int main(int argc, char *argv[]){ printf("\n----------------- Testing Card: Adventurer ----------------\n\n"); struct gameState oldState, testState, testState2; int numPlayers = 2; // Randomize the seed to make it interesting int seed = random() % 1000; int k[10] = {smithy, embargo, village, minion, mine, cutpurse, sea_hag, tribute, steward, council_room}; initializeGame(numPlayers, k, seed, &oldState); // copy the game state to a test case memcpy(&testState, &oldState, sizeof(struct gameState)); cardEffectAdventurer(&testState); printf("\n\nTest run 1\n"); processResults(&testState, &oldState); memcpy(&testState2, &testState, sizeof(struct gameState)); cardEffectAdventurer(&testState2); printf("\n\nTest run 2\n"); processResults(&testState2, &testState); memcpy(&oldState, &testState2, sizeof(struct gameState)); cardEffectAdventurer(&oldState); printf("\n\nTest run 3\n"); processResults(&oldState, &testState); memcpy(&testState, &oldState, sizeof(struct gameState)); cardEffectAdventurer(&testState); printf("\n\nTest run 4\n"); processResults(&testState, &oldState); printf("\n\nNOTE: These tests are 'failing' due to 2 known bugs that are documented in bug.c\n"); return 0; }
int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus) { int i; int j; int k; int x; int index; int currentPlayer = whoseTurn(state); int nextPlayer = currentPlayer + 1; int tributeRevealedCards[2] = { -1, -1 }; int temphand[MAX_HAND];// moved above the if statement int drawntreasure = 0; int cardDrawn; int z = 0;// this is the counter for the temp hand if (nextPlayer > (state->numPlayers - 1)) { nextPlayer = 0; } //uses switch to select card and perform actions switch (card) { case adventurer: return cardEffectAdventurer(currentPlayer, handPos, state); case council_room: return cardEffectCouncilRoom(currentPlayer, handPos, state); case feast: return cardEffectFeast(currentPlayer, handPos, choice1, state); case gardens: return -1; case mine: return cardEffectMine(currentPlayer, handPos, choice1, choice2, state); case remodel: return cardEffectRemodel(currentPlayer, handPos, choice1, choice2, state); case smithy: return cardEffectSmithy(currentPlayer, handPos, state); case village: //+1 Card drawCard(currentPlayer, state); //+2 Actions state->numActions = state->numActions + 2; //discard played card from hand discardCard(handPos, currentPlayer, state, 0); return 0; case baron: state->numBuys++;//Increase buys by 1! if (choice1 > 0) {//Boolean true or going to discard an estate int p = 0;//Iterator for hand! int card_not_discarded = 1;//Flag for discard set! while (card_not_discarded) { if (state->hand[currentPlayer][p] == estate) {//Found an estate card! state->coins += 4;//Add 4 coins to the amount of coins state->discard[currentPlayer][state->discardCount[currentPlayer]] = state->hand[currentPlayer][p]; state->discardCount[currentPlayer]++; for (; p < state->handCount[currentPlayer]; p++) { state->hand[currentPlayer][p] = state->hand[currentPlayer][p + 1]; } state->hand[currentPlayer][state->handCount[currentPlayer]] = -1; state->handCount[currentPlayer]--; card_not_discarded = 0;//Exit the loop } else if (p > state->handCount[currentPlayer]) { if (DEBUG) { printf("No estate cards in your hand, invalid choice\n"); printf("Must gain an estate if there are any\n"); } if (supplyCount(estate, state) > 0) { gainCard(estate, state, 0, currentPlayer); state->supplyCount[estate]--;//Decrement estates if (supplyCount(estate, state) == 0) { isGameOver(state); } } card_not_discarded = 0;//Exit the loop } else { p++;//Next card } } } else { if (supplyCount(estate, state) > 0) { gainCard(estate, state, 0, currentPlayer);//Gain an estate state->supplyCount[estate]--;//Decrement Estates if (supplyCount(estate, state) == 0) { isGameOver(state); } } } return 0; case great_hall: //+1 Card drawCard(currentPlayer, state); //+1 Actions state->numActions++; //discard card from hand discardCard(handPos, currentPlayer, state, 0); return 0; case minion: //+1 action state->numActions++; //discard card from hand discardCard(handPos, currentPlayer, state, 0); if (choice1) //+2 coins { state->coins = state->coins + 2; } else if (choice2) //discard hand, redraw 4, other players with 5+ cards discard hand and draw 4 { //discard hand while (numHandCards(state) > 0) { discardCard(handPos, currentPlayer, state, 0); } //draw 4 for (i = 0; i < 4; i++) { drawCard(currentPlayer, state); } //other players discard hand and redraw if hand size > 4 for (i = 0; i < state->numPlayers; i++) { if (i != currentPlayer) { if (state->handCount[i] > 4) { //discard hand while (state->handCount[i] > 0) { discardCard(handPos, i, state, 0); } //draw 4 for (j = 0; j < 4; j++) { drawCard(i, state); } } } } } return 0; case steward: if (choice1 == 1) { //+2 cards drawCard(currentPlayer, state); drawCard(currentPlayer, state); } else if (choice1 == 2) { //+2 coins state->coins = state->coins + 2; } else { //trash 2 cards in hand discardCard(choice2, currentPlayer, state, 1); discardCard(choice3, currentPlayer, state, 1); } //discard card from hand discardCard(handPos, currentPlayer, state, 0); return 0; case tribute: if ((state->discardCount[nextPlayer] + state->deckCount[nextPlayer]) <= 1) { if (state->deckCount[nextPlayer] > 0) { tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer] - 1]; state->deckCount[nextPlayer]--; } else if (state->discardCount[nextPlayer] > 0) { tributeRevealedCards[0] = state->discard[nextPlayer][state->discardCount[nextPlayer] - 1]; state->discardCount[nextPlayer]--; } else { //No Card to Reveal if (DEBUG) { printf("No cards to reveal\n"); } } } else { if (state->deckCount[nextPlayer] == 0) { for (i = 0; i < state->discardCount[nextPlayer]; i++) { state->deck[nextPlayer][i] = state->discard[nextPlayer][i];//Move to deck state->deckCount[nextPlayer]++; state->discard[nextPlayer][i] = -1; state->discardCount[nextPlayer]--; } shuffle(nextPlayer, state);//Shuffle the deck } tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer] - 1]; state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1; state->deckCount[nextPlayer]--; tributeRevealedCards[1] = state->deck[nextPlayer][state->deckCount[nextPlayer] - 1]; state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1; state->deckCount[nextPlayer]--; } if (tributeRevealedCards[0] == tributeRevealedCards[1]) {//If we have a duplicate card, just drop one state->playedCards[state->playedCardCount] = tributeRevealedCards[1]; state->playedCardCount++; tributeRevealedCards[1] = -1; } for (i = 0; i <= 2; i++) { if (tributeRevealedCards[i] == copper || tributeRevealedCards[i] == silver || tributeRevealedCards[i] == gold) {//Treasure cards state->coins += 2; } else if (tributeRevealedCards[i] == estate || tributeRevealedCards[i] == duchy || tributeRevealedCards[i] == province || tributeRevealedCards[i] == gardens || tributeRevealedCards[i] == great_hall) {//Victory Card Found drawCard(currentPlayer, state); drawCard(currentPlayer, state); } else {//Action Card state->numActions = state->numActions + 2; } } return 0; case ambassador: j = 0; //used to check if player has enough cards to discard if (choice2 > 2 || choice2 < 0) { return -1; } if (choice1 == handPos) { return -1; } for (i = 0; i < state->handCount[currentPlayer]; i++) { if (i != handPos && i == state->hand[currentPlayer][choice1] && i != choice1) { j++; } } if (j < choice2) { return -1; } if (DEBUG) printf("Player %d reveals card number: %d\n", currentPlayer, state->hand[currentPlayer][choice1]); //increase supply count for choosen card by amount being discarded state->supplyCount[state->hand[currentPlayer][choice1]] += choice2; //each other player gains a copy of revealed card for (i = 0; i < state->numPlayers; i++) { if (i != currentPlayer) { gainCard(state->hand[currentPlayer][choice1], state, 0, i); } } //discard played card from hand discardCard(handPos, currentPlayer, state, 0); //trash copies of cards returned to supply for (j = 0; j < choice2; j++) { for (i = 0; i < state->handCount[currentPlayer]; i++) { if (state->hand[currentPlayer][i] == state->hand[currentPlayer][choice1]) { discardCard(i, currentPlayer, state, 1); break; } } } return 0; case cutpurse: updateCoins(currentPlayer, state, 2); for (i = 0; i < state->numPlayers; i++) { if (i != currentPlayer) { for (j = 0; j < state->handCount[i]; j++) { if (state->hand[i][j] == copper) { discardCard(j, i, state, 0); break; } if (j == state->handCount[i]) { for (k = 0; k < state->handCount[i]; k++) { if (DEBUG) printf("Player %d reveals card number %d\n", i, state->hand[i][k]); } break; } } } } //discard played card from hand discardCard(handPos, currentPlayer, state, 0); return 0; case embargo: //+2 Coins state->coins = state->coins + 2; //see if selected pile is in play if (state->supplyCount[choice1] == -1) { return -1; } //add embargo token to selected supply pile state->embargoTokens[choice1]++; //trash card discardCard(handPos, currentPlayer, state, 1); return 0; case outpost: //set outpost flag state->outpostPlayed++; //discard card discardCard(handPos, currentPlayer, state, 0); return 0; case salvager: //+1 buy state->numBuys++; if (choice1) { //gain coins equal to trashed card state->coins = state->coins + getCost(handCard(choice1, state)); //trash card discardCard(choice1, currentPlayer, state, 1); } //discard card discardCard(handPos, currentPlayer, state, 0); return 0; case sea_hag: for (i = 0; i < state->numPlayers; i++) { if (i != currentPlayer) { state->discard[i][state->discardCount[i]] = state->deck[i][state->deckCount[i]--]; state->deckCount[i]--; state->discardCount[i]++; state->deck[i][state->deckCount[i]--] = curse;//Top card now a curse } } return 0; case treasure_map: //search hand for another treasure_map index = -1; for (i = 0; i < state->handCount[currentPlayer]; i++) { if (state->hand[currentPlayer][i] == treasure_map && i != handPos) { index = i; break; } } if (index > -1) { //trash both treasure cards discardCard(handPos, currentPlayer, state, 1); discardCard(index, currentPlayer, state, 1); //gain 4 Gold cards for (i = 0; i < 4; i++) { gainCard(gold, state, 1, currentPlayer); } //return success return 1; } //no second treasure_map found in hand return -1; } return -1; }