コード例 #1
0
ファイル: dominion.c プロジェクト: hsuja/Dominion-Testing
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:

      play_adventurer(&currentPlayer, state, &cardDrawn, drawntreasure, &z, temphand);
      
      return 0;
			
    case council_room:
      //+4 Cards
      for (i = 0; i < 4; i++)
	{
	  drawCard(currentPlayer, state);
	}
			
      //+1 Buy
      state->numBuys++;
			
      //Each other player draws a card
      for (i = 0; i < state->numPlayers; i++)
	{
	  if ( i != currentPlayer )
	    {
	      drawCard(i, state);
	    }
	}
			
      //put played card in played card pile
      discardCard(handPos, currentPlayer, state, 0);
			
      return 0;
			
    case feast:
      //gain card with cost up to 5
      //Backup hand
      for (i = 0; i <= state->handCount[currentPlayer]; i++){
	temphand[i] = state->hand[currentPlayer][i];//Backup card
	state->hand[currentPlayer][i] = -1;//Set to nothing
      }
      //Backup hand

      //Update Coins for Buy
      updateCoins(currentPlayer, state, 5);
      x = 1;//Condition to loop on
      while( x == 1) {//Buy one card
	if (supplyCount(choice1, state) <= 0){
	  if (DEBUG)
	    printf("None of that card left, sorry!\n");

	  if (DEBUG){
	    printf("Cards Left: %d\n", supplyCount(choice1, state));
	  }
	}
	else if (state->coins < getCost(choice1)){
	  printf("That card is too expensive!\n");

	  if (DEBUG){
	    printf("Coins: %d < %d\n", state->coins, getCost(choice1));
	  }
	}
	else{

	  if (DEBUG){
	    printf("Deck Count: %d\n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]);
	  }

	  gainCard(choice1, state, 0, currentPlayer);//Gain the card
	  x = 0;//No more buying cards

	  if (DEBUG){
	    printf("Deck Count: %d\n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]);
	  }

	}
      }     

      //Reset Hand
      for (i = 0; i <= state->handCount[currentPlayer]; i++){
	state->hand[currentPlayer][i] = temphand[i];
	temphand[i] = -1;
      }
      //Reset Hand
      			
      return 0;
			
    case gardens:
      return -1;
			
    case mine:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

      if (state->hand[currentPlayer][choice1] < copper || state->hand[currentPlayer][choice1] > gold)
	{
	  return -1;
	}
		
      if (choice2 > treasure_map || choice2 < curse)
	{
	  return -1;
	}

      if ( (getCost(state->hand[currentPlayer][choice1]) + 3) > getCost(choice2) )
	{
	  return -1;
	}

      gainCard(choice2, state, 2, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
	{
	  if (state->hand[currentPlayer][i] == j)
	    {
	      discardCard(i, currentPlayer, state, 0);			
	      break;
	    }
	}
			
      return 0;
			
    case remodel:
      j = state->hand[currentPlayer][choice1];  //store card we will trash

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

      gainCard(choice2, state, 0, currentPlayer);

      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);

      //discard trashed card
      for (i = 0; i < state->handCount[currentPlayer]; i++)
	{
	  if (state->hand[currentPlayer][i] == j)
	    {
	      discardCard(i, currentPlayer, state, 0);			
	      break;
	    }
	}


      return 0;
		
    case smithy:
      
      play_smithy(&currentPlayer, state, &handPos);
      return 0;
		
    case village:
      play_village(&currentPlayer, state, &handPos);
      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:
      play_great_hall(&currentPlayer, state, &handPos);
      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:
      play_sea_hag(state, &currentPlayer);
      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;
}
コード例 #2
0
ファイル: cardtest1.c プロジェクト: welborau/CS362Su2015
 /* MAIN TESTING FUNCTION */
 int main() {
   struct gameState* state;
   int player = 0;
   int cardsInDeck, cardsInDiscard;

   // play smithy with more than 3 cards in deck, 0 in discard
   state = newGame();
   cardsInDeck = 4;
   cardsInDiscard = 0;
   deck_setup(state, player, cardsInDeck, cardsInDiscard);
   play_smithy(player, state, 0);
   printf("Testing SMITHY CARD with more than 3 cards in deck.\n");
   #if (VERBOSE == 1)
     printf("Expected Cards in Deck: %d | Actual: %d\n", cardsInDeck - 3, state->deckCount[player]);
     printf("Expected Cards in Discard: %d | Actual: %d\n", cardsInDiscard + 1, state->discardCount[player]);
     printf("Expected Cards in Hand: %d | Actual: %d\n", 3, state->handCount[player]);
     printf("Expected # Actions: %d | Actual: %d\n", 0, state->numActions);
     printf("Expected # Buys: %d | Actual: %d\n", 1, state->numBuys);
   #endif
   assert(state->deckCount[player] == cardsInDeck - 3);
   assert(state->discardCount[player] == cardsInDiscard + 1);
   assert(state->handCount[player] == 3);
   assert(state->numActions == 0);
   assert(state->numBuys == 1);
   printf(" - PASSED\n");

   // play smithy with exactly 3 cards in deck, 0 in discard
   state = newGame();
   cardsInDeck = 3;
   cardsInDiscard = 0;
   deck_setup(state, player, cardsInDeck, cardsInDiscard);
   play_smithy(player, state, 0);
   printf("Testing SMITHY CARD with exactly 3 cards in deck.\n");
   #if (VERBOSE == 1)
     printf("Expected Cards in Deck: %d | Actual: %d\n", cardsInDeck - 3, state->deckCount[player]);
     printf("Expected Cards in Discard: %d | Actual: %d\n", cardsInDiscard + 1, state->discardCount[player]);
     printf("Expected Cards in Hand: %d | Actual: %d\n", 3, state->handCount[player]);
     printf("Expected # Actions: %d | Actual: %d\n", 0, state->numActions);
     printf("Expected # Buys: %d | Actual: %d\n", 1, state->numBuys);
   #endif
   assert(state->deckCount[player] == cardsInDeck - 3);
   assert(state->discardCount[player] == cardsInDiscard + 1);
   assert(state->handCount[player] == 3);
   assert(state->numActions == 0);
   assert(state->numBuys == 1);
   printf(" - PASSED\n");

   // play smithy with only 1 card in deck, 2 cards in discard
   // expect that game shuffles cards from discard back into deck
   state = newGame();
   cardsInDeck = 1;
   cardsInDiscard = 2;
   deck_setup(state, player, cardsInDeck, cardsInDiscard);
   play_smithy(player, state, 0);
   printf("Testing SMITHY CARD with the need to shuffle discard into deck.\n");
   #if (VERBOSE == 1)
     printf("Expected Cards in Deck: %d | Actual: %d\n", ((cardsInDeck + cardsInDiscard) - 3), state->deckCount[player]);
     printf("Expected Cards in Discard: %d | Actual: %d\n", 1, state->discardCount[player]);
     printf("Expected Cards in Hand: %d | Actual: %d\n", 3, state->handCount[player]);
     printf("Expected # Actions: %d | Actual: %d\n", 0, state->numActions);
     printf("Expected # Buys: %d | Actual: %d\n", 1, state->numBuys);
   #endif
   assert(state->deckCount[player] == ((cardsInDeck + cardsInDiscard) - 3));
   assert(state->discardCount[player] == 1);
   assert(state->handCount[player] == 3);
   assert(state->numActions == 0);
   assert(state->numBuys == 1);
   printf(" - PASSED\n");

   printf("\nAll tests passed.\n\n");
   return 0;
 }
コード例 #3
0
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
		play_smithy(G.handCount[randomPlayer] - 1, randomPlayer, &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;
}