Files
MauMau-Server/Mau/Game.cs
DTieman 90c9b0031c
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2024-05-05 17:08:02 +02:00

320 lines
10 KiB
C#

using MauMau_Server.Mau.GameMessages;
using MauMau_Server.Mau.Managers;
using MauMau_Server.Websockets;
using MauMau_Server.Room;
using MauMau_Server.Room.Messages;
using Newtonsoft.Json;
namespace MauMau_Server.Mau;
public class Game : RoomType
{
private readonly Deck _deck = new();
private readonly TurnManager _turnManager = new();
public Game(Room.Room room, IEnumerable<ConnectionInstance> connections) : base(room)
{
// Convert all the connections to players
List<Player> players = new();
foreach (var player in connections.Select(connection => new Player(connection)))
{
// Give the new player a hand of cards
var initialHand = _deck.DrawCards(8);
player.GiveCards(initialHand);
players.Add(player);
}
// Add all the players to the turn manager
_turnManager.Initialize(players);
// Broadcast new game state
SendGameState();
}
/**
* <inheritdoc cref="RoomType.OnMessage"/>
*/
public override void OnMessage(ConnectionInstance sender, RoomMessage<string> message)
{
// If the message type is not a game message, ignore the message
if (message.Type is not ("CHOOSE" or "DRAW" or "PLAY"))
{
return;
}
// Get the player that sent the message
var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(sender.Id));
// If the player is not the player that is currently playing, ignore the message
if (_turnManager.CurrentPlayer != player) return;
// Based on the message intent, handle the message
switch (message.Type)
{
case "CHOOSE":
Choose(player, message.Data);
break;
case "PLAY":
Play(player, message.Data);
break;
default:
Draw(player);
break;
}
}
/**
* <inheritdoc cref="RoomType.OnConnect"/>
*/
public override void OnConnect(ConnectionInstance connection)
{
// Broadcast that a player joined
var joinMessage = new JoinMessage(connection.Id, connection.Name + " has joined the room.");
_room.BroadCast(new RoomMessage<JoinMessage>("JOIN", joinMessage));
// Create a new player, give them a new hand and add them to the game
var player = new Player(connection);
var initialHand = _deck.DrawCards(8);
player.GiveCards(initialHand);
_turnManager.Players.Add(player);
// Broadcast new game state
SendGameState();
}
/**
* <inheritdoc cref="RoomType.OnDisconnect"/>
*/
public override void OnDisconnect(ConnectionInstance connection)
{
// Broadcast that the player left
var leaveMessage = new LeaveMessage(connection.Id, connection.Name + " has left the room.");
_room.BroadCast(new RoomMessage<LeaveMessage>("LEAVE", leaveMessage));
// Get the player that left
var player = _turnManager.Players.FirstOrDefault(x => x.IsMe(connection.Id));
if (player is null) return;
// Add the player's hand to the used deck
var playerHand = player.Hand;
_deck.AddCardsToUsedDeck(playerHand);
// Change the turn if the player that left was the current player
if (player == _turnManager.CurrentPlayer)
{
_turnManager.ChangeTurn();
}
// Remove the player from the game
_turnManager.Players.Remove(player);
// Broadcast new game state
SendGameState();
}
/**
* <summary>
* The player had to choose a new card type
* </summary>
* <param name="player">The player that chose a new card type</param>
* <param name="data">A string that represents a CardType</param>
*/
private void Choose(Player player, string data)
{
// Convert the data to a CardType, if it fails, ignore the message
if (!Enum.TryParse(data, out CardType cardType))
{
return;
}
// Does the current card require the next player to draw cards?
var isCardGivingCard = _deck.CurrentCard.CardType == CardType.JOKER || _deck.CurrentCard.CardValue == CardValue.TWO;
// Can the player that received a card giving card counter the card?
var skippedPlayerCanPlay = player.CanPlayCard(_deck.CurrentCard);
// If the card is a card giving card and the player cannot counter it, skip the next player
var shouldSkipPlayer = isCardGivingCard && !skippedPlayerCanPlay;
var nextPlayer = shouldSkipPlayer
? _turnManager.GetNextPlayer(2)
: _turnManager.GetNextPlayer();
// TODO: Not make it a jack, as it would not work when a Joker was played
// Set the new current card
_deck.CurrentCard = new Card(cardType, CardValue.JACK);
// Change the turns
_turnManager.ChangeTurn(nextPlayer);
// Broadcast new game state
SendGameState();
}
/**
* <summary>
* The player either:
* <list type="bullet">
* <item>Could not play a card and had to draw a card</item>
* <item>Chose to draw a card as a strategic move</item>
* </list>
* </summary>
* <param name="player">The player that drew a card</param>
* <param name="data">A string that can be serialized to a drawcard instance</param>
*/
private void Draw(Player player)
{
// Draw a card from the deck
var drawnCard = _deck.DrawCard();
// Give the card to the player
player.GiveCard(drawnCard);
// Change the player if the drawn card cannot be played
if (!drawnCard.CanBePlayedOn(_deck.CurrentCard))
{
_turnManager.ChangeTurn();
}
// Broadcast new game state
SendGameState();
}
/**
* <summary>
* The player plays a card, this will only be possible if:
* <list type="bullet">
* <item>The player has the correct state</item>
* <item>The player has the card in their hand</item>
* <item>The card is playable on the current card</item>
* </list>
* </summary>
* <param name="player">The player that played</param>
* <param name="data">A string that can be serialized to a playcard instance</param>
*/
private void Play(Player player, string data)
{
// Check if the player has the correct state to play a card
if (player.State != PlayerState.TURN)
{
return;
}
// Convert the data to a Card instance
var cardData = JsonConvert.DeserializeObject<PlayCard>(data).ToCard();
// Check if the player indeed has the card they claim to have
var playerCard = player.TakeCardFromHand(cardData);
if (playerCard is null)
{
return;
}
// Check if the played card is compatible with the current card
// If not, ignore the play
if (!playerCard.CanBePlayedOn(_deck.CurrentCard))
{
return;
}
// Remove the card from the player's hand
player.Hand.Remove(playerCard);
// Add the card to the used deck
_deck.AddCardToUsedDeck(playerCard);
// Set the new current card
_deck.CurrentCard = playerCard;
if (player.Hand.Count == 0)
{
EndGame(player);
return;
}
// Change the turn based on the played card
HandleNextPlayer(playerCard);
// Broadcast new game state
SendGameState();
}
/**
* <summary>
* Based on the played card, change the turn to the next player.
* </summary>
* <param name="card">The card that was played</param>
*/
private void HandleNextPlayer(Card card)
{
switch (card.CardValue)
{
case CardValue.RED:
case CardValue.BLACK:
{
_turnManager.GetNextPlayer().GiveCards(_deck.DrawCards(5));
_turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
break;
}
case CardValue.TWO:
{
_turnManager.GetNextPlayer().GiveCards(_deck.DrawCards(2));
_turnManager.ChangeTurn(_turnManager.GetNextPlayer(2));
break;
}
case CardValue.SEVEN:
case CardValue.KING:
break;
case CardValue.EIGHT:
_turnManager.ChangeTurn(_turnManager.GetNextPlayer(2));
break;
case CardValue.ACE:
if (_turnManager.Players.Count > 2)
{
_turnManager.ChangeDirection();
_turnManager.ChangeTurn();
}
break;
case CardValue.JACK:
_turnManager.CurrentPlayer.State = PlayerState.CHOOSE;
break;
case CardValue.THREE:
case CardValue.FOUR:
case CardValue.FIVE:
case CardValue.SIX:
case CardValue.NINE:
case CardValue.TEN:
case CardValue.QUEEN:
default:
_turnManager.ChangeTurn();
break;
}
}
/**
* <summary>
* Create a game state for each player and send it to them.
* By making a unique game state for each player we can hide information (like other player's hands).
* </summary>
*/
private void SendGameState()
{
foreach (var player in _turnManager.Players)
{
var gameState = new GameState(player, _deck.CurrentCard, _turnManager.CurrentPlayer, _turnManager.Players);
player.Connection.SendMessageAsync(JsonConvert.SerializeObject(new RoomMessage<GameState>("GAME", gameState)));
}
}
/**
* <summary>
* Broadcast the winner of the game and change the room's type to a lobby.
* </summary>
* <param name="winner">The player that won the game</param>
*/
private void EndGame(Player winner)
{
var winMessage = new EndMessage(winner.Connection.Id, winner.Connection.Name);
_room.BroadCast(new RoomMessage<EndMessage>("END", winMessage));
_room.RoomType = new Lobby(_room);
}
}