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; }
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; }
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); } }
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; }