/// <summary> /// Play a list of cards from a user's hand /// </summary> /// <param name="cardIDs">The card IDs the user has selected </param> /// <param name="gameID">The game ID in which the user wants to play the card</param> /// <param name="userId">The user Id</param> /// <param name="autoPlayed">Were these cards auto played</param> /// <returns>PlayCard action result containing any errors and the round the card was played.</returns> public Entities.ActionResponses.PlayCard Execute(List <Int32> cardIDs, Int32 gameID, Int32 userId, Boolean autoPlayed) { Entities.ActionResponses.PlayCard playResponse = new Entities.ActionResponses.PlayCard(); List <Entities.GamePlayerCard> cards = _selectGamePlayerCard.Execute(gameID, userId); //Check that the user did not play cards they do not have List <Int32> missedIds = CheckHand(cards, cardIDs); if (missedIds.Count == 0) { Entities.GameRound round = _selectGameRound.Execute(gameID, true); //Validate the user isn't trying to answer multiple times if (round.HasAnswer(userId) == false) { //Validate the correct number of cards were played if (round.ValidateCardPlayedCount(cardIDs.Count)) { //Create GameRoundCards for played cards List <Entities.GameRoundCard> playedCards = CreateRoundCards(cardIDs, userId, round.GameRoundID, gameID, autoPlayed); //Insert playedCards _insertGameRoundCard.Execute(playedCards); if (autoPlayed) { playResponse.AutoPlayedSuccess = true; } //Select round with game cards round = _selectGameRound.Execute(gameID, true); //Remove cards from player's hand _deleteGamePlayerCard.Execute(cardIDs, gameID, userId); playResponse.CurrentRound = round; playResponse.ResponseCode = Entities.ActionResponses.Enums.PlayCardResponseCode.Success; } else { playResponse.ResponseCode = Entities.ActionResponses.Enums.PlayCardResponseCode.InvalidNumberOfCardsPlayed; } } else { playResponse.CurrentRound = round; playResponse.ResponseCode = Entities.ActionResponses.Enums.PlayCardResponseCode.Success; } } else { playResponse.ResponseCode = Entities.ActionResponses.Enums.PlayCardResponseCode.InvalidCardPlayed; } return(playResponse); }
/// <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); } } } }
/// <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); } }