コード例 #1
0
        public IHttpActionResult MakeAccusation([FromBody] Accusation accusation)
        {
            AuthResult auth = authorizeAndVerifyGameStart();

            if (auth.result != null)
            {
                return(auth.result);
            }

            var game   = auth.game.getGame();
            var player = auth.player;

            if (!isPlayerTurn(game, player))
            {
                return(Unauthorized());
            }

            bool           isCorrect = game.makeAccusation(player.Name, accusation);
            AccusationData data      = new AccusationData {
                accusation        = accusation,
                playerName        = player.Name,
                accusationCorrect = isCorrect
            };

            var cmd = new Command {
                command = CommandType.AccusationMade,
                data    = new CommandData {
                    accusationData = data
                }
            };

            CommandInterface.SetCommandForEveryone(auth.game, cmd);

            return(Created("", data));
        }
コード例 #2
0
        private void MakeAccusation()
        {
            /*bool success = client.MakeAccusation(ConvertStringToPerson(AccusePerson),
             *                                  ConvertStringToRoom(AccuseRoom),
             *                                  ConvertStringToWeapon(AccuseWeapon));*/
            MessageBox.Show($"You have accused " + AccusePerson + " of killing the victim using the " + AccuseWeapon + " in the " + AccuseRoom);
            Model.Game.Accusation accusation = new Model.Game.Accusation(ConvertStringToRoom(AccuseRoom), ConvertStringToPerson(AccusePerson), ConvertStringToWeapon(AccuseWeapon));

            AccusationData data = connect.Gameplay.MakeAccusation(accusation);
            string         accusationMessage = (data.accusationCorrect) ?
                                               "correct. The game is now over." : "incorrect. Gameplay will continue.";

            MessageBoxResult result = MessageBox.Show("Your accusation was " + accusationMessage,
                                                      "Accusation Received", MessageBoxButton.YesNo);
        }
コード例 #3
0
ファイル: TestFlow.cs プロジェクト: CouchCodersTeam/Clue-Less
        public void TestCreateJoinAndStartGame()
        {
            // CluelessServerConnection is not designed for async, so async verifications are
            // being commented out
            CluelessServerConnection connect = CluelessServerConnection.getConnection(
                "localhost", 50351);

            // Host actions
            Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));
            {
                // Success
                var lobbies = connect.Lobbies.GetLobbies();
                Assert.IsNotNull(lobbies);
                var lobby = connect.Lobbies.CreateLobby();
                Assert.IsNotNull(lobby);
                lobbies = connect.Lobbies.GetLobbies();
                Assert.IsNotNull(lobbies);
                Assert.AreNotEqual(0, lobbies.Count);

                // Harry is host, he is already in game
                Assert.IsFalse(connect.Lobbies.JoinLobby(lobby));
            }

            // Other player actions
//            Task<bool> ronWaitForGame = null;
            Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));
            {
                // Success
                var lobbies = connect.Lobbies.GetLobbies();
                var lobby   = lobbies[lobbies.Count - 1];

                // Ron is not host, he can join
                Assert.IsTrue(connect.Lobbies.JoinLobby(lobby));

                connect.registerToGame(lobby);

                // registerToGame makes it so 'lobby' isn't needed
                // as a parameter for further API calls

                // This function is a blocking call if game has not started.
                // The client should call this to wait for the game to begin.
                // There currently isn't a way to cancel a wait. Ryan can
                // implement that later if desired
                //                if (!connect.Lobbies.WaitForGameStart())
                //                    throw new Exception("Unsuccessful Wait for game start");

                // Ron cannot start game because he is not the host
                Assert.IsFalse(connect.Lobbies.StartGame());

//                ronWaitForGame = connect.Lobbies.WaitForGameStartAsync();
//                Assert.IsFalse(ronWaitForGame.IsCompleted);
            }

            // Have a third person join
//            Task<bool> hermioneWaitForGame = null;
            Assert.IsTrue(connect.registerAsPlayer("Hermione"));
            {
                // Success
                var lobbies = connect.Lobbies.GetLobbies();
                var lobby   = lobbies[lobbies.Count - 1];

                Assert.IsTrue(connect.Lobbies.JoinLobby(lobby));

                connect.registerToGame(lobby);

//                hermioneWaitForGame = connect.Lobbies.WaitForGameStartAsync();
//                Assert.IsFalse(hermioneWaitForGame.IsCompleted);
            }

            // Host can start game
            Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));
            {
                Assert.IsTrue(connect.Lobbies.StartGame());

                // Allow call to be sent to Hermione and Ron
//                Thread.Sleep(3100);
//                Assert.IsTrue(ronWaitForGame.IsCompleted); // response has come back
//                Assert.IsTrue(ronWaitForGame.Result); // game has started
//                Assert.IsTrue(hermioneWaitForGame.IsCompleted);
//                Assert.IsTrue(hermioneWaitForGame.Result);
            }

            // other players 'WaitForGameStart()' will now return true
            Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));
            {
                Assert.IsTrue(connect.Lobbies.WaitForGameStart());
            }

            Assert.IsTrue(connect.registerAsPlayer("Hermione"));
            {
                Assert.IsTrue(connect.Lobbies.WaitForGameStart());
            }

            // Play the game now

            // Get cards
            String[]    players = { "Harry Potter", "Ron Weasley", "Hermione" };
            List <Card> previousPlayersCards = null;
            Command     lastSeenCommand      = null;

            foreach (var playerName in players)
            {
                // verify that each player has a hand of cards
                Assert.IsTrue(connect.registerAsPlayer(playerName));

                if (!playerName.Equals("Harry Potter")) // Harry will get message 'Take Turn'
                {
                    // WaitForCommand should return immediately and not wait here
                    Command command = connect.Gameplay.WaitForCommand();
                    Assert.AreEqual(CommandType.GameStart, command.command);
                    lastSeenCommand = command;
                    // remove last seen command so that hermione won't block
                    connect.Gameplay.TestOnlySetLastSeenCommand(null);
                }

                var cards = connect.Gameplay.GetPlayerHand();

                Assert.IsNotNull(cards);
                Assert.AreNotEqual(0, cards.Count);

                //// Make sure each hand is unique
                Assert.AreNotEqual(previousPlayersCards, cards);
                previousPlayersCards = cards;
            }

            // The async code doesn't work with a ClientController task that is
            // intended for a single process
//            Task<Command> ronWaitForCommand, hermioneWaitForCommand;

            // take turn
            Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));
            {
                // Get game state to verify correct information
                Game game = connect.Gameplay.GetState();
                Assert.IsNotNull(game);

                Command command = connect.Gameplay.WaitForCommand();
                Assert.AreEqual(CommandType.TakeTurn, command.command);

                {
                    // Restore Ron & Hermione's last seen command, since they've seen it,
                    // the request for a command should block
                    connect.Gameplay.TestOnlySetLastSeenCommand(lastSeenCommand);

                    /*
                     * Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));
                     * ronWaitForCommand = connect.Gameplay.WaitForCommandAsync();
                     *
                     * Assert.IsTrue(connect.registerAsPlayer("Hermione"));
                     * hermioneWaitForCommand = connect.Gameplay.WaitForCommandAsync();
                     *
                     * Assert.IsFalse(ronWaitForCommand.IsCompleted);
                     * Assert.IsFalse(hermioneWaitForCommand.IsCompleted);
                     */
                }

                // Harry's starting spot is Scarlet's: new Location(0,3,"Hallway")
                var expectedMoveData = new MoveData {
                    playerName = "Harry Potter", location = new Location(0, 2, "Hallway")
                };
                Assert.IsTrue(connect.registerAsPlayer(expectedMoveData.playerName));
                bool successful = connect.Gameplay.MovePlayerTo(expectedMoveData.location);
                Assert.IsTrue(successful);

                // Make sure that Ron & Hermione received message
                {
                    /*
                     * Thread.Sleep(3100);
                     * Assert.IsTrue(ronWaitForCommand.IsCompleted);
                     * Assert.IsTrue(hermioneWaitForCommand.IsCompleted);
                     *
                     * Command cmd = ronWaitForCommand.Result;
                     */
                    connect.Gameplay.TestOnlySetLastSeenCommand(lastSeenCommand);

                    Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));
                    Command cmd = connect.Gameplay.WaitForCommand();

                    connect.Gameplay.TestOnlySetLastSeenCommand(lastSeenCommand);

                    Assert.IsTrue(connect.registerAsPlayer("Hermione"));
                    Command cmd2 = connect.Gameplay.WaitForCommand();

                    // Ron & Hermione received the same command
                    Assert.AreEqual(cmd, cmd2);

                    // This is the expected command data
                    Assert.AreEqual(CommandType.MovePlayer, cmd.command);
                    Assert.IsNotNull(cmd.data.moveData);
                    Assert.AreEqual(expectedMoveData, cmd.data.moveData);

                    lastSeenCommand = cmd;
                }

                Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));

                // This blocks
//                DisproveData result = connect.Gameplay.MakeSuggestion(new Accusation(Room.Ballroom, Suspect.Mustard, Weapon.Pipe));

                // if null, no one could disprove
                // Otherwise, result.card is the proof, and result.playerName is the owner of 'card'

                // This is called by the 'other' player, not by Harry
//                successful = connect.Gameplay.DisproveSuggestion(new Card(Weapon.Pipe));

                Accusation     accusation = new Accusation(Room.Ballroom, Suspect.Mustard, Weapon.Pipe);
                AccusationData data       = connect.Gameplay.MakeAccusation(accusation);
                Assert.IsNotNull(data);
                Assert.AreEqual(accusation, data.accusation);
                Assert.IsFalse(data.accusationCorrect);

                successful = connect.Gameplay.EndTurn();
                Assert.IsTrue(successful);

                Accusation solution = connect.Gameplay.GetSolution();
                Assert.IsNull(solution); // game is not finished. Solution not available until then

                // it is now Ron's turn
                Assert.IsTrue(connect.registerAsPlayer("Ron Weasley"));

                Command finalCmd = connect.Gameplay.WaitForCommand();
                Assert.IsNotNull(finalCmd);
                Assert.AreEqual(CommandType.TakeTurn, finalCmd.command);

                successful = connect.Gameplay.EndTurn();
                Assert.IsTrue(successful);

                // Hermione's turn
                Assert.IsTrue(connect.registerAsPlayer("Hermione"));

                finalCmd = connect.Gameplay.WaitForCommand();
                Assert.IsNotNull(finalCmd);
                Assert.AreEqual(CommandType.TakeTurn, finalCmd.command);

                successful = connect.Gameplay.EndTurn();
                Assert.IsTrue(successful);

                // Harry's turn again
                Assert.IsTrue(connect.registerAsPlayer("Harry Potter"));

                finalCmd = connect.Gameplay.WaitForCommand();
                Assert.IsNotNull(finalCmd);
                Assert.AreEqual(CommandType.TakeTurn, finalCmd.command);
            }
        }
コード例 #4
0
        // End of the functions used to interact

        //Start of the list of event handlers that take data from the client


        private async void WaitForCommand()
        {
            while (true)
            {
                var incCommand = await connect.Gameplay.WaitForCommandAsync();

                if (incCommand.command == CommandType.MovePlayer)
                {
                    MoveData data = incCommand.data.moveData;
                    List <Model.Game.Player> players = connect.Gameplay.GetState().getPlayers();

                    foreach (Model.Game.Player player in players)
                    {
                        if (player.name == data.playerName)
                        {
                            //this isn't ideal, I'm clearing that one person off the board
                            //then adding them to their new spot
                            foreach (Room room in Board)
                            {
                                RemovePersonFromRoom(player.character.ToString(), room);
                            }
                            AddPersonToRoom(player.character.ToString(), Board[player.location.x, player.location.y]);
                        }
                    }
                }
                else if (incCommand.command == CommandType.TakeTurn)
                {
                    MessageBox.Show("It's your turn");
                    TurnEnabled = true;
                    RaisePropertyChangedEvent("TurnEnabled");
                    break;
                }
                else if (incCommand.command == CommandType.AccusationMade)
                {
                    AccusationData data = incCommand.data.accusationData;
                    bool           accusationWasCorrect = data.accusationCorrect;

                    string accusationMessage = (accusationWasCorrect) ?
                                               "The accusation was correct." : "The accusation was incorrect.";

                    //TODO: Add logic for when this is received
                    MessageBoxResult result = MessageBox.Show(data.playerName + " has accused " + data.accusation.suspect +
                                                              " of killing the victim using the " + data.accusation.weapon +
                                                              " in the " + data.accusation.room + ". " + accusationMessage,
                                                              "Accusation Received", MessageBoxButton.YesNo);
                    if (accusationWasCorrect)
                    {
                        // TODO: further end game process?
                        break;
                    }
                }
                else if (incCommand.command == CommandType.DisproveResult)
                {
                    DisproveData data = incCommand.data.disproveData;

                    MessageBox.Show("The suggestion was disproven by " + data.disprovingPlayer + " by revealing " + data.card.cardValue);
                    break; // This is the active player
                }
                else if (incCommand.command == CommandType.SuggestionMade)
                {
                    SuggestionData data = incCommand.data.suggestData;
                    string         disprovePlayerName = data.disprovingPlayer;

                    string disproveMessage = (disprovePlayerName == null) ?
                                             "No one can disprove." : disprovePlayerName + " can disprove the suggestion.";
                    MessageBoxResult result = MessageBox.Show(data.playerName + " has suggested that " + data.accusation.suspect +
                                                              " killed the victim using the " + data.accusation.weapon +
                                                              " in the " + data.accusation.room + ". " + disproveMessage,
                                                              "Suggestion Received", MessageBoxButton.YesNo);
                }
                else if (incCommand.command == CommandType.DisproveSuggestion)
                {
                    SuggestionData data = incCommand.data.suggestData;
                    //TODO: Add logic for when this is received
                    MessageBoxResult result = MessageBox.Show(data.playerName + "Has suggested that " + data.accusation.suspect +
                                                              " killed the victim using the " + data.accusation.weapon +
                                                              " in the " + data.accusation.room + ". Choose how to disprove this.",
                                                              "Suggestion Received", MessageBoxButton.YesNo);
                    //If the user says they can disprove the suggestion, enable the disprove button and combobox
                    //Added a call to tell the client to stop what it's doing until it receives the disprove info
                    //May not be the best idea, but I'm open to suggestions
                    if (result == MessageBoxResult.Yes)
                    {
                        //If the user says they can disprove the suggestion, enable the disprove button and combobox
                        //Added a call to tell the client to stop what it's doing until it receives the disprove info
                        //May not be the best idea, but I'm open to suggestions
                        if (result == MessageBoxResult.Yes)
                        {
                            DisproveEnabled = true;
                            RaisePropertyChangedEvent("DisproveEnabled");
                            break;
                        }
                        else
                        {
                            DisproveEnabled = false;
                            RaisePropertyChangedEvent("DisproveEnabled");
                        }
                    }
                    else if (incCommand.command == CommandType.TurnEnd)
                    {
                        //TODO: Add logic for when this is received
                    }
                    else if (incCommand.command == CommandType.Wait)
                    {
                        // Ryan: No logic neccessary. Wait is used by WaitForCommand()
                        // to keep waiting for command
                    }
                    else if (incCommand.command == CommandType.GameStart)
                    {
                    }
                }
            }
        }