Пример #1
0
//Given the cards already played by all players and a player's hand, determines the legal cards which can be played by the player
CardList GameLogic::legalMoves(const CardList& table, const CardList& hand) {
	CardList legalMoves;									// used to store legal cards

	// In the case the table is empty, this means this play has 7 of spades, so he has to be forced to play it
	if(table.size() == 0) {
		// finds the 7S card, so we only got one instance of it
		int index = hand.find(Card(SPADE, SEVEN));
		const Card* sevenSpades = hand[index];
		legalMoves.add(sevenSpades);
		return legalMoves;
	}
 
	// loops through hand to determine which ones are legal to play
	for (int index = 0; index < hand.size(); index++) {
		const Card * card = hand[index];

		// Stores the index of lower rank and higher rank card to determine whether it exists or not
		int lowerRankIndex = -1;
		int higherRankIndex = -1;

		// Determines whether a lower rank or higher rank card exists
		if (card->getRank() != ACE) {
			Card lowerRank = Card(card->getSuit(), (Rank) (card->getRank() - 1));
			lowerRankIndex = table.find(lowerRank);
		}
		
		if (card->getRank() != KING) {
			Card higherRank = Card(card->getSuit(), (Rank)(card->getRank() + 1));
			higherRankIndex = table.find(higherRank);
		}

		// Determines whether the current card is legal to play
		if (card->getRank() == SEVEN || lowerRankIndex !=-1 || higherRankIndex != -1) {
			legalMoves.add(card);
		}
	}

	return legalMoves;
}
Пример #2
0
// Plays the given card in the game
void Role::playCard(const Card& card) {
	const CardList legalCards = legalMoves();							// gets the card which are legal to play

	// Determines whether the card being played is legal to play, otherwise exception is thrown
	int cardIndex = legalCards.find(card);
    
	if(cardIndex == -1)	{
		throw IllegalPlayException();
	}
	
	//Removes the card from the hand, and returns it so it can be added to the table
	const Card* played = player_->hand_.remove(card);
	player_->getGame()->addToTable(played);
	triggerPlayerUpdate(true);
}