Ejemplo n.º 1
0
        /// <summary>
        /// Play cards for all players that have yet to play
        /// </summary>
        /// <param name="gameID">The game ID</param>
        public void Execute(int gameID)
        {
            Entities.Filters.Game.Select gameFilter = new Entities.Filters.Game.Select();
            gameFilter.DataToSelect = Entities.Enums.Game.Select.GamePlayerCards | Entities.Enums.Game.Select.Rounds;
            gameFilter.GameID       = gameID;

            Entities.Game game = _selectGame.Execute(gameFilter);

            Entities.GameRound round = game.CurrentRound();

            List <Entities.GamePlayer> players = game.Players.Where(x => !round.HasAnswer(x.User.UserId) &&
                                                                    game.IsCurrentPlayer(x.User.UserId) &&
                                                                    !game.IsCurrentCommander(x.User.UserId))
                                                 .Select(x => x).ToList();

            Int32 selectCount = 1 + (Int32)round.Question.Instructions;

            Random rdm = new Random();

            List <Int32> cardIDs = null;

            Entities.ActionResponses.PlayCard response = null;

            foreach (Entities.GamePlayer player in players)
            {
                cardIDs  = player.Hand.OrderBy(x => rdm.Next()).Take(selectCount).Select(x => x.CardID).ToList();
                response = _playCard.Execute(cardIDs, gameID, player.User.UserId, true);

                if (response.AutoPlayedSuccess)
                {
                    if (player.IdlePlayCount + 1 == 3)
                    {
                        //Player is forced to leave game now
                        UnityConfig.Container.Resolve <AppServices.Game.Base.ILeave>().Execute(gameID, player.User, Entities.Enums.GamePlayerType.Player, true);
                    }
                    else
                    {
                        Entities.Filters.GamePlayer.UpdateIdlePlayCount idlePlayCount =
                            new Entities.Filters.GamePlayer.UpdateIdlePlayCount
                        {
                            GameID = gameID,
                            UserId = player.User.UserId
                        };

                        _updateGamePlayer.Execute(idlePlayCount);
                    }
                }
            }
        }
Ejemplo n.º 2
0
        private Entities.GameRoundCard CreateQuestion(IEnumerable <Entities.Card> cards, Entities.Game game)
        {
            Entities.Card card = cards.FirstOrDefault();

            Entities.GameRoundCard question = null;

            if (card != null)
            {
                Entities.GameRound round = game.CurrentRound();

                question = new Entities.GameRoundCard(card, round.CardCommander.UserId, round.GameRoundID, game.GameID);
            }

            return(question);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Removes a player from the game
        /// </summary>
        /// <param name="gameID">The ID of the game to leave</param>
        /// <param name="user">The user leaving the game</param>
        /// <param name="playerType">Type of player leaving</param>
        /// <param name="forcedToLeave">The player was forced to leave</param>
        public void Execute(Int32 gameID, Entities.User user, Entities.Enums.GamePlayerType playerType, Boolean forcedToLeave = false)
        {
            Entities.Filters.Game.Select filter = new Entities.Filters.Game.Select();
            filter.GameID       = gameID;
            filter.DataToSelect = Entities.Enums.Game.Select.Rounds | Entities.Enums.Game.Select.GamePlayerCards;

            Entities.Game game = _selectGame.Execute(filter);

            Boolean wasWaiting = game.IsWaiting();

            Boolean wasCurrentCommander = game.IsCurrentCommander(user.UserId) && playerType == Entities.Enums.GamePlayerType.Player;

            Entities.GamePlayer player = null;

            if (playerType == Entities.Enums.GamePlayerType.Player)
            {
                player = game.Players.Find(x => x.User.UserId == user.UserId);
                game.Players.Remove(player);
                game.PlayerCount--;
            }
            else
            {
                player = game.Spectators.Find(x => x.User.UserId == user.UserId);

                game.Spectators.Remove(player);
                game.SpectatorCount--;
            }

            if (wasCurrentCommander)
            {
                if (game.HasRounds())
                {
                    Entities.GameRound current = game.CurrentRound();

                    if (!current.HasWinner())
                    {
                        game.Rounds.Remove(current);
                        game.RoundCount--;

                        Entities.Filters.GameRound.Delete deleteRoundFilter = new Entities.Filters.GameRound.Delete();
                        deleteRoundFilter.GameRoundID = current.GameRoundID;

                        _deleteRound.Execute(deleteRoundFilter);
                    }
                }

                Boolean started = false;

                if (game.PlayerCount > 0)
                {
                    started = _startRound.Execute(game, game.NextCommander(null));
                }

                if (game.HasRounds() && started)
                {
                    _sendMessage.CommanderLeft(game, user.DisplayName);
                }
                else
                {
                    _sendMessage.UpdateGame(game, true);
                }
            }
            else if (game.IsWaiting() && wasWaiting)
            {
                _sendMessage.UpdateWaiting(game, true);
            }
            else
            {
                if (game.HasRounds())
                {
                    Entities.GameRound current = game.CurrentRound();
                    current.CurrentPlayerCount--;

                    if (!game.Players.Any(x => x.Hand.Count > 0 && !current.IsCommander(x.User.UserId)))
                    {
                        if (!current.HasWinner() && current.Answers.Count == 0)
                        {
                            _dealCards.Execute(game, false);
                        }
                    }
                }

                _sendMessage.UpdateGame(game, true, (forcedToLeave ? (int?)user.UserId : null));
            }

            _leaveGame.Execute(gameID, user, playerType);
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="game"></param>
        /// <param name="userId"></param>
        /// <param name="hand"></param>
        /// <param name="playerType"></param>
        /// <param name="voteToKickList"></param>
        /// <param name="completedRounds"></param>
        public GameBoard(Entities.Game game, Int32 userId, Entities.Enums.GamePlayerType playerType,
                         List <Models.Game.Board.VoteToKick> voteToKickList = null,
                         List <Entities.GameRound> completedRounds          = null)
        {
            Game   = game;
            UserId = userId;

            Hand = new List <GamePlayerCard>();

            if (playerType == Enums.GamePlayerType.Player)
            {
                Entities.GamePlayer player = Game.Players.FirstOrDefault(x => x.User.UserId == userId);

                if (player != null && player.Hand != null)
                {
                    Hand = player.Hand;
                }
            }


            Hand         = playerType == Enums.GamePlayerType.Player ? Game.Players.First(x => x.User.UserId == userId).Hand : new List <GamePlayerCard>();
            ActivePlayer = Hand.Count > 0;
            PlayerType   = playerType;

            Entities.GameRound round = Game.CurrentRound();

            if (Game.HasRounds() && round != null)
            {
                Answered       = round.HasAnswer(UserId);
                ShowAnswers    = round.PlayedCount >= round.CurrentPlayerCount && round.Answers.Count > 0;
                RoundHasWinner = round.Winner() != null;
                GroupedAnswers = round.GroupedAnswers();
                IsCommander    = Game.IsCurrentCommander(UserId) && PlayerType == Entities.Enums.GamePlayerType.Player;
            }
            else
            {
                Answered       = false;
                ShowAnswers    = false;
                RoundHasWinner = false;
                IsCommander    = false;
            }

            ShowHand = ActivePlayer && !Answered && !IsCommander && PlayerType == Entities.Enums.GamePlayerType.Player;

            ShowWaiting = (round == null || RoundHasWinner) && Game.IsWaiting();

            WaitingOnAllAnswersOrWinner = !RoundHasWinner && !ShowAnswers;

            ShowBoard = !ShowWaiting && !Game.HasWinner();

            if (ShowBoard && round != null)
            {
                Question = round.Question;
            }
            else
            {
                Question = null;
            }

            AnswersViewModel       = new Answers(RoundHasWinner, IsCommander, WaitingOnAllAnswersOrWinner, ShowAnswers, ShowHand, ShowBoard, GroupedAnswers);
            GameOverViewModel      = new GameOver(Game.HasWinner(), Game.GameID, Game.Players);
            HandViewModel          = new Board.Hand(ShowHand, Hand, ShowBoard);
            LobbyViewModel         = new Lobby(PlayerType, Game.Players, Game.MaxNumberOfSpectators > 0, Game.Spectators);
            RoundQuestionViewModel = new RoundQuestion(round, ShowBoard);
            WaitingViewModel       = new Waiting(ShowWaiting);
            VotesToKickViewModel   = new VotesToKick(voteToKickList ?? new List <Models.Game.Board.VoteToKick>());
            AllRoundsViewModel     = new AllRounds(completedRounds ?? new List <GameRound>());

            HeaderViewModel = new Shared.Header();

            if (Game.HasWinner())
            {
                HeaderViewModel.SubHeaderText = "Game Over, man!";
            }
            else if (ShowWaiting)
            {
                HeaderViewModel.SubHeaderText = ArmedCards.Entities.Models.Helpers.WaitingHeader.Build(Game, UserId, PlayerType);
            }
            else
            {
                HeaderViewModel.SubHeaderText = String.Format("{0} is the Card Commander", Game.DetermineCommander().DisplayName);
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Handle dealing cards to players in <paramref name="game"/>
        /// </summary>
        /// <param name="game">The game to deal cards for</param>
        /// <param name="dealQuestion">Is a question card needed</param>
        public void Execute(Entities.Game game, Boolean dealQuestion)
        {
            List <Entities.Card> questions;
            List <Entities.Card> answers;

            _shuffleCards.Execute(game, out questions, out answers);

            IEnumerable <Entities.Card> filteredQuestions = _excludeByCount.Execute(questions, game.QuestionShuffleCount);

            Entities.GameRoundCard dealtQuestion = null;

            if (dealQuestion)
            {
                dealtQuestion = CreateQuestion(filteredQuestions, game);
            }
            else
            {
                dealtQuestion = new Entities.GameRoundCard
                {
                    Card = game.CurrentRound().Question
                };
            }

            IEnumerable <Entities.Card> filteredAnswers = _excludeCurrentHands.Execute(answers);

            filteredAnswers = _excludeByCount.Execute(filteredAnswers, game.AnswerShuffleCount);

            Dictionary <Int32, Int32> drawCount = _calculateDrawCount.Execute(dealtQuestion.Card, game.Players);

            Boolean needMoreQuestions = dealtQuestion == null && dealQuestion;
            Boolean needMoreAnswers   = drawCount.Values.Sum() > filteredAnswers.Count();

            if (needMoreQuestions || needMoreAnswers)
            {
                if (needMoreQuestions)
                {
                    //Update reshuffle counts
                    filteredQuestions = _excludeByCount.Execute(questions, ++game.QuestionShuffleCount);

                    //Reselect question card
                    dealtQuestion = CreateQuestion(filteredQuestions, game);

                    drawCount = _calculateDrawCount.Execute(dealtQuestion.Card, game.Players);

                    needMoreAnswers = drawCount.Values.Sum() > filteredAnswers.Count();
                }

                if (needMoreAnswers)
                {
                    filteredAnswers = _excludeCurrentHands.Execute(answers);
                    filteredAnswers = _excludeByCount.Execute(filteredAnswers, ++game.AnswerShuffleCount);
                }

                _updateGame.Execute(new Entities.Filters.Game.UpdateCounts(game.GameID, game.QuestionShuffleCount, game.AnswerShuffleCount));
            }

            if (dealQuestion)
            {
                _insertGameRoundCard.Execute(new List <Entities.GameRoundCard> {
                    dealtQuestion
                });
                game.CurrentRound().Question = dealtQuestion.Card;
            }

            _createHand.Execute(filteredAnswers.ToList(), drawCount, game);
        }