Example #1
0
 public Card[] DistributeCards(int i, Card.Suit suitReq)
 {
     Card[] r = new Card[i];
     for (int j = 0; j < i; j++)
     {
         // break out if we are out of cards
         if (distroKeys.Count <= 0)
         {
             break;
         }
         Card.Suit s = distroKeys[(int)Random.Range(0, distroKeys.Count)];
         if (j == 0 && distroKeys.Contains(suitReq))
         {
             s = suitReq;
         }
         List <Card> q = distroQueues[s];
         r[j] = q[q.Count - 1];
         q.RemoveAt(q.Count - 1);
         //handle running out of cards
         if (q.Count <= 0)
         {
             distroKeys.Remove(s);
         }
     }
     return(r);
 }
Example #2
0
    public static int  ScoreingValue(Card c, StateMachineSystem.StateMachine targetMachine)
    {
        Card.Suit trump = targetMachine.Memory.GetData <Card.Suit>("Trump");
        Card      lead  = targetMachine.Memory.GetData <List <Card> >("Plays")[0];
        //Intial value is as printed on the card
        int val = (int)c.value;

        //If on suit, add value
        if (c.suit == lead.suit)
        {
            val += 20;
        }
        //If on trump, add value
        if (c.suit == trump)
        {
            val += 50;
        }
        //Override on-color Jack
        if (c.suit == trump.SameColorSuit() && c.value == Card.Value.Jack)
        {
            val = 200;
        }
        //Override on-trump Jack
        if (c.suit == trump && c.value == Card.Value.Jack)
        {
            val = 250;
        }
        return(val);
    }
Example #3
0
    public void recolorTextUI(Card.Suit suit)
    {
        switch (suit)
        {
        case Card.Suit.CLUBS:
            this.GetTextMeshUI().color = CLUBS;
            this.GetTextMeshUI().fontSharedMaterial = GetMatClubs();
            break;

        case Card.Suit.SPADES:
            this.GetTextMeshUI().color = SPADES;
            this.GetTextMeshUI().fontSharedMaterial = GetMatSpades();
            break;

        case Card.Suit.HEARTS:
            this.GetTextMeshUI().color = HEARTS;
            this.GetTextMeshUI().fontSharedMaterial = GetMatHearts();
            break;

        case Card.Suit.DIAMONDS:
            this.GetTextMeshUI().color = DIAMONDS;
            this.GetTextMeshUI().fontSharedMaterial = GetMatDiamonds();
            break;
        }
    }
Example #4
0
    public void SetSoldierModel(Card.Suit suit, int playerNo, int rank)
    {
        if (soldierModel != null)
        {
            Destroy(soldierModel);
            Debug.Log("Destroyed");
        }
        soldierModel = null;
        weapons      = null;

        if (rank < 0)
        {
            return;
        }

        soldierModel = Instantiate(General.GetSoldierModelPrefab(suit, playerNo), meshParent.transform);
        Transform weaponsParent = soldierModel.FindComponentInChildWithTag <Transform>("Weapon");

        weapons = new GameObject[weaponsParent.childCount];
        for (int i = 0; i < weapons.Length; i++)
        {
            weapons[i] = weaponsParent.GetChild(i).gameObject;
            weapons[i].SetActive(false);
        }
        //Debug.Log("Spawning soldier: "+suit+" || Rank "+rank);
        weapons[rank - 1].SetActive(true);
    }
Example #5
0
    private Deck()
    {
        cards = new Card[52];

        // Add the 13 cards for each suit into the deck
        int index = 0;

        for (int i = 0; i < 4; i++)
        {
            Card.Suit suit = (Card.Suit)i;
            for (int j = 0; j < 13; j++)
            {
                Card.Rank rank = (Card.Rank)j;
                cards[index] = new Card(suit, rank);
                index++;
            }
        }

        if (DebugObject.Instance.DEBUG_MODE)
        {
            for (int i = 0; i < Mathf.Min(DebugObject.Instance.debugCardRanks.Length, DebugObject.Instance.debugCardSuits.Length); i++)
            {
                cards[i] = new Card(DebugObject.Instance.debugCardSuits[i], DebugObject.Instance.debugCardRanks[i]);
                Debug.Log("Replacing card " + i + " with " + cards[i]);
            }
        }
        ShuffleDeck();
    }
Example #6
0
    public void SetAvatar(Card.Suit suit)
    {
        switch (suit)
        {
        case Card.Suit.CLUBS:
            SetAvatar(CLUBS);
            break;

        case Card.Suit.HEARTS:
            SetAvatar(HEARTS);
            break;

        case Card.Suit.DIAMONDS:
            SetAvatar(DIAMONDS);
            break;

        case Card.Suit.SPADES:
            SetAvatar(SPADES);
            break;

        default:
            SetAvatar(NONE);
            break;
        }
    }
    public static GameObject SpawnTrumpIndicator(Card.Suit suit, int team)
    {
        GameObject spawnedObject = Instantiate(instance.trumpStamps[(int)suit]);

        spawnedObject.GetComponent <SpriteRenderer>().color = (team == 0) ? PlayerColor : OpponentColor;
        return(spawnedObject);
    }
Example #8
0
        public void ResetDeck()
        {
            deck = new Stack <Card>();

            Card[] cards = new Card[52];

            int count = 0;

            for (int i = 0; i < 4; i++)
            {
                //Get the enum value of the suit
                Card.Suit suit = (Card.Suit)i;

                for (int value = 2; value < 15; value++)
                {
                    //Add the new card to the deck
                    cards[count] = new Card(suit, value);

                    count++;
                }
            }

            cards = ShuffleDeck(cards);

            foreach (Card card in cards)
            {
                deck.Push(card);
            }
        }
    private Card.Rank[] GetFlushRanks(List <Card> pokerHand, int[] numberEachSuit)
    {
        Card.Suit   flushSuit = Card.Suit.none;
        List <Card> flushHand = new List <Card>();

        Card.Rank[] highestRanks = new Card.Rank[] { Card.Rank.none, Card.Rank.none, Card.Rank.none, Card.Rank.none, Card.Rank.none };

        for (int i = 0; i < numberEachSuit.Length; i++)
        {
            if (numberEachSuit[i] >= 5)
            {
                flushSuit = (Card.Suit)i;
            }
        }

        foreach (Card el in pokerHand)
        {
            if (el.GetSuit() == flushSuit)
            {
                flushHand.Add(el);
            }
        }

        var sortedFlushHand = flushHand.OrderByDescending(x => (int)(x.GetRank())).ToList();

        for (int i = 0; i < 5; i++)
        {
            highestRanks[i] = sortedFlushHand[i].GetRank();
        }

        return(highestRanks);
    }
Example #10
0
 public CardData(Card.Suit suit, Card.Rank rank, bool shown = true)
 {
     this.suit = suit;
     this.rank = rank;
     value     = (int)suit + (int)rank * Enum.GetValues(typeof(Card.Suit)).Length;
     isShown   = shown;
 }
Example #11
0
    private static int CalculateHandPoints(List <Card> hand, Card upCard, Card.Suit suitInQuestion, bool dealerOnTeam, PointSpread pointSpread)
    {
        int ret = 0;

        //Calulate the face up card going to a player
        ret += CardValue(upCard, suitInQuestion, pointSpread) * ((dealerOnTeam) ? 1 : -1);
        List <Card.Suit> uniqueSuits = new List <Card.Suit>();

        foreach (Card card in hand)
        {
            if (uniqueSuits.Contains(card.suit) == false)
            {
                uniqueSuits.Add(card.suit);
            }
            ret += CardValue(card, suitInQuestion, pointSpread);
        }

        if (uniqueSuits.Count <= 2)
        {
            ret += pointSpread.TwoSuited;
        }

        {
            string debugPrint = "Suit: " + suitInQuestion.Shortname() + " Points: " + ret + "\n Hand:";
            foreach (Card card in hand)
            {
                debugPrint += card.Shortname();
                debugPrint += ",";
            }
            //Debug.Log(debugPrint);
        }


        return(ret);
    }
Example #12
0
 private void TroefLeftButtonDown(object sender, MouseButtonEventArgs e)
 {
     if (GS.GamePhase == "Troef10User")
     {
         Image     img   = (Image)sender;
         int       num   = Convert.ToInt32(img.Name.Substring(4));
         Card.Suit troef = GS.Troef[GS.TroefNum].Kaart.Soort;
         if (GS.TroefNum >= num && GS.Troef[num].Kaart.Soort == troef)
         {
             int troefID    = GS.Troef[num].Kaart.ID;
             int troef10num = -1;
             int troef10ID  = 0;
             for (int count = 0; count < 3; count++)
             {
                 if (GS.UserHand[count].Kaart.Soort == troef && GS.UserHand[count].Kaart.Punten == 0)
                 {
                     troef10num = count;
                     troef10ID  = GS.UserHand[count].Kaart.ID;
                 }
             }
             GS.Troef[num].Kaart.Change(troef10ID);
             GS.UserHand[troef10num].Kaart.Change(troefID);
             GS.PlayerHand[3].RemoveAt(troef10num);
             GS.PlayerHand[3].Add(new Card(troefID));
             GS.Troef[num].Border = GS.zwart;
             GS.ClearTable();
             GS.ButtonTopTxt    = " ";
             GS.ButtonBottomTxt = " ";
             GS.MsgTxt          = " ";
             GS.ZwikCheck();
         }
     }
 }
Example #13
0
    public Card GetCard(Card.Suit suit, Card.Rank rank)
    {
        Card card = cardsDict[cardNamePrefix + Enum.GetName(typeof(Card.Suit), suit) + Enum.GetName(typeof(Card.Rank), rank)];

        deckCardsList.Remove(card);
        return(card);
    }
Example #14
0
 private void IncrementProgress(Card.Suit suit)
 {
     Progress[suit]++;
     PushUndoable(delegate()
     {
         Progress[suit]--;
     });
 }
Example #15
0
        public void TestGetSetCard(Card.Suit suit, Card.Value value)
        {
            Card card = new Card(0, 0);

            card.CardSuit  = suit;
            card.CardValue = value;
            Assert.True(card.CardSuit == suit && card.CardValue == value);
        }
Example #16
0
    private void CreateCard(GameObject cardPrefab, Card.Suit suit)
    {
        GameObject card       = Instantiate(cardPrefab);
        Card       cardScript = card.GetComponent <Card>();

        cardScript.CardSuit = suit;
        cards.Add(cardScript);
    }
Example #17
0
 public void SetTextUI(string healthText, Card.Suit suit)
 {
     if (suit == Card.Suit.HEARTS)   // Hearts shouldn't have text
     {
         healthText = "";
     }
     this.SetTextUI(healthText);
 }
Example #18
0
    public Sprite GetCardSprite(Card.Suit suit, Card.Value value)
    {
        int suiteOffset = (int)suit * 14;
        int cardOffset  = (int)value;
        int offset      = suiteOffset + cardOffset;

        return(cardSprites[offset]);
    }
Example #19
0
 public void PlayFireSound(Card.Suit suit)
 {
     switch (suit)
     {
     default:
         SoundManager.Instance.Play(AudibleNames.Fire.DEFAULT);
         break;
     }
 }
Example #20
0
 public void OnDrop(Card cardToDrop)
 {
     if (CanDrop(cardToDrop))
     {
         cards.Add(cardToDrop);
         lastCardValue = cardToDrop.CardValue;
         stackSuit     = cardToDrop.CardSuit;
     }
 }
Example #21
0
    public static bool isValidPlay(Card c, Player p, StateMachineSystem.StateMachine targetMachine)
    {
        Card.Suit   trump = targetMachine.Memory.GetData <Card.Suit>("Trump");
        List <Card> plays = targetMachine.Memory.GetData <List <Card> >("Plays");

        if (plays.Count > 0)
        {
            bool hasLeadSuitInHand = false;

            //Figure out the lead suit
            Card.Suit leadSuit = plays[0].suit;
            //overide the lead suit for offsuit Trump jack
            if (plays[0].value == Card.Value.Jack && plays[0].suit == trump.SameColorSuit())
            {
                leadSuit = trump;
            }

            //Figure out the suit of what we playes
            Card.Suit playedSuit = c.suit;
            //Override the played suit for offsuit trump jack
            if (c.value == Card.Value.Jack && c.suit == trump.SameColorSuit())
            {
                playedSuit = trump;
            }

            //Check if the hand has a card that is valid suit
            foreach (Card card in p.GetHand())
            {
                Card.Suit cardsSuit = card.suit;
                //Overrride the offsuit Trump jack
                if (card.value == Card.Value.Jack && card.suit == trump.SameColorSuit())
                {
                    cardsSuit = trump;
                }

                if (cardsSuit == leadSuit)
                {
                    hasLeadSuitInHand = true;
                }
            }

            //If they have an on suit play at the played card isn't, invalidate the play
            if (hasLeadSuitInHand && playedSuit != leadSuit)
            {
                return(false);
            }
            else
            {
                return(true);
            }
        }
        else
        {
            return(true);
        }
    }
Example #22
0
    public void SetTextUI(string attackText, Card.Suit suit)
    {
        if (suit == Card.Suit.HEARTS)   // Hearts shouldn't have text
        {
            attackText = "";
        }

        this.SetTextUI(attackText);
        this.recolorTextUI(suit);
    }
Example #23
0
    public void PlayFlushFX(HandType handType, Card.Suit suit)
    {
        if (handType != HandType.Flush)
        {
            return;
        }

        PlayComboFX(handType);
        iconHand.sprite = flushIconDictionary[suit];
    }
Example #24
0
        public static Card[] RetrieveCommunityCards()
        {
            Bitmap currentCommunityCards = CaptureCommunityCardsImage();

            int foundCount = 0;
            int cardsToSearch;

            Card[] hand;

            //Check to see how many cards you need to find, if no cards are on the table return null.
            if (BitmapHandler.SearchBitmap(currentCommunityCards, RetrieveBitmap("3cards")))
            {
                cardsToSearch = 3;
                hand          = new Card[3];
            }
            else if (BitmapHandler.SearchBitmap(currentCommunityCards, RetrieveBitmap("4cards")))
            {
                cardsToSearch = 4;
                hand          = new Card[4];
            }
            else if (BitmapHandler.SearchBitmap(currentCommunityCards, RetrieveBitmap("5cards")))
            {
                cardsToSearch = 5;
                hand          = new Card[5];
            }
            else
            {
                return(null);
            }

            foreach (NamedBitmap cardImage in cardPics)
            {
                if (BitmapHandler.SearchBitmap(currentCommunityCards, cardImage.bitmap))
                {
                    //Split the Bitmap filenames up into two seperate strings. EX) filename == S7, then stringSuit = "S", and stringRank = "7"
                    string stringSuit = cardImage.name.Substring(0, 1);
                    string stringRank = cardImage.name.Substring(1);

                    //Get the Bitmap filenames into Suit and Rank Enums. EX) filename == S7, then cardSuit = Suit.Spades, and cardRank = Rank.Seven
                    Card.Suit cardSuit = ConvertStringToSuit(stringSuit);
                    Card.Rank cardRank = ConvertStringToRank(stringRank);

                    hand[foundCount] = new Card(cardSuit, cardRank);
                    foundCount++;

                    //If you found all the cards, stop searching
                    if (foundCount == cardsToSearch)
                    {
                        break;
                    }
                }
            }
            return(hand);
        }
Example #25
0
 // should probably change this to do a binary search.
 public bool ContainsSuit(Card.Suit suit)
 {
     foreach (Card item in hand)
     {
         if (item.SUIT.Equals(suit))
         {
             return(true);
         }
     }
     return(false);
 }
Example #26
0
 // If all cards' suits match the first card, it is a flush
 private static bool IsHandFlush(Card[] rankSortedHand)
 {
     Card.Suit suit = rankSortedHand[0].suit;
     foreach (Card c in rankSortedHand)
     {
         if (c.suit != suit)
         {
             return(false);
         }
     }
     return(true);
 }
Example #27
0
 public bool HasFlush()
 {
     Card.Suit flushSuit = Cards[0].suit;
     for (int index = 1; index < Cards.Count; index++)
     {
         if (flushSuit != Cards[index].suit)
         {
             return(false);
         }
     }
     return(true);
 }
Example #28
0
 private void Troef_MouseLeave(object sender, MouseEventArgs e)
 {
     if (GS.GamePhase == "Troef10User")
     {
         Image     img   = (Image)sender;
         int       num   = Convert.ToInt32(img.Name.Substring(4));
         Card.Suit troef = GS.Troef[GS.TroefNum].Kaart.Soort;
         if (GS.TroefNum >= num && GS.Troef[num].Kaart.Soort == troef)
         {
             GS.Troef[num].Border = GS.zwart;
         }
     }
 }
Example #29
0
    private static int CardValue(Card c, Card.Suit trump, PointSpread pointSpread)
    {
        int value = 0;

        if (c.suit == trump)
        {
            //On suit cards
            switch (c.value)
            {
            case Card.Value.Nine:
                value = pointSpread.Nine;
                break;

            case Card.Value.Ten:
                value = pointSpread.Ten;
                break;

            case Card.Value.Queen:
                value = pointSpread.Queen;
                break;

            case Card.Value.King:
                value = pointSpread.King;
                break;

            case Card.Value.Ace:
                value = pointSpread.Ace;
                break;

            case Card.Value.Jack:
                value = pointSpread.RightBower;
                break;
            }
        }
        else
        {
            //Off suit ace
            if (c.value == Card.Value.Ace)
            {
                value = pointSpread.OffSuitAce;
            }
            //Left Bower
            if (c.value == Card.Value.Jack && c.suit == trump.SameColorSuit())
            {
                value = pointSpread.Ace;
            }
        }
        //Debug.Log("C:" + c.Shortname() + " T:" + trump + " P: " + value);
        //Default to worth of 0
        return(value);
    }
Example #30
0
    public static string GetAttackUIQuote(int player, Card.Suit suit)
    {
        switch (suit)
        {
        case Card.Suit.CLUBS: return(GetClubsQuote(player));

        case Card.Suit.DIAMONDS: return(GetDiamondsQuote(player));

        case Card.Suit.SPADES: return(GetSpadesQuote(player));

        case Card.Suit.HEARTS: return(GetHeartsQuote(player));
        }
        return(UI_DEFAULT_QUOTE);
    }