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: playAdventurer(temphand, state, currentPlayer); return 0; case council_room: playCouncilRoom(currentPlayer, state, handPos); 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: playSmithy(currentPlayer, state, handPos); return 0; case village: playVillage(currentPlayer, state, handPos); return 0; case baron: playBaron(currentPlayer, state, 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: 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 main(){ int seed = 1234; int numPlayers = 2; int i, r, t; int k[10] = {adventurer, council_room, feast, gardens, mine, remodel, smithy, village, baron, great_hall}; struct gameState G; int handCount, discardCount, estateCount, coins, buys; int heldEstates = 0; int newEstates = 0; printf("Testing playBaron():\n\n"); r = initializeGame(numPlayers, k, seed, &G); G.hand[0][0] = copper; G.hand[0][1] = copper; G.hand[0][2] = estate; G.hand[0][3] = copper; G.hand[0][4] = estate; handCount = G.handCount[0]; discardCount = G.discardCount[0]; estateCount = G.supplyCount[estate]; coins = G.coins = 3; buys = G.numBuys; i = playBaron(&G, 0, 1); printf("\nTesting choice to discard with estate card in hand\n"); //add a buy if (G.numBuys == buys + 1){ printf("PASSED: Buys increased by 1\n"); } else { printf("FAILED: Buys increased by 1\n"); } /* * Choice 1 * * Estate card in hand * * */ //discard estate //gain 4 coins //loose card from hand if (G.coins == coins + 4 && G.discardCount[0] == discardCount + 1 && G.handCount[0] == handCount - 1){ printf("PASSED: Coins gained & card moved to discard pile\n"); } else { printf("FAILED: Coins gained & card moved to discard pile\n"); } /* * Choice 1 * * Estate card not in hand * * */ //gain an estate in discard pile //supply count down by one G.hand[0][0] = copper; G.hand[0][1] = copper; G.hand[0][2] = copper; G.hand[0][3] = copper; G.hand[0][4] = silver; handCount = G.handCount[0]; discardCount = G.discardCount[0]; estateCount = G.supplyCount[estate]; buys = G.numBuys; for (t = 0; t < G.discardCount[0]; t++){ if (G.discard[0][t] == estate){ heldEstates++; } } i = playBaron(&G, 0, 1); printf("\nTesting choice to discard with no estate card in hand\n"); if (G.numBuys == buys + 1){ printf("PASSED: Buys increased by 1\n"); } else { printf("FAILED: Buys increased by 1\n"); } for (t = 0; t < G.discardCount[0]; t++){ if (G.discard[0][t] == estate){ newEstates++; } } if (G.discardCount[0] == discardCount + 1 && G.supplyCount[estate] == estateCount - 1 && newEstates == heldEstates + 1){ printf("%d - %d\n", heldEstates, newEstates); printf("PASSED: Estate added to discard pile\n"); } else { printf("FAILED: Estate added to discard pile\n"); } handCount = G.handCount[0]; discardCount = G.discardCount[0]; estateCount = G.supplyCount[estate]; buys = G.numBuys; heldEstates = newEstates = 0; for (t = 0; t < G.discardCount[0]; t++){ if (G.discard[0][t] == estate){ heldEstates++; } } i = playBaron(&G, 0, 0); printf("\nTesting choice to gain estate\n"); if (G.numBuys == buys + 1){ printf("PASSED: Buys increased by 1\n"); } else { printf("FAILED: Buys increased by 1\n"); } for (t = 0; t < G.discardCount[0]; t++){ if (G.discard[0][t] == estate){ newEstates++; } } if (G.discardCount[0] == discardCount + 1 && G.supplyCount[estate] == estateCount - 1 && newEstates == heldEstates + 1){ printf("PASSED: Estate added to discard pile\n"); } else { printf("FAILED: Estate added to discard pile\n"); } printf("Tests complete\n\n"); return 0; }
int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus) { //uses switch to select card and perform actions switch( card ) { case adventurer: return (playAdventurer(state)); case council_room: return (playCouncil_Room(state, handPos)); case feast: return(playFeast(state, choice1)); case gardens: return -1; case smithy: return (playSmithy(state, handPos)); case village: return (playVillage(state, handPos)); case mine: return(playMine(state, choice1, choice2, handPos)); case remodel: return(playRemodel(state, choice1, choice2, handPos)); case baron: return(playBaron(state, choice1, choice2, handPos)); case great_hall: return(playGreat_hall(state, handPos)); case minion: return(playMinion(state, choice1, choice2, handPos)); case steward: return(playSteward(state, choice1, choice2, choice3, handPos)); case tribute: return(playTribute(state)); case ambassador: return(playAmbassador(state,choice1, choice2, handPos)); case cutpurse: return(playCutpurse(state, handPos)); case embargo: return(playEmbargo(state, choice1, handPos)); case outpost: return(playOutpost(state, handPos)); case salvager: return(playSalvager(state, choice1, handPos)); case sea_hag: return(playSea_hag(state)); case treasure_map: return(playTreasure_map(state, handPos)); } return -1; }