Esempio n. 1
0
        public GameServer(IGameMessenger messenger)
        {
            _messenger    = messenger;
            _movmentTimer = new Timer(OnTimerCallback, this, _updatePeriod, _updatePeriod);

            RegisterMessageHandlers();
        }
Esempio n. 2
0
        /// <summary>
        /// Displays card in front of player. Each player can display only single card. All additional request will throw exception. For more info check game communication rule in rulebook.
        /// </summary>
        /// <param name="playerId">Player id of player that wants to display card.</param>
        /// <param name="card">Card to display. If set to null parameter is ignored.</param>
        /// <param name="tokenPosition">Card token position. If set to null parameter is ignored.</param>
        /// <param name="gameMessenger">Game messenger used to contact other players.</param>
        public void DisplayCard(
            int playerId,
            Card card,
            CommunicationTokenPosition?tokenPosition,
            IGameMessenger gameMessenger)
        {
            if (gameMessenger is null)
            {
                throw new ArgumentNullException(nameof(gameMessenger));
            }

            this.ThrowIfPlayerIsNotInGame(playerId);

            if (RoundInProgress)
            {
                var changeOccured = this.currentRound.DisplayCard(playerId, card, tokenPosition);
                if (changeOccured)
                {
                    // notify all players about the change via messenger
                    var msg = this.CreateGameMsg <PlayerCommunicatedCard>();

                    // get current state of player cards.
                    this.currentRound.GetDisplayedCard(playerId, out card, out tokenPosition);
                    msg.Card          = card;
                    msg.TokenPosition = tokenPosition;
                    gameMessenger.SendMessage(msg, this.playerLobby.PlayersInLobby);
                }
            }
        }
Esempio n. 3
0
        public void PlayCard(int playerId, Card card, IGameMessenger gameMessenger)
        {
            if (card is null)
            {
                throw new ArgumentNullException(nameof(card));
            }

            if (gameMessenger is null)
            {
                throw new ArgumentNullException(nameof(gameMessenger));
            }

            this.ThrowIfPlayerIsNotInGame(playerId);
            if (GameIsInLobby)
            {
                throw new InvalidOperationException("Round is not started.");
            }

            if (!this.currentRound.CanPlayCard(playerId, card))
            {
                throw new InvalidOperationException("You can't play this card at current time.");
            }

            this.currentRound.PlayCard(playerId, card);

            var cardPlayedMsg = this.CreateGameMsg <CardWasPlayed>();

            cardPlayedMsg.Card     = card;
            cardPlayedMsg.PlayerId = playerId;
            gameMessenger.SendMessage(cardPlayedMsg, this.playerLobby.PlayersInLobby);

            if (this.currentRound.TrickIsComplete())
            {
                var trickWinnerId = this.currentRound.GetTrickWinner();
                var failedGoals   = this.currentRound.GetFailedTasks(trickWinnerId);

                if (failedGoals.Count > 0)
                {
                    var roudFailedMsg = this.CreateGameMsg <RoundFailed>();
                    gameMessenger.SendMessage(roudFailedMsg, this.playerLobby.PlayersInLobby);
                    this.currentRound = null;
                    return;
                }

                var finishedTasks = this.currentRound.GetFinishedTasks(trickWinnerId);
                this.currentRound.GoToNextTrick(trickWinnerId);

                var trickMsg = CreateGameMsg <TrickFinished>();
                trickMsg.WinnerPlayerId = trickWinnerId;
                trickMsg.FinishedTasks  = finishedTasks;
                trickMsg.TakenCards     = this.currentRound.GetCurrentTrickCards();

                gameMessenger.SendMessage(trickMsg, this.playerLobby.PlayersInLobby);
            }
            else
            {
                this.currentRound.MoveToNextPlayer();
            }
        }
Esempio n. 4
0
        public Task Initialize(IGameControl control, IGameMessenger messenger, IGameModeData gameMode, Player[] players)
        {
            Control   = control;
            Messenger = messenger;
            Players.AddRange(players);

            return(InitGameMode(gameMode.Settings));
        }
Esempio n. 5
0
        public async Task CallForHelpAsync(int playerId, IGameMessenger gameMessenger)
        {
            await semaphore.WaitAsync();

            try
            {
                server.CallForHelp(playerId, gameMessenger);
            }
            finally
            {
                semaphore.Release();
            }
        }
Esempio n. 6
0
        public async Task BeginRoundAsync(int playerId, IGameMessenger gameMessenger)
        {
            await semaphore.WaitAsync();

            try
            {
                server.BeginRound(playerId, gameMessenger);
            }
            finally
            {
                semaphore.Release();
            }
        }
Esempio n. 7
0
        public async Task <GameState> JoinGameAsync(
            int playerId,
            IGameMessenger gameMessenger)
        {
            await semaphore.WaitAsync();

            try
            {
                return(server.JoinGame(playerId, gameMessenger));
            }
            finally
            {
                semaphore.Release();
            }
        }
Esempio n. 8
0
        public async Task LeaveGameAsync(
            int playerId,
            IGameMessenger gameMessenger)
        {
            await semaphore.WaitAsync();

            try
            {
                server.LeaveGame(playerId, gameMessenger);
            }
            finally
            {
                semaphore.Release();
            }
        }
Esempio n. 9
0
        public void TakeTaskCard(int playerId, TaskCard task, IGameMessenger gameMessenger)
        {
            this.ThrowIfPlayerIsNotInGame(playerId);
            if (GameIsInLobby)
            {
                throw new InvalidOperationException("Round is not started.");
            }

            this.currentRound.TakeTaskCard(playerId, task);

            var msg = CreateGameMsg <TaskWasTaken>();

            msg.TaskCard = task;
            msg.PlayerId = playerId;

            gameMessenger.SendMessage(msg, this.playerLobby.PlayersInLobby);
        }
Esempio n. 10
0
        /// <summary>
        /// Adds player to the game. Player will have to be spectator until next round starts.
        /// Throws <see cref="GameIsFullException"/> if maximum number of players was reached.
        /// </summary>
        /// <param name="newPlayerId">Player id of new player.</param>
        /// <param name="gameMessenger">Game messenger used to contact other players.</param>
        /// <returns></returns>
        public GameState JoinGame(int newPlayerId, IGameMessenger gameMessenger)
        {
            if (gameMessenger is null)
            {
                throw new ArgumentNullException(nameof(gameMessenger));
            }

            if (this.playerLobby.AddPlayer(newPlayerId))
            {
                var msg = this.CreateGameMsg <NewPlayerConnected>();
                msg.NewPlayerId = newPlayerId;

                gameMessenger.SendMessage(msg, this.playerLobby.PlayersInLobby.Where(x => x != newPlayerId));
                this.playerLobby.AddPlayer(newPlayerId);
            }

            return(GetGameState(newPlayerId));
        }
Esempio n. 11
0
        public async Task TakeGoalAsync(
            int playerId,
            TaskCard goal,
            IGameMessenger gameMessenger)
        {
            await semaphore.WaitAsync();

            try
            {
                server.TakeTaskCard(
                    playerId,
                    goal,
                    gameMessenger);
            }
            finally
            {
                semaphore.Release();
            }
        }
Esempio n. 12
0
        public async Task PlayCardAsync(
            int playerId,
            Card card,
            IGameMessenger gameMessenger)
        {
            await semaphore.WaitAsync();

            try
            {
                server.PlayCard(
                    playerId,
                    card,
                    gameMessenger);
            }
            finally
            {
                semaphore.Release();
            }
        }
Esempio n. 13
0
        public async Task DisplayCardAsync(
            int playerId,
            Card card,
            CommunicationTokenPosition?tokenPosition,
            IGameMessenger gameMessenger)
        {
            await semaphore.WaitAsync();

            try
            {
                server.DisplayCard(
                    playerId,
                    card,
                    tokenPosition,
                    gameMessenger);
            }
            finally
            {
                semaphore.Release();
            }
        }
Esempio n. 14
0
        public void BeginRound(int userId, IGameMessenger gameMessenger)
        {
            if (RoundInProgress)
            {
                throw new InvalidOperationException("Round is already running.");
            }

            if (userId != GameOwnerId)
            {
                throw new InvalidOperationException("Only game owner can start round.");
            }

            // time based rng will suffice
            var rng            = new Random();
            var playersAtTable = this.playerLobby.PlayersInLobby.ToList();
            var playerStates   = this.playerLobby.PlayersInLobby.ToDictionary(x => x, x => new PlayerPrivateState());

            var cardDeck = DeckBuilder.CreateCardDeck();

            cardDeck = cardDeck.FisherYatesShuffle(rng);

            int playerIndex = 0;

            // deal cards
            foreach (var card in cardDeck)
            {
                var playerId = playersAtTable[playerIndex];
                playerIndex = (++playerIndex) % playersAtTable.Count;

                var playerState = playerStates[playerId];
                playerState.CardsInHand.Add(card);
            }

            foreach (var playerId in playersAtTable)
            {
                var playerState = playerStates[playerId];
                playerState.CardsInHand.Sort(new CardComparer());
            }

            var goalDeck = DeckBuilder.CreateGoalDeck();

            goalDeck = goalDeck.FisherYatesShuffle(rng);

            var playerOrder = playersAtTable.FisherYatesShuffle(rng);
            var captain     = playerOrder[rng.Next(0, playerOrder.Count - 1)];

            this.currentRound = gameRoundFactory.CreateGameRound(
                GameInfo,
                new SavedRoundState
            {
                CaptainPlayerId = captain,
                CurrentPlayerId = captain,
                AvailableGoals  = goalDeck.Take(5).Select(x => new TaskCard {
                    Card = x
                }).ToList(),
                PlayerStates        = playerStates,
                ColorOfCurrentTrick = null,
                HelpIsAvailable     = true,
                PlayerOrder         = playerOrder
            });

            foreach (var playerId in playersAtTable)
            {
                // each player can see different board state.
                var msg = CreateGameMsg <GameHasStarted>();
                msg.State = this.GetGameState(playerId);
                gameMessenger.SendMessage(msg, playerId);
            }
            ;
        }
Esempio n. 15
0
 public void LeaveGame(int playerId, IGameMessenger gameMessenger)
 {
     throw new NotImplementedException();
 }
Esempio n. 16
0
 public void CallForHelp(
     int playerId,
     IGameMessenger gameMessenger)
 {
     throw new NotImplementedException();
 }
Esempio n. 17
0
 SocketHandler(WebSocket socket, IGameServer gameServer, IGameMessenger gameMessenger)
 {
     this._socket   = socket;
     _gameServer    = gameServer;
     _gameMessenger = gameMessenger;
 }