Exemple #1
0
        public void RollDice()
        {
            var attackingTerritory = game.Board.GetTerritory(new Location(1, 1));
            var defendingTerritory = game.Board.GetTerritory(new Location(0, 0));
            var attackResult       = game.TryAttack("bazookaJoe", attackingTerritory, defendingTerritory, 2);

            Assert.IsFalse(attackResult.AttackInvalid);
            Assert.IsTrue(attackResult.CanContinue);

            //Assert.IsTrue(game.GetPlayerRemainingArmies("Macaco") == 2);
            //Assert.IsTrue(game.GetPlayerRemainingArmies("bazookaJoe") == 2);


            //Assert.IsTrue(gameStatus.Players.Count()  == 1);
        }
Exemple #2
0
        private async Task doBattle()
        {
            game.StartTime = DateTime.Now;
            while (game.Players.Count() > 1 && game.GameState == GameState.Attacking && game.Players.Any(p => game.PlayerCanAttack(p)))
            {
                var consecutivePacifistTurns = 0;

                for (int i = 0; i < game.Players.Count() && game.Players.Count() > 1; i++)
                {
                    var currentPlayer = game.Players.Skip(i).First() as ApiPlayer;
                    if (game.PlayerCanAttack(currentPlayer))
                    {
                        var failedTries = 0;

                        TryAttackResult attackResult = new TryAttackResult {
                            AttackInvalid = false
                        };
                        Territory attackingTerritory = null;
                        Territory defendingTerritory = null;

                        logger.LogInformation($"Asking {currentPlayer.Name} what action they want to perform...");
                        var actionResponse = await askForActionAsync(currentPlayer, ActionStatus.PreviousActionRequestFailed);

                        if (actionResponse.userAction == UserAction.Attack)
                        {
                            consecutivePacifistTurns = 0;
                            do
                            {
                                logger.LogInformation($"Asking {currentPlayer.Name} where they want to attack...");

                                var beginAttackResponse = await askForAttackLocationAsync(currentPlayer, BeginAttackStatus.PreviousAttackRequestFailed);

                                try
                                {
                                    attackingTerritory = game.Board.GetTerritory(beginAttackResponse.From);
                                    defendingTerritory = game.Board.GetTerritory(beginAttackResponse.To);

                                    logger.LogInformation($"{currentPlayer.Name} wants to attack from {attackingTerritory} to {defendingTerritory}");

                                    attackResult = game.TryAttack(currentPlayer.Token, attackingTerritory, defendingTerritory);
                                }
                                catch (Exception ex)
                                {
                                    attackResult = new TryAttackResult {
                                        AttackInvalid = true, Message = ex.Message
                                    };
                                }
                                if (attackResult.AttackInvalid)
                                {
                                    logger.LogError($"Invalid attack request! {currentPlayer.Name} from {attackingTerritory} to {defendingTerritory} ");
                                    failedTries++;
                                    if (failedTries == MaxFailedTries)
                                    {
                                        BootPlayerFromGame(currentPlayer);
                                        i--;
                                        break;
                                    }
                                }
                            } while (attackResult.AttackInvalid);

                            while (attackResult.CanContinue)
                            {
                                var continueResponse = await askContinueAttackingAsync(currentPlayer, attackingTerritory, defendingTerritory);

                                if (continueResponse.ContinueAttacking)
                                {
                                    logger.LogInformation("Keep attacking!");
                                    attackResult = game.TryAttack(currentPlayer.Token, attackingTerritory, defendingTerritory);
                                }
                                else
                                {
                                    logger.LogInformation("run away!");
                                    break;
                                }
                            }
                        }
                        else if (actionResponse.userAction == UserAction.Pacifism)
                        {
                            consecutivePacifistTurns++;
                            if (consecutivePacifistTurns == game.Players.Count())
                            {
                                logger.LogInformation("Game Over");
                                game.SetGameOver();
                                return;
                            }
                        }
                    }
                    else
                    {
                        logger.LogWarning($"{currentPlayer.Name} cannot attack.");
                    }
                }
            }
            logger.LogInformation("Game Over");
            game.SetGameOver();
        }
Exemple #3
0
        public async Task DoPlayerBattle(ApiPlayer player)
        {
            if (game.PlayerCanAttack(player))
            {
                var  failedTries = 0;
                bool hasCard     = false;
                ContinueAttackResponse anotherAttackResponse = new ContinueAttackResponse {
                    ContinueAttacking = false
                };
                do
                {
                    TryAttackResult attackResult = new TryAttackResult {
                        AttackInvalid = false
                    };
                    Territory attackingTerritory = null;
                    Territory defendingTerritory = null;


                    do
                    {
                        logger.LogInformation($"Asking {player.Name} where they want to attack...");

                        var beginAttackResponse = await askForAttackLocationAsync(player, BeginAttackStatus.PreviousAttackRequestFailed);

                        try
                        {
                            attackingTerritory = game.Board.GetTerritory(beginAttackResponse.From);
                            defendingTerritory = game.Board.GetTerritory(beginAttackResponse.To);

                            logger.LogInformation($"{player.Name} wants to attack from {attackingTerritory} to {defendingTerritory}");

                            attackResult = game.TryAttack(player.Token, attackingTerritory, defendingTerritory);

                            if (attackResult.BattleWasWon && !hasCard)
                            {
                                player.PlayerCards.Add(new Card());
                                hasCard = true;
                            }
                        }
                        catch (Exception ex)
                        {
                            attackResult = new TryAttackResult {
                                AttackInvalid = true, Message = ex.Message
                            };
                        }
                        if (attackResult.AttackInvalid)
                        {
                            logger.LogError($"Invalid attack request! {player.Name} from {attackingTerritory} to {defendingTerritory} ");
                            failedTries++;
                            if (failedTries == MaxFailedTries)
                            {
                                BootPlayerFromGame(player);
                                logger.LogError($"Player {player.Name} Booted! Due to attack error");
                                return;
                            }
                        }
                    } while (attackResult.AttackInvalid);
                    while (attackResult.CanContinue)
                    {
                        var continueResponse = await askContinueAttackingAsync(player, attackingTerritory, defendingTerritory);

                        if (continueResponse.ContinueAttacking)
                        {
                            logger.LogInformation("Keep attacking!");
                            attackResult = game.TryAttack(player.Token, attackingTerritory, defendingTerritory);
                            if (attackResult.BattleWasWon && !hasCard)
                            {
                                player.PlayerCards.Add(new Card());
                                hasCard = true;
                            }
                        }
                        else
                        {
                            logger.LogInformation("run away!");
                            break;
                        }
                    }

                    if (game.PlayerCanAttack(player))
                    {
                        anotherAttackResponse = await AskMakeAnotherAttackAsync(player, attackingTerritory, defendingTerritory);
                    }
                    else
                    {
                        anotherAttackResponse.ContinueAttacking = false;
                    }
                } while (anotherAttackResponse.ContinueAttacking);
            }
            else
            {
                logger.LogWarning($"{player.Name} cannot attack.");
            }
        }