Exemple #1
0
 public void StartGame()
 {
     if (Players.Count < 2 || Players.Count > 10)
     {
         throw new Exception("Invalid team size");
     }
     ResetGamePlay();
     StackCard.GenerateDeck();
     DistributeCardToPlayers();
     History.AddCard(StackCard.PopRandomCard());
     Status        = GameStatus.Running;
     CurrentPlayer = Players.First();
     try
     {
         var e      = new Event(EventType.StartGame, CurrentPlayer, this);
         var serObj = SerializeHandler.SerializeObj(e);
         foreach (var player in Players)
         {
             player.Context.WriteAndFlushAsync(serObj + "\r\n");
         }
     }
     catch (Exception exception)
     {
         Console.WriteLine(exception);
         throw;
     }
 }
Exemple #2
0
        public void NotifyYourTurnToCurrentPlayer()
        {
            /* Notify current player that is now his turn */
            var e      = new Event(EventType.YourTurn, CurrentPlayer, this);
            var serObj = SerializeHandler.SerializeObj(e);

            CurrentPlayer.Context.WriteAndFlushAsync(serObj + "\r\n");
        }
Exemple #3
0
        public bool SendError(string msg, Table table = null)
        {
            var e = new Event(EventType.Error, this, table)
            {
                ErrorMsg = msg
            };
            var serObj = SerializeHandler.SerializeObj(e);

            Context.WriteAndFlushAsync(serObj + "\r\n");
            return(true);
        }
Exemple #4
0
        public void SendObjectToOtherPlayers <T>(T obj, Player currentPlayer)
        {
            var serObj = SerializeHandler.SerializeObj(obj);

            foreach (var player in Players)
            {
                if (currentPlayer != player)
                {
                    player.Context.WriteAndFlushAsync(serObj + "\r\n");
                }
            }
        }
Exemple #5
0
        public void NotifyHasPlayerHasPlayed(Player player)
        {
            var e      = new Event(EventType.PlayerHasPlayed, player, this);
            var serObj = SerializeHandler.SerializeObj(e);

            // Cannot use SendObjectToOtherPlayers() because use CurrentPlayer
            // but it's changed
            foreach (var uplayer in Players)
            {
                if (uplayer != player)
                {
                    uplayer.Context.WriteAndFlushAsync(serObj);
                }
            }
        }
Exemple #6
0
 public void SetGameEnd(Player winner)
 {
     if (winner != null && !winner.HasUno)
     {
         var card = StackCard.PopRandomCard();
         winner.Hand.AddCard(card);
         card = StackCard.PopRandomCard();
         winner.Hand.AddCard(card);
         NotifyTurnToAllPlayers();
         return;
     }
     Winner = winner;
     foreach (var player in Players)
     {
         try
         {
             var eventEnd = new Event(EventType.EndGame, winner, this);
             var serObj   = SerializeHandler.SerializeObj(eventEnd);
             player.Context.WriteAndFlushAsync(serObj + "\r\n");
         }
         catch (Exception e)
         {
             Console.WriteLine(e);
             throw;
         }
     }
     if (winner != null)
     {
         Console.WriteLine("[OK] End of the game the winner is : {0}!\n$> ", winner.Id);
     }
     else
     {
         Console.WriteLine("[OK] End of the game, there is no winner\n$> ");
     }
     Status = GameStatus.End;
 }