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; }
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; }
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; }