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(¤tPlayer, 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(¤tPlayer, state, &handPos); return 0; case village: play_village(¤tPlayer, 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(¤tPlayer, 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, ¤tPlayer); 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; }
/* 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; }
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; }