Exemple #1
0
        /// <summary>
        /// Determines the type of action to perform and calls the correct method to perform it
        /// </summary>
        /// <param name="lastState">The state previous to the current state.</param>
        /// <param name="currentState">The current state.</param>
        /// <param name="nextState">A reference for the next state</param>
        /// <param name="playerPerformingAction">The Guid of the player who is performing the action.</param>
        /// <param name="typeOfActionToPerform">The type of action the player is performing.</param>
        /// <param name="justSayNoAble">The StatePhase the state should be if the action is performed and is able to be Just Say No'd</param>
        /// <param name="notJustSayNoAble">The StatePhase the state should be if the action is performed and is not able to be Just Say No'd</param>
        /// <param name="rearrangeProperties">The StatePhase the state should be if the action is performed is to move properties between sets</param>
        /// <param name="drawCardsAtTurnStart">The StatePhase the state should be if the action is performed is to draw cards at the start of a turn</param>
        /// <param name="JustSayNoUsedByOpposition">The StatePhase the state should be if the action is performed and is a player using a Just Say No card against an Action Card affecting them played by the player who is on their turn</param>
        /// <param name="moveInformation">The MoveInfo containing the information required to perform the action.</param>
        /// <param name="discard">The StatePhase the state should be if the action is performed is to end a turn and the player has to discard cards</param>
        /// <returns></returns>
        private BoolResponseBox doAppropriateAction(PlayFieldModel lastState, PlayFieldModel currentState, PlayFieldModel nextState, PlayerModel playerPerformingAction, TurnActionTypes typeOfActionToPerform, Statephase justSayNoAble, Statephase notJustSayNoAble, Statephase rearrangeProperties, Statephase drawCardsAtTurnStart, Statephase JustSayNoUsedByOpposition, MoveInfo moveInformation, Statephase discard)
        {
            if (typeOfActionToPerform.CompareTo(TurnActionTypes.drawTwoCardsAtStartOfTurn) == 0)
            {
                return draw2CardsAtStartOfTurn(currentState, nextState, playerPerformingAction, drawCardsAtTurnStart);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.drawFiveCardsAtStartOfTurn) == 0)
            {
                return draw5CardsAtStartOfTurn(currentState, nextState, playerPerformingAction, drawCardsAtTurnStart);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.EndTurn) == 0)
            {
                return endTurn(currentState, nextState, playerPerformingAction);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.MovePropertyCard) == 0)
            {
                return movePropertyCard(currentState, nextState, playerPerformingAction, moveInformation, rearrangeProperties);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.PlayPropertyCardFromHand) == 0)
            {
                return playPropertyCardFromHand(currentState, nextState, playerPerformingAction, moveInformation, notJustSayNoAble);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.PlayPropertyCard_New_Set) == 0)
            {
                return playPropertyCardFromHandToNewSet(currentState, nextState, playerPerformingAction, moveInformation, notJustSayNoAble);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.BankActionCard) == 0)
            {
                return playCardFromHandToBank(currentState, nextState, playerPerformingAction, moveInformation, notJustSayNoAble);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.BankMoneyCard) == 0)
            {
                return playCardFromHandToBank(currentState, nextState, playerPerformingAction, moveInformation, notJustSayNoAble);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.Discard_1_Card) == 0)
            {
                return discard1Card(currentState, nextState, playerPerformingAction, moveInformation, discard);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.PayDebt) == 0)
            {
                return payDebt(currentState, nextState, playerPerformingAction, moveInformation, justSayNoAble, notJustSayNoAble);
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.Dont_Play_Just_Say_No) == 0)
            {
                return doNotPlayJustSayNo(currentState, nextState, playerPerformingAction, moveInformation, justSayNoAble, notJustSayNoAble);
            }

            //ActionCards
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.PlayActionCard) == 0 || typeOfActionToPerform.CompareTo(TurnActionTypes.PlayCard) == 0)
            {
                if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.PassGo) == 0)
                {
                    Statephase nextStatePhase = notJustSayNoAble;
                    return playActionCardPassGo(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.DebtCollector) == 0)
                {
                    Statephase nextStatePhase = justSayNoAble;
                    return playActionCardDebtCollector(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.ItsMyBirthday) == 0)
                {
                    Statephase nextStatePhase = justSayNoAble;
                    return playActionCardItsMyBirthday(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.JustSayNo) == 0)
                {
                    Statephase nextStatePhase = notJustSayNoAble;//TODO switch to justsaynoable
                    return playActionCardJustSayNo(currentState, nextState, playerPerformingAction, nextStatePhase, justSayNoAble, JustSayNoUsedByOpposition, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.RentMultiColor) == 0)
                {
                    Statephase nextStatePhase = justSayNoAble;
                    return playActionCardRentMultiColor(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.RentStandard) == 0)
                {
                    Statephase nextStatePhase = justSayNoAble;
                    return playActionCardRentStandard(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.SlyDeal) == 0)
                {
                    Statephase nextStatePhase = justSayNoAble;
                    return playActionCardSlyDeal(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.ForcedDeal) == 0)
                {
                    Statephase nextStatePhase = justSayNoAble;
                    return playActionCardForcedDeal(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.DealBreaker) == 0)
                {
                    Statephase nextStatePhase = justSayNoAble;
                    return playActionCardDealBreaker(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.House) == 0)
                {
                    Statephase nextStatePhase = notJustSayNoAble;
                    return playActionCardHouse(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                else if (moveInformation.actionCardActionType.CompareTo(ActionCardAction.Hotel) == 0)
                {
                    Statephase nextStatePhase = notJustSayNoAble;
                    return playActionCardHotel(currentState, nextState, playerPerformingAction, nextStatePhase, moveInformation);
                }
                throw new NotImplementedException();
            }
            else if (typeOfActionToPerform.CompareTo(TurnActionTypes.PlayJustSayNo) == 0)
            {
                Statephase nextStatePhase = notJustSayNoAble;//should be just say noable
                return playActionCardJustSayNo(currentState, nextState, playerPerformingAction, nextStatePhase, justSayNoAble, JustSayNoUsedByOpposition, moveInformation);
            }
            else
            {
                return new BoolResponseBox(false, "Unsupported action:" + typeOfActionToPerform.ToString());
            }
        }
        private void updateState(TurnActionTypes actionToAttemptToPerform, ActionCardAction actionCardType, PlayFieldModel currentState, Guid playerWhoPerformedAction)
        {
            PlayerModel player = getPlayerByGuid(playerWhoPerformedAction, currentState);

            PlayFieldModel newState = copyPlayFieldModel(currentState);

            //List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
            //List<TurnActionTypes> onTurn = new List<TurnActionTypes>();

            #region draw2state

            //draw 2 on turn start state
            if (currentState.currentPhase.CompareTo(Statephase.Turn_Started_Draw_2_Cards) == 0)
            {
                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.drawTwoCardsAtStartOfTurn) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_0_Cards_Played;

                        //player has drawn their two cards, Now can play up to three cards on their turn
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }
            }

            #endregion draw2state

            #region draw5state

            //draw 5 on turn start state
            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Started_Draw_5_Cards) == 0)
            {
                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.drawFiveCardsAtStartOfTurn) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_0_Cards_Played;
                        //player has drawn their five cards as they started the turn with zero cards, Now can play up to three cards on their turn
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }
            }

            #endregion draw5state

            #region Turn_Started_Cards_Drawn_0_Cards_Played

            //draw 2 on turn start state
            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Started_Cards_Drawn_0_Cards_Played) == 0)
            {
                #region bankActionCard

                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.BankActionCard) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_1_Cards_Played;

                        //player has drawn their two cards, Now can play up to three cards on their turn on
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion bankActionCard

                #region endTurn

                else if (actionToAttemptToPerform.CompareTo(TurnActionTypes.EndTurn) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        switch (player.hand.cardsInHand.Count)
                        {
                            case 8:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_8_Cards_In_Hand_Discard_1_Card;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 9:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_9_Cards_In_Hand_Discard_2_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 10:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_10_Cards_In_Hand_Discard_3_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 11:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_11_Cards_In_Hand_Discard_4_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 12:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_12_Cards_In_Hand_Discard_5_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            default:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_7_Or_Less_Cards_In_Hand_Setup_NextPlayer;
                                    setNextPlayerOnTurn(newState);
                                    if (getPlayerByGuid(newState.guidOfPlayerWhosTurnItIs, newState).hand.cardsInHand.Count == 0)
                                    {
                                        //Player has 0 cards draws 5 on turn start instead of 2
                                        newState.currentPhase = Statephase.Turn_Started_Draw_5_Cards;
                                        onTurn.Add(TurnActionTypes.drawFiveCardsAtStartOfTurn);
                                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                                    }
                                    else
                                    {
                                        newState.currentPhase = Statephase.Turn_Started_Draw_2_Cards;
                                        onTurn.Add(TurnActionTypes.drawTwoCardsAtStartOfTurn);
                                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                                    }

                                    break;
                                }
                        }

                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion endTurn

                #region playPropertyToNewSet

                else if (actionToAttemptToPerform.CompareTo(TurnActionTypes.PlayPropertyCard_New_Set) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();

                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        //updateStateForPropertyPlayedToSet(actionToAttemptToPerform, currentState, playerWhoPerformedAction, player, newState);
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_1_Cards_Played;
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion playPropertyToNewSet

                //Play Action

                #region Actions unable to be just say no carded

                #region pass Go

                else if (actionToAttemptToPerform.CompareTo(TurnActionTypes.PlayActionCard) == 0 && actionCardType.CompareTo(ActionCardAction.PassGo) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_1_Cards_Played;
                        updateStateActionCardPassGo(actionToAttemptToPerform, currentState, playerWhoPerformedAction, player, newState);
                    }
                }

                #endregion pass Go

                #endregion Actions unable to be just say no carded
            }

            #endregion Turn_Started_Cards_Drawn_0_Cards_Played

            #region Turn_Started_Cards_Drawn_1_Cards_Played

            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Started_Cards_Drawn_1_Cards_Played) == 0)
            {
                #region bankActionCard

                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.BankActionCard) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_2_Cards_Played;

                        //player has drawn their two cards, Now can play up to three cards on their turn
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion bankActionCard

                #region endTurn

                else if (actionToAttemptToPerform.CompareTo(TurnActionTypes.EndTurn) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        switch (player.hand.cardsInHand.Count)
                        {
                            case 8:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_8_Cards_In_Hand_Discard_1_Card;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 9:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_9_Cards_In_Hand_Discard_2_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 10:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_10_Cards_In_Hand_Discard_3_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 11:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_11_Cards_In_Hand_Discard_4_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 12:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_12_Cards_In_Hand_Discard_5_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            default:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_7_Or_Less_Cards_In_Hand_Setup_NextPlayer;
                                    setNextPlayerOnTurn(newState);
                                    if (getPlayerByGuid(newState.guidOfPlayerWhosTurnItIs, newState).hand.cardsInHand.Count == 0)
                                    {
                                        //Player has 0 cards draws 5 on turn start instead of 2
                                        newState.currentPhase = Statephase.Turn_Started_Draw_5_Cards;
                                        onTurn.Add(TurnActionTypes.drawFiveCardsAtStartOfTurn);
                                    }
                                    else
                                    {
                                        newState.currentPhase = Statephase.Turn_Started_Draw_2_Cards;
                                        onTurn.Add(TurnActionTypes.drawTwoCardsAtStartOfTurn);
                                    }

                                    break;
                                }
                        }

                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion endTurn

                #region playPropertyToNewSet

                else if (actionToAttemptToPerform.CompareTo(TurnActionTypes.PlayPropertyCard_New_Set) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();

                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        //updateStateForPropertyPlayedToSet(actionToAttemptToPerform, currentState, playerWhoPerformedAction, player, newState);
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_2_Cards_Played;
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion playPropertyToNewSet

                //Play Action

                #region Actions unable to be just say no carded

                #region pass Go

                else if (actionToAttemptToPerform.CompareTo(TurnActionTypes.PlayActionCard) == 0 && actionCardType.CompareTo(ActionCardAction.PassGo) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_2_Cards_Played;
                        updateStateActionCardPassGo(actionToAttemptToPerform, currentState, playerWhoPerformedAction, player, newState);
                    }
                }

                #endregion pass Go

                #endregion Actions unable to be just say no carded
            }

            #endregion Turn_Started_Cards_Drawn_1_Cards_Played

            #region Turn_Started_Cards_Drawn_2_Cards_Played

            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Started_Cards_Drawn_2_Cards_Played) == 0)
            {
                //Actions that can be taken on this phase

                #region bankActionCard

                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.BankActionCard) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_3_Cards_Played_Swap_Properties_Or_End_Turn_Only;

                        //player has drawn their two cards, Now can play up to three cards on their turn
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn.Add(TurnActionTypes.SwitchAroundPlayedProperties);
                        onTurn.Add(TurnActionTypes.EndTurn);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion bankActionCard

                #region endTurn

                else if (actionToAttemptToPerform.CompareTo(TurnActionTypes.EndTurn) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        switch (player.hand.cardsInHand.Count)
                        {
                            case 8:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_8_Cards_In_Hand_Discard_1_Card;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 9:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_9_Cards_In_Hand_Discard_2_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 10:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_10_Cards_In_Hand_Discard_3_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 11:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_11_Cards_In_Hand_Discard_4_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 12:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_12_Cards_In_Hand_Discard_5_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            default:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_7_Or_Less_Cards_In_Hand_Setup_NextPlayer;
                                    setNextPlayerOnTurn(newState);
                                    if (getPlayerByGuid(newState.guidOfPlayerWhosTurnItIs, newState).hand.cardsInHand.Count == 0)
                                    {
                                        //Player has 0 cards draws 5 on turn start instead of 2
                                        newState.currentPhase = Statephase.Turn_Started_Draw_5_Cards;
                                        onTurn.Add(TurnActionTypes.drawFiveCardsAtStartOfTurn);
                                    }
                                    else
                                    {
                                        newState.currentPhase = Statephase.Turn_Started_Draw_2_Cards;
                                        onTurn.Add(TurnActionTypes.drawTwoCardsAtStartOfTurn);
                                    }

                                    break;
                                }
                        }

                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion endTurn

                #region playPropertyToNewSet

                else if (actionToAttemptToPerform.CompareTo(TurnActionTypes.PlayPropertyCard_New_Set) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn.Add(TurnActionTypes.SwitchAroundPlayedProperties);
                        onTurn.Add(TurnActionTypes.EndTurn);
                        //onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        //updateStateForPropertyPlayedToSet(actionToAttemptToPerform, currentState, playerWhoPerformedAction, player, newState);
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_3_Cards_Played_Swap_Properties_Or_End_Turn_Only;
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion playPropertyToNewSet

                //Play Action

                #region Actions unable to be just say no carded

                #region pass Go

                else if (actionToAttemptToPerform.CompareTo(TurnActionTypes.PlayActionCard) == 0 && actionCardType.CompareTo(ActionCardAction.PassGo) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn.Add(TurnActionTypes.SwitchAroundPlayedProperties);
                        onTurn.Add(TurnActionTypes.EndTurn);
                        newState.currentPhase = Statephase.Turn_Started_Cards_Drawn_3_Cards_Played_Swap_Properties_Or_End_Turn_Only;
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion pass Go

                #endregion Actions unable to be just say no carded
            }

            #endregion Turn_Started_Cards_Drawn_2_Cards_Played

            #region Turn_Started_Cards_Drawn_3_Cards_Played_Swap_Properties_Or_End_Turn_Only

            //draw 2 on turn start state
            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Started_Cards_Drawn_3_Cards_Played_Swap_Properties_Or_End_Turn_Only) == 0)
            {
                #region endTurn

                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.EndTurn) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        switch (player.hand.cardsInHand.Count)
                        {
                            case 8:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_8_Cards_In_Hand_Discard_1_Card;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);
                                    break;
                                }
                            case 9:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_9_Cards_In_Hand_Discard_2_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card); //Replace with Discard_2_Cards when discarding 2 cards at a time is supported
                                    break;
                                }
                            case 10:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_10_Cards_In_Hand_Discard_3_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);//Replace with Discard_3_Cards when discarding 2 cards at a time is supported
                                    break;
                                }
                            case 11:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_11_Cards_In_Hand_Discard_4_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);//Replace with Discard_4_Cards when discarding 2 cards at a time is supported
                                    break;
                                }
                            case 12:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_12_Cards_In_Hand_Discard_5_Cards;
                                    onTurn.Add(TurnActionTypes.Discard_1_Card);//Replace with Discard_5_Cards when discarding 2 cards at a time is supported
                                    break;
                                }
                            default:
                                {
                                    newState.currentPhase = Statephase.Turn_Ended_7_Or_Less_Cards_In_Hand_Setup_NextPlayer;
                                    setNextPlayerOnTurn(newState);
                                    if (getPlayerByGuid(newState.guidOfPlayerWhosTurnItIs, newState).hand.cardsInHand.Count == 0)
                                    {
                                        //Player has 0 cards draws 5 on turn start instead of 2
                                        newState.currentPhase = Statephase.Turn_Started_Draw_5_Cards;
                                        onTurn.Add(TurnActionTypes.drawFiveCardsAtStartOfTurn);
                                    }
                                    else
                                    {
                                        newState.currentPhase = Statephase.Turn_Started_Draw_2_Cards;
                                        onTurn.Add(TurnActionTypes.drawTwoCardsAtStartOfTurn);
                                    }

                                    break;
                                }
                        }

                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion endTurn

                //Play Action
            }

            #endregion Turn_Started_Cards_Drawn_3_Cards_Played_Swap_Properties_Or_End_Turn_Only

            #region Turn_Ended_12_Cards_In_Hand_Discard_5_Cards

            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Ended_12_Cards_In_Hand_Discard_5_Cards) == 0)
            {
                #region discard1Card

                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.Discard_1_Card) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Ended_11_Cards_In_Hand_Discard_4_Cards;
                        //player has drawn their two cards, Now can play up to three cards on their turn
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion discard1Card
            }

            #endregion Turn_Ended_12_Cards_In_Hand_Discard_5_Cards

            #region Turn_Ended_11_Cards_In_Hand_Discard_4_Cards

            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Ended_11_Cards_In_Hand_Discard_4_Cards) == 0)
            {
                #region discard1Card

                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.Discard_1_Card) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Ended_10_Cards_In_Hand_Discard_3_Cards;

                        //player has drawn their two cards, Now can play up to three cards on their turn
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion discard1Card
            }

            #endregion Turn_Ended_11_Cards_In_Hand_Discard_4_Cards

            #region Turn_Ended_10_Cards_In_Hand_Discard_3_Cards

            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Ended_10_Cards_In_Hand_Discard_3_Cards) == 0)
            {
                #region discard1Card

                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.Discard_1_Card) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Ended_9_Cards_In_Hand_Discard_2_Cards;

                        //player has drawn their two cards, Now can play up to three cards on their turn
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion discard1Card
            }

            #endregion Turn_Ended_10_Cards_In_Hand_Discard_3_Cards

            #region Turn_Ended_9_Cards_In_Hand_Discard_2_Cards

            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Ended_9_Cards_In_Hand_Discard_2_Cards) == 0)
            {
                #region discard1Card

                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.Discard_1_Card) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Ended_8_Cards_In_Hand_Discard_1_Card;

                        //player has drawn their two cards, Now can play up to three cards on their turn
                        List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                        List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                        onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion discard1Card
            }

            #endregion Turn_Ended_9_Cards_In_Hand_Discard_2_Cards

            #region Turn_Ended_8_Cards_In_Hand_Discard_1_Card

            else if (currentState.currentPhase.CompareTo(Statephase.Turn_Ended_8_Cards_In_Hand_Discard_1_Card) == 0)
            {
                #region discard1Card

                if (actionToAttemptToPerform.CompareTo(TurnActionTypes.Discard_1_Card) == 0)
                {
                    //Move was a valid move at current state
                    //Check if move is valid for player
                    List<TurnActionTypes> notOnTurn = new List<TurnActionTypes>();
                    List<TurnActionTypes> onTurn = new List<TurnActionTypes>();
                    if (isActionAllowedForPlayer(actionToAttemptToPerform, playerWhoPerformedAction, currentState))
                    {
                        //action is valid for player at this time

                        //Could perform the action here instead, for now just change the phase of the state
                        //Not an action so cant be just say no'd
                        //Change phase
                        newState.currentPhase = Statephase.Turn_Ended_7_Or_Less_Cards_In_Hand_Setup_NextPlayer;
                        setNextPlayerOnTurn(newState);
                        if (getPlayerByGuid(newState.guidOfPlayerWhosTurnItIs, newState).hand.cardsInHand.Count == 0)
                        {
                            //Player has 0 cards draws 5 on turn start instead of 2
                            newState.currentPhase = Statephase.Turn_Started_Draw_5_Cards;
                            onTurn.Add(TurnActionTypes.drawFiveCardsAtStartOfTurn);
                        }
                        else
                        {
                            newState.currentPhase = Statephase.Turn_Started_Draw_2_Cards;
                            onTurn.Add(TurnActionTypes.drawTwoCardsAtStartOfTurn);
                        }

                        //player has drawn their two cards, Now can play up to three cards on their turn

                        //onTurn = setAllowableActionsOnTurn(onTurn, newState);
                        updateAllowableStates(newState, notOnTurn, onTurn, newState.guidOfPlayerWhosTurnItIs);
                    }
                }

                #endregion discard1Card
            }

            #endregion Turn_Ended_8_Cards_In_Hand_Discard_1_Card
        }
 public bool doAction(Guid gameGuid, Guid playerGuid, Guid gameStateActionShouldBeAppliedOnGuid, TurnActionTypes actionType)
 {
     ///Returns false if action not carried out
     ///
     //Get CurrentPlayFieldModelState
     currentPlayFieldModel = getCurrentPlayFieldModel();
     if (checkIfActionIsForThisState(actionType, gameStateActionShouldBeAppliedOnGuid, playerGuid, gameGuid))
     {
         if (actionType.CompareTo(TurnActionTypes.drawTwoCardsAtStartOfTurn) == 0)
         {
             drawTwoCardsAtTurnStart(getPlayerByGuid(playerGuid, currentPlayFieldModel));
         }
         if (actionType.CompareTo(TurnActionTypes.drawFiveCardsAtStartOfTurn) == 0)
         {
             drawFiveCards(getPlayerByGuid(playerGuid, currentPlayFieldModel));
         }
         if (actionType.CompareTo(TurnActionTypes.EndTurn) == 0)
         {
             endTurn(getPlayerByGuid(playerGuid, currentPlayFieldModel), gameStateActionShouldBeAppliedOnGuid);
         }
         if (actionType.CompareTo(TurnActionTypes.PlayPropertyCard_New_Set) == 0)
         {
             //playPropertyCardToNewSet(getPlayerByGuid(playerGuid, currentPlayFieldModel));
         }
         //turn action is for this playfieldmodel
     }
     return true;
     throw new NotImplementedException();
 }
 public bool playPropertyCardToNewSet(Guid gameGuid, bool isOrientedUp, Guid playerGuid, Guid gameStateActionShouldBeAppliedOnGuid, TurnActionTypes actionType, int propertyCardID)
 {
     //Get CurrentPlayFieldModelState
     currentPlayFieldModel = getCurrentPlayFieldModel();
     PlayerModel player = getPlayerByGuid(playerGuid, currentPlayFieldModel);
     if (checkIfActionIsForThisState(actionType, gameStateActionShouldBeAppliedOnGuid, playerGuid, gameGuid))
     {
         if (actionType.CompareTo(TurnActionTypes.PlayPropertyCard_New_Set) == 0)
         {
             foreach (Card c in player.hand.cardsInHand)
             {
                 if (c.cardID == propertyCardID && c is PropertyCard)
                 {
                     Card card = removeCardFromHand(c, player);
                     if (card != null)
                     {
                         PropertyCard cP = c as PropertyCard;
                         PropertyCardSet ps = new PropertyCardSet(cP);
                         cP.setPropertyColor(isOrientedUp);
                         player.propertySets.addSet(ps);
                         updateState(TurnActionTypes.PlayPropertyCard_New_Set, ActionCardAction.NotAnActionCard, currentPlayFieldModel, player.guid);
                         return true;
                     }
                 }
             }
         }
     }
     return false;
 }