developmaunt #5
25
Mau/Card.cs
25
Mau/Card.cs
@@ -31,22 +31,37 @@ public static class CardExtensions
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{
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return card1.IsSameCardType(card2) && card1.IsSameCardValue(card2);
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}
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public static bool IsSameCardType(this Card card1, Card card2)
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{
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return card1.CardType == card2.CardType;
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}
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public static bool IsSameCardValue(this Card card1, Card card2)
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{
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return card1.CardValue == card2.CardValue;
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}
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public static bool CanBePlayedOn(this Card playedCard, Card currentCard)
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{
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return playedCard.IsSameCardType(currentCard)
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|| playedCard.IsSameCardValue(currentCard)
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|| playedCard.CardType == CardType.JOKER;
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|| playedCard.IsSameCardValue(currentCard)
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|| playedCard.CardType == CardType.JOKER;
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}
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public static bool IsSpecialCard(this Card card)
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{
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return card.IsMauCard() || card.CardValue is
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CardValue.SEVEN or
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CardValue.EIGHT or
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CardValue.JACK or
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CardValue.KING or
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CardValue.ACE;
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}
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public static bool IsMauCard(this Card card)
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{
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return card.CardType == CardType.JOKER || card.CardValue is CardValue.TWO;
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}
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}
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68
Mau/Deck.cs
68
Mau/Deck.cs
@@ -2,9 +2,9 @@
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public class Deck
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{
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private List<Card> _unusedDeck = new();
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private List<Card> _usedDeck = new();
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public Card CurrentCard;
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private readonly List<Card> _unusedDeck = new();
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private readonly List<Card> _usedDeck = new();
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public Card CurrentCard { get; private set; }
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/**
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* <summary>
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@@ -15,23 +15,20 @@ public class Deck
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{
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CreateSet();
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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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var initialCard = DrawCard();
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CurrentCard = initialCard;
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}
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/**
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* <summary>
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* Adds the given card to the used cards deck.
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* Adds the given card to the used cards deck and sets the current card to the given card.
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* </summary>
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* <param name="card">The card to add to the used cards deck.</param>
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*/
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public void AddCardToUsedDeck(Card card)
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{
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_usedDeck.Add(card);
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CurrentCard = card;
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}
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/**
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@@ -44,29 +41,6 @@ public class Deck
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{
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_usedDeck.AddRange(cards);
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}
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/**
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* <summary>
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* Creates a new deck of cards and adds them to the unused deck.
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* </summary>
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*/
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private void CreateSet()
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{
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foreach (CardType cardType in Enum.GetValues(typeof(CardType)))
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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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{
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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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}
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}
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}
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/**
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* <summary>
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@@ -97,6 +71,29 @@ public class Deck
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}
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return cards;
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}
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/**
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* <summary>
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* Creates a new deck of cards and adds them to the unused deck.
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* </summary>
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*/
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private void CreateSet()
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{
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foreach (CardType cardType in Enum.GetValues(typeof(CardType)))
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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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{
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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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}
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}
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}
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/**
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* <summary>
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@@ -124,6 +121,9 @@ public class Deck
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*/
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private void ShuffleDeck()
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{
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_unusedDeck = _unusedDeck.OrderBy(x => Guid.NewGuid()).ToList();
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var unusedDeckCopy = new List<Card>(_unusedDeck);
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_unusedDeck.Clear();
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unusedDeckCopy = unusedDeckCopy.OrderBy(x => Guid.NewGuid()).ToList();
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_unusedDeck.AddRange(unusedDeckCopy);
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}
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}
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111
Mau/Game.cs
111
Mau/Game.cs
@@ -9,19 +9,38 @@ namespace MauMau_Server.Mau;
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public class Game : RoomType
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{
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// Helpers
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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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// Game state
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private readonly List<Card> _mauCardBuffer = new();
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private CardType? NextAllowedCardType { get; set; }
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// Variables
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private const int NumberOfFaultcards = 5;
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private const int NumberOfStartCards = 8;
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public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room)
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{
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// If the current card is a joker, set the next allowed card type to a random card type
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if (_deck.CurrentCard.CardType == CardType.JOKER)
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{
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// In the case the random card type is a joker, try again until it is not
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do
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{
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var cardTypes = Enum.GetValues(typeof(CardType));
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var randomIndex = new Random().Next(cardTypes.Length);
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NextAllowedCardType = (CardType?)cardTypes.GetValue(randomIndex) ?? CardType.SPADES;
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} while (NextAllowedCardType == CardType.JOKER);
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}
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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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var initialHand = _deck.DrawCards(NumberOfStartCards);
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player.GiveCards(initialHand);
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players.Add(player);
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}
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@@ -155,7 +174,7 @@ public class Game : RoomType
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{
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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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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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@@ -178,7 +197,7 @@ public class Game : RoomType
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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 (!CardCanBePlayed(drawnCard))
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{
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_turnManager.ChangeTurnTo();
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}
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@@ -217,43 +236,26 @@ public class Game : RoomType
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{
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return;
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}
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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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// 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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if (!CardCanBePlayed(playerCard)) return;
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// Remove the card from the player's hand
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player.Hand.Remove(playerCard);
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// If the player's last played card is a special card, give the player 5 fault cards
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if (player.Hand.Count < 1 && playerCard.IsSpecialCard())
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{
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var faultCards = _deck.DrawCards(NumberOfFaultcards);
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player.GiveCards(faultCards);
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}
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// Add the card to the used deck
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_deck.AddCardToUsedDeck(playerCard);
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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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// Set the new current card
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_deck.CurrentCard = playerCard;
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// If the player has no cards left, end the game with player as winner
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if (player.Hand.Count == 0)
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{
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EndGame(player);
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@@ -280,13 +282,13 @@ 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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MauCardBuffer.Add(card);
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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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MauCardBuffer.Add(card);
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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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@@ -319,6 +321,37 @@ 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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* Check if the card can be played with the current game state.
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* <list type="bullet">
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* <item>The player can only play a mau card if there are pending mau cards (or draw)</item>
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* <item>If there is a next allowed card type, the player can only play that card type, a joker or a card with the same value as the current card</item>
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* <item>Otherwise, the player can play a card that has the same type, same value or is a joker</item>
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* </list>
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* </summary>
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* <returns>True if the given card could be played</returns>
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*/
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private bool CardCanBePlayed(Card card)
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{
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// Check if there are pending mau cards played
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if (_mauCardBuffer.Count > 0)
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{
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// If so, the card must be a mau card
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return card.IsMauCard();
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}
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// Check if there is a next allowed card type
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if (NextAllowedCardType != null)
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{
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// If so, the card must be the allowed card type, a joker or the same value as the current card
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return card.CardType == NextAllowedCardType || card.CardType == CardType.JOKER || card.CardValue == _deck.CurrentCard.CardValue;
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}
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// Otherwise, use the normal rules
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return card.CanBePlayedOn(_deck.CurrentCard);
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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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@@ -328,7 +361,7 @@ public class Game : RoomType
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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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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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@@ -342,7 +375,7 @@ public class Game : RoomType
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continue;
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}
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}
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MauCardBuffer.Clear();
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_mauCardBuffer.Clear();
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return totalCards;
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}
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Reference in New Issue
Block a user