public Spades() { // PREAMBLE: Define the DECK of cards based on a tree structure // // TODO: Push this code inside the CardGame class, to read a string like below // // (deck1 (rank (2 3 4 5 6 7 8 9 10 J Q K) // (color (red (suit (hearts diamonds)) // (black (suit (clubs spades))))) var red = new Node { Value = "red", Key = "color", children = new List <Node> { new Node { Value = "hearts", Key = "suit", }, new Node { Value = "diamonds", Key = "suit" } } }; var black = new Node { Value = "black", Key = "color", children = new List <Node> { new Node { Value = "clubs", Key = "suit", }, new Node { Value = "spades", Key = "suit" } } }; var ranks = new Node { Value = "combo2", children = new List <Node> { new Node { Value = "2", Key = "rank" }, new Node { Value = "3", Key = "rank" }, new Node { Value = "4", Key = "rank" }, new Node { Value = "5", Key = "rank" }, new Node { Value = "6", Key = "rank" }, new Node { Value = "7", Key = "rank" }, new Node { Value = "8", Key = "rank" }, new Node { Value = "9", Key = "rank" }, new Node { Value = "10", Key = "rank" }, new Node { Value = "J", Key = "rank" }, new Node { Value = "Q", Key = "rank" }, new Node { Value = "K", Key = "rank" }, new Node { Value = "A", Key = "rank" } } }; Tree t = new Tree { rootNode = new Node { Value = "Attrs", children = new List <Node> { new Node { Value = "combo1", children = new List <Node> { red, black } }, ranks } } }; // Here for timing estimates right now Stopwatch time = new Stopwatch(); time.Start(); // READ NUMBER OF PLAYERS and CREATE THE GAME int numPlayers = 4; var game = new CardGame(numPlayers); List <string> locationsToCreate = new List <string> { "STOCK", "TRUMP", "LEAD" //TODO TRUMP and LEAD are imaginary locations, should not be used for play }; foreach (var key in locationsToCreate) { game.tableCards.AddKey(key); game.tableCards[key] = new CardStackCollection(); } // Set PLAYER card and int storage locations foreach (var player in game.players) { player.storage.AddKey("BID"); player.storage.AddKey("CURRENTSTATE"); player.storage.AddKey("TRICKSWON"); player.cardBins.AddKey("HAND"); player.cardBins.AddKey("TRICK"); } // Set TEAMS and Link to PLAYERS for (int i = 0; i < 2; ++i) { var team = new Team(); team.teamStorage.AddKey("SCORE"); team.teamStorage.AddKey("BAGS"); team.teamPlayers.Add(game.players[i]); team.teamPlayers.Add(game.players[i + 2]); game.players[i].team = team; game.players[i + 2].team = team; game.teams.Add(team); } game.SetDeck(t); game.tableCards["TRUMP"].Add(game.sourceDeck.Last()); Console.WriteLine(game.tableCards["TRUMP"].Peek()); //Instantiate Player Decks and Play Areas foreach (var player in game.players) { player.cardBins["HAND"] = new CardListCollection(); player.cardBins["TRICK"] = new CardStackCollection(); } // Establish PRECEDENCE for the cards. // // TODO : Push this into game, have this description be flexible to again read from string List <CardFilter> precGen = new List <CardFilter>(); var suits = new List <string> { "TRUMP", "LEAD" }; var rankIter = new List <string> { "A", "K", "Q", "J", "10", "9", "8", "7", "6", "5", "4", "3", "2" }; foreach (var suit in suits) { foreach (var rank in rankIter) { precGen.Add(new CardFilter(new List <CardExpression> { new TreeExpression("suit", suit, true), new TreeExpression("rank", rank, true) })); } } var suitDict = new Dictionary <string, HashSet <Card> >(); var rankDict = new Dictionary <string, HashSet <Card> >(); var comboDict = new Dictionary <string, Card>(); foreach (var card in game.sourceDeck) { var suit = card.ReadAttribute("suit"); if (suitDict.ContainsKey(suit)) { suitDict[suit].Add(card); } else { suitDict.Add(suit, new HashSet <Card> { card }); } var rank = card.ReadAttribute("rank"); if (rankDict.ContainsKey(rank)) { rankDict[rank].Add(card); } else { rankDict.Add(rank, new HashSet <Card> { card }); } comboDict.Add(suit + rank, card); } Dictionary <String, int> StoreNames = new Dictionary <String, int> { { "SPADESBROKEN", 0 }, { "PLAYERTURN", 1 }, { "CURRENTPLAYER", 2 }, { "CURRENTHAND", 3 } }; foreach (var key in StoreNames.Keys) { game.gameStorage.AddKey(key); } bool gameNotOver = true; while (gameNotOver) { if (game.teams.Exists(team => team.teamStorage["SCORE"] >= 500)) { gameNotOver = false; } else { game.PopulateLocation("STOCK"); game.tableCards["STOCK"].Shuffle(); // STAGE 0: SETUP STORAGE and DEAL game.DealEvery(13, "STOCK", "HAND"); foreach (var player in game.players) { player.storage["TRICKSWON"] = 0; //resets tricks won every game } game.gameStorage["SPADESBROKEN"] = 0; //SPADES BROKEN = FALSE game.gameStorage["PLAYERTURN"] = 0; //Play Turn within hand game.gameStorage["CURRENTPLAYER"] = 0; //Current Players Turn game.gameStorage["CURRENTHAND"] = 0; //Current Hand var noSpades = new CardFilter(new List <CardExpression> { new TreeExpression("suit", game.tableCards["TRUMP"].Peek().ReadAttribute("suit"), false) }); // STAGE 1: BIDDING foreach (var player in game.players) { game.PromptPlayer(player, "BID", 1, 4); // Should be 0 - 13 Inclusive (14 exclusive), but AI isn't smart enough } foreach (var player in game.players) { Console.WriteLine("Bid: " + player.storage["BID"]); } // STAGE 1.5: Give leading player right values var leader = game.players[0]; leader.storage["CURRENTSTATE"] = 2; // STAGE 2: PLAY ROUNDS UNTIL ALL CARDS USED bool stage2Complete = false; while (!stage2Complete) { // STAGE 2 END CONDITION if (game.gameStorage["CURRENTHAND"] == 13) { stage2Complete = true; } else { // STAGE 2 SETUP game.gameStorage["PLAYERTURN"] = 0; //Runs 0->3 everytime // STAGE 2_1: EACH PLAYER PLAYS ONE CARD bool stage2_1Complete = false; while (!stage2_1Complete) { if (game.gameStorage["PLAYERTURN"] == 4) { stage2_1Complete = true; } else { var player = game.CurrentPlayer().Current(); var choices = new List <Card>(); if (player.storage["CURRENTSTATE"] == 0) //Normal Play, follow suit { var followSuit = new CardFilter(new List <CardExpression> { new TreeExpression("suit", game.tableCards["LEAD"].Peek().ReadAttribute("suit"), true) }); choices = game.FilterCardsFromLocation(followSuit, "P", game.CurrentPlayer().idx, "HAND"); } else if (player.storage["CURRENTSTATE"] == 1) //Play anything, spades broken or unable to follow { choices = game.FilterCardsFromLocation(new CardFilter(new List <CardExpression>()), "P", game.CurrentPlayer().idx, "HAND"); } else if (player.storage["CURRENTSTATE"] == 2) //Spades not broken, leading with non spade { choices = game.FilterCardsFromLocation(noSpades, "P", game.CurrentPlayer().idx, "HAND"); } if (choices.Count == 0) //No moves in current state { var changeStateAction = game.ChangePlayerState(game.CurrentPlayer().idx, "CURRENTSTATE", 1); game.PlayerMakeChoice(new List <GameActionCollection> { new GameActionCollection { changeStateAction } }, game.CurrentPlayer().idx); } else { var ultimateChoices = new List <GameActionCollection>(); var changeTurnAction = game.ChangeGameState("PLAYERTURN", game.gameStorage["PLAYERTURN"] + 1); var moduloChangeAction = new EndTurnAction(game.CurrentPlayer()); var resetStateAction = game.ChangePlayerState(game.CurrentPlayer().idx, "CURRENTSTATE", 0); foreach (var choice in choices) { var cardPlayAction = new CardMoveAction(choice, game.CurrentPlayer().Current().cardBins["HAND"], game.CurrentPlayer().Current().cardBins["TRICK"]); ultimateChoices.Add(new GameActionCollection { cardPlayAction, changeTurnAction, moduloChangeAction, resetStateAction }); if (game.gameStorage["PLAYERTURN"] == 0) { ultimateChoices.Last().Add(new CardCopyAction(choice, game.tableCards["LEAD"])); } } game.PlayerMakeChoice(ultimateChoices, game.CurrentPlayer().idx); if (game.CurrentPlayer().turnEnded) { game.CurrentPlayer().Next(); } } } } // STAGE 2_2: Determine who WON the trick bool stage2_2Complete = false; while (!stage2_2Complete) { // Solidify precedence rules based on LEAD var precendence = new List <CardFilter>(); foreach (var filter in precGen) { precendence.Add(filter.Copy()); } foreach (var filter in precendence) { foreach (var treeDirection in filter.filters) { if (((TreeExpression)treeDirection).expectedValue == "LEAD") { ((TreeExpression)treeDirection).expectedValue = game.tableCards["LEAD"].Peek().ReadAttribute("suit"); //Console.WriteLine("treeValue:" + treeDirection.expectedValue); } if (((TreeExpression)treeDirection).expectedValue == "TRUMP") { ((TreeExpression)treeDirection).expectedValue = game.tableCards["TRUMP"].Peek().ReadAttribute("suit"); } } } var orderedCards = new List <Card>(); foreach (var filter in precendence) { //Approaches N time var suit = ((TreeExpression)filter.filters.Where(obj => ((TreeExpression)obj).CardAttribute == "suit").FirstOrDefault()).expectedValue; var rank = ((TreeExpression)filter.filters.Where(obj => ((TreeExpression)obj).CardAttribute == "rank").FirstOrDefault()).expectedValue; //direct method var card = comboDict[suit + rank]; orderedCards.Add(card); } var scoringList = new List <PointAwards>(); var ranksTemp = new List <string> { "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K", "A" }; var rankScore = new List <int> { 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 }; for (int i = 0; i < ranksTemp.Count; ++i) { scoringList.Add(new PointAwards("rank", ranksTemp[i], rankScore[i])); } scoringList.Add(new PointAwards("suit", game.tableCards["TRUMP"].Peek().ReadAttribute("suit"), 200)); scoringList.Add(new PointAwards("suit", game.tableCards["LEAD"].Peek().ReadAttribute("suit"), 100)); var scoring = new CardScore(scoringList); //Precedence (now scoring) is known, pop the leading card from imaginary location game.tableCards["LEAD"].Remove(); // Now, determine who won the trick var winningPlayer = 0; var winningScore = 0; for (int i = 0; i < numPlayers; ++i) { //Console.WriteLine("PrecIdx:" + ); var player = game.players[i]; //Console.Write("SCORING " + i); var cardScore = scoring.GetScore(player.cardBins["TRICK"].AllCards().First()); if (cardScore >= winningScore) { winningPlayer = i; winningScore = cardScore; } } if (game.players[winningPlayer].cardBins["TRICK"].AllCards().First().ReadAttribute("suit") == game.tableCards["TRUMP"].Peek().ReadAttribute("suit")) { Console.WriteLine("***SPADESBROKEN***"); game.gameStorage["SPADESBROKEN"] = 1; } // DEBUG for us to validate game works Console.WriteLine("Winner: Player " + (winningPlayer + 1)); foreach (var p in game.players) { //Uncommenting will throw an exception, stack has been popped Console.Write("Player:" + p.cardBins["TRICK"].AllCards().First().ToString() + "\n"); p.cardBins["TRICK"].Remove(); } // Reward winning player with 1 TRICK game.players[winningPlayer].storage["TRICKSWON"] += 1; game.CurrentPlayer().SetPlayer(winningPlayer); //Should be winner var winner = game.players[winningPlayer]; if (game.gameStorage["SPADESBROKEN"] == 1) { winner.storage["CURRENTSTATE"] = 1; } else { winner.storage["CURRENTSTATE"] = 2; } stage2_2Complete = true; } // STAGE 2 WRAPUP game.gameStorage["CURRENTHAND"] += 1; //Current Hand } } // STAGE 3: DETERMINE SCORE FOR TEAMS OF PLAYERS // DEBUG tricks taken by each foreach (var player in game.players) { Console.WriteLine("Tricks:" + player.storage["TRICKSWON"]); } // DEBUG teams score for (int i = 0; i < game.teams.Count; ++i) { Console.Write("Team " + (i + 1) + " Score: "); var total = 0; var totalBid = 0; var team = game.teams[i]; foreach (var player in team.teamPlayers) { if (player.storage["BID"] != 0) { total += player.storage["TRICKSWON"]; totalBid += player.storage["BID"]; } else { team.teamStorage["BAGS"] += player.storage["TRICKSWON"]; if (player.storage["TRICKSWON"] == 0) { team.teamStorage["SCORE"] += 100; } else { team.teamStorage["SCORE"] -= 100; } } } if (total >= totalBid) { team.teamStorage["SCORE"] += totalBid * 10; team.teamStorage["BAGS"] += total - totalBid; } else { team.teamStorage["SCORE"] -= totalBid * 10; } if (team.teamStorage["BAGS"] >= 10) { team.teamStorage["SCORE"] -= 100 * (team.teamStorage["BAGS"] / 10); team.teamStorage["BAGS"] %= 10; } Console.WriteLine(total); Console.WriteLine(team.teamStorage["SCORE"] + " : " + team.teamStorage["BAGS"]); } } } time.Stop(); Console.WriteLine("Elapsed:" + time.Elapsed); }