Exemple #1
0
        public async Task PlayerManeuver(ApiPlayer player)
        {
            var response = await askForManeuverkLocationAsync(player);

            if (response.Decide is false)
            {
                return;
            }
            var     fromTerritory = game.Board.GetTerritory(response.From);
            var     toTerritory   = game.Board.GetTerritory(response.To);
            Boolean result        = new Boolean();
            var     failedTrys    = 0;

            do
            {
                logger.LogInformation($"{player.Name} wants to maneuver from {fromTerritory} to {toTerritory}");
                result = game.TryManeuver(player, fromTerritory, toTerritory);
                if (!result)
                {
                    logger.LogError($"Invalid maneuver request! {player.Name} from {fromTerritory} to {toTerritory} ");
                    failedTrys++;
                }
                if (failedTrys >= 3)
                {
                    BootPlayerFromGame(player);
                    logger.LogError($"Player {player.Name} Booted! Due to maneuver error.");
                    return;
                }
            } while (!result);
        }
Exemple #2
0
        public async Task Reinforce(ApiPlayer player, int armiesRemaining)
        {
            while (armiesRemaining > 0)
            {
                var reinforceResponse = await askForReinforceLocationAsync(player, DeploymentStatus.YourTurn, armiesRemaining);

                logger.LogDebug($"{player.Name} wants to reinforce to {reinforceResponse.DesiredLocation}");
                var failedTries = 0;
                //check that this location exists and is available to be used (e.g. not occupied by another army)
                while (game.TryReinforceArmy(player.Token, reinforceResponse.DesiredLocation) is false)
                {
                    failedTries++;
                    logger.LogError($"Invalid Reinforce request! {player.Name} to {reinforceResponse.DesiredLocation}");
                    if (failedTries == MaxFailedTries)
                    {
                        BootPlayerFromGame(player);
                        logger.LogError($"Player {player.Name} Booted! Due to reinforce error");
                        return;
                    }
                    else
                    {
                        reinforceResponse = await askForReinforceLocationAsync(player, DeploymentStatus.PreviousAttemptFailed, armiesRemaining);
                    }
                }
                armiesRemaining--;
            }
        }
Exemple #3
0
        public bool HasCardBonus(ApiPlayer player)
        {
            int  infantryCards  = 0;
            int  cavalryCards   = 0;
            int  artilleryCards = 0;
            bool hasBonus       = false;

            if (player.PlayerCards.Count > 2)
            {
                foreach (var card in player.PlayerCards)
                {
                    if (card.Type == "Infantry")
                    {
                        infantryCards++;
                    }
                    if (card.Type == "Cavalry")
                    {
                        cavalryCards++;
                    }
                    if (card.Type == "Artillery")
                    {
                        artilleryCards++;
                    }
                }

                if (infantryCards > 2)
                {
                    hasBonus = true;
                    for (int i = 0; i < 3; i++)
                    {
                        player.PlayerCards.Remove(player.PlayerCards.Where(c => c.Type == "Infantry").First());
                    }
                }
                else if (cavalryCards > 2)
                {
                    hasBonus = true;
                    for (int i = 0; i < 3; i++)
                    {
                        player.PlayerCards.Remove(player.PlayerCards.Where(c => c.Type == "Cavalry").First());
                    }
                }
                else if (artilleryCards > 2)
                {
                    hasBonus = true;
                    for (int i = 0; i < 3; i++)
                    {
                        player.PlayerCards.Remove(player.PlayerCards.Where(c => c.Type == "Artillery").First());
                    }
                }
                else if (infantryCards > 0 && cavalryCards > 0 && artilleryCards > 0)
                {
                    hasBonus = true;
                    player.PlayerCards.Remove(player.PlayerCards.Where(c => c.Type == "Infantry").First());
                    player.PlayerCards.Remove(player.PlayerCards.Where(c => c.Type == "Cavalry").First());
                    player.PlayerCards.Remove(player.PlayerCards.Where(c => c.Type == "Artillery").First());
                }
            }
            return(hasBonus);
        }
Exemple #4
0
        //pacifism
        private async Task <ActionResponse> askForActionAsync(ApiPlayer player, ActionStatus actionStatus)
        {
            var actionRequest = new ActionRequest {
                Status = actionStatus
            };

            return(await(await player.HttpClient.PostAsJsonAsync("/beginAction", actionRequest))
                   .EnsureSuccessStatusCode()
                   .Content.ReadFromJsonAsync <ActionResponse>());
        }
Exemple #5
0
        private async Task <ManeuverResponse> askForManeuverkLocationAsync(ApiPlayer player)
        {
            var maneuverRequest = new ManeuverRequest {
                Board = game.Board.SerializableTerritories
            };

            return(await(await player.HttpClient.PostAsJsonAsync("/maneuver", maneuverRequest))
                   .EnsureSuccessStatusCode()
                   .Content.ReadFromJsonAsync <ManeuverResponse>());
        }
Exemple #6
0
        private async Task <BeginAttackResponse> askForAttackLocationAsync(ApiPlayer player, BeginAttackStatus beginAttackStatus)
        {
            var beginAttackRequest = new BeginAttackRequest {
                Board  = game.Board.SerializableTerritories,
                Status = beginAttackStatus
            };

            return(await(await player.HttpClient.PostAsJsonAsync("/beginAttack", beginAttackRequest))
                   .EnsureSuccessStatusCode()
                   .Content.ReadFromJsonAsync <BeginAttackResponse>());
        }
Exemple #7
0
        private async Task <ContinueAttackResponse> AskMakeAnotherAttackAsync(ApiPlayer player, Territory attackingTerritory, Territory defendingTerritory)
        {
            var newAttackRequest = new ContinueAttackRequest {
                Board = game.Board.SerializableTerritories,
                AttackingTerritorry = attackingTerritory,
                DefendingTerritorry = defendingTerritory
            };

            return(await(await player.HttpClient.PostAsJsonAsync("/makeNewAttack", newAttackRequest))
                   .EnsureSuccessStatusCode()
                   .Content.ReadFromJsonAsync <ContinueAttackResponse>());
        }
Exemple #8
0
        private async Task <ContinueAttackResponse> askContinueAttackingAsync(ApiPlayer currentPlayer, Territory attackingTerritory, Territory defendingTerritory)
        {
            var continueAttackingRequest = new ContinueAttackRequest {
                Board = game.Board.SerializableTerritories,
                AttackingTerritorry = attackingTerritory,
                DefendingTerritorry = defendingTerritory
            };
            var continueAttackingResponse = await(await currentPlayer.HttpClient.PostAsJsonAsync("/continueAttacking", continueAttackingRequest))
                                            .EnsureSuccessStatusCode()
                                            .Content.ReadFromJsonAsync <ContinueAttackResponse>();

            return(continueAttackingResponse);
        }
Exemple #9
0
        private async Task <DeployArmyResponse> askForDeployLocationAsync(ApiPlayer currentPlayer, DeploymentStatus deploymentStatus)
        {
            var deployArmyRequest = new DeployArmyRequest {
                Board           = game.Board.SerializableTerritories,
                Status          = deploymentStatus,
                ArmiesRemaining = game.GetPlayerRemainingArmies(currentPlayer.Token)
            };
            var json = System.Text.Json.JsonSerializer.Serialize(deployArmyRequest);
            var deployArmyResponse = (await currentPlayer.HttpClient.PostAsJsonAsync("/deployArmy", deployArmyRequest));

            deployArmyResponse.EnsureSuccessStatusCode();
            var r = await deployArmyResponse.Content.ReadFromJsonAsync <DeployArmyResponse>();

            return(r);
        }
Exemple #10
0
        public async Task <bool> DeployPlayerArmies(ApiPlayer player, int cardBonusLevel)
        {
            bool cardBonusUsed        = HasCardBonus(player);
            int  armiesForTerritories = FindNumberBonusArmiesFromTerritories(player);
            int  totalBonusArmies     = armiesForTerritories;

            if (cardBonusUsed)
            {
                totalBonusArmies += (((cardBonusLevel + 1) % 19) + 1) * 5;
                logger.LogInformation($"Card Bonus of level: {cardBonusLevel} for {totalBonusArmies} armies total");
            }
            await Reinforce(player, totalBonusArmies);

            return(cardBonusUsed);
        }
Exemple #11
0
 public void BootPlayerFromGame(ApiPlayer player)
 {
     RemovePlayerFromBoard(player.Token);
     RemovePlayerFromGame(player.Token);
 }
Exemple #12
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.");
            }
        }
Exemple #13
0
 public int FindNumberBonusArmiesFromTerritories(ApiPlayer player)
 {
     return(game.GetNumTerritories(player) / 3);
 }