Пример #1
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 ) 
    {
    /* commented out for HW-2, 1/14/16, replaced with adventurerCard()
	
	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 adventurer:
	  adventurerCard(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:
      //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:
		smithyCard(state, currentPlayer, handPos);
		
      
	  /* commented out for HW-2 1/14/16, replaced with smithyCard()
	  
	  //+3 Cards
      for (i = 0; i < 3; i++)
	{
	  drawCard(currentPlayer, state);
	}
			
      //discard card from hand
      discardCard(handPos, currentPlayer, state, 0);
      return 0;
	  */
		
    case village:
		villageCard(state, currentPlayer, handPos);
		
	/* commented out for HW-2 1/14/16, replaced with villageCard()
      //+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:
      greatHallCard(state, currentPlayer, handPos);
	  /* commented out for HW-2 1/14/16, replaced with greatHallCard()
	  //+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:
		outpostCard(state, currentPlayer, handPos);
      /*commented out for HW-2, 1/1/14/16, replaced with outpostCard();
	  
	  //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;
}
Пример #2
0
int main(int argc, char *argv[]){
    PutSeed(-1);
    printf("cardtest3.c\n");
    struct gameState state;
    struct gameState stateCopy;

    /* clear game state */
    memset(&state, 0, sizeof(struct gameState));
    
    /* copy of gameState for comparison */
    stateCopy = state;
    
    /*Init deck with 4 cards.*/

    state.deck[0][0] = silver;
    state.deck[0][1] = province;
    state.deck[0][2] = gold;
    state.deck[0][3] = duchy;

    state.hand[0][0] = great_hall;
    state.deckCount[0] = 4;
    state.discardCount[0] = 0;
    state.handCount[0] = 1;
    state.numActions = 0;
    state.playedCardCount = 0;

    greatHallCard(&state, 0, 0);

    printf("greatHallCard(): %s empty hand (except Great Hall card) case\n", 
        (state.handCount[0] == 1 &&
        state.playedCardCount == 1 &&
        state.deckCount[0] == 3 &&
        state.numActions == 1) ? "PASS" : "FAIL");

    /* clear game state */
    memset(&state, 0, sizeof(struct gameState));

    /*Init deck with 4 cards.*/

    state.deck[0][0] = silver;
    state.deck[0][1] = province;
    state.deck[0][2] = gold;
    state.deck[0][3] = duchy;

    state.hand[0][0] = great_hall;
    state.handCount[0] = 1;
    state.deckCount[0] = 0;
    state.discardCount[0] = 0;
    state.numActions = 0;
    state.playedCardCount = 0;
    greatHallCard(&state, 0, 0);

    printf("greatHallCard(): %s empty deck case\n", 
    (state.handCount[0] == 0 &&
    state.playedCardCount == 1 &&
    state.deckCount[0] == 0 &&
    state.numActions == 1) ? "PASS" : "FAIL");

    /* clear game state */
    memset(&state, 0, sizeof(struct gameState));

    /*Init deck with 4 cards.*/

    state.deck[0][0] = silver;
    state.deck[0][1] = province;
    state.deck[0][2] = gold;
    state.deck[0][3] = duchy;

    state.hand[0][0] = great_hall;
    state.hand[0][1] = great_hall;
    state.deckCount[0] = 4;
    state.discardCount[0] = 0;
    state.handCount[0] = 2;
    state.numActions = 0;
    state.playedCardCount = 0;

    greatHallCard(&state, 0, 0);
    greatHallCard(&state, 0, 1);

    printf("greatHallCard(): %s 2 consecutive Great Hall cards case:\n", 
        (state.handCount[0] == 2 &&
        state.playedCardCount == 2 &&
        state.deckCount[0] == 2 &&
        state.numActions == 2) ? "PASS" : "FAIL");

    /* clear game state */
    memset(&state, 0, sizeof(struct gameState));

    /*Set deckCount for player 1 to be 0*/

    state.deck[1][0] = silver;
    state.deck[1][1] = province;
    state.deck[1][2] = gold;
    state.deck[1][3] = duchy;

    state.hand[1][0] = great_hall;

    state.handCount[1] = 1;
    state.deckCount[1] = 4;
    state.discardCount[1] = 0;
    state.numActions = 0;
    state.playedCardCount = 0;

    greatHallCard(&state, 1, 0);

    printf("greatHallCard(): %s normal deck case with second player\n", 
    (state.handCount[1] == 1 &&
    state.playedCardCount == 1 &&
    state.deckCount[1] == 3 &&
    state.numActions == 1) ? "PASS" : "FAIL");
    // printf("deckCount: %i handCount: %i playedCardCount: %i\n", 
    //     state.deckCount[1], state.handCount[1], state.playedCardCount);
    return 0;
}
Пример #3
0
void testGreatHall()
{



    int seed = 1000;
    int numPlayer = 2;

    int k[10] = {adventurer, council_room, feast, gardens, mine
               , remodel, smithy, village, baron, great_hall};
	int testPlayer=1;
	int handCount=5;
//initialize gamestate
    struct gameState G;


//loading hand with 5 cards first, hardcoded in

int firstHand[5];

//place specific cards in each possible spot

firstHand[0] = feast;
firstHand[1] = feast;
firstHand[2] = estate;
firstHand[3] = smithy;
firstHand[4] = great_hall;


initializeGame(numPlayer, k, seed, &G);

//set specifics for new game state

G.handCount[testPlayer]= handCount;

//place cards in test player's hand

memcpy(G.hand[testPlayer], firstHand, sizeof(int) * handCount);

//The adventure card has two basic functions
//draws cards until two treasures are drawn
//discards all other cards

//now to test actual function

greatHallCard(&G, testPlayer, 4);

//now going to test state after passing correct values
//since it adds two treasures, handCount should be at 7

if(G.numActions == 2)
{
    printf ("Passed, game action =3, expected %d\n", G.numActions);
}
else if(G.numActions == 3)
{
    printf("Failed, game action = %d cards, expected 2\n", G.numActions);
    printf("This occurs because of a bug I introduced, else would be 2");
}
else
    {
    printf ("Failed, game action = %d cards, expected 3\n", G.numActions);

    }

}
Пример #4
0
int main() {
  	int seed = 1000;
    	int numPlayers = 2;
    	int thisPlayer = 0;
   	int currDeckCount, currHandCount, currDiscardCount, currActions;
   	//int bonus = 0;
    	int handPos = 0;
    	//int choice1 = 0;
	//int choice2 = 0;
	//int choice3 = 0;
	struct gameState G, testG;
	
	int k[10] = {adventurer, great_hall, village, minion, mine, cutpurse,
			sea_hag, tribute, smithy, council_room};

	// initialize a game state and player cards
	initializeGame(numPlayers, k, seed, &G);

	printf("\n\n\n\n----------------- Testing Card: %s ----------------\n", TESTCARD);
	// copy the game state to a test case
	memcpy(&testG, &G, sizeof(struct gameState));
	printf("---------------TEST 1: CHECKING DRAW CARD FUNCTION\n-----------");
	
	//get starting game state
	memcpy(&G, &testG, sizeof(struct gameState));
	currDeckCount = testG.deckCount[thisPlayer];
	currHandCount = testG.handCount[thisPlayer];
	currDiscardCount = testG.discardCount[thisPlayer];
	
	//currCard = testG.deck[player][currDeckCount - 1];
	printf("Deck Count Before: %d\n", testG.deckCount[thisPlayer]);
	printf("Current Hand Before: %d\n", testG.handCount[thisPlayer]);
	printf("Discard Count Before: %d\n", testG.discardCount[thisPlayer]);
	//run card function
	greatHallCard(handPos, thisPlayer, &testG);
	//check deck count
	printf("Deck Count After: %d\n", testG.deckCount[thisPlayer]);
	if ((currDeckCount - 1) == testG.deckCount[thisPlayer]){
		printf("DECK COUNT DECREASED BY 1: SUCCESS\n");
	}
	else if (currDeckCount == testG.deckCount[thisPlayer])
	{
		printf("DECK COUNT STAYED THE SAME: FAILURE\n");
	}
	else
		printf("DECK COUNT CHANGED INCORRECTLY: FAILURE\n");

	//check hand count
	printf("Current Hand After: %d\n", testG.handCount[thisPlayer]);
	if ((currHandCount + 1) == testG.handCount[thisPlayer]){
		printf("HAND COUNT INCREASED BY 1: SUCCESS\n");
	}
	else if (currHandCount == testG.handCount[thisPlayer])
	{
		printf("HAND COUNT DIDN'T CHANGE: FAILURE\n");
	}
	else
		printf("HAND COUNT CHANGE INCORRECT: FAILURE\n");
	
	//check discard count
	printf("Discard Count After: %d\n", testG.discardCount[thisPlayer]);
	if ((currDiscardCount + 1) == testG.discardCount[thisPlayer]){
		printf("DISCARD COUNT INCREASED BY 1: SUCCESS\n");	
	}
	else
		printf("DISCARD COUNT INCORRECT: FAILURE\n");
	
	//check action totals
	printf("---------------TEST 2: CHECKING ACTIONS TOTAL\n-----------");
	//get starting game state
	memcpy(&G, &testG, sizeof(struct gameState));
	//store actions
	currActions = testG.numActions;
	printf("Current Actions Before: %d\n", testG.numActions);
	//run function
	greatHallCard(handPos, thisPlayer, &testG);
	//check effects
	printf("Current Actions After: %d\n", testG.numActions);
	if ((currActions + 1) == testG.numActions){
		printf("ACTION COUNT INCREASED BY 1: SUCCESS\n");
	}
	else if (currActions == testG.numActions)
	{
		printf("ACTION COUNT STAYED THE SAME: FAILURE\n");
	}
	else
		printf("ACTION COUNT CHANGED INCORRECTLY: FAILURE\n");
	printf("\n >>>>> SUCCESS: Testing complete %s <<<<<\n\n\n\n", TESTCARD);
return 0;
}