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;
    
    if (nextPlayer > (state->numPlayers - 1)){
        nextPlayer = 0;
    }
    
    
    //uses switch to select card and perform actions
    switch( card )
    {
        case adventurer:
            //code was moved into cardAdventurer
            return cardAdventurer(state, currentPlayer);
            
        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:
            //code was moved into cardFeast
            return cardFeast(state, choice1, currentPlayer);
            
        case gardens:
            return -1;
            
        case mine:
            //code was moved into cardMine
            return cardMine(state, currentPlayer, choice1, choice2, handPos);

        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:
            //code was moved into cardBaron
            return cardBaron(state, choice1, currentPlayer);

        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:
            //code was moved into cardTribute
            return cardTribute(state, nextPlayer, currentPlayer);
            
        case ambassador:
            j = 0;		//used to check if player has enough cards to discard
            printf("choice 1: %i\n", choice1);
            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;
}
Exemple #2
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};

/*  commented out these unused variables after refactoring */
/*  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 cardAdventurer(state, currentPlayer);
/*      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:
	return cardCouncilRoom(state, currentPlayer, handPos);
/*      //+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:
	return cardFeast(state, currentPlayer, choice1);
/*      //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 cardGardens();
//      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 cardSmithy(state, currentPlayer, handPos);
/*      //+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;
}
Exemple #3
0
int main() {
        /* initialize bare minimum game variables  */
        int seed = 101; // seed for game init
        int numPlayers = 2;     // number of players
        int kCards[10] = {adventurer, council_room, feast,      // kingdom cards
        gardens, mine, remodel, smithy, village, baron, great_hall};
        struct gameState gState;
        int r = initializeGame(numPlayers, kCards, seed, &gState);      // initialize a new game
        int s;  // exit status for function

        /* extra parameters specific to this function  */
        int currentPlayer;

        /*  game state variables used by this function  */   
        int card;
        int coins;
        int handCount;

        /*  counter variables  */


        // test over all players
        for(currentPlayer = 0; currentPlayer < numPlayers; currentPlayer++){
            // test over some choices of card to buy
            for(card = council_room; card < smithy; card++){
                // test over some initial hand counts
                for(handCount = 0; handCount < 3; handCount ++){
                    memset(&gState, 23, sizeof(struct gameState));          // clear the game state
                    r = initializeGame(numPlayers, kCards, seed, &gState);  // initialize the game

                    // set add'l game variables
                    initCopper(&gState, currentPlayer, handCount);	// initialze player's hand
                    gState.coins = 0;				// and 0 coins
                    gState.discardCount[currentPlayer] = 0;	// and 0 discards
                    updateCoins(currentPlayer, &gState, 0);	// and update for correct # of coins

                    // get # of coins before playing card
                    coins = gState.coins;

                    // call the function under test
                    s = cardFeast(&gState, currentPlayer, card);

                    // tests
                    // check for the purchased card in discard pile
                    if(findCard(&gState, currentPlayer, card) == 1){
                        printPass();
                    }
                    else printFail();
                    printTest("presence of purchased card in discard", 1, findCard(&gState, currentPlayer, card), currentPlayer);

                    // check # of coins
                    updateCoins(currentPlayer, &gState, 0);
                    if(coins == gState.coins){
                        printPass();
                    }
                    else printFail();
                    printTest("# of coins in game state", coins, gState.coins, currentPlayer);
                }
            }
        }
        return 0;
}