Example #1
0
void startDealer(){
	sleep(1.5);
	pad(5); printf("You chose to stay. It is now the dealer's turn.\n\n");
	showHand(1);
	cardCount(1);
	cardCount(0);
}
Example #2
0
void splitHand(){
	if (2*bet<=chips){
		sleep(1.5);
		pad(5); printf("You chose to split your cards.\n");
		pad(10); printf("Starting First Split Hand:\n\n");
		playerSplit[0] = player[1]; //save second card
		pcount = player[0].val; 
		playerCardNum--;
		if (player[1].num=="A") aceP--;
		drawCard(0);
		showHand(0);
		cardCount(0);
		play();
		if (input!=0){ //if player didnt bust or blackjack
			playDealer();
			endRound();
		}
		pad(10); printf("Starting Second Split Hand:\n");
		player[0] = playerSplit[0];
		pcount=playerSplit[0].val; playerCardNum=1; ccount=0; dealerCardNum=0; //reset values
		drawCard(1);
		showHand(1);
		if (player[0].num=="A") aceP=1;
		else aceP=0;
		drawCard(0);
		showHand(0);
		drawCard(1);
		cardCount(0);
		play();
	}
	else{
		pad(5); printf("You do not have enough chips to split hand. Hit or Stay.\n\n");
	action();
	}
}
Example #3
0
void hit(int ID){
	sleep(1.5);
	pad(5); printf("Hit, the next card is drawn.\n");
	drawCard(ID);
	showHand(ID);
	aceCheck(ID);
	cardCount(ID);
}
/*
 *  Draws a card from the deck
 */
void drawCard(char *hand, char *deck, int *deckPointer) {

    if(cardCount(hand) >= HAND_SIZE - 1) {
        return;
    }

    if(*deckPointer >= DECK_SIZE - 1) {
        *deckPointer = 0;
    }

    int handLen = cardCount(hand);
    hand[handLen] = deck[*deckPointer];
    hand[handLen + 1] = '\0';
    ++*deckPointer;

    shuffle(deck);
}
/*
 *  Pretty prints the cards,
 *  starting at a specific row and column
 */
void printCards(char *cards, unsigned int row, unsigned int col, bool faceDown) {

    lcd.setCursor(col,row);

    lcd.print("                ");
    lcd.setCursor(col,row);
    for(int i = 0; i < cardCount(cards); i++) {
        if(!faceDown || i < 1) {
            if(cards[i] == 'T') {
                lcd.print("10|");
            } else {
                lcd.print(" ");
                lcd.print(cards[i]);
                lcd.print("|");
            }
        } else {
          lcd.print(" ?|");
        }
    }
}
int computeScoreNoBust(char *hand) {
    int score = 0, aceCount = 0;
    for(int i = 0; i < cardCount(hand); i++) {
        if(hand[i] == 'T' || hand[i] == 'J' || hand[i] == 'Q' || hand[i] == 'K') {
            score += 10;
        } else if(hand[i] == 'A') {
            aceCount++;
        } else {
            score += hand[i]-'0';
        }
    }

    if(aceCount) {
        for(int i = 0; i < aceCount; i++) {
            if(aceCount > 1 || score > 10) {
                score++;
            } else {
                score += 11;
            }
        }
    }

    return score;
}
int main (int argc, char** argv) {
	printf("Starting random test for adventurer\n");

	//Initilize random number generator
	time_t t;
	srand((unsigned) time(&t));

	struct gameState* p;
	
	//How many times to run test???
	for(int i = 0; i < 20; i++){
		//Generate the state
		p = generateRandomStateToTestActionCard(adventurer);

		//test card

		//Card Description:
		//Reveal cards from your deck until you reveal 2 Treasure cards. 
		//Put those Treasure cards in your hand and discard the other revealed cards
		//If you have to shuffle in the middle, shuffle. 
		//Don't shuffle in the revealed cards as these cards do not go to the Discard pile until you have finished revealing cards. 
		//If you run out of cards after shuffling and still only have one Treasure, you get just that one Treasure.

		//I will be using the following function to run the test
		//int playCard(int handPos, int choice1, int choice2, int choice3, struct gameState *state);

		//first determine the location of the card after the random state was created
		int handPos = -1;
		int index = 0;
		while(handPos == -1){
			//This should never be called
			if(index == p -> handCount[p -> whoseTurn]){
				printf("Error in test...\n");
				return 1;
			}

			if(p -> hand[p -> whoseTurn][index] == adventurer){
				handPos = index;
			}
			index++;
		}

		//Set all necessary flags that will be used when testing
		int numberOfTreasureCardsInHandAtStart = 0;
		numberOfTreasureCardsInHandAtStart += cardCount(p -> hand[p -> whoseTurn], p -> handCount[p -> whoseTurn], copper);
		numberOfTreasureCardsInHandAtStart += cardCount(p -> hand[p -> whoseTurn], p -> handCount[p -> whoseTurn], silver);
		numberOfTreasureCardsInHandAtStart += cardCount(p -> hand[p -> whoseTurn], p -> handCount[p -> whoseTurn], gold);

		int totalTreasures = numberOfTreasureCardsInHandAtStart;
		totalTreasures += cardCount(p -> deck[p -> whoseTurn], p -> deckCount[p -> whoseTurn], copper);
		totalTreasures += cardCount(p -> deck[p -> whoseTurn], p -> deckCount[p -> whoseTurn], silver);
		totalTreasures += cardCount(p -> deck[p -> whoseTurn], p -> deckCount[p -> whoseTurn], gold);
		totalTreasures += cardCount(p -> discard[p -> whoseTurn], p -> discardCount[p -> whoseTurn], copper);
		totalTreasures += cardCount(p -> discard[p -> whoseTurn], p -> discardCount[p -> whoseTurn], silver);
		totalTreasures += cardCount(p -> discard[p -> whoseTurn], p -> discardCount[p -> whoseTurn], gold);

		int numberOfTreasureCardsToBeAdded = 0;
		if((totalTreasures - numberOfTreasureCardsInHandAtStart) >= 2){
			numberOfTreasureCardsToBeAdded = 2;
		} else {
			numberOfTreasureCardsToBeAdded = (totalTreasures - numberOfTreasureCardsInHandAtStart);
		}

		//Look at how many cards in the deck would come before finding two treasure cards
		int minNumberOfCardsToBeRevealed = 0;
		int numTreasuresFound = 0;
		index = 0;
		while(numTreasuresFound < 2 && index < p -> deckCount[p -> whoseTurn]){
			int card = p -> deck[p -> whoseTurn][index];
			if(card == copper || card == silver || card == gold){
				numTreasuresFound++;
			}else{
				minNumberOfCardsToBeRevealed++;
			}
			index++;
		}

		//This will either be the previous discardCount + minNumberOfCardsToBeRevealed
		//or just minNumberOfCardsToBeRevealed

		int numberOfTreasureCardsInHandAfter = numberOfTreasureCardsInHandAtStart + numberOfTreasureCardsToBeAdded;

		int numberOfBuysAfter = p -> numBuys;
		int numberOfCoinsAfter = p -> coins;
		int numberOfActionsAfter = (p -> numActions) - 1;
		int whoseTurnAfter = p -> whoseTurn;
		int gamePhaseAfter = p -> phase;
		int handCountAfter = (p -> handCount[whoseTurnAfter]) - 1 + numberOfTreasureCardsToBeAdded;
		int deckCountAfter = (p -> deckCount[whoseTurnAfter]) - (minNumberOfCardsToBeRevealed + numberOfTreasureCardsToBeAdded);
		int discardCountAfter = (p -> discardCount[whoseTurnAfter]) + 1 + minNumberOfCardsToBeRevealed;


		//Run function
		//No choices needed for this card...
		playCard(handPos, 0, 0, 0, p);


		//Check for expected outcomes
		//Check that the hand has the correct number of treasures
		int treasureCountAfter = 0;
		treasureCountAfter += cardCount(p -> hand[whoseTurnAfter], p -> handCount[whoseTurnAfter], copper);
		treasureCountAfter += cardCount(p -> hand[whoseTurnAfter], p -> handCount[whoseTurnAfter], silver);
		treasureCountAfter += cardCount(p -> hand[whoseTurnAfter], p -> handCount[whoseTurnAfter], gold);
		assertEqual(treasureCountAfter, numberOfTreasureCardsInHandAfter, "Player's hand does not contain the correct number of treasures.");

		//Check that the player owns has the correct number of treasures
		//hand, discard, deck...
		treasureCountAfter += cardCount(p -> deck[whoseTurnAfter], p -> deckCount[whoseTurnAfter], copper);
		treasureCountAfter += cardCount(p -> deck[whoseTurnAfter], p -> deckCount[whoseTurnAfter], silver);
		treasureCountAfter += cardCount(p -> deck[whoseTurnAfter], p -> deckCount[whoseTurnAfter], gold);
		treasureCountAfter += cardCount(p -> discard[whoseTurnAfter], p -> discardCount[whoseTurnAfter], copper);
		treasureCountAfter += cardCount(p -> discard[whoseTurnAfter], p -> discardCount[whoseTurnAfter], silver);
		treasureCountAfter += cardCount(p -> discard[whoseTurnAfter], p -> discardCount[whoseTurnAfter], gold);
		assertEqual(treasureCountAfter, totalTreasures, "Player's total treasure count has changed.");

		//Check buys
		assertEqual(p -> numBuys, numberOfBuysAfter, "Player's buy count has changed.");

		//Check coins
		assertEqual(p -> coins, numberOfCoinsAfter, "Player's coin count has changed.");

		//Check actions
		assertEqual(p -> numActions, numberOfActionsAfter, "Player's action count is wrong.");

		//Check whose turn
		assertEqual(p -> whoseTurn, whoseTurnAfter, "WhoseTurn  has changed.");

		//Check gamePhase
		assertEqual(p -> phase, gamePhaseAfter, "GamePhase count has changed.");

		//Check handCount
		assertEqual(p -> handCount[whoseTurnAfter], handCountAfter, "handCount is wrong");

		//Check deckCount and discardCount if no shuffle was required
		//If we didnt shuffle then it should be the old value
		if(p -> deckCount[whoseTurnAfter] > minNumberOfCardsToBeRevealed + numberOfTreasureCardsToBeAdded){
			assertEqual(p -> deckCount[whoseTurnAfter], deckCountAfter, "deckCount is wrong");
			assertEqual(p -> discardCount[whoseTurnAfter], discardCountAfter, "discardCount is wrong");
		}

		//dealocate memory
		free(p);
	}

	return 0;
}