Example #1
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:
      while(drawntreasure<2){
	if (state->deckCount[currentPlayer] <1){//if the deck is empty we need to shuffle discard and add to deck
	  shuffle(currentPlayer, state);
	}
	drawCard(currentPlayer, state);
	cardDrawn = state->hand[currentPlayer][state->handCount[currentPlayer]-1];//top card of hand is most recently drawn card.
	if (cardDrawn == copper || cardDrawn == silver || cardDrawn == gold)
	  drawntreasure++;
	else{
	  temphand[z]=cardDrawn;
	  state->handCount[currentPlayer]--; //this should just remove the top card (the most recently drawn one).
	  z++;
	}
      }
      while(z-1>=0){
	state->discard[currentPlayer][state->discardCount[currentPlayer]++]=temphand[z-1]; // discard all cards in play that have been drawn
	z=z-1;
      }
      return 0;
			
	/*************   CHANGED   *************/
    case council_room:
		councilRoomCardEffect(currentPlayer, state, handPos);
			
    case feast:
      //gain card with cost up to 5
      //Backup hand
      for (i = 0; i <= state->handCount[currentPlayer]; i++){
	temphand[i] = state->hand[currentPlayer][i];//Backup card
	state->hand[currentPlayer][i] = -1;//Set to nothing
      }
      //Backup hand

      //Update Coins for Buy
      updateCoins(currentPlayer, state, 5);
      x = 1;//Condition to loop on
      while( x == 1) {//Buy one card
	if (supplyCount(choice1, state) <= 0){
	  if (DEBUG)
	    printf("None of that card left, sorry!\n");

	  if (DEBUG){
	    printf("Cards Left: %d\n", supplyCount(choice1, state));
	  }
	}
	else if (state->coins < getCost(choice1)){
	  printf("That card is too expensive!\n");

	  if (DEBUG){
	    printf("Coins: %d < %d\n", state->coins, getCost(choice1));
	  }
	}
	else{

	  if (DEBUG){
	    printf("Deck Count: %d\n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]);
	  }

	  gainCard(choice1, state, 0, currentPlayer);//Gain the card
	  x = 0;//No more buying cards

	  if (DEBUG){
	    printf("Deck Count: %d\n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]);
	  }

	}
      }     

      //Reset Hand
      for (i = 0; i <= state->handCount[currentPlayer]; i++){
	state->hand[currentPlayer][i] = temphand[i];
	temphand[i] = -1;
      }
      //Reset Hand
      			
      return 0;
			
    case gardens:
      return -1;
			
    case mine:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

      if (state->hand[currentPlayer][choice1] < copper || state->hand[currentPlayer][choice1] > gold)
	{
	  return -1;
	}
		
      if (choice2 > treasure_map || choice2 < curse)
	{
	  return -1;
	}

      if ( (getCost(state->hand[currentPlayer][choice1]) + 3) > getCost(choice2) )
	{
	  return -1;
	}

      gainCard(choice2, state, 2, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
	{
	  if (state->hand[currentPlayer][i] == j)
	    {
	      discardCard(i, currentPlayer, state, 0);			
	      break;
	    }
	}
			
      return 0;
	
	/*************   CHANGED   *************/
    case remodel:
		remodelCardEffect(currentPlayer, state, choice1, choice2, handPos, j);
		
	/*************   CHANGED   *************/
    case smithy:
		smithyCardEffect(currentPlayer, state, handPos);
		
	/*************   CHANGED   *************/
    case village:
		villageCardEffect(currentPlayer, state, handPos);
		
    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;

	
	/*************   CHANGED   *************/
    case embargo: 
		embargoCardEffect(state, choice1, handPos, currentPlayer);
		
    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;
}
Example #2
0
int main(int argc, char *argv[]) {
  printf("CARD TEST #1: SMITHY\n");

  // setup dummy game with 2 players
  int np = 2;
  int k[10] = {adventurer, gardens, embargo, village, minion, mine, cutpurse,
    sea_hag, tribute, smithy};
  int seed = 111; // arbitrary seed value
  struct gameState* state = malloc(sizeof(struct gameState));
  initializeGame(np, k, seed, state);

  // make copy of gamestate
  struct gameState* copy = malloc(sizeof(struct gameState));
  memcpy(copy, state, sizeof(struct gameState));

  // use smithy card for player 2 (index 1), hand posiition 0
  int r = smithyCardEffect(1, 1, state);

  // -------------------------------------------------------------------------------------
  // REQT: FUNCTION SUCCESSFULLY COMPLETES
  // -------------------------------------------------------------------------------------
  if (r == 0) {
    printf("PASS");
  }
  else {
    printf("FAIL");
  }
  printf("ED: CARD EXECUTION\n");

  // -------------------------------------------------------------------------------------
  // REQT: CURRENT PLAYER SHOULD REC'V 3 CARDS, BUT SMITHY TO BE DISCARDED, NET 2 IN HAND
  // -------------------------------------------------------------------------------------
  int pNum = 1;
  int before = copy->handCount[pNum];
  int after = state->handCount[pNum];
  if (after - before == 2) {
    printf("PASS");
  }
  else {
    printf("FAIL");
  }
  printf("ED: CURRENT PLAYER CARDS IN HAND WENT FROM %d TO %d\n", before, after);
  printf("        EXPECTATION IS +2 CARDS\n");

  // -------------------------------------------------------------------------------------
  // REQT: 3 CARDS SHOULD COME FROM HIS OWN PILE, BUT SMITHY WILL BE ADDED BACK TO THE DISCARD, NET -2
  // -------------------------------------------------------------------------------------
  before = copy->discardCount[pNum] + copy->deckCount[pNum];
  after = state->discardCount[pNum] + state->deckCount[pNum];
  if (before - after == 2) {
    printf("PASS");
  }
  else {
    printf("FAIL");
  }
  printf("ED: CURRENT PLAYER CARDS IN DECK/DISCARD WENT FROM %d TO %d\n", before, after);
  printf("        EXPECTATION IS -2 CARDS\n");

  // -------------------------------------------------------------------------------------
  // REQT: NO STATE CHANGE FOR OTHER PLAYER (player 1, index 0)
  // -------------------------------------------------------------------------------------
  pNum = 0;
  before = copy->handCount[pNum];
  after = state->handCount[pNum];
  if (after == before) {
    printf("PASS");
  }
  else {
    printf("FAIL");
  }
  printf("ED: OTHER PLAYER CARDS IN HAND WENT FROM %d TO %d\n", before, after);
  printf("        EXPECTATION IS NO CHANGE\n");

  before = copy->discardCount[pNum] + copy->deckCount[pNum];
  after = state->discardCount[pNum] + state->deckCount[pNum];
  if (after == before) {
    printf("PASS");
  }
  else {
    printf("FAIL");
  }
  printf("ED: OTHER PLAYER CARDS IN DECK/DISCARD WENT FROM %d TO %d\n", before, after);
  printf("        EXPECTATION IS NO CHANGE\n");

  // -------------------------------------------------------------------------------------
  // REQT: NO STATE CHANGE FOR VICTORY CARD PILE
  // -------------------------------------------------------------------------------------
  int changed = -1;
  int i;
  for (i = 1; i <= 3; i++) {
    before = copy->supplyCount[i];
    after = state->supplyCount[i];
    if (before != after) {
      changed = 0;
      break;
    }
  }
  if (changed == -1) {
    printf("PASSED: NO CHANGE TO VICTORY CARD PILE\n");
  }
  else {
    printf("FAILED: VICTORY CARD PILE CHANGED\n");
  }
  printf("        EXPECTATION IS NO CHANGE\n");

  // -------------------------------------------------------------------------------------
  // REQT: NO STATE CHANGE FOR KINGDOM CARD PILE
  // -------------------------------------------------------------------------------------
  changed = -1;
  for (i = 7; i <= 26; i++) {
    before = copy->supplyCount[i];
    after = state->supplyCount[i];
    if (before != after) {
      changed = 0;
      break;
    }
  }
  if (changed == -1) {
    printf("PASSED: NO CHANGE TO KINGDOM CARD PILE\n");
  }
  else {
    printf("FAILED: KINGDOM CARD PILE CHANGED\n");
  }
  printf("        EXPECTATION IS NO CHANGE\n");

  // clean up
  printf("--------------------\n");
  free(state);
  free(copy);
  return 0;
}
Example #3
0
int main(int argc, char **argv)
{
	int i;
	int player = 0;
	int smithyPos;
	int numPlayers = 2;
	int kingdomCardTypes[10] = {
		adventurer, smithy, village, salvager, minion,
		feast, gardens, mine, remodel, baron
	};
	int randomSeed = time(NULL);
	int ret;
	struct gameState game;

	// Setup a contrived game state for testing.
	{
		initializeGame(numPlayers, kingdomCardTypes, randomSeed, &game);
		game.whoseTurn = player;

		// Five cards are available to be drawn.
		int preDeck[] = {estate, duchy, province, copper, silver};
		int preDeckCount = 5;
		for (i = 0; i < preDeckCount; i++) {
			game.deck[player][i] = preDeck[i];
		}
		game.deckCount[player] = preDeckCount;

		// The hand contains five cards with the smithy on top.
		smithyPos = 4;
		int preHand[] = {copper, curse, remodel, gardens, smithy};
		int preHandCount = 5;
		for (i = 0; i < preHandCount; i++) {
			game.hand[player][i] = preHand[i];
		}
		game.handCount[player] = preHandCount;

		// The discard pile is empty.
		game.discardCount[player] = 0;
	}

	// Apply the smithy card effect.
	ret = smithyCardEffect(smithyPos, &game);

	// Compare the actual results against expectations.
	{
		// The operations should be successful.
		if (ret == 0) {
			printf("smithyCardEffect() PASSED: Return value check\n");
		} else {
			printf("smithyCardEffect() FAILED: Return value check\n");
			printf("  Expected: %d, Resulted: %d", 0, ret);
		}

		// Three cards should have been drawn upon using the smithy card.
		int postDeck[] = {estate, duchy};
		int postDeckCount = 2;
		if (game.deckCount[player] == postDeckCount
		    && cardArrayCmp(game.deck[player], postDeck, postDeckCount) == 0
		) {
			printf("smithyCardEffect() PASSED: Deck check \n");
		} else {
			printf("smithyCardEffect() FAILED: Deck check \n");
			printf("  Expected: ");
			printCardArray(postDeck, postDeckCount);
			printf(", Resulted: ");
			printCardArray(game.deck[player], game.deckCount[player]);
			printf("\n");
		}

		// The hand then contains the three drawn cards minus the used smithy.
		int postHand[] = {copper, curse, remodel, gardens, province, silver, copper};
		int postHandCount = 7;
		if (game.handCount[player] == postHandCount
		    && cardArrayCmp(game.hand[player], postHand, postHandCount) == 0
		) {
			printf("smithyCardEffect() PASSED: Hand check\n");
		}
		else {
			printf("smithyCardEffect() FAILED: Hand check\n");
			printf("  Expected: ");
			printCardArray(postHand, postHandCount);
			printf(", Resulted: ");
			printCardArray(game.hand[player], game.handCount[player]);
			printf("\n");
		}

		// The smithy card is discarded after use.
		int postDiscard[] = {smithy};
		int postDiscardCount = 1;
		if (game.discardCount[player] == postDiscardCount
		    && cardArrayCmp(game.discard[player], postDiscard, postDiscardCount) == 0
		) {
			printf("smithyCardEffect() PASSED: Discard check\n");
		} else {
			printf("smithyCardEffect() FAILED: Discard check\n");
			printf("  Expected: ");
			printCardArray(postDiscard, postDiscardCount);
			printf(", Resulted: ");
			printCardArray(game.discard[player], game.discardCount[player]);
			printf("\n");
		}
	}

	return 0;
}