Beispiel #1
0
void Kings::deal() {
    CardList cards = deck->cards();
    CardList::Iterator it = cards.begin();
    int cn = 0;
    for (int stack = -1; stack < 8; )
    {
        while (it != cards.end() && (*it)->rank() != Card::King) {
            if (stack >= 0) {
                store[stack]->add(*it, false, true);
                cn++;
            }
            ++it;
        }
        if (it == cards.end())
            break;
        cn++;
        store[++stack]->add(*it, false, true);
        if (stack == 0) {
            cards = deck->cards(); // reset to start
            it = cards.begin();
        } else
            ++it;
    }
    assert(cn == 104);
}
Beispiel #2
0
void main()
{
    BeastCubeManager beastCube;
    

    for(CubeID cube : CubeSet::connected())
    {
        //LOG("###---Player %i---\n", cube);

        CardList c = (CardFactory::getCards(2));  

        for(int i = 0; i < c.count(); i++)
        {
            LOG("###%i %i\n", c[i].type, c[i].power);
        }
         
        Card beastCards[] = {c.pop_back(), c.pop_back()};
        Beast m = BeastFactory::createBeast(beastCards, 2);

        LOG("###Player %i beast\nType: %i\nAttack:%i\nHealth:%i\nResolve:%i\nAnger:%i\n\n",
                -1, m.type, m.attack, m.health, m.resolve, m.anger);

        beastCube.init(cube, m);     

    }

    while(1)
        System::paint();
    
}
void Card::removeChildrenWithTag(Tag *tag)
{
    CardList *children = childrenWithTag(tag);
    for (CardList::iterator cardIter = children->begin(); cardIter != children->end(); cardIter++) {
        Card *child = *cardIter;
        if (child->parent != NULL) {
            child->parent->remove(child);
        }
    }
    delete children;
}
Beispiel #4
0
// Discards the given card
void Role::discardCard(const Card& card) {
	const CardList legalCards = legalMoves();							// Gets the cards which are legal to play
	
	// Determines whether the user is in a situation that they had to discard, if not throws exception
	if(legalCards.size() != 0) {
		throw IllegalDiscardException();
	}

	// Removes card from hand, and adds to discard pile
	const Card* deletedCard = player_->hand_.remove(card);
	player_->discards_.add(deletedCard);
	triggerPlayerUpdate(true);
}
Beispiel #5
0
void TalismanCard::OnCleanUpPhase( Engine* pEngine )
{
    Player* pPlayer = pEngine->GetCurrentPlayer();
    CardList buyList = pPlayer->GetBuyList();
    
    for( CardListIter iter = buyList.begin();
         iter != buyList.end();
         iter++ )
    {
        if( !(*iter)->IsVictoryCard() )
        {
            pPlayer->GainCardOnDiscard( (*iter) );
        }
    }
}
Beispiel #6
0
// Plays the given card in the game
void Role::playCard(const Card& card) {
	const CardList legalCards = legalMoves();							// gets the card which are legal to play

	// Determines whether the card being played is legal to play, otherwise exception is thrown
	int cardIndex = legalCards.find(card);
    
	if(cardIndex == -1)	{
		throw IllegalPlayException();
	}
	
	//Removes the card from the hand, and returns it so it can be added to the table
	const Card* played = player_->hand_.remove(card);
	player_->getGame()->addToTable(played);
	triggerPlayerUpdate(true);
}
Beispiel #7
0
// returns a vector of 13 cards for a player to use
CardList Deck::dealPlayerHand() {
    CardList hand;
    
    // grab next 13 cards and copy them to hand vector
    for (int i = 0; i < HAND_SIZE; i++) {
        int index = CARD_COUNT - cards_left_ + i;
        if (index >= 0) {
            hand.add(cards_[index]);
        }
    }
    
    // mark those 13 cards as used
    cards_left_ -= HAND_SIZE;
    
    return hand;
}
Beispiel #8
0
CardList Cards::ToCardList(SortType sorttype)const
{
    CardList cardlist;
    for(QSet<Card>::ConstIterator it=m_cards.begin();it!=m_cards.end();it++)
    {
        cardlist<<*it;
    }
    if(sorttype==Asc)
    {
        qSort(cardlist.begin(),cardlist.end(),qLess<Card>());
    }
    if(sorttype==Desc)
    {
        qSort(cardlist.begin(),cardlist.end(),qGreater<Card>());
    }
    return cardlist;
}
Beispiel #9
0
//  Add cards from  pile to deck, in reverse direction
void Klondike::redeal() {

    CardList pilecards = pile->cards();
    if (EasyRules)
        // the remaining cards in deck should be on top
        // of the new deck
        pilecards += deck->cards();

    for (int count = pilecards.count() - 1; count >= 0; --count)
    {
        Card *card = pilecards[count];
        card->setAnimated(false);
        deck->add(card, true, false); // facedown, nospread
    }

    redealt = true;
}
Beispiel #10
0
bool Fortyeight::checkAdd(int, const Pile *c1, const CardList &c2) const
{
    if (c1->isEmpty())
        return true;

    // ok if in sequence, same suit
    return (c1->top()->suit() == c2.first()->suit())
       && (c1->top()->rank() == (c2.first()->rank()+1));
}
Beispiel #11
0
void CellarCard::OnActionPhase( Engine* pEngine )
{
    Player* pPlayer = pEngine->GetCurrentPlayer();
    IAI* pAI = pPlayer->GetAI();
    CardList cardsToDiscard;

    cardsToDiscard = pAI->OnCellar();
    if( pPlayer->AreCardsInHand( cardsToDiscard ) )
    {
        pPlayer->DiscardFromHand( cardsToDiscard );
        pPlayer->DrawCardsToHand( cardsToDiscard.size() );
    }
    else
    {
        // TODO: Add error
        throw std::wstring( L"Error: CellarCard::OnActionPhase()" );
    }
}
int CardList::operator==(CardList& list){
    if(this->length() != list.length()){
        return 0;
    }
    for(int i=0;i<this->length();i++){
        if((*this)[i] != list[i]){
            return 0;
        }
    }
    return 1;
}
Beispiel #13
0
void GameLogDialog::showDeal(const int row)
{
  Q_ASSERT(row < model->gameLog().size());
  QString output;
  for (int i=1; i<=3; i++)
  {
    output += QString("%1: ").arg(model->player(i)->nick());
    CardList cl;
    foreach(const Card& c, model->gameLog().at(row).cardList[i-1])
      cl.insert(const_cast<Card*>(&c));
    cl.mySort();
    for( int ci = 0; ci < cl.count(); ci++ )
    {
      output += cl.at(ci)->toUniString();
      output += ' ';
    }
    output += '\n';
  }
  QMessageBox::about(0, tr("Deal #") + QString::number(row + 1), output);
}
Beispiel #14
0
bool Clock::checkAdd( int ci, const Pile *c1, const CardList& c2) const
{
    Card *newone = c2.first();
    if (ci == 0) {
        if (c1->isEmpty())
            return true;

        return (newone->rank() == c1->top()->rank() - 1);
    } else {
        if (c1->top()->suit() != newone->suit())
            return false;
        if (c1->top()->rank() == Card::King)
            return (newone->rank() == Card::Ace);
        return (newone->rank() == c1->top()->rank() + 1);
    }
}
Beispiel #15
0
//Given the cards already played by all players and a player's hand, determines the legal cards which can be played by the player
CardList GameLogic::legalMoves(const CardList& table, const CardList& hand) {
	CardList legalMoves;									// used to store legal cards

	// In the case the table is empty, this means this play has 7 of spades, so he has to be forced to play it
	if(table.size() == 0) {
		// finds the 7S card, so we only got one instance of it
		int index = hand.find(Card(SPADE, SEVEN));
		const Card* sevenSpades = hand[index];
		legalMoves.add(sevenSpades);
		return legalMoves;
	}
 
	// loops through hand to determine which ones are legal to play
	for (int index = 0; index < hand.size(); index++) {
		const Card * card = hand[index];

		// Stores the index of lower rank and higher rank card to determine whether it exists or not
		int lowerRankIndex = -1;
		int higherRankIndex = -1;

		// Determines whether a lower rank or higher rank card exists
		if (card->getRank() != ACE) {
			Card lowerRank = Card(card->getSuit(), (Rank) (card->getRank() - 1));
			lowerRankIndex = table.find(lowerRank);
		}
		
		if (card->getRank() != KING) {
			Card higherRank = Card(card->getSuit(), (Rank)(card->getRank() + 1));
			higherRankIndex = table.find(higherRank);
		}

		// Determines whether the current card is legal to play
		if (card->getRank() == SEVEN || lowerRankIndex !=-1 || higherRankIndex != -1) {
			legalMoves.add(card);
		}
	}

	return legalMoves;
}
CardList *Card::childrenWithTag(Tag *tag)
{
    CardList *matches = new CardList();

    for(CardList::iterator iter = attached.begin(); iter != attached.end(); iter++) {
        Card *child = *iter;
        if (child->match(tag) != NULL) {
            if (rand()%2 == 0)
                matches->push_back(child);
            else
                matches->push_front(child);
        }
        if (child != this) {
            CardList *childMatches = child->childrenWithTag(tag);
            for(CardList::iterator childIter = childMatches->begin(); childIter != childMatches->end(); childIter++) {
                matches->push_back(*childIter);
            }
            delete childMatches;
        }
    }

    return matches;
}
Beispiel #17
0
bool Klondike::isGameLost() const
{
    kdDebug( 11111 ) << "Is the game lost?" << endl;

    if (!deck->isEmpty()) {
        kdDebug( 11111 ) << "We should only check this when the deck is exhausted." << endl;
        return false;
    }

    // Check whether top of the pile can be added to any of the target piles.
    if ( !pile->isEmpty() ) {
        for ( int i = 0; i < 4; ++i ) {
            if ( target[ i ]->isEmpty() ) {
                continue;
            }
            if ( pile->top()->suit() == target[ i ]->top()->suit() &&
                 pile->top()->rank() - 1 == target[ i ]->top()->rank() ) {
                kdDebug( 11111 ) << "No, the source pile's top card could be added to target pile " << i << endl;
                return false;
            }
        }
    }

    // Create a card list - srcPileCards - that contains all accessible
    // cards in the pile and the deck.
    CardList srcPileCards;
    if ( EasyRules ) {
        srcPileCards = pile->cards();
    } else {
        /* In the draw3 mode, not every card in the source pile is
         * accessible, but only every third one.
         */
        for ( unsigned int i = 2; i < pile->cards().count(); i += 3 ) {
	    kdDebug( 11111 ) << "Found card "<< pile->cards()[i]->name()<< endl;
            srcPileCards += pile->cards()[ i ];
        }
        if ( !pile->cards().isEmpty() && pile->cards().count() % 3 != 0 ) {
	    kdDebug( 11111 ) << "Found last card "<< pile->cards()[pile->cards().count() - 1]->name()<< endl;
            srcPileCards += pile->cards()[ pile->cards().count() - 1 ];
        }
    }

    //  Check all seven stores
    for ( int i = 0; i < 7; ++i ) {

        // If this store is empty...
        if ( play[ i ]->isEmpty() ) {
            // ...check whether the pile contains a king we could move here.
            CardList::ConstIterator it  = srcPileCards.begin();
            CardList::ConstIterator end = srcPileCards.end();
            for ( ; it != end; ++it ) {
                if ( ( *it )->rank() == Card::King ) {
                    kdDebug( 11111 ) << "No, the pile contains a king which we could move onto store " << i << endl;
                    return false;
                }
            }

            // ...check whether any of the other stores contains a (visible)
            // king we could move here.
            for ( int j = 0; j < 7; ++j ) {
                if ( j == i || play[ j ]->isEmpty() ) {
                    continue;
                }
                const CardList cards = play[ j ]->cards();
                CardList::ConstIterator it = ++cards.begin();
                CardList::ConstIterator end = cards.end();
                for ( ; it != end; ++it ) {
                    if ( ( *it )->realFace() && ( *it )->rank() == Card::King ) {
                        kdDebug( 11111 ) << "No, store " << j << " contains a visible king which we could move onto store " << i << endl;
                        return false;
                    }
                }
            }
        } else { // This store is not empty...
            Card *topCard = play[ i ]->top();

            // ...check whether the top card is an Ace (we can start a target)
            if ( topCard->rank() == Card::Ace ) {
                kdDebug( 11111 ) << "No, store " << i << " has an Ace, we could start a target pile." << endl;
                return false;
            }

            // ...check whether the top card can be added to any target pile
            for ( int targetIdx = 0; targetIdx < 4; ++targetIdx ) {
                if ( target[ targetIdx ]->isEmpty() ) {
                    continue;
                }
                if ( target[ targetIdx ]->top()->suit() == topCard->suit() &&
                     target[ targetIdx ]->top()->rank() == topCard->rank() - 1 ) {
                    kdDebug( 11111 ) << "No, store " << i << "'s top card could be added to target pile " << targetIdx << endl;
                    return false;
                }
            }

            // ...check whether the source pile contains a card which can be
            // put onto this store.
            CardList::ConstIterator it = srcPileCards.begin();
            CardList::ConstIterator end = srcPileCards.end();
            for ( ; it != end; ++it ) {
                if ( ( *it )->isRed() != topCard->isRed() &&
                     ( *it )->rank() == topCard->rank() - 1 ) {
                    kdDebug( 11111 ) << "No, the pile contains a card which we could add to store " << i << endl;
                    return false;
                }
            }

            // ...check whether any of the other stores contains a visible card
            // which can be put onto this store, and which is on top of an
            // uncovered card.
            for ( int j = 0; j < 7; ++j ) {
                if ( j == i ) {
                    continue;
                }
                const CardList cards = play[ j ]->cards();
                CardList::ConstIterator it = cards.begin();
                CardList::ConstIterator end = cards.end();
                for ( ; it != end; ++it ) {
                    if ( ( *it )->realFace() &&
                         ( *it )->isRed() != topCard->isRed() &&
                         ( *it )->rank() == topCard->rank() - 1 ) {
                        kdDebug( 11111 ) << "No, store " << j << " contains a card which we could add to store " << i << endl;
                        return false;
                    }
                }
            }
        }
    }
    kdDebug( 11111 ) << "Yep, all hope is lost." << endl;
    return true;
}
TEST_F( libRocketDataGridTest, UIDataViewList )
{
  Point2i pos1(60,25);
  std::string doc_file1 = "dataview.rml";

  UIDataViewList store1;
  EXPECT_EQ( true, store1.set_context(&this->desktop) );
  EXPECT_EQ( true, store1.load_document_file( doc_file1 ) )
  << this->test_set() << " object should not be invalid; is the context and document file valid?";

  // Ensure that the visual debugger's beacon (err icon) appears on-screen.
  Rocket::Core::Log::Message( Rocket::Core::Log::LT_ASSERT, "Hello, world!" );

  this->model.reset( new CardsPageDataSource("cards_db") );
  this->db.reset( new CardCollection() );
  EXPECT_TRUE( model != nullptr );
  EXPECT_TRUE( db != nullptr );

  EXPECT_EQ( true, db->load_db() )
  << "Could not initialize nom::CardsPageDataSource data interface.";

  CardList deck;
  CardList cards = db->cards();

  // Load in the entire cards database
  for( auto itr = cards.begin(); itr != cards.end(); ++itr )
  {
    deck.push_back( *itr );
  }

  // Deck of cards for the data source
  model->append_cards( deck );

  store1.show();

  EXPECT_TRUE( store1.set_column_title(1, "CARDS P. " + std::to_string(model->page() + 1) ) );

  EXPECT_EQ( true, store1.visible() );
  EXPECT_EQ( pos1, store1.position() );

  // Default values sanity

  EXPECT_EQ( "cards", model->table_name() );

  EXPECT_EQ( 11, model->per_page() );
  EXPECT_EQ( 0, model->page() );

  EXPECT_EQ( 10, model->map_page_row( 10, 0 ) )
  << "Selection should be between 0..11";

  EXPECT_EQ( 2, model->map_page_row( 13, 1 ) )
  << "Selection should be between 0..11";

  EXPECT_EQ( 10, model->map_page_row( 21, 1 ) )
  << "Selection should be between 0..11";

  EXPECT_EQ( "CARDS P. 1", store1.column_title(1) );
  EXPECT_EQ( "NUM.", store1.column_title(2) );

  store1.register_event_listener( store1.document(), "keydown", new nom::UIEventListener( [&]
    ( Rocket::Core::Event& ev ) { on_keydown( ev, &store1, db, model, this->phand ); }
  ));

  store1.register_event_listener( store1.document(), "mouseup", new nom::UIEventListener( [&]
    ( Rocket::Core::Event& ev ) { on_mouseup( ev, &store1, db, model, this->phand ); }
  ));

  // Synthesized user input events; we hope to capture these before the end of
  // the first frame
  Rocket::Core::Element* target = nullptr;
  Rocket::Core::Dictionary lclick;
  Rocket::Core::Dictionary rclick;
  lclick.Set("button","0"); // Left click
  rclick.Set("button","1"); // Left click

  // We must update the context before our cards model is filled
  this->desktop.update();

  target = store1.document()->GetElementById("Geezard");
  if( target ) {
    target->DispatchEvent("mouseup", lclick);
    // Should have zero cards remaining
  }

  target = store1.document()->GetElementById("Red Bat");
  if( target ) {
    target->DispatchEvent("mouseup", lclick);
    target->DispatchEvent("mouseup", lclick);
    target->DispatchEvent("mouseup", lclick);
    // Should have one cards remaining
  }

  target = store1.document()->GetElementById("Red Bat");
  if( target ) {
    target->DispatchEvent("mouseup", rclick);
    // Should have two cards remaining
  }

  target = store1.document()->GetElementById("Cockatrice");
  if( target ) {
    target->DispatchEvent("mouseup", lclick);
    target->DispatchEvent("mouseup", lclick);
    target->DispatchEvent("mouseup", lclick);
    // Should have zero cards remaining
  }

  // NOM_LOG_INFO( NOM_LOG_CATEGORY_TEST, store1.dump() );

  EXPECT_EQ( NOM_EXIT_SUCCESS, this->on_run() );
  EXPECT_TRUE( this->compare() );
}
Beispiel #19
0
void Klondike::getHints() {

    target_tops[0] = target_tops[1] = target_tops[2] = target_tops[3]
        = Card::None;

    for( int i = 0; i < 4; i++ )
    {
        Card *c = target[i]->top();
        if (!c) continue;
        target_tops[c->suit() - 1] = c->rank();
    }


    Card* t[7];
    for(int i=0; i<7;i++)
        t[i] = play[i]->top();

    for(int i=0; i<7; i++)
    {
        CardList list = play[i]->cards();

        for (CardList::ConstIterator it = list.begin(); it != list.end(); ++it)
        {
            if (!(*it)->isFaceUp())
                continue;

            CardList empty;
            empty.append(*it);

            for (int j = 0; j < 7; j++)
            {
                if (i == j)
                    continue;

                if (play[j]->legalAdd(empty)) {
                    if (((*it)->rank() != Card::King) || it != list.begin()) {
                        newHint(new MoveHint(*it, play[j]));
                        break;
                    }
                }
            }
            break; // the first face up
        }

        tryToDrop(play[i]->top());
    }
    if (!pile->isEmpty())
    {
        Card *t = pile->top();
        if (!tryToDrop(t))
        {
            for (int j = 0; j < 7; j++)
            {
                CardList empty;
                empty.append(t);
                if (play[j]->legalAdd(empty)) {
                    newHint(new MoveHint(t, play[j]));
                    break;
                }
            }
        }
    }
}
Beispiel #20
0
void main()
{
    Game game = Game();
    CardList cards;
	//Player playerOne;
    BeastCubeManager beastCube(&game);
	Hand gameHand(0);
	//Hand::playerOneCards = (CardFactory::getCards(5));
	//Hand::playerTwoCards = (CardFactory::getCards(4));
	//Hand::convertToMenu(1, Hand::playerOneCards);
    Hand::drawHand();
	Menu m(Hand::handBuffer, &gAssets, Hand::playerOneHand);
	m.anchor(0);

    //Make beasts    
    for(int cube = 1; cube < CubeSet::connected().count(); ++cube) {
        LOG("###---Player %i---\n", cube);

        //CardList c = (CardFactory::getCards(2));  
        CardFactory::getCards(&cards, 2);

        for(int i = 0; i < cards.count(); i++)
        {
            LOG("###Card for beast creation: %i %i\n", cards[i].type, cards[i].power);
        }
         
        Card beastCards[] = {cards.pop_back(), cards.pop_back()};
        Beast m = BeastFactory::createBeast(beastCards, 2);

        LOG("###Beast created:\n Type: %i\n Attack:%i\n Health:%i\n Resolve:%i\n Anger:%i\n\n",
                m.type, m.attack, m.health, m.resolve, m.anger);

        beastCube.init(cube, m);     
        cards.clear();
    }

	struct MenuEvent e;
    uint8_t item;
    int target = 0;


    while(1)
	{
        System::paint();
		
	while (m.pollEvent(&e)) {
		if(game.newTurn)
		{
		    //LOG("New turn!\n");
            //Hand::drawCard(game.activePlayerIndex + 1);
			//if(game.activePlayerIndex == 0)
			//	m.init(Hand::handBuffer, &gAssets, Hand::playerOneHand);
			//else
			//	m.init(Hand::handBuffer, &gAssets, Hand::playerTwoHand);
            Hand::drawHand();
			game.newTurn = false;
		}
            switch (e.type) {

                case MENU_ITEM_PRESS:
            //        // Game Buddy is not clickable, so don't do anything on press
            //        if (e.item >= 3) {
            //            // Prevent the default action
            //            continue;
            //        } else {
            //            m.anchor(e.item);
            //        }
            //        if (e.item == 4) {
            //            static unsigned randomIcon = 0;
            //            randomIcon = (randomIcon + 1) % e.item;
            //            m.replaceIcon(e.item, Hand::playerOneHand[randomIcon].icon, Hand::playerOneHand[randomIcon].label);
            //        }
                    if(target != 0)
                    {
						Card c;
						c = Hand::playerOneCards[e.item];
                        game.cardAction(&beastCube.beasts[target], &c);
                        beastCube.refresh(target);

                        game.newTurn = true;
                    }
                    break;

                case MENU_EXIT:
                    // this is not possible when pollEvent is used as the condition to the while loop.
                    // NOTE: this event should never have its default handler skipped.
                    ASSERT(false);
                    break;

                case MENU_NEIGHBOR_ADD:
                    //LOG("found cube %d on side %d of menu (neighbor's %d side)\n",
                         //e.neighbor.neighbor, e.neighbor.masterSide, e.neighbor.neighborSide);
                    target = e.neighbor.neighbor;
                    break;

                case MENU_NEIGHBOR_REMOVE:
                    //LOG("lost cube %d on side %d of menu (neighbor's %d side)\n",
                    //     e.neighbor.neighbor, e.neighbor.masterSide, e.neighbor.neighborSide);

                    if(e.neighbor.neighbor == target)
                    {
                        target = 0;
                    }
                    break;

                case MENU_ITEM_ARRIVE:
                    LOG("arriving at menu item %d\n", e.item);
                    Hand::currentCardIndex = item = e.item;
                    break;

                case MENU_ITEM_DEPART:
                    //LOG("departing from menu item %d, scrolling %s\n", item, e.direction > 0 ? "forward" : "backward");
                    break;

                case MENU_PREPAINT:
                    // do your implementation-specific drawing here
                    // NOTE: this event should never have its default handler skipped.
                    break;

                case MENU_UNEVENTFUL:
                    // this should never happen. if it does, it can/should be ignored.
                    ASSERT(false);
                    break;
            }

            m.performDefault();
        }

        // Handle the exit event (so we can re-enter the same Menu)
        ASSERT(e.type == MENU_EXIT);
        m.performDefault();

        //LOG("Selected Game: %d\n", e.item);
	}
}
/// \todo Split up into smaller testing units
TEST_F( libRocketDataGridTest, DataSourceModel )
{
  // Disable assertion handling prompts for these tests (just report instead)
  // nom::set_assertion_handler(log_assert_handler, nullptr);
  // Disable assertion handling prompts for these tests and ignore the report
  // nom::set_assertion_handler(null_assert_handler, nullptr);

  // Buffer objects used for verifying storage model results
  nom::StringList row;
  nom::StringList cols;
  cols.push_back( "name" );
  cols.push_back( "num" );

  this->model.reset( new CardsPageDataSource("cards_db") );

  // Baseline sanity tests

  EXPECT_TRUE( this->model != nullptr );

  EXPECT_EQ( "cards", this->model->table_name() )
  << "Table name string should be the default initialized value.";

  EXPECT_EQ( true, this->model->empty() )
  << "Resulting storage size should be empty (zero).";

  // NOM_LOG_INFO( NOM_LOG_CATEGORY_TEST, this->model->dump() );

  // Creation tests

  CardList cards;
  cards.push_back( Card( 0, "Geezard", 999 ) );
  EXPECT_EQ( 1, this->model->append_cards( cards ) )
  << "Resulting storage size should be one item.";

  EXPECT_EQ( 2, this->model->append_card( Card( 89, "testme", 22 ) ) )
  << "Resulting storage size should be two items.";

  // Overwrite 'testme' card
  EXPECT_EQ( 2, this->model->insert_card( 1, Card( 1, "Fungar", 777 ) ) )
  << "Resulting storage size should remain two.";

  EXPECT_EQ( false, this->model->empty() )
  << "Storage should not be empty.";

  // NOM_LOG_INFO( NOM_LOG_CATEGORY_TEST, this->model->dump() );

  // Destruction tests

  // Destroy 'Fungar' card
  EXPECT_EQ( 1, this->model->erase_card( 1 ) )
  << "Resulting storage size should be one.";

  // ...and verify the results
  row.clear();
  this->model->row(row, 0, cols );
  EXPECT_EQ( "Geezard", row.at(0) );
  EXPECT_EQ( "999", row.at(1) );

  cards.clear();
  cards.push_back( Card( 2, "Bite Bug", 2 ) );
  cards.push_back( Card( 3, "Red Bat", 5 ) );
  cards.push_back( Card( 89, "Diablos", 666 ) );

  // Overwrite all but the first card in the model, shifting said first card to
  // the end of the container.
  EXPECT_EQ( 4, this->model->insert_cards( 0, cards ) )
  << "Resulting storage size should be four items.";

  // Ensure that the first card is at the end of the container
  row.clear();
  this->model->row( row, this->model->num_rows() - 1, cols );
  EXPECT_EQ( "Geezard", row.at(0) );
  EXPECT_EQ( "999", row.at(1) );
  // NOM_LOG_INFO( NOM_LOG_CATEGORY_TEST, this->model->dump() );

  // Destroy all but 'Geezard' card
  EXPECT_EQ( 1, this->model->erase_cards( 0, 3 ) )
  << "The Geezard card should be the only item remaining.";

  // ...and verify the results
  row.clear();
  this->model->row(row, 0, cols );
  EXPECT_EQ( "Geezard", row.at(0) );
  EXPECT_EQ( "999", row.at(1) );

  this->model->erase_cards();
  EXPECT_EQ( true, this->model->empty() )
  << "Resulting storage size should be emptied (zero).";

  row.clear();
  this->model->erase_cards();

  NOM_LOG_INFO( NOM_LOG_CATEGORY_TEST, this->model->dump() );
}
void CardList::concat(CardList& list)
{
    for(int i=0;i<list.length();i++){
        this->add(list[i]);
    }
}
Beispiel #23
0
/*
 * aLeftPlayer: next in turn
 * aRightPlayer: prev in turn
 * 0, 1th
 * 1th, 2nd
 */
Card *AlphaBetaPlayer::makeMove (Card *lMove, Card *rMove, Player *aLeftPlayer, Player *aRightPlayer, bool isPassOut) {
  qDebug() << type() << "("<< mPlayerNo << ") moves";
  
  card_t hands[3][10];
  card_t desk[3];
  int crdLeft = 0;
  int trumpSuit = 0;
  Player *plst[3];

//again:
  plst[0] = plst[1] = plst[2] = 0;
  plst[mPlayerNo-1] = this;
  plst[aLeftPlayer->number()-1] = aLeftPlayer;
  plst[aRightPlayer->number()-1] = aRightPlayer;

  // build hands
  for (int c = 0; c < 3; c++) {
    Q_ASSERT(plst[c]);
    CardList *clst = &(plst[c]->mCards);
    //for (int f = 0; f < 10; f++) hds[c][f] = hands[c][f] = 0;
    int pos = 0;
    for (int f = 0; f < clst->size(); f++) {
      Card *ct = clst->at(f);
      if (!ct) continue;
      hands[c][pos++] = CARD(ct->face(), ct->suit()-1);
      if (pos > crdLeft) crdLeft = pos;
    }
    for (int f = pos; f < 10; f++) hands[c][f] = 0;
    xsortCards(hands[c], pos);
  }


  if (!lMove && !rMove && crdLeft == 10) { 
    return AiPlayer::makeMove(lMove, rMove, aLeftPlayer, aRightPlayer, isPassOut);
  }


  // find game
  const eGameBid bid = m_model->currentGame();

  gPassOutOrMisere = (bid == g86 || bid == g86catch || bid == raspass);
  trumpSuit = bid%10-1;//(bid-(bid/10)*10)-1;
/*
  if (bid == g86catch || bid == g86 || bid == raspass) {
    return Player::moveSelectCard(lMove, rMove, aLeftPlayer, aRightPlayer);
  }
*/
  if (bid == g86catch || bid == g86 || bid == raspass) {
    trumpSuit = 4;
  }
  if (trumpSuit < 0) trumpSuit = 4;

  fprintf(stderr, "po:%s; lm:%s, rm:%s\n", isPassOut?"y":"n", lMove?"y":"n", rMove?"y":"n");
  if (isPassOut && rMove && !lMove) {
    // это распасы, первый или второй круг, первый ход
    gPassOutSuit = rMove->suit()-1;
    fprintf(stderr, "pass-out: %i\n", gPassOutSuit);
    rMove = 0;
  } else gPassOutSuit = -1;

  // build desk
  int turn = 0;
  if (lMove) {
    desk[turn++] = CARD(lMove->face(), lMove->suit()-1);
    if (rMove) desk[turn++] = CARD(rMove->face(), rMove->suit()-1);
  } else if (rMove) {
    desk[turn++] = CARD(rMove->face(), rMove->suit()-1);
  }

  // build hands
  for (int f = 0; f < 3; f++) {
    xHands[f].suitCount[0] = xHands[f].suitCount[1] = xHands[f].suitCount[2] = xHands[f].suitCount[3] = 0;
    xHands[f].suitStart[0] = xHands[f].suitStart[1] = xHands[f].suitStart[2] = xHands[f].suitStart[3] = 11;
    xHands[f].tricks = plst[f]->tricksTaken();
    int st;
    for (int z = 0; z < 10; z++) {
      if (hands[f][z]) {
        xHands[f].faces[z] = FACE(hands[f][z]);
        st = xHands[f].suits[z] = SUIT(hands[f][z]);
        if (xHands[f].suitCount[st]++ == 0) xHands[f].suitStart[st] = z;
      } else xHands[f].faces[z] = 0;
    }
  }

  // build desk
  for (int f = 0; f < turn; f++) {
    xDeskFaces[f] = FACE(desk[f]);
    xDeskSuits[f] = SUIT(desk[f]);
  }

  int a, b, c, move;
  int me = this->number()-1;
  xCardsLeft = crdLeft;
  gTrumpSuit = trumpSuit;
  gIterations = 0;

  printf("%shand 0:", this->number()==0?"*":" ");
  printHand(&(xHands[0]));
  printf("%shand 1:", this->number()==1?"*":" ");
  printHand(&(xHands[1]));
  printf("%shand 2:", this->number()==2?"*":" ");
  printHand(&(xHands[2]));
  printDesk(turn);

  // оптимизации
/*
  if (turn > 0) {
    // можем вообще взять?
    if (hands[me].suitCount(
  }
*/

  stTime = QTime::currentTime();
  stTime.start();
  abcPrune(turn, me, -666, 666, 666, &a, &b, &c, &move);

  qDebug() <<
    "face:" << FACE(hands[me][move]) <<
    "suit:" << SUIT(hands[me][move])+1 <<
    "move:" << move <<
    "turn:" << turn <<
    "moves:" << crdLeft <<
    "trump:" << trumpSuit <<
    "iters:" << gIterations <<
    "";

/*
  for (int h = 0; h < 3; h++) {
    fprintf(stderr, (h == me)?"*":" ");
    fprintf(stderr, "hand %i:", h);
    for (int f = 0; f < 10; f++) {
      if (hands[h][f]) {
        fprintf(stderr, " %2i.%i(%3i)", FACE(hands[h][f]), SUIT(hands[h][f]), hands[h][f]);
      } else {
        fprintf(stderr, " %2i.%i(%3i)", 0, 0, hands[h][f]);
      }
    }
    fprintf(stderr, "\n");
  }
  fprintf(stderr, "desk:");
  for (int f = 0; f < turn; f++) {
    fprintf(stderr, " %2i.%i(%3i)", FACE(desk[f]), SUIT(desk[f]), desk[f]);
  }
  fprintf(stderr, "\n");
*/
  Q_ASSERT(move >= 0);

  Card *moveCard = getCard(FACE(hands[me][move]), SUIT(hands[me][move])+1);

  qDebug() << "move:" << moveCard->toString();

  mCards.remove(moveCard);
  mCardsOut.insert(moveCard);

  return moveCard;
}
Beispiel #24
0
void GolemCard::OnActionPhase( Engine* pEngine )
{
    // TODO: Not sure how to implement the Golem playing two cards since it is
    // not the player playing the cards since the cards in Hand are not
    // avaliable
    throw std::wstring( L"GolemCard::OnActionPhase - To be implemented..." );

    Player* pPlayer = pEngine->GetCurrentPlayer();
    IAI* pAI = pPlayer->GetAI();
    CardList revealedCardList;
    CardList actionCardList;

    do
    {
        Card* pRevealedCard = pPlayer->RevealCardFromDeck();

        if( pRevealedCard->IsNullCard() )
        {
            break;
        }
        else if( pRevealedCard->IsActionCard() &&
                 pRevealedCard->CardId() != CARDID::GOLEM )
        {
            actionCardList.push_back( pRevealedCard );
        }
        else
        {
            revealedCardList.push_back( pRevealedCard );
        }
    }
    while( actionCardList.size() < 2 );

    pPlayer->PutCardsInDiscard( revealedCardList );

    CardList reorderedCardList = 
        pAI->OnGolem( revealedCardList );

    if( Card::CardListsMatch( revealedCardList, reorderedCardList ) )
    {
        CardListIter cardIter;

        pPlayer->SetGolemFlag( true );

        for( cardIter = reorderedCardList.begin();
             cardIter != reorderedCardList.end();
             cardIter++ )
        {
            Card* pCardToPlay = (Card*)*cardIter;
            pCardToPlay->OnActionPhase( pEngine );
        }

        pPlayer->SetGolemFlag( false );

        pPlayer->PutCardsInPlay( actionCardList );
    }
    else
    {
        // TODO: report error
        throw std::wstring( L"Error: ScoutCard::OnActionPhase" );
    }
}
Beispiel #25
0
void GameBoard::initialize(const CardList& cards)
{
	CardList columnCards;
	columnCards.reserve(6);

	const int k_numColumnsInFirstGroup = 4;
	const int k_numColumnsInSecondGroup = 6;
	const int k_numCardsInColumnFisrtGroup = 5;
	const int k_numCardsInColumnSecondGroup = 4;

	for(int i = 0; i < k_numColumnsInFirstGroup; i++)
	{
		CardList::const_iterator it_from = cards.begin() + i * k_numCardsInColumnFisrtGroup;
		CardList::const_iterator it_to = cards.begin() + (i + 1) * k_numCardsInColumnFisrtGroup;

		columnCards.insert(columnCards.begin(), it_from, it_to);
		m_cardColumns[i].initialize(columnCards);

		columnCards.clear();
	}
	
	const int k_totalCardsInFirstGroup = 20; //k_numColumnsInFirstGroup * k_numCardsInColumnFisrtGroup;
	for(int i = 0; i < k_numColumnsInSecondGroup; i++)
	{
		CardList::const_iterator it_from = cards.begin() + k_totalCardsInFirstGroup + i * k_numCardsInColumnSecondGroup;
		CardList::const_iterator it_to = cards.begin() + k_totalCardsInFirstGroup + (i + 1) * k_numCardsInColumnSecondGroup;

		columnCards.insert(columnCards.begin(), it_from, it_to);
		m_cardColumns[k_numColumnsInFirstGroup + i].initialize(columnCards);

		columnCards.clear();
	}

	m_cardDeck.initialize(SpiderGame::k_seriesToPass);
	m_buildedStackDeck.reset();
	m_scoreBoard.reset();	
}