//Processes all naki requests and sets the next player turn accordingly
        public void ProcessNakiRequests(string nextStateIfNashi)
        {
            //Debug.Log("Processing naki responses:\r\n" + nakiResponses[0] + "\r\n"
            //+ nakiResponses[1] + "\r\n" + nakiResponses[2] + "\r\n");
            Naki naki = new Naki()
            {
                type = NakiType.Nashi
            };

            for (int i = 0; i < 3; i++)
            {
                if (nakiResponses[i].type > naki.type) //if higher priority
                {
                    if (nakiResponses[i].type == NakiType.Chii)
                    {
                        //Check if kamicha (player to right)
                        if ((nakiResponses[i].requestor.PlayerNumber - Kawa.MostRecentKawa.PlayerNumber + 4) % 4 == 1)
                        {
                            naki = nakiResponses[i];
                        }
                    }
                    else
                    {
                        naki = nakiResponses[i];
                    }
                }
            }
            if (naki.type == NakiType.Nashi)
            {
                nextTurnArgs = TurnArgs.Default;
                SetState(nextStateIfNashi);
            }
            else
            {
                //Flow interrupt. Start the relevant player's turn instead
                nextTurnArgs = new TurnArgs(Naki.GetTurnArgs(naki.type), naki);
                SetState("Player " + naki.requestor.PlayerNumber + " Turn");
            }
            nakiResponses.Clear();
        }
Esempio n. 2
0
 //Takes a turn.
 public abstract void StartTurn(TurnArgs args);
        //HandAnalyzer Hal;
        private void Process_Test()
        {
            //Test script
            if (Input.GetKeyDown("g"))
            {
                Debug.Log("Executing test script...");
                CreateTileSet(RuleSets.DefaultRules);
                board.Wall.Build(allTiles);

                System.Random rand = new System.Random();
                int           r    = rand.Next(1, 5);
                if (r == 5)
                {
                    r = 4;
                }
                //r = 4;

                board.Wall.Break(r);

                Hand[] hands = new Hand[4];
                hands[0] = GameObject.Find("Hand 1").GetComponent <Hand>();
                hands[1] = GameObject.Find("Hand 2").GetComponent <Hand>();
                hands[2] = GameObject.Find("Hand 3").GetComponent <Hand>();
                hands[3] = GameObject.Find("Hand 4").GetComponent <Hand>();

                GameObject.Find("Player 1").AddComponent <UserPlayer>();
                GameObject.Find("Player 2").AddComponent <UserPlayer>();
                GameObject.Find("Player 3").AddComponent <UserPlayer>();
                GameObject.Find("Player 4").AddComponent <UserPlayer>();

                Players[0] = GameObject.Find("Player 1").GetComponent <UserPlayer>();
                Players[1] = GameObject.Find("Player 2").GetComponent <UserPlayer>();
                Players[2] = GameObject.Find("Player 3").GetComponent <UserPlayer>();
                Players[3] = GameObject.Find("Player 4").GetComponent <UserPlayer>();


                Players[0].Setup(1, hands[0], board.Ponds[0], this, board);
                Players[1].Setup(2, hands[1], board.Ponds[1], this, board);
                Players[2].Setup(3, hands[2], board.Ponds[2], this, board);
                Players[3].Setup(4, hands[3], board.Ponds[3], this, board);

                Players[0].enabled = true;
                Players[1].enabled = true;
                Players[2].enabled = true;
                Players[3].enabled = true;

                //Hal = new HandAnalyzer(hands[0], 0);
                //EventManager.Subscribe("Debug: New HandAnalyzer Analysis Available",
                //() => { Debug.Log(Hal.Debug_Print()); });
                //() => { DebugDisplayText.text = Hal.Debug_Print(); });

                for (int i = 0; i < 13; i++)
                {
                    hands[0].Deal(board.Wall.Draw());
                    hands[1].Deal(board.Wall.Draw());
                    hands[2].Deal(board.Wall.Draw());
                    hands[3].Deal(board.Wall.Draw());
                }
                EventManager.FlagEvent("Hands Dealt");


                nextTurnArgs = TurnArgs.Default;
                SetState("Player 1 Turn");


                //No more actions
                //Debug.Log("Test completed. Entering null state...");
                //SetState("Null");
            }
        }
 //Takes a turn.
 public override void StartTurn(TurnArgs args)
 {
     SetState("Starting Turn");
     turnArgs = args;
 }