Example #1
0
int main(int argc, char** argv){
  struct gameState g;
  int i;
  srand(time(NULL));
  int cardPlays;
  int seed = 0;
  int handPos = 0;
  int randomChoice1, randomChoice2 = 0, randomChoice3 = 0;
  
  int randomPlayer;
  
  int k[10] = {adventurer, gardens, embargo, village, minion, mine, cutpurse, 
           sea_hag, tribute, smithy};
  
  cardPlays = 10;
  seed = (rand() % 65535);
  
  
  initializeGame(4,k,seed,&g);
  

  for(i = 0; i < cardPlays; i ++){
    randomPlayer = (rand() % 4);
    randomChoice2 = 0;
	randomChoice3 = 0;
    handPos = (rand() % 5);
    randomChoice1 = (rand() % 3) + 1;
	
	if(randomChoice1 == 3){
	  do{
	    randomChoice2 = (rand() % 5);
	  } while(randomChoice2 == handPos);
	  do{
	    randomChoice3 = (rand() % 5);
	  } while(randomChoice3 == handPos || randomChoice3 == randomChoice2);
	}
	printf("choice1 = %d\n",randomChoice1);
	printf("coins before %d\n", g.coins);
	printf("handcount before %d\n", g.handCount[randomPlayer]);
	stewardCard(&g, handPos, randomPlayer, randomChoice1, randomChoice2, randomChoice3);
	printf("coins after %d\n", g.coins);
	printf("handcount after %d\n", g.handCount[randomPlayer]);
	
  }
   
   printf("all test passed");

   return 0;
}
int main() {
    int handPos, currentPlayer, choice1, choice2, choice3;
    struct gameState state;

    for(handPos = 0; handPos < 100; handPos++) {
        for(currentPlayer = 0; currentPlayer < 10; currentPlayer++) {
            for(choice1= 0; choice1 < 10; choice1++) {
                for(choice2 = 0; choice2 < 10; choice2++) {
                    for(choice3= 0; choice3< 10; choice3++) {
                        stewardCard(&state, handPos, currentPlayer, choice1, choice2, choice3);
                    }
                }
            }
        }
    }
    return 0;
}
Example #3
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:
      adventurerCard(state, currentPlayer, temphand);
      return 0;
			
    case council_room:
      //+4 Cards
      for (i = 0; i < 4; i++)
	{
	  drawCard(currentPlayer, state);
	}
			
      //+1 Buy
      state->numBuys++;
			
      //Each other player draws a card
      for (i = 0; i < state->numPlayers; i++)
	{
	  if ( i != currentPlayer )
	    {
	      drawCard(i, state);
	    }
	}
			
      //put played card in played card pile
      discardCard(handPos, currentPlayer, state, 0);
			
      return 0;
			
    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;
			
    case remodel:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

      if ( (getCost(state->hand[currentPlayer][choice1]) + 2) > getCost(choice2) )
	{
	  return -1;
	}

      gainCard(choice2, state, 0, 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;
		
    case smithy:
      smithyCard(state, currentPlayer, handPos);
      return 0;
		
    case village:
      villageCard(state, currentPlayer, handPos);
      return 0;
		
    case baron:
          
      baronCard(state, currentPlayer, choice1);

      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:
      stewardCard(state, handPos, currentPlayer, choice1, choice2, choice3);
      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;
}
Example #4
0
int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus)
{
  	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;
  	}

	switch( card )
	{
	  case adventurer:
    	return adventurerCard(&drawntreasure, state, &cardDrawn, &currentPlayer, temphand, &z);
	
	  case council_room:
		return council_roomCard(&currentPlayer, state, &handPos);
	
	  case feast:
    	return feastCard(state, temphand, &currentPlayer, &choice1);
	
	  case gardens:
		return -1;

	  case mine:
    	return mineCard(state, &currentPlayer, &choice1, &choice2, &handPos);
		
	  case remodel:
    	return remodelCard(state, &currentPlayer, &choice1, &choice2, &handPos);
	
	  case smithy:
    	return smithyCard(state, &currentPlayer, &handPos);
	
	  case village:
    	return villageCard(state, &currentPlayer, &handPos);
 	
 	  case baron:
    	return baronCard(state, &currentPlayer, &choice1);

	  case great_hall:
    	return great_hallCard(state, &currentPlayer, &handPos);
	
	  case minion:
    	return minionCard(state, &currentPlayer, &handPos, &choice1, &choice2);
	
	  case steward:
    	return stewardCard(state, &currentPlayer, &handPos,  &choice1, &choice2, &choice3);

	  case tribute:
    	return tributeCard(state, &currentPlayer, &handPos, &nextPlayer, tributeRevealedCards); 

	  case ambassador:
    	return ambassadorCard(state, &currentPlayer, &handPos, &choice1, &choice2);
		
	  case cutpurse:
    	return cutpurseCard(state, &currentPlayer, &handPos);

	  case embargo:
    	return embargoCard(state, &currentPlayer, &handPos, &choice1);

	  case outpost:
    	return outpostCard(state, &currentPlayer, &handPos);

	  case salvager:
    	return salvagerCard(state, &currentPlayer, &handPos, &choice1);

	  case sea_hag:
    	return sea_hagCard(state, &currentPlayer);

	  case treasure_map:
    	return treasure_mapCard(state, &currentPlayer, &handPos);
	}

	return -1;
}
Example #5
0
void stewardTest (struct gameState *post, int handPos) {

	int p = post->whoseTurn;
	post->coins = 5;
	post->numBuys = 2;
	post->numActions = 1;
	post->coins = 100;

	post->discardCount[p] = 1;
	struct gameState pre;
	memcpy(&pre, post, sizeof(struct gameState));
	
	stewardCard(1,0,0,post, handPos,0);
	if(pre.handCount[p] + 2 != post->handCount[p])
	{
		printf("ERROR: current player hand count\n");
	}

	stewardCard(2,0,0,post, handPos,0);
	if(pre.coins + 2 != post->coins)
	{
		printf("ERROR: coin problem\n");
	}
	

	stewardCard(3,1,2,post, handPos,0);
	if(pre.discardCount[p] + 2 != post->discardCount[p])
	{
		printf("ERROR: Intentional Problem - discard problem\n");
		printf("before-%d after-%d\n\n",pre.discardCount[p],post->discardCount[p]);

	}

	if(pre.numActions != post->numActions)
		printf("ERROR: State change with Actions\n");

	
	if(post->whoseTurn != pre.whoseTurn)
		printf("ERROR: State change with Player\n");

	//state change for other player
	int y;
	for(y=0;y<post->handCount[1];y++){

		if(post->hand[1][y]!=pre.hand[1][y]){
			printf("ERROR: Othe players cards have changed!.\n");
			printf("before-%d after-%d",pre.hand[1][y],post->hand[1][y]);
		}

	}
	
       //check if no change in buys
       if(post->numBuys != pre.numBuys)
	{
		printf("ERROR: State Change for buys.\n");
	}
	

         //check if no change in action
       if(post->numActions != pre.numActions)
	{
		printf("ERROR: State change for actions.\n");
	}

	
	
}