Esempio n. 1
0
 public void PerformAction(Point from, Point to, int actionId)
 {
     if (actionId == EndTurnAction.ID)
     {
         var endTurnAction = EndTurnAction.createNew();
         WaitingPlayer.ProcessOpponentAction(endTurnAction);
         PerformAction(endTurnAction);
     }
     else if (actionId == MoveAction.ID)
     {
         var moveAction = GetTargetableAction <MoveAction>(from, to);
         WaitingPlayer.ProcessOpponentAction(moveAction);
         PerformAction(moveAction);
     }
     else if (actionId == AttackAction.ID)
     {
         var attackAction = GetTargetableAction <AttackAction>(from, to);
         WaitingPlayer.ProcessOpponentAction(attackAction);
         PerformAction(attackAction);
     }
     else if (actionId == HealAction.ID)
     {
         var healAction = GetTargetableAction <HealAction>(from, to);
         WaitingPlayer.ProcessOpponentAction(healAction);
         PerformAction(healAction);
     }
 }
        public override void Visit(EndTurnAction action)
        {
            if (action.IsMainTurn)
            {
                //GameManager.UserDict[GameManager.ActiveCharacter].Player.PlayedSpell = new List<SpellCard>();

                GameManager.NextTurn();
                GameManager.StartTurn();
            }
            else
            {
                GameManager.StartMainTurn();
            }
        }
Esempio n. 3
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        public override void ProcessOpponentAction(EndTurnAction action)
        {
            var position = new Position {
                X = -1, Y = -1
            };
            var actionMessage = new ProtoAction {
                From = position, To = position, Id = action.getId()
            };
            var wrapperMessage = new WrapperMessage {
                Action = actionMessage
            };

            ConnectionHandler.Instance.SendWebsocketMessage(wrapperMessage);
        }
Esempio n. 4
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        private static Random random = new Random();  // Random number generator to make the dice appear more random

        public CombatTurnBased(LunchHourGames lhg, CombatSystem combatSystem)
        {
            this.lhg          = lhg;
            this.combatSystem = combatSystem;

            this.chooseAction  = new ChooseAction(lhg, combatSystem, this);
            this.moveAction    = new MoveAction(lhg, combatSystem, this);
            this.attackAction  = new AttackAction(lhg, combatSystem, this);
            this.useAction     = new UseAction(lhg, combatSystem, this);
            this.defendAction  = new DefendAction(lhg, combatSystem, this);
            this.endTurnAction = new EndTurnAction(lhg, combatSystem, this);

            currentAction = null;
            nextAction    = null;
        }
Esempio n. 5
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        private Tuple <int, Action> ShallowMinimax(Kernel kernel, Action lastAction)
        {
            UnityEngine.Debug.Log("action = " + lastAction);
            if (kernel.currentState.get_activePlayer().id != ID)
            {
                int rating = ComputeGameStateValue(kernel.currentState);
                UnityEngine.Debug.Log("action: " + lastAction + " rating: " + rating);
                return(new Tuple <int, Action>(rating, null));
            }

            List <Action> availableActions;

            if (lastAction != null)
            {
                if (lastAction.getId() == MoveAction.ID)
                {
                    availableActions = kernel.getAllValidActionsFrom(((MoveAction)lastAction).getContext().target).CastToList <Action>();
                }
                else
                {
                    int rating = ComputeGameStateValue(kernel.currentState);
                    UnityEngine.Debug.Log("action: " + lastAction + " rating: " + rating);
                    return(new Tuple <int, Action>(rating, EndTurnAction.createNew()));
                }
            }
            else
            {
                availableActions = kernel.getAllValidActions().CastToList <Action>();
            }

            SortedDictionary <int, Action> actionsRatings = new SortedDictionary <int, Action>();

            foreach (Action availableAction in availableActions)
            {
                Kernel kernelCopy = kernel.clone();
                kernelCopy.performAction(availableAction);
                Tuple <int, Action> lowerLevelResult = ShallowMinimax(kernelCopy, availableAction);
                actionsRatings[lowerLevelResult.First] = availableAction;
            }
            var result = new Tuple <int, Action>(actionsRatings.Keys.Last(), actionsRatings.Values.Last());

            return(result);
        }
 public abstract void ProcessOpponentAction(EndTurnAction action);
Esempio n. 7
0
 public override void ProcessOpponentAction(EndTurnAction action)
 {
 }
Esempio n. 8
0
    public Spades()
    {
        // PREAMBLE: Define the DECK of cards based on a tree structure
        //
        // TODO: Push this code inside the CardGame class, to read a string like below
        //
        // (deck1 (rank (2 3 4 5 6 7 8 9 10 J Q K)
        //        (color (red (suit (hearts diamonds))
        //		        (black (suit (clubs spades)))))
        var red = new Node {
            Value    = "red",
            Key      = "color",
            children = new List <Node> {
                new Node {
                    Value = "hearts",
                    Key   = "suit",
                },
                new Node {
                    Value = "diamonds",
                    Key   = "suit"
                }
            }
        };
        var black = new Node {
            Value    = "black",
            Key      = "color",
            children = new List <Node> {
                new Node {
                    Value = "clubs",
                    Key   = "suit",
                },
                new Node {
                    Value = "spades",
                    Key   = "suit"
                }
            }
        };
        var ranks = new Node {
            Value    = "combo2",
            children = new List <Node> {
                new Node {
                    Value = "2", Key = "rank"
                }, new Node {
                    Value = "3", Key = "rank"
                }, new Node {
                    Value = "4", Key = "rank"
                },
                new Node {
                    Value = "5", Key = "rank"
                }, new Node {
                    Value = "6", Key = "rank"
                }, new Node {
                    Value = "7", Key = "rank"
                }, new Node {
                    Value = "8", Key = "rank"
                }, new Node {
                    Value = "9", Key = "rank"
                }, new Node {
                    Value = "10", Key = "rank"
                },
                new Node {
                    Value = "J", Key = "rank"
                }, new Node {
                    Value = "Q", Key = "rank"
                }, new Node {
                    Value = "K", Key = "rank"
                }, new Node {
                    Value = "A", Key = "rank"
                }
            }
        };
        Tree t = new Tree {
            rootNode = new Node {
                Value    = "Attrs",
                children = new List <Node> {
                    new Node {
                        Value    = "combo1",
                        children = new List <Node> {
                            red, black
                        }
                    },
                    ranks
                }
            }
        };

        // Here for timing estimates right now
        Stopwatch time = new Stopwatch();

        time.Start();

        // READ NUMBER OF PLAYERS and CREATE THE GAME
        int numPlayers = 4;
        var game       = new CardGame(numPlayers);

        List <string> locationsToCreate = new List <string> {
            "STOCK",
            "TRUMP",
            "LEAD"            //TODO TRUMP and LEAD are imaginary locations, should not be used for play
        };

        foreach (var key in locationsToCreate)
        {
            game.tableCards.AddKey(key);
            game.tableCards[key] = new CardStackCollection();
        }

        // Set PLAYER card and int storage locations
        foreach (var player in game.players)
        {
            player.storage.AddKey("BID");
            player.storage.AddKey("CURRENTSTATE");
            player.storage.AddKey("TRICKSWON");

            player.cardBins.AddKey("HAND");
            player.cardBins.AddKey("TRICK");
        }

        // Set TEAMS and Link to PLAYERS

        for (int i = 0; i < 2; ++i)
        {
            var team = new Team();
            team.teamStorage.AddKey("SCORE");
            team.teamStorage.AddKey("BAGS");
            team.teamPlayers.Add(game.players[i]);
            team.teamPlayers.Add(game.players[i + 2]);
            game.players[i].team     = team;
            game.players[i + 2].team = team;
            game.teams.Add(team);
        }

        game.SetDeck(t);

        game.tableCards["TRUMP"].Add(game.sourceDeck.Last());
        Console.WriteLine(game.tableCards["TRUMP"].Peek());

        //Instantiate Player Decks and Play Areas
        foreach (var player in game.players)
        {
            player.cardBins["HAND"]  = new CardListCollection();
            player.cardBins["TRICK"] = new CardStackCollection();
        }

        // Establish PRECEDENCE for the cards.
        //
        // TODO : Push this into game, have this description be flexible to again read from string
        List <CardFilter> precGen = new List <CardFilter>();

        var suits = new List <string> {
            "TRUMP", "LEAD"
        };
        var rankIter = new List <string> {
            "A", "K", "Q", "J", "10", "9", "8", "7", "6", "5", "4", "3", "2"
        };

        foreach (var suit in suits)
        {
            foreach (var rank in rankIter)
            {
                precGen.Add(new CardFilter(new List <CardExpression> {
                    new TreeExpression("suit", suit, true),
                    new TreeExpression("rank", rank, true)
                }));
            }
        }


        var suitDict  = new Dictionary <string, HashSet <Card> >();
        var rankDict  = new Dictionary <string, HashSet <Card> >();
        var comboDict = new Dictionary <string, Card>();

        foreach (var card in game.sourceDeck)
        {
            var suit = card.ReadAttribute("suit");

            if (suitDict.ContainsKey(suit))
            {
                suitDict[suit].Add(card);
            }
            else
            {
                suitDict.Add(suit, new HashSet <Card> {
                    card
                });
            }

            var rank = card.ReadAttribute("rank");

            if (rankDict.ContainsKey(rank))
            {
                rankDict[rank].Add(card);
            }
            else
            {
                rankDict.Add(rank, new HashSet <Card> {
                    card
                });
            }

            comboDict.Add(suit + rank, card);
        }
        Dictionary <String, int> StoreNames = new Dictionary <String, int> {
            { "SPADESBROKEN", 0 },
            { "PLAYERTURN", 1 },
            { "CURRENTPLAYER", 2 },
            { "CURRENTHAND", 3 }
        };

        foreach (var key in StoreNames.Keys)
        {
            game.gameStorage.AddKey(key);
        }
        bool gameNotOver = true;

        while (gameNotOver)
        {
            if (game.teams.Exists(team => team.teamStorage["SCORE"] >= 500))
            {
                gameNotOver = false;
            }
            else
            {
                game.PopulateLocation("STOCK");
                game.tableCards["STOCK"].Shuffle();
                // STAGE 0: SETUP STORAGE and DEAL
                game.DealEvery(13, "STOCK", "HAND");

                foreach (var player in game.players)
                {
                    player.storage["TRICKSWON"] = 0;                    //resets tricks won every game
                }

                game.gameStorage["SPADESBROKEN"]  = 0;             //SPADES BROKEN = FALSE
                game.gameStorage["PLAYERTURN"]    = 0;             //Play Turn within hand
                game.gameStorage["CURRENTPLAYER"] = 0;             //Current Players Turn
                game.gameStorage["CURRENTHAND"]   = 0;             //Current Hand

                var noSpades = new CardFilter(new List <CardExpression> {
                    new TreeExpression("suit", game.tableCards["TRUMP"].Peek().ReadAttribute("suit"), false)
                });

                // STAGE 1: BIDDING
                foreach (var player in game.players)
                {
                    game.PromptPlayer(player, "BID", 1, 4);                  // Should be 0 - 13 Inclusive (14 exclusive), but AI isn't smart enough
                }
                foreach (var player in game.players)
                {
                    Console.WriteLine("Bid: " + player.storage["BID"]);
                }

                // STAGE 1.5: Give leading player right values
                var leader = game.players[0];
                leader.storage["CURRENTSTATE"] = 2;

                // STAGE 2: PLAY ROUNDS UNTIL ALL CARDS USED
                bool stage2Complete = false;
                while (!stage2Complete)
                {
                    // STAGE 2 END CONDITION
                    if (game.gameStorage["CURRENTHAND"] == 13)
                    {
                        stage2Complete = true;
                    }
                    else
                    {
                        // STAGE 2 SETUP
                        game.gameStorage["PLAYERTURN"] = 0;                        //Runs 0->3 everytime

                        // STAGE 2_1: EACH PLAYER PLAYS ONE CARD
                        bool stage2_1Complete = false;
                        while (!stage2_1Complete)
                        {
                            if (game.gameStorage["PLAYERTURN"] == 4)
                            {
                                stage2_1Complete = true;
                            }
                            else
                            {
                                var player = game.CurrentPlayer().Current();

                                var choices = new List <Card>();

                                if (player.storage["CURRENTSTATE"] == 0)                                 //Normal Play, follow suit
                                {
                                    var followSuit = new CardFilter(new List <CardExpression> {
                                        new TreeExpression("suit", game.tableCards["LEAD"].Peek().ReadAttribute("suit"), true)
                                    });
                                    choices = game.FilterCardsFromLocation(followSuit, "P", game.CurrentPlayer().idx, "HAND");
                                }
                                else if (player.storage["CURRENTSTATE"] == 1)                                 //Play anything, spades broken or unable to follow
                                {
                                    choices = game.FilterCardsFromLocation(new CardFilter(new List <CardExpression>()), "P", game.CurrentPlayer().idx, "HAND");
                                }
                                else if (player.storage["CURRENTSTATE"] == 2)                                 //Spades not broken, leading with non spade
                                {
                                    choices = game.FilterCardsFromLocation(noSpades, "P", game.CurrentPlayer().idx, "HAND");
                                }
                                if (choices.Count == 0)                                 //No moves in current state
                                {
                                    var changeStateAction = game.ChangePlayerState(game.CurrentPlayer().idx, "CURRENTSTATE", 1);
                                    game.PlayerMakeChoice(new List <GameActionCollection> {
                                        new GameActionCollection {
                                            changeStateAction
                                        }
                                    }, game.CurrentPlayer().idx);
                                }
                                else
                                {
                                    var ultimateChoices    = new List <GameActionCollection>();
                                    var changeTurnAction   = game.ChangeGameState("PLAYERTURN", game.gameStorage["PLAYERTURN"] + 1);
                                    var moduloChangeAction = new EndTurnAction(game.CurrentPlayer());
                                    var resetStateAction   = game.ChangePlayerState(game.CurrentPlayer().idx, "CURRENTSTATE", 0);
                                    foreach (var choice in choices)
                                    {
                                        var cardPlayAction = new CardMoveAction(choice, game.CurrentPlayer().Current().cardBins["HAND"], game.CurrentPlayer().Current().cardBins["TRICK"]);
                                        ultimateChoices.Add(new GameActionCollection {
                                            cardPlayAction, changeTurnAction, moduloChangeAction, resetStateAction
                                        });
                                        if (game.gameStorage["PLAYERTURN"] == 0)
                                        {
                                            ultimateChoices.Last().Add(new CardCopyAction(choice, game.tableCards["LEAD"]));
                                        }
                                    }

                                    game.PlayerMakeChoice(ultimateChoices, game.CurrentPlayer().idx);
                                    if (game.CurrentPlayer().turnEnded)
                                    {
                                        game.CurrentPlayer().Next();
                                    }
                                }
                            }
                        }

                        // STAGE 2_2: Determine who WON the trick
                        bool stage2_2Complete = false;
                        while (!stage2_2Complete)
                        {
                            // Solidify precedence rules based on LEAD
                            var precendence = new List <CardFilter>();
                            foreach (var filter in precGen)
                            {
                                precendence.Add(filter.Copy());
                            }
                            foreach (var filter in precendence)
                            {
                                foreach (var treeDirection in filter.filters)
                                {
                                    if (((TreeExpression)treeDirection).expectedValue == "LEAD")
                                    {
                                        ((TreeExpression)treeDirection).expectedValue = game.tableCards["LEAD"].Peek().ReadAttribute("suit");
                                        //Console.WriteLine("treeValue:" + treeDirection.expectedValue);
                                    }
                                    if (((TreeExpression)treeDirection).expectedValue == "TRUMP")
                                    {
                                        ((TreeExpression)treeDirection).expectedValue = game.tableCards["TRUMP"].Peek().ReadAttribute("suit");
                                    }
                                }
                            }



                            var orderedCards = new List <Card>();
                            foreach (var filter in precendence)
                            {
                                //Approaches N time
                                var suit = ((TreeExpression)filter.filters.Where(obj => ((TreeExpression)obj).CardAttribute == "suit").FirstOrDefault()).expectedValue;
                                var rank = ((TreeExpression)filter.filters.Where(obj => ((TreeExpression)obj).CardAttribute == "rank").FirstOrDefault()).expectedValue;

                                //direct method
                                var card = comboDict[suit + rank];
                                orderedCards.Add(card);
                            }

                            var scoringList = new List <PointAwards>();
                            var ranksTemp   = new List <string> {
                                "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K", "A"
                            };
                            var rankScore = new List <int> {
                                2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14
                            };
                            for (int i = 0; i < ranksTemp.Count; ++i)
                            {
                                scoringList.Add(new PointAwards("rank", ranksTemp[i], rankScore[i]));
                            }
                            scoringList.Add(new PointAwards("suit", game.tableCards["TRUMP"].Peek().ReadAttribute("suit"), 200));
                            scoringList.Add(new PointAwards("suit", game.tableCards["LEAD"].Peek().ReadAttribute("suit"), 100));
                            var scoring = new CardScore(scoringList);

                            //Precedence (now scoring) is known, pop the leading card from imaginary location
                            game.tableCards["LEAD"].Remove();


                            // Now, determine who won the trick
                            var winningPlayer = 0;

                            var winningScore = 0;
                            for (int i = 0; i < numPlayers; ++i)
                            {
                                //Console.WriteLine("PrecIdx:" + );
                                var player = game.players[i];
                                //Console.Write("SCORING " + i);
                                var cardScore = scoring.GetScore(player.cardBins["TRICK"].AllCards().First());
                                if (cardScore >= winningScore)
                                {
                                    winningPlayer = i;
                                    winningScore  = cardScore;
                                }
                            }
                            if (game.players[winningPlayer].cardBins["TRICK"].AllCards().First().ReadAttribute("suit") == game.tableCards["TRUMP"].Peek().ReadAttribute("suit"))
                            {
                                Console.WriteLine("***SPADESBROKEN***");
                                game.gameStorage["SPADESBROKEN"] = 1;
                            }
                            // DEBUG for us to validate game works
                            Console.WriteLine("Winner: Player " + (winningPlayer + 1));
                            foreach (var p in game.players)
                            {
                                //Uncommenting will throw an exception, stack has been popped
                                Console.Write("Player:" + p.cardBins["TRICK"].AllCards().First().ToString() + "\n");
                                p.cardBins["TRICK"].Remove();
                            }

                            // Reward winning player with 1 TRICK
                            game.players[winningPlayer].storage["TRICKSWON"] += 1;

                            game.CurrentPlayer().SetPlayer(winningPlayer);                             //Should be winner


                            var winner = game.players[winningPlayer];
                            if (game.gameStorage["SPADESBROKEN"] == 1)
                            {
                                winner.storage["CURRENTSTATE"] = 1;
                            }
                            else
                            {
                                winner.storage["CURRENTSTATE"] = 2;
                            }


                            stage2_2Complete = true;
                        }

                        // STAGE 2 WRAPUP
                        game.gameStorage["CURRENTHAND"] += 1;                        //Current Hand
                    }
                }

                // STAGE 3: DETERMINE SCORE FOR TEAMS OF PLAYERS


                // DEBUG tricks taken by each
                foreach (var player in game.players)
                {
                    Console.WriteLine("Tricks:" + player.storage["TRICKSWON"]);
                }

                // DEBUG teams score
                for (int i = 0; i < game.teams.Count; ++i)
                {
                    Console.Write("Team " + (i + 1) + " Score: ");
                    var total    = 0;
                    var totalBid = 0;
                    var team     = game.teams[i];
                    foreach (var player in team.teamPlayers)
                    {
                        if (player.storage["BID"] != 0)
                        {
                            total    += player.storage["TRICKSWON"];
                            totalBid += player.storage["BID"];
                        }
                        else
                        {
                            team.teamStorage["BAGS"] += player.storage["TRICKSWON"];
                            if (player.storage["TRICKSWON"] == 0)
                            {
                                team.teamStorage["SCORE"] += 100;
                            }
                            else
                            {
                                team.teamStorage["SCORE"] -= 100;
                            }
                        }
                    }

                    if (total >= totalBid)
                    {
                        team.teamStorage["SCORE"] += totalBid * 10;
                        team.teamStorage["BAGS"]  += total - totalBid;
                    }
                    else
                    {
                        team.teamStorage["SCORE"] -= totalBid * 10;
                    }
                    if (team.teamStorage["BAGS"] >= 10)
                    {
                        team.teamStorage["SCORE"] -= 100 * (team.teamStorage["BAGS"] / 10);
                        team.teamStorage["BAGS"]  %= 10;
                    }
                    Console.WriteLine(total);
                    Console.WriteLine(team.teamStorage["SCORE"] + " : " + team.teamStorage["BAGS"]);
                }
            }
        }
        time.Stop();
        Console.WriteLine("Elapsed:" + time.Elapsed);
    }
 public async Task EndTurn (string sessionId) {
   await Clients.Caller.SendAsync( "LogMessage", $"Received Request - EndTurn ({sessionId})" );
   UserModel user = await userManager.GetUserAsync( Context.GetHttpContext().User );
   EndTurnAction action = await gameActionService.EndTurnAction( sessionId, user.UserId );
   await DoAction( action );
 }
Esempio n. 10
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 public override void ProcessOpponentAction(EndTurnAction action)
 {
     battleViewer.EnableEndTurnButton();
 }
Esempio n. 11
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 public override void Visit(EndTurnAction action)
 {
 }
Esempio n. 12
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 private void PassiveLogic()
 {
     PerformAction(EndTurnAction.createNew());
 }