|
||||
if (webSocket.State is WebSocketState.Open or WebSocketState.CloseReceived or WebSocketState.CloseSent)
|
||||
{
|
||||
await webSocket.CloseAsync(result.CloseStatus.Value, result.CloseStatusDescription, CancellationToken.None);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user