int main() { int newCards = 3; int discardedCard = 1; int shuffledCards = 0; int cardDrawn = 0; int currentPlayer=0; int i = 0; int handpos = 0; int seed = 1000; int numPlayers = MAX_PLAYERS; int thisPlayer = 0; struct gameState* G; struct gameState* testG; int k[10] = {adventurer, embargo, village, minion, mine, cutpurse, sea_hag, tribute, smithy, council_room}; // set game state and player cards G = newGame(); initializeGame(numPlayers, k, seed, G); // copy the game state to a test case testG = newGame(); memcpy(testG, G, sizeof(struct gameState)); printf("Testing Card: %s \n", TESTCARD); smithy_card(i, thisPlayer, handpos, testG); printf("Testing hand count\n"); if(testG->handCount[thisPlayer] == G->handCount[thisPlayer] + 2){ printf("HAND COUNT PASSES\n"); }else{ printf("HAND COUNT FAILS\n"); } printf("Testing discard count\n"); if(testG->playedCardCount == discardedCard){ printf("DISCARD TEST PASSES\n"); }else{ printf("DISCARD TEST FAILS\n"); } printf("Current hand count = %d, expected = %d\n", testG->handCount[thisPlayer], G->handCount[thisPlayer] + 2); printf("Final discarded = %d, expected = %d\n", testG->playedCardCount, discardedCard); //Assert will break the makefile because of introduced bugs in smithy_card //assert(testG->handCount[thisPlayer] == G->handCount[thisPlayer] + 2); //assert(testG->playedCardCount == discarded); printf("%s card finished with tests.\n", TESTCARD); return 0; }
int main () { //initialization code taken from lines 7-13 in playdom.c struct gameState G; int k[10] = {adventurer, gardens, embargo, village, minion, mine, cutpurse, sea_hag, tribute, smithy}; printf ("\n\nStarting Test for smithy card.\n"); initializeGame(2, k, 1, &G); //initialize player 1 hand G.hand[0][0] = silver; G.hand[0][1] = silver; G.hand[0][2] = silver; G.hand[0][3] = gold; G.hand[0][4] = smithy; G.handCount[0] = 5; G.discardCount[0] = 0; G.playedCardCount = 0; printf("Staring setup: \nCards in Hand: 4 (including Smithy) \nDiscard Count: 0\nPlayed Card Count: 0\n"); printf("Expected Result after playing the smithy card:\nCards in Hand: 7\nDiscard Count: 0\nPlayed Card count: 1\nPlayed card: Smithy\n"); smithy_card(4,0,&G); printf("\n---------------------\n\nResulting Cards in Hand: %i\nResulting Discard Count: %i\nResulting Played Card Count: %i\n",G.handCount[0],G.discardCount[0],G.playedCardCount); if (G.handCount[0] == 7 && G.discardCount[0] == 0 && G.playedCardCount == 1 && G.playedCards[0] == smithy) { printf("Played Card: Smithy\n"); printf("\n\nRESULT: PASSED\n\n"); } else { printf("\n\nRESULT: FAILED\n\n"); } 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: smithy_card(currentPlayer ,state, handPos); case village: village_card(currentPlayer ,state, handPos); case baron: state->numBuys++;//Increase buys by 1! if (choice1 > 0){//Boolean true or going to discard an estate int p = 0;//Iterator for hand! int card_not_discarded = 1;//Flag for discard set! while(card_not_discarded){ if (state->hand[currentPlayer][p] == estate){//Found an estate card! state->coins += 4;//Add 4 coins to the amount of coins state->discard[currentPlayer][state->discardCount[currentPlayer]] = state->hand[currentPlayer][p]; state->discardCount[currentPlayer]++; for (;p < state->handCount[currentPlayer]; p++){ state->hand[currentPlayer][p] = state->hand[currentPlayer][p+1]; } state->hand[currentPlayer][state->handCount[currentPlayer]] = -1; state->handCount[currentPlayer]--; card_not_discarded = 0;//Exit the loop } else if (p > state->handCount[currentPlayer]){ if(DEBUG) { printf("No estate cards in your hand, invalid choice\n"); printf("Must gain an estate if there are any\n"); } if (supplyCount(estate, state) > 0){ gainCard(estate, state, 0, currentPlayer); state->supplyCount[estate]--;//Decrement estates if (supplyCount(estate, state) == 0){ isGameOver(state); } } card_not_discarded = 0;//Exit the loop } else{ p++;//Next card } } } else{ if (supplyCount(estate, state) > 0){ gainCard(estate, state, 0, currentPlayer);//Gain an estate state->supplyCount[estate]--;//Decrement Estates if (supplyCount(estate, state) == 0){ isGameOver(state); } } } return 0; case great_hall: great_hall_card(currentPlayer ,state, handPos); 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: cutpurse_card(currentPlayer, state, handPos); 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: salvager_card(choice1, currentPlayer, state, handPos); 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 = 0; 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: adventurer_card(drawntreasure, currentPlayer, state, cardDrawn, temphand[MAX_HAND], z); return 0; case council_room: council_room_card(i, 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: smithy_card(i, currentPlayer, handPos, state); 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: baron_card(state, choice1, currentPlayer); 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: tribute_card(state, nextPlayer, currentPlayer, i, tributeRevealedCards[2]); 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; }