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 adventurerEffect(state, drawntreasure, z, temphand); 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: return smithyEffect(state, handPos); 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: return baronEffect(state, choice1); 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: return minionEffect(state, handPos, choice1, choice2); case steward: return stewardEffect(state, handPos, choice1, choice2, choice3); 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: return ambassadorEffect(state, handPos, choice1, choice2); 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: return embargoEffect(state, handPos, choice1); case outpost: //set outpost flag state->outpostPlayed++; //discard card discardCard(handPos, state->whoseTurn, 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 initializeGame(int numPlayers, int kingdomCards[10], int randomSeed, struct gameState *state) { int i; int j; int it; //set up random number generator SelectStream(1); PutSeed((long)randomSeed); //check number of players if (numPlayers > MAX_PLAYERS || numPlayers < 2) { return -1; } //set number of players state->numPlayers = numPlayers; //check selected kingdom cards are different for (i = 0; i < 10; i++) { for (j = 0; j < 10; j++) { if (j != i && kingdomCards[j] == kingdomCards[i]) { return -1; } } } //initialize supply /////////////////////////////// //set number of Curse cards if (numPlayers == 2) { state->supplyCount[curse] = 10; } else if (numPlayers == 3) { state->supplyCount[curse] = 20; } else { state->supplyCount[curse] = 30; } //set number of Victory cards if (numPlayers == 2) { state->supplyCount[estate] = 8; state->supplyCount[duchy] = 8; state->supplyCount[province] = 8; } else { state->supplyCount[estate] = 12; state->supplyCount[duchy] = 12; state->supplyCount[province] = 12; } //set number of Treasure cards state->supplyCount[copper] = 60 - (7 * numPlayers); state->supplyCount[silver] = 40; state->supplyCount[gold] = 30; //set number of Kingdom cards for (i = adventurer; i <= treasure_map; i++) //loop all cards { for (j = 0; j < 10; j++) //loop chosen cards { if (kingdomCards[j] == i) { //check if card is a 'Victory' Kingdom card if (kingdomCards[j] == great_hall || kingdomCards[j] == gardens) { if (numPlayers == 2) { state->supplyCount[i] = 8; } else{ state->supplyCount[i] = 12; } } else { state->supplyCount[i] = 10; } break; } else //card is not in the set choosen for the game { state->supplyCount[i] = -1; } } } //////////////////////// //supply intilization complete //set player decks for (i = 0; i < numPlayers; i++) { state->deckCount[i] = 0; for (j = 0; j < 3; j++) { state->deck[i][j] = estate; state->deckCount[i]++; } for (j = 3; j < 10; j++) { state->deck[i][j] = copper; state->deckCount[i]++; } } //shuffle player decks for (i = 0; i < numPlayers; i++) { if ( shuffle(i, state) < 0 ) { return -1; } } //draw player hands for (i = 0; i < numPlayers; i++) { //initialize hand size to zero state->handCount[i] = 0; state->discardCount[i] = 0; //draw 5 cards // for (j = 0; j < 5; j++) // { // drawCard(i, state); // } } //set embargo tokens to 0 for all supply piles for (i = 0; i <= treasure_map; i++) { state->embargoTokens[i] = 0; } //initialize first player's turn state->outpostPlayed = 0; state->phase = 0; state->numActions = 1; state->numBuys = 1; state->playedCardCount = 0; state->whoseTurn = 0; state->handCount[state->whoseTurn] = 0; //int it; move to top //Moved draw cards to here, only drawing at the start of a turn for (it = 0; it < 5; it++) { drawCard(state->whoseTurn, state); } updateCoins(state->whoseTurn, state, 0); 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: 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; 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: //+3 Cards for (i = 0; i < 3; i++) { drawCard(currentPlayer, state); } //discard card from hand discardCard(handPos, currentPlayer, state, 0); return 0; 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; }
int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus) { int i; int j; int k; int index; int currentPlayer = whoseTurn(state); int nextPlayer = currentPlayer + 1; int tributeRevealedCards[2] = {-1, -1}; int drawntreasure=0; if (nextPlayer > (state->numPlayers - 1)){ nextPlayer = 0; } //uses switch to select card and perform actions switch( card ) { case adventurer: return adventurerCard (drawntreasure, state, currentPlayer); case council_room: return councilRoomCard (currentPlayer, state, handPos); case feast: return feastCard (currentPlayer, state, choice1); case gardens: return -1; case mine: return mineCard (currentPlayer, state, choice1, choice2, handPos); case remodel: return remodelCard (currentPlayer, state, choice1, choice2, handPos); case smithy: //+3 Cards for (i = 0; i < 3; i++) { drawCard(currentPlayer, state); } //discard card from hand discardCard(handPos, currentPlayer, state, 0); return 0; 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]-1]; state->discardCount[i]++; state->deck[i][state->deckCount[i]-1] = 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 randomPlayer, seed, i, j, numPlayers; int runStatus; int k[10] = {adventurer, council_room, feast, gardens, mine , remodel, smithy, village, baron, great_hall}; struct gameState G; srand(time(NULL)); for (i = 0; i < 2000; i++) { seed = (rand()%100) + 1; //Pick a random player 0,1,2,3 randomPlayer = (rand()% 4); //Random number of players 2,3,4 numPlayers = (rand()% 3) + 2; if (randomPlayer > numPlayers - 1) numPlayers = randomPlayer + 1; //Initialize game runStatus = initializeGame(numPlayers, k, seed, &G); //Check if initialize successful assert(runStatus == 0); //Set player turn G.whoseTurn = randomPlayer; //Set random game state //Hand count 0-20 G.handCount[randomPlayer] = (rand() % 21); //Deck count 10-100 G.deckCount[randomPlayer] = (rand() % 91) + 10; //Discard count 0-20 G.discardCount[randomPlayer] = (rand() % 21); //Played count 0-20 G.playedCardCount = (rand() % 21); //Sets card to hand, deck, discard pile for(j = 0; j < G.handCount[randomPlayer]; j++) { G.hand[randomPlayer][j] = rand() % 27; } for(j = 0; j < G.deckCount[randomPlayer]; j++) { G.deck[randomPlayer][j] = rand() % 27; } for(j = 0; j < G.discardCount[randomPlayer]; j++) { G.discard[randomPlayer][j] = rand() % 27; } //Add a smithy card to be played G.hand[randomPlayer][G.handCount[randomPlayer]] = smithy; G.handCount[randomPlayer]++; //Set defaults for card counts int cardCount = G.handCount[randomPlayer]; int pCardCount = G.playedCardCount; int dCardCount = G.discardCount[randomPlayer]; int coinCount = 0; int deCardCount = G.deckCount[randomPlayer]; //Loop through hand to count how many treasures for coin count for(j = 0; j < G.handCount[randomPlayer]; j++){ if(G.hand[randomPlayer][j] == copper) coinCount++; else if(G.hand[randomPlayer][j] == silver) coinCount+=2; else if(G.hand[randomPlayer][j] == gold) coinCount+=3; } //Coin count check updateCoins(randomPlayer, &G, 0); assert(G.coins == coinCount); //Loops through the first 3 cards at the top of the deck for treasure cards for(j = G.deckCount[randomPlayer] - 1; j >= G.deckCount[randomPlayer] - 3; j--){ if(G.deck[randomPlayer][j] == copper) coinCount++; else if(G.deck[randomPlayer][j] == silver) coinCount+=2; else if(G.deck[randomPlayer][j] == gold) coinCount+=3; } //Play smithyCard, add one to played pile, add (3-1) cards to hand count, remove 3 from deck count smithy_(G.handCount[randomPlayer]-1, &G); pCardCount++; cardCount+=2; deCardCount-=3; //Update coin count updateCoins(randomPlayer, &G, 0); if(G.handCount[randomPlayer] != cardCount) printf("randomtestcard.c: FAIL\r\nG.handCount[randomPlayer] == %d\r\nExpected:G.handCount[randomPlayer] == %d\r\n", G.handCount[randomPlayer], cardCount); if(G.playedCardCount != pCardCount) printf("randomtestcard.c: FAIL\r\nG.playedCardCount == %d\r\nExpected:G.playedCardCount == %d\r\n", G.playedCardCount, pCardCount); if(G.discardCount[randomPlayer] != dCardCount) printf("randomtestcard.c: FAIL\r\nG.discardCount[randomPlayer] == %d\r\nExpected:G.discardCount[randomPlayer] == %d\r\n", G.discardCount[randomPlayer], dCardCount); if(G.deckCount[randomPlayer] != deCardCount) printf("randomtestcard.c: FAIL\r\nG.deckCount == %d\r\nExpected:G.deckCount == %d\r\n", G.deckCount[randomPlayer], deCardCount); if(G.coins != coinCount) printf("randomtestcard.c: FAIL\r\nG.coins == %d\r\nExpected:G.coins == %d\r\n", G.coins, coinCount); //printf("All test passed for adventurer card, cardtest1.c\n"); printf("All other test passed for adventurer card, randomtestadventurer.c, iteration %d\r\n\r\n", i+1); printf("--------------------\r\n\r\n"); } return 0; }
/* Feast: Trash this card. Gain a card costing up to 5 Coins. Additional Rules: The gained card goes into your Discard pile. It has to be a card from the Supply. You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card that you gain. If you use Throne Room on Feast, you will gain two cards, even though you can only trash Feast once. Gaining the card isn't contingent on trashing Feast; they're just two things that the card tries to make you do. This adds 5 coins to the player, but does not subtract them should the chosen card be too expensive. Also the code checks that the player has the coins needed but the rules do not alow using additional coins to increase the value of the gained card. */ int playFeast(int currentPlayer, struct gameState *state, int choice1) { int temphand[MAX_HAND]; int cardNotBought; int i; //Backup hand for (i = 0; i <= state->handCount[currentPlayer]; i++) { temphand[i] = state->hand[currentPlayer][i];//Backup card state->hand[currentPlayer][i] = EMPTY_CARD;//Set to nothing } //Update Coins for Buy (adds 5 which is the incorect behavor) updateCoins(currentPlayer, state, FEAST_MAX_COST); cardNotBought = NOT_BOUGHT;//Condition to loop on while( cardNotBought == NOT_BOUGHT) {//Buy one card if (supplyCount(choice1, state) <= EMPTY_SUPPLY) { if (DEBUG) { printf("None of that card left, sorry!\n"); 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, TO_DISCARD, currentPlayer);//Gain the card cardNotBought = BOUGHT;//No more buying cards if (DEBUG){ printf("Deck Count: %d\n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer] ); } } //printf("Card not bought feast choice 1: %d\n", choice1); } //Reset Hand for (i = 0; i <= state->handCount[currentPlayer]; i++) { state->hand[currentPlayer][i] = temphand[i]; temphand[i] = EMPTY_CARD; } return EFFECT_SUCCESS; }