private bool IKnowTheyAreEvil(Player player, Game game) { var knowledge = game.PlayerKnowledge(_player, player); if (knowledge == Knowledge.Evil || (knowledge == Knowledge.EvilLancelot && !game.CurrentLancelotAllegianceSwitched) || (knowledge == Knowledge.Lancelot && game.CurrentLancelotAllegianceSwitched)) { return true; } return false; }
public List<Action> DoSomething(Game game) { var actions = new List<Action>(); _game = game; _player = _game.Players.First(p => p.Guid == PlayerGuid); _IAmEvil = _game.IsCharacterEvil(_player.Character, false); var availableActions = _game.AvailableActions(_player); if (availableActions.Count == 0) return null; if (availableActions.Any(a=>a.ActionType==ResistanceOnline.Core.Action.Type.VoteApprove)) { actions.Add(new Action(PlayerGuid, TeamVote() ? Action.Type.VoteApprove : Action.Type.VoteReject)); } if (availableActions.Any(a => a.ActionType == ResistanceOnline.Core.Action.Type.AssignExcalibur)) { actions.Add( new Action(PlayerGuid, Action.Type.AssignExcalibur, AssignExcalibur().Name)); } if (availableActions.Any(a => a.ActionType == ResistanceOnline.Core.Action.Type.UseExcalibur)) { var target = UseExcalibur(); var name = target==null? string.Empty : target.Name; actions.Add( new Action(PlayerGuid, Action.Type.UseExcalibur, name)); } if (availableActions.Any(a => a.ActionType == ResistanceOnline.Core.Action.Type.FailQuest) || availableActions.Any(a => a.ActionType == ResistanceOnline.Core.Action.Type.SucceedQuest)) { actions.Add( new Action(PlayerGuid, Quest() ? Action.Type.SucceedQuest : Action.Type.FailQuest)); } if (availableActions.Any(a => a.ActionType == ResistanceOnline.Core.Action.Type.AddToTeam)) { actions.Add( new Action(PlayerGuid, Action.Type.AddToTeam, ChooseTeamPlayer().Name)); } if (availableActions.Any(a => a.ActionType == ResistanceOnline.Core.Action.Type.GuessMerlin)) { actions.Add( new Action(PlayerGuid, Action.Type.GuessMerlin, GuessMerlin().Name)); } if (availableActions.Any(a => a.ActionType == ResistanceOnline.Core.Action.Type.UseTheLadyOfTheLake)) { actions.Add( new Action(PlayerGuid, Action.Type.UseTheLadyOfTheLake, LadyOfTheLakeTarget().Name)); } if (availableActions.Any(a => a.ActionType == ResistanceOnline.Core.Action.Type.Message) && _thingsIWantToSay.Count > 0) { actions.AddRange(_thingsIWantToSay.Select(s => new Action(PlayerGuid, Action.Type.Message, s)).ToList()); } return actions; }
public GameModel(Game game, Guid? playerGuid) { GameId = game.GameId; PlayerGuid = playerGuid; GameSize = game.GameSize; RoundTables = game.RoundTables; var player = game.Players.FirstOrDefault(p => p.Guid == playerGuid); IsSpectator = player == null; PlayerName = player == null ? "Spectator" : player.Name; if (game.ImpersonationEnabled) { ImpersonationList = game.Players.ToList(); } AssassinsGuessAtMerlin = game.AssassinsGuessAtMerlin; GameState = game.DetermineState(); CharactersInGame = game.AvailableCharacters.ToList(); AllCharactersSelectList = Enum.GetValues(typeof(Character)) .Cast<Character>() .Where(c => c != Character.UnAllocated) .Select(c => new SelectListItem { Text = c.Humanize(LetterCasing.Sentence), Value = c.ToString() }) .ToList(); //can guess anyone but self GuessMerlinPlayersSelectList = new SelectList(game.Players.Where(p=>p!=player).Select(p => p.Name)); //can put anyone on a team who isn't already on it AddToTeamPlayersSelectList = new SelectList(game.Players.Where(p=> !game.CurrentRound.CurrentTeam.TeamMembers.Select(t=>t.Name).ToList().Contains(p.Name)).Select(p => p.Name)); Actions = game.AvailableActions(player); PlayerInfo = new List<PlayerInfoModel>(); Waiting = new List<WaitingActionsModel>(); foreach (var p in game.Players) { var playerInfo = new PlayerInfoModel { Name = p.Name, CouldBeMerlin = Game.DetectMerlin(player, p), IsEvil = Game.DetectEvil(player, p) }; //always know own character, or all characters if game is over if ((p==player || GameState == Game.State.EvilTriumphs || GameState == Game.State.GoodPrevails || GameState == Game.State.MerlinDies) && p.Character != Character.UnAllocated) { playerInfo.CharacterCard = p.Character; } PlayerInfo.Add(playerInfo); Waiting.AddRange(game.AvailableActions(p).Select(a => new WaitingActionsModel { Action = a, Name = p.Name })); } //game history Rounds = new List<RoundModel>(); foreach (var round in game.Rounds) { Rounds.Add(new RoundModel(round)); } }
private int CountEvil(List<Player> list, Game game) { var evilCount = 0; foreach (var player in list) { if (IKnowTheyAreEvil(player,game)) { evilCount++; } } return evilCount; }
public GameController() { //create a default game to make development easier if (_games.Count == 0) { var game = new Game(5, true); game.AddCharacter(Character.LoyalServantOfArthur); game.AddCharacter(Character.Assassin); game.AddCharacter(Character.Percival); game.AddCharacter(Character.Morgana); game.AddCharacter(Character.Merlin); var jordanGuid = game.JoinGame("Jordan"); var jordan = game.Players.First(p=>p.Guid == jordanGuid); var lukeGuid = game.JoinGame("Luke"); var luke = game.Players.First(p=>p.Guid == lukeGuid); var jeffreyGuid = game.JoinGame("Jeffrey"); var jeffrey = game.Players.First(p=>p.Guid == jeffreyGuid); var jayvinGuid = game.JoinGame("Jayvin"); var jayvin = game.Players.First(p=>p.Guid == jayvinGuid); var verneGuid = game.JoinGame("Verne"); var verne = game.Players.First(p=>p.Guid == verneGuid); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, jordan); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, luke); game.VoteForTeam(jordan, true); game.VoteForTeam(luke, true); game.VoteForTeam(jayvin, false); game.VoteForTeam(jeffrey, true); game.VoteForTeam(verne, false); game.SubmitQuest(jordan, true); game.SubmitQuest(luke, false); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, jordan); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, luke); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, jayvin); game.VoteForTeam(jordan, false); game.VoteForTeam(luke, true); game.VoteForTeam(jayvin, false); game.VoteForTeam(jeffrey, false); game.VoteForTeam(verne, false); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, jeffrey); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, luke); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, jayvin); game.VoteForTeam(jordan, true); game.VoteForTeam(luke, true); game.VoteForTeam(jayvin, false); game.VoteForTeam(jeffrey, false); game.VoteForTeam(verne, true); game.SubmitQuest(jeffrey, true); game.SubmitQuest(luke, true); game.SubmitQuest(jayvin, true); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, luke); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, jayvin); game.VoteForTeam(jordan, true); game.VoteForTeam(luke, true); game.VoteForTeam(jayvin, false); game.VoteForTeam(jeffrey, false); game.VoteForTeam(verne, true); game.SubmitQuest(luke, true); game.SubmitQuest(jayvin, true); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, jeffrey); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, luke); game.AddToTeam(game.CurrentRound.CurrentTeam.Leader, jayvin); game.VoteForTeam(jordan, true); game.VoteForTeam(luke, true); game.VoteForTeam(jayvin, false); game.VoteForTeam(jeffrey, false); game.VoteForTeam(verne, true); game.SubmitQuest(jeffrey, true); game.SubmitQuest(luke, true); game.SubmitQuest(jayvin, true); game.GameId = 0; _games.Add(game); } }
public ActionResult CreateGame(int players, bool impersonationEnabled) { //todo - something with the database :) var game = new Game(players,impersonationEnabled); _games.Add(game); game.GameId = _games.IndexOf(game); return RedirectToAction("Game", new { gameId = _games.Count }); }
public GameModel(int gameId, Game game, Guid playerGuid) { _game = game; GameId = gameId; GameName = game.GameName; GameOwner = game.Players.First().Name; IsOwner = game.Players.First().Guid == playerGuid; PlayerCountSummary = ("player".ToQuantity(game.Players.Count)); PlayersSummary = Useful.CommaQuibbling(game.Players.Select(p => p.Name).ToList()); GameState = game.GameState.Humanize(LetterCasing.Sentence).ToString(); GameSize = game.Players.Count; Rules = game.Rules.Select(r => r.Humanize()).ToList(); RoundTables = game.RoundTables.Select(t=>String.Format("Quest {0} has {1} and requires {2}", (game.RoundTables.IndexOf(t) + 1).ToWords(), "player".ToQuantity(t.TeamSize, ShowQuantityAs.Words), "fail".ToQuantity(t.RequiredFails, ShowQuantityAs.Words))).ToList(); LoyaltyCardsDeltInAdvance = new List<string>(); if (game.Rules.Contains(Rule.LoyaltyCardsAreDeltInAdvance)) { for (int i = 0; i < 4; i++) { LoyaltyCardsDeltInAdvance.Add(string.Format("After quest {0}, Lancelot's {1} switch alegiance", (i + 1).ToWords(), game.LoyaltyDeck[i] == LoyaltyCard.SwitchAlegiance ? "will" : "will not")); } } var characters = new List<string>(); foreach (var character in game.CharacterCards.Distinct()) { var count = game.CharacterCards.Count(c=>c==character); if (count > 1) { switch (character) { case Character.LoyalServantOfArthur: characters.Add(String.Format("{0} Loyal Servants of Arthur", count)); break; case Character.MinionOfMordred: characters.Add(String.Format("{0} Minions of Mordred", count)); break; default: characters.Add(character.Humanize().ToQuantity(count)); break; } } else { characters.Add(character.Humanize()); } } Characters = Useful.CommaQuibbling(characters); var player = game.Players.FirstOrDefault(p => p.Guid == playerGuid); IsSpectator = player == null; PlayerName = player == null ? "Spectator" : player.Name; if (game.AssassinsGuessAtMerlin != null) { AssassinsGuessAtMerlinPlayerName = game.AssassinsGuessAtMerlin.Name; AssassinsGuessAtMerlinCharacter = game.AssassinsGuessAtMerlin.Character.ToString(); Assassin = game.Players.First(p => p.Character == Character.Assassin).Name; } State = game.GameState.ToString(); var availableActions = game.AvailableActions(player); var guessMerlin = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.GuessMerlin); if (guessMerlin != null) { GuessMerlinPlayersSelectList = new SelectList(guessMerlin.ActionItems); } var ladyOfTheLake = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.UseTheLadyOfTheLake); if (ladyOfTheLake != null) { LadyOfTheLakePlayerSelectList = new SelectList(ladyOfTheLake.ActionItems); } var useExcalibur = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.UseExcalibur); if (useExcalibur != null) { UseExcaliburSelectList = new SelectList(useExcalibur.ActionItems); } var assignExcalibur = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.AssignExcalibur); if (assignExcalibur != null) { AssignExcaliburSelectList = new SelectList(assignExcalibur.ActionItems); } var addToTeam = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.AddToTeam); if (addToTeam != null) { AddToTeamPlayersSelectList = new SelectList(addToTeam.ActionItems); } var removeFromTeam = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.RemoveFromTeam); if (removeFromTeam != null) { RemoveFromTeamSelectList = new SelectList(removeFromTeam.ActionItems); } var addRule = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.AddRule); if (addRule != null) { AddRulesSelectList = new SelectList(addRule.ActionItems); } var removeRule = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.RemoveRule); if (removeRule != null) { RemoveRuleSelectList = new SelectList(removeRule.ActionItems); } var addCharacterCard = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.AddCharacterCard); if (addCharacterCard != null) { AddCharacterCardsSelectList = new SelectList(addCharacterCard.ActionItems); } var removeCharacterCard = availableActions.FirstOrDefault(a => a.ActionType == Core.Action.Type.RemoveCharacterCard); if (removeCharacterCard != null) { RemoveCharacterCardSelectList = new SelectList(removeCharacterCard.ActionItems); } Actions = game.AvailableActions(player).Select(i => i.ActionType.ToString()).ToList(); PlayerInfo = new List<PlayerInfoModel>(); var waiting = new List<WaitingActionsModel>(); foreach (var p in game.Players) { var playerInfo = new PlayerInfoModel { Name = p.Name, Knowledge = game.PlayerKnowledge(player, p).ToString() }; //always know own character, or all characters if game is over if (p == player || GameOver) { playerInfo.CharacterCard = p.Character; playerInfo.Knowledge = p.Character.ToString(); } PlayerInfo.Add(playerInfo); waiting.AddRange(game.AvailableActions(p).Select(a => new WaitingActionsModel { Action = a.ActionType, Name = p.Name })); } //build waiting message var waitings = waiting.Where(a=>a.Action != Core.Action.Type.Message).Select(w => w.Name).Distinct().ToList(); if (waitings.Any()) { WaitingMessage = String.Format("Waiting for {0}", Useful.CommaQuibbling(waitings)); } Rounds = new List<RoundModel>(); for(int i=0; i<game.Quests.Count; i++) { Rounds.Add(new RoundModel(game.Quests[i], i + 1, game, player, game.Players.Count)); } if (GameOver) { GameOverMessage = String.Format("{0}, {1} win.", game.GameState.Humanize(LetterCasing.Sentence), Useful.CommaQuibbling(game.Winners.Select(p=>p.Name))); } }
void SendMessagesAsAppropriate(Game game, int gameId) { foreach(var player in game.Players.Where(player => player.PlayerType == Player.Type.Human)) { var actions = game.AvailableActions(player).Select(a=>a.ActionType).Where(a => a != Action.Type.Message); if(actions.Any() && !_userConnections.ContainsValue(player.Guid)) { var user = _simpleDb.GetUser(player.Guid); SendMessage( user.Id, ("Your attention is required on " + game.GameName).Humanize(LetterCasing.Sentence), ("Things have happened and you need to " + Useful.CommaQuibbling(actions.Select(a => a.Humanize()), "or") + ".").Humanize(LetterCasing.Sentence), gameId.ToString() ); } } }
void InitGameCache() { lock (_gameCacheLock) { var gameIds = _simpleDb.GameIds(); foreach (int gameId in gameIds) { if (!_gameCache.ContainsKey(gameId)) { var actions = _simpleDb.GetActions(gameId); var game = new Game(new List<Action>()); try { actions.ForEach(a => game.DoAction(a)); } catch (Exception) { game.GameState = Game.State.Error; } _gameCache.Add(gameId, game); } } } }