コード例 #1
1
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points awarded from the number of specific structure colour each neighbours constructed
 private static void AddVictoryNeighboursColour(Player p, Player east, Player west, CardColour c, int amount)
 {
     p.addScore(Score.VICTORY, GetVictoryNeighboursColour(east, west, c, amount));
 }
コード例 #2
0
ファイル: MainGame.cs プロジェクト: Will2817/COMP3004
        public MainGame(Game1 theGame)
            : base("background", 1.0f)
        {
            LABELWIDTH = SEC1WIDTH / 2 - MARGIN;
            CARDWIDTH = (Game1.WIDTH - 8 * (MARGIN * 2) - 30) / MAXHANDSIZE;
            CARDHEIGHT = (int) (CARDWIDTH * 1.612);
            LABELLENGTH = (SEC1WIDTH - MARGIN) / 5;
            RESOURCELENGTH = (SEC1WIDTH - 3 * MARGIN) * 4 / 5;
            player = null;
            wonder = null;
            lastPlayed = new Dictionary<string, Visual>();
            hand = new SortedDictionary<string, Visual>();
            leftButton = new Button(new Vector2(Game1.WIDTH - 27, 200 + CARDHEIGHT / 2 - 7), 15, 15, "", "Font1", "left");
            leftButton.z = 1;
            hand.Add("paperleft", new Visual(new Vector2(Game1.WIDTH - 27, 190), 30, CARDHEIGHT + 30, "paperleft"));
            hand.Add("leftButton", leftButton.setBorder(false));

            close = new Button(new Vector2(Game1.WIDTH - Game1.WIDTH / 9, Game1.HEIGHT * 5/ 8), 75, 40, "Close", "Font1");

            lastPlayed.Add("bg", new Visual(new Vector2(Game1.WIDTH / 3, Game1.HEIGHT / 6), Game1.WIDTH * 2 / 3, Game1.HEIGHT * 2 / 3, "bg"));
            lastPlayed.Add("close", close);

            seatVisuals = new Dictionary<int, Dictionary<string, Visual>>();
            baseVisuals = new Dictionary<String, Visual>();
            baseVisuals.Add("Label1", new Visual(new Vector2(MARGIN, MARGIN), LABELWIDTH, LABELHEIGHT, "Players", "Font1", null, Color.Gray, "grayback"));
            baseVisuals.Add("Label2", new Visual(new Vector2(MARGIN + LABELWIDTH, MARGIN), LABELWIDTH, LABELHEIGHT, "icons"));
            baseVisuals.Add("Divider1", new Visual(new Vector2(SEC1WIDTH - 1, 0), DIVIDERWIDTH, Game1.HEIGHT, "line", Color.Silver));
            baseVisuals.Add("Divider2", new Visual(new Vector2(0, SEC1HEIGHT - 1), Game1.WIDTH, DIVIDERWIDTH, "line", Color.Silver));
            baseVisuals.Add("Age", new Visual(new Vector2(Game1.WIDTH - MARGIN - 75, MARGIN), 75, 75, "age1"));
            baseVisuals.Add("discard", new Visual(new Vector2(Game1.WIDTH - MARGIN - 60, MARGIN * 3 + 120), 60, 60, "0", "Font1", null, Color.White, "deck"));
            baseVisuals["discard"].setLeftMargin(15);
            baseVisuals["discard"].setTopMargin(9);
        }
コード例 #3
0
        //Checks how a player with neighbours west and east would have to spend in order to meet the given cost
        //Returns -1 if the player cannot possibly build the card (including if his neighbours have the required
        //resources, but he cannot afford to purchase them)
        //Returns 0 if the player has all of the required resources and does not need to purchase any
        //Otherwise, returns the total number of coins it would cost the player at minimum to purchase the
        //required resources to meet the cost
        public static int constructCost(Player player, Player west, Player east, Dictionary<Resource, int> cost)
        {
            //check if cost is in coins
            if (cost.ContainsKey(Resource.COIN))
                return (cost[Resource.COIN] > player.getResourceNum(Resource.COIN)) ? -1 : cost[Resource.COIN];
            //split the cost into raw and manufactured goods to deal with them separately, as they do not affect each other
            Dictionary<Resource, int> rawCost = new Dictionary<Resource, int>();
            foreach (Resource r in rawGoods)
                if (cost.ContainsKey(r)) rawCost.Add(r, cost[r]);
            Dictionary<Resource, int> manCost = new Dictionary<Resource, int>();
            foreach (Resource r in manGoods)
                if (cost.ContainsKey(r)) manCost.Add(r, cost[r]);
            //get resource lists
            List<List<Resource>> playerRaw = buildResourceList(player, rawGoods, true);
            List<List<Resource>> playerMan = buildResourceList(player, manGoods, true);
            List<List<Resource>> eastRaw = buildResourceList(east, rawGoods, false);
            List<List<Resource>> westRaw = buildResourceList(west, rawGoods, false);
            List<List<Resource>> neighbourMan = buildResourceList(east, manGoods, false);
            neighbourMan.AddRange(buildResourceList(west, manGoods, false));
            //calculate cost of manufactured goods
            int numManPurchased = countPurchases(manCost, playerMan, neighbourMan);
            int totalCoinCost = numManPurchased * player.mcost;
            //calculate cost of raw goods
            if (player.rcostEast == player.rcostWest)
            {
                //All neighbour resources can be grouped together, since they cost the same amount
                List<List<Resource>> neighbourRaw = eastRaw;
                neighbourRaw.AddRange(westRaw);
                int numRawPurchased = countPurchases(rawCost, playerRaw, neighbourRaw);
                totalCoinCost += numRawPurchased * player.rcostWest;
            }
            else
            {
                //east and west neighbour resorces must be considered separately, as they cost different amounts
                //countPurchases() will return the coin cost, not just the number of resources purchased
                int numRawPurchased;
                if (player.rcostEast < player.rcostWest)
                    numRawPurchased = countPurchases(rawCost, playerRaw, eastRaw, westRaw);
                else
                    numRawPurchased = countPurchases(rawCost, playerRaw, westRaw, eastRaw);
                totalCoinCost += numRawPurchased;
            }

            return totalCoinCost>player.getResourceNum(Resource.COIN)?-1:totalCoinCost;
        }
コード例 #4
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points returned for the number of defeat tokens each neighbouring city has
 private static int GetVictoryNeighboursConflict(Player east, Player west)
 {
     return east.getScoreType(Score.DEFEAT) + west.getScoreType(Score.DEFEAT);
 }
コード例 #5
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Babylon B [2nd stage]
 // Handle this at the end of every age to play the last card if
 // Player can pay for it, or discard to earn 3 coins or build the third wonder.
 // EXTRA TURN basically
 private static void LastCard(Player p, Card c)
 {
     // stuff
 }
コード例 #6
0
 //OLD CODE
 //Returns the part of the given cost that the player cannot meet with his own single resources
 //Does not consider the player's resource choices
 private static Dictionary<Resource, int> outsourcedCosts(Player player, Dictionary<Resource, int> cost, List<List<Resource>> remainingPlayerChoices, bool self)
 {
     Dictionary<Resource, int> remaining = new Dictionary<Resource, int>();
     Dictionary<Resource, int> coveredByChoices = new Dictionary<Resource, int>(); //Costs that are covered by choices (each item in here is the only relevant application of the choice used)
     foreach (Resource r in cost.Keys) coveredByChoices.Add(r, 0);
     if (remainingPlayerChoices != null)
     {
         foreach (List<Resource> choice in self ? player.getTotalChoices() : player.getPublicChoices())
         {
             int numRelevant = 0;
             Resource coveredResource = Resource.COIN;
             foreach (Resource r in choice)
                 if (cost.ContainsKey(r))
                 {
                     numRelevant++;
                     coveredResource = r;
                 }
             if (numRelevant == 1)
                 coveredByChoices[coveredResource]++;
             else
                 remainingPlayerChoices.Add(choice);
         }
     }
     foreach (Resource r in cost.Keys)
     {
         if (cost[r] > player.getResourceNum(r) + coveredByChoices[r] && r != Resource.COIN)
             remaining.Add(r, cost[r] - player.getResourceNum(r));
     }
     return remaining;
 }
コード例 #7
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
        // Science Choice - player chooses which science to gain from the card at the end of the game
        // NOTE: Should we have this as a max function? eg. Find max of gear, tablet, compass and just add 1?
        private static void AddScienceChoice(Player p, int x)
        {
            int gear = p.getScoreNum(Score.GEAR);
            int compass = p.getScoreNum(Score.COMPASS);
            int tablet = p.getScoreNum(Score.TABLET);

            if (x == 1)
            {
                int max1 = CalculateScience((gear + 1), compass, tablet);
                int max2 = CalculateScience(gear, (compass + 1), tablet);
                int max3 = CalculateScience(gear, compass, (tablet + 1));

                int maxScore = Math.Max(Math.Max(max1, max2), max3);
                if (maxScore == max1)
                    p.addScore(Score.GEAR, 1);
                else if (maxScore == max2)
                    p.addScore(Score.COMPASS, 1);
                else if (maxScore == max3)
                    p.addScore(Score.TABLET, 1);
            }
            else if (x == 2)
            {
                int max1 = CalculateScience(gear + 2, compass, tablet);
                int max2 = CalculateScience(gear, compass + 2, tablet);
                int max3 = CalculateScience(gear, compass, tablet + 2);
                int max4 = CalculateScience(gear + 1, compass + 1, tablet);
                int max5 = CalculateScience(gear + 1, compass, tablet + 1);
                int max6 = CalculateScience(gear, compass + 1, tablet + 1);

                int maxScore = Math.Max(Math.Max(Math.Max(Math.Max(Math.Max(max1, max2), max3), max4), max5), max6);

                if (maxScore == max1)
                    p.addScore(Score.GEAR, 2);
                else if (maxScore == max2)
                    p.addScore(Score.COMPASS, 2);
                else if (maxScore == max3)
                    p.addScore(Score.TABLET, 2);
                else if (maxScore == max4)
                {
                    p.addScore(Score.GEAR, 1);
                    p.addScore(Score.COMPASS, 1);
                }
                else if (maxScore == max5)
                {
                    p.addScore(Score.GEAR, 1);
                    p.addScore(Score.TABLET, 1);
                }
                else if (maxScore == max6)
                {
                    p.addScore(Score.COMPASS, 1);
                    p.addScore(Score.TABLET, 1);
                }
            }
        }
コード例 #8
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points awarded
 // Through the number of specific structure colour the player has constructed
 private static void AddVictoryColour(Player p, CardColour c, int amount)
 {
     p.addScore(Score.VICTORY, GetVictoryColour(p, c, amount));
 }
コード例 #9
0
 public static Dictionary<Resource, int> outsourcedCosts(Player player, Dictionary<Resource, int> cost)
 {
     return outsourcedCosts(player, cost, null, false);
 }
コード例 #10
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Returns the number of coins awarded from the number of specific structure colour each neighbours have constructed
 private static int GetCoinAllColour(Player p, Player east, Player west, CardColour c, int amount)
 {
     return (p.getCardColourCount(c) + east.getCardColourCount(c) + west.getCardColourCount(c)) * amount;
 }
コード例 #11
0
ファイル: MainGame.cs プロジェクト: Will2817/COMP3004
        private void Initialize()
        {
            lock (this)
            {
                if (init) return;
                trade = new TradeInterface();
                player = Game1.client.getSelf();
                int westSeat = (player.getSeat() - 1 < 0) ? Game1.client.getState().getPlayers().Count - 1 : player.getSeat() - 1;
                int eastSeat = (player.getSeat() + 1 > Game1.client.getState().getPlayers().Count - 1) ? 0 : player.getSeat() + 1;
                east = Game1.client.getState().getPlayers().Values.ElementAt(eastSeat);
                west = Game1.client.getState().getPlayers().Values.ElementAt(westSeat);
                foreach (Player p in Game1.client.getState().getPlayers().Values)
                {
                    Visual conflict = new Visual(new Vector2(Game1.WIDTH - MARGIN - 60, MARGIN * 2 + 75), 60, 60, "0", "Font1", null, Color.White, "conflict");
                    conflict.setLeftMargin(19);
                    conflict.setTopMargin(20);
                    conflict.LoadContent();//BAD HACKS
                    Visual stages = new Visual(new Vector2(Game1.WIDTH - 100, Game1.HEIGHT - 150), 100, 100, "stage13").setVisible(false);
                    Game1.wonders[p.getBoard().getName()].setPosition(new Vector2(5 + SEC1WIDTH, 5 + SEC1HEIGHT)).setWidth(WONDERWIDTH * 2 + 10).setHeight(WONDERHEIGHT * 2).setTexture(p.getBoard().getImageName());
                    seatVisuals.Add(p.getSeat(), new Dictionary<string, Visual>() { { "wonder", Game1.wonders[p.getBoard().getName()] }, { "conflict", conflict }, { "stages", stages } });
                    baseVisuals.Add("player" + p.getSeat(), new Visual(new Vector2(MARGIN, MARGIN * 2 + (MARGIN + LABELHEIGHT) * (p.getSeat() + 1)), DROPDOWNWIDTH, LABELHEIGHT, (p.getSeat() + 1) + "|" + p.getName(), "Font1", Color.White, (p.getSeat() == player.getSeat()) ? Color.Orange : Color.Gray, "grayback"));
                    baseVisuals.Add("status" + p.getSeat(), new Visual(new Vector2(MARGIN + LABELWIDTH, MARGIN * 2 + (MARGIN + LABELHEIGHT) * (p.getSeat() + 1)), LABELWIDTH, LABELHEIGHT, "blank"));
                    baseVisuals.Add("gear" + p.getSeat(), new Visual(new Vector2(MARGIN + LABELWIDTH + (LABELWIDTH * 1 / 24), MARGIN * 2 + (MARGIN + LABELHEIGHT) * (p.getSeat() + 1)), p.getScoreNum(Score.GEAR).ToString(), "Font1"));
                    baseVisuals.Add("tablet" + p.getSeat(), new Visual(new Vector2(MARGIN + LABELWIDTH + (LABELWIDTH * 5 / 24), MARGIN * 2 + (MARGIN + LABELHEIGHT) * (p.getSeat() + 1)), p.getScoreNum(Score.TABLET).ToString(), "Font1"));
                    baseVisuals.Add("compas" + p.getSeat(), new Visual(new Vector2(MARGIN + LABELWIDTH + (LABELWIDTH * 9 / 24), MARGIN * 2 + (MARGIN + LABELHEIGHT) * (p.getSeat() + 1)), p.getScoreNum(Score.COMPASS).ToString(), "Font1"));
                    baseVisuals.Add("victory" + p.getSeat(), new Visual(new Vector2(MARGIN + LABELWIDTH + (LABELWIDTH * 13 / 24), MARGIN * 2 + (MARGIN + LABELHEIGHT) * (p.getSeat() + 1)), p.getScoreNum(Score.VICTORY_BLUE).ToString(), "Font1"));
                    baseVisuals.Add("army" + p.getSeat(), new Visual(new Vector2(MARGIN + LABELWIDTH + (LABELWIDTH * 19 / 24), MARGIN * 2 + (MARGIN + LABELHEIGHT) * (p.getSeat() + 1)), p.getScoreNum(Score.ARMY).ToString(), "Font1"));
                }
                baseVisuals.Add("resources", new Visual(new Vector2(LABELLENGTH + MARGIN * 2, SEC1HEIGHT + MARGIN * 2), RESOURCELENGTH, LABELHEIGHT, "resourceBar"));
                baseVisuals.Add("west", new Visual(new Vector2(MARGIN, SEC1HEIGHT + LABELHEIGHT + MARGIN * 3), LABELLENGTH, LABELHEIGHT, (westSeat + 1) + "|" + "West", "Font1", null, null, "grayback"));
                baseVisuals.Add("east", new Visual(new Vector2(MARGIN, SEC1HEIGHT + LABELHEIGHT * 2 + MARGIN * 4), LABELLENGTH, LABELHEIGHT, (eastSeat + 1) + "|" + "East", "Font1", null, null, "grayback"));
                baseVisuals.Add("self", new Visual(new Vector2(MARGIN, Game1.HEIGHT - (MARGIN + LABELHEIGHT)), LABELLENGTH, LABELHEIGHT, "Self", "Font1", null, null, "grayback"));
                baseVisuals.Add("westresources", new Visual(new Vector2(LABELLENGTH + MARGIN * 2, SEC1HEIGHT + LABELHEIGHT + MARGIN * 3), RESOURCELENGTH, LABELHEIGHT, "emptyResourceBar"));
                baseVisuals.Add("eastresources", new Visual(new Vector2(LABELLENGTH + MARGIN * 2, SEC1HEIGHT + LABELHEIGHT * 2 + MARGIN * 4), RESOURCELENGTH, LABELHEIGHT, "emptyResourceBar"));
                baseVisuals.Add("selfresources", new Visual(new Vector2(LABELLENGTH + MARGIN * 2, Game1.HEIGHT - (MARGIN + LABELHEIGHT)), RESOURCELENGTH, LABELHEIGHT, "emptyResourceBar"));

                int RESOURCEHEIGHT = SEC1HEIGHT + LABELHEIGHT + MARGIN * 3;

                for (int i = 0; i < NUMRESOURCES; i++)
                {
                    baseVisuals.Add("west" + i, new Visual(new Vector2(LABELLENGTH + MARGIN * 2 + RESOURCELENGTH * i / 8 + 5, RESOURCEHEIGHT), west.getResourceNum((Resource)i) + "", "Font1"));

                    baseVisuals.Add("east" + i, new Visual(new Vector2(LABELLENGTH + MARGIN * 2 + RESOURCELENGTH * i / 8 + 5, RESOURCEHEIGHT + LABELHEIGHT + MARGIN), east.getResourceNum((Resource)i) + "", "Font1"));

                    baseVisuals.Add("self" + i, new Visual(new Vector2(LABELLENGTH + MARGIN * 2 + RESOURCELENGTH * i / 8 + 5, Game1.HEIGHT - (MARGIN + LABELHEIGHT)), player.getResourceNum((Resource)i) + "", "Font1"));

                    if ((Resource)i == Resource.COIN)
                    {
                        baseVisuals["east" + i].setLeftMargin(-2);
                        baseVisuals["west" + i].setLeftMargin(-2);
                        baseVisuals["self" + i].setLeftMargin(-2);
                    }
                }
                hand.Add("papermiddle", new Visual(new Vector2(MARGIN + 30 + (CARDWIDTH / 2 + MARGIN) * (7 - player.getHand().Count) + 1, 190), Game1.WIDTH - (MARGIN + 30 + (CARDWIDTH / 2 + MARGIN) * (7 - player.getHand().Count)), CARDHEIGHT + 25, "papermiddle"));

                //updatePlayed();
                updateHands();
                updateScroll();
                //updatePlayers();

                baseVisuals.Add("Scorehead", new Visual(new Vector2(Game1.WIDTH / 4, Game1.HEIGHT / 4), Game1.WIDTH / 2, 50, "scorehead").setVisible(false));
                int n = 1;
                foreach (Player p in Game1.client.getState().getPlayers().Values)
                {
                    baseVisuals.Add("name" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH / 4, Game1.HEIGHT / 4 + 40 * n), (int)(Game1.WIDTH / 2 * 0.296f), 40, p.getName(), "Font1", null, null, "line").setVisible(false));
                    baseVisuals.Add("conflict" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH / 4 + (int)(Game1.WIDTH / 2 * 0.296f), Game1.HEIGHT / 4 + 40 * n), SCOREWIDTH, 40, p.getScoreNum(Score.CONFLICT).ToString(), "Font1", null, null, "line").setVisible(false));
                    baseVisuals.Add("coin" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH / 4 + (int)(Game1.WIDTH / 2 * 0.296f) + SCOREWIDTH, Game1.HEIGHT / 4 + 40 * n), SCOREWIDTH, 40, p.getScoreNum(Score.COIN).ToString(), "Font1", null, null, "line").setVisible(false));
                    baseVisuals.Add("stages" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH / 4 + (int)(Game1.WIDTH / 2 * 0.296f) + SCOREWIDTH * 2, Game1.HEIGHT / 4 + 40 * n), SCOREWIDTH, 40, p.getScoreNum(Score.STAGES).ToString(), "Font1", null, null, "line").setVisible(false));
                    baseVisuals.Add("blue" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH / 4 + (int)(Game1.WIDTH / 2 * 0.296f) + SCOREWIDTH * 3, Game1.HEIGHT / 4 + 40 * n), SCOREWIDTH, 40, p.getScoreNum(Score.VICTORY_BLUE).ToString(), "Font1", null, null, "line").setVisible(false));
                    baseVisuals.Add("commerce" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH / 4 + (int)(Game1.WIDTH / 2 * 0.296f) + SCOREWIDTH * 4, Game1.HEIGHT / 4 + 40 * n), SCOREWIDTH, 40, p.getScoreNum(Score.COMMERCE).ToString(), "Font1", null, null, "line").setVisible(false));
                    baseVisuals.Add("guild" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH / 4 + (int)(Game1.WIDTH / 2 * 0.296f) + SCOREWIDTH * 5, Game1.HEIGHT / 4 + 40 * n), SCOREWIDTH, 40, p.getScoreNum(Score.GUILD).ToString(), "Font1", null, null, "line").setVisible(false));
                    baseVisuals.Add("science" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH / 4 + (int)(Game1.WIDTH / 2 * 0.296f) + SCOREWIDTH * 6, Game1.HEIGHT / 4 + 40 * n), SCOREWIDTH, 40, p.getScoreNum(Score.SCIENCE).ToString(), "Font1", null, null, "line").setVisible(false));
                    baseVisuals.Add("sum" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH / 4 + (int)(Game1.WIDTH / 2 * 0.296f) + SCOREWIDTH * 7, Game1.HEIGHT / 4 + 40 * n), SCOREWIDTH, 40, p.getScoreNum(Score.VICTORY).ToString(), "Font1", null, null, "line").setVisible(false));
                    lastPlayed.Add("player" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH * ((n - 1) % 4 + 2) / 6 + MARGIN, Game1.HEIGHT * ((int)(n / 5) * 2 + 1) / 6 + MARGIN), Game1.WIDTH / 6 - MARGIN * 5, LABELHEIGHT, (p.getSeat() +1) + "|" + p.getName(), "Font1", null, null, "grayback"));
                    lastPlayed.Add("action" + p.getSeat(), new Visual(new Vector2(Game1.WIDTH * ((n - 1) % 4 + 2) / 6 + MARGIN, Game1.HEIGHT * ((int)(n / 5) * 2 + 1) / 6 + LABELHEIGHT + MARGIN * 2), Game1.WIDTH / 6 - MARGIN * 6, Game1.HEIGHT / 3 - MARGIN * 3 - LABELHEIGHT, "coin"));
                    n++;
                }
                quit = new Button(new Vector2(Game1.WIDTH / 2 - 70, Game1.HEIGHT / 4 + 40 * n + MARGIN), 140, 50, "Quit", "Font1");
                baseVisuals.Add("quit", quit.setVisible(false));

                seatViewed = player.getSeat();
                activeVisuals = seatVisuals[seatViewed];
                LoadContent();
                init = true;
            }
        }
コード例 #12
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Olympia B [3rd stage]
 // The third stage allows the player to "copy" a Guild (purple card) of
 // their choice built by one of their two neighboring cities at the end of the game
 private static void CopyGuild(Player p, Player east, Player west)
 {
     p.addPlayed(GetGuildCopyCard(p, east, west));
 }
コード例 #13
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Olympia A
 // the player can, once per Age, build a structure of their choice for free
 private static void FreeBuild(Player p, Card c, int age)
 {
     // stuff
     p.addPlayed(c);
 }
コード例 #14
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points awarded from the number of wonderstages the player has built
 private static void AddVictoryWonder(Player p)
 {
     p.addScore(Score.VICTORY, p.getBoard().getStagesBuilt());
 }
コード例 #15
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points awarded from the number of conflict points each neighbour has
 private static void AddVictoryNeighboursConflict(Player p, Player east, Player west)
 {
     p.addScore(Score.VICTORY, GetVictoryNeighboursConflict(east, west));
 }
コード例 #16
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points, Army, Science or any other generic score
 // This could probably be used to replace alot of generic score functions
 private static void AddScore(Player p, Score s, int points)
 {
     p.addScore(s, points);
 }
コード例 #17
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Trading Cost for East && West of manufactured Resources
 private static void SetManufactedTrade(Player p)
 {
     p.mcost = 1;
 }
コード例 #18
0
ファイル: GameState.cs プロジェクト: Will2817/COMP3004
 public void addPlayer(Player _player)
 {
     players.Add(_player.getID(), _player);
 }
コード例 #19
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 private static void SetRawTradeWest(Player p)
 {
     p.rcostWest = 1;
 }
コード例 #20
0
        public static List<List<int>> getResourcePurchaseSplits(Dictionary<Resource, int> cost, Player player, Player east, Player west)
        {
            List<List<int>> splits = new List<List<int>>();

            //check if cost is in coins
            if (cost.ContainsKey(Resource.COIN))
            {
                splits.Add(new List<int> { 0, 0 });
                return splits;
            }
            //split the cost into raw and manufactured goods to deal with them separately, as they do not affect each other
            Dictionary<Resource, int> rawCost = new Dictionary<Resource, int>();
            foreach (Resource r in rawGoods)
                if (cost.ContainsKey(r)) rawCost.Add(r, cost[r]);
            Dictionary<Resource, int> manCost = new Dictionary<Resource, int>();
            foreach (Resource r in manGoods)
                if (cost.ContainsKey(r)) manCost.Add(r, cost[r]);
            //get resource lists
            List<List<Resource>> playerRaw = buildResourceList(player, rawGoods, true);
            List<List<Resource>> playerMan = buildResourceList(player, manGoods, true);
            List<List<Resource>> eastRaw = buildResourceList(east, rawGoods, false);
            List<List<Resource>> westRaw = buildResourceList(west, rawGoods, false);
            List<List<Resource>> eastMan = buildResourceList(east, manGoods, false);
            List<List<Resource>> westMan = buildResourceList(west, manGoods, false);

            getRemainingCostAndChoices(rawCost, playerRaw, rawCost, playerRaw);
            //rawCost and playerRaw should now be updated to apply player's raw goods to the cost, including choices
            //where only one choice is relevant, etc. playerRaw should only contain choices with multiple elements that
            //can't be reconciled simply.
            List<List<List<Resource>>> playerRawChoiceCombos = enumerateCombos(playerRaw);
            List<List<int>> rawSplits = new List<List<int>>();
            if (playerRawChoiceCombos.Count == 0)
            {
                List<List<Dictionary<Resource, int>>> rawCostSplits = splitCost(rawCost);
                foreach (List<Dictionary<Resource, int>> costSplit in rawCostSplits)
                {
                    Dictionary<Resource, int> cantCover = new Dictionary<Resource, int>();
                    List<List<Resource>> remainingResources = new List<List<Resource>>();
                    getRemainingCostAndChoices(costSplit[0], eastRaw, cantCover, remainingResources);
                    if (cantCover.Count > 0 && cantCover.Values.Count(x => x > 0) > 0) continue;
                    getRemainingCostAndChoices(costSplit[1], westRaw, cantCover, remainingResources);
                    if (cantCover.Count > 0 && cantCover.Values.Count(x => x > 0) > 0) continue;
                    rawSplits.Add(new List<int> { costSplit[0].Values.Sum() * player.rcostEast, costSplit[1].Values.Sum() * player.rcostWest });
                }

            }
            foreach (List<List<Resource>> combo in playerRawChoiceCombos)
            {
                Dictionary<Resource, int> remainingRawCost = new Dictionary<Resource, int>();
                getRemainingCostAndChoices(rawCost, combo, remainingRawCost, combo);
                List<List<Dictionary<Resource, int>>> rawCostSplits = splitCost(remainingRawCost);
                foreach (List<Dictionary<Resource, int>> costSplit in rawCostSplits)
                {
                    Dictionary<Resource, int> cantCover = new Dictionary<Resource, int>();
                    List<List<Resource>> remainingResources = new List<List<Resource>>();
                    getRemainingCostAndChoices(costSplit[0], eastRaw, cantCover, remainingResources);
                    if (cantCover.Count > 0 && cantCover.Values.Count(x => x > 0) > 0) continue;
                    getRemainingCostAndChoices(costSplit[1], westRaw, cantCover, remainingResources);
                    if (cantCover.Count > 0 && cantCover.Values.Count(x => x > 0) > 0) continue;
                    rawSplits.Add(new List<int> { costSplit[0].Values.Sum()*player.rcostEast, costSplit[1].Values.Sum()*player.rcostWest });
                }
            }

            getRemainingCostAndChoices(manCost, playerMan, manCost, playerMan);
            //manCost and playerMan should now be updated to apply player's man goods to the cost, including choices
            //where only one choice is relevant, etc. playerMan should only contain choices with multiple elements that
            //can't be reconciled simply.
            List<List<List<Resource>>> playerManChoiceCombos = enumerateCombos(playerMan);
            List<List<int>> manSplits = new List<List<int>>();
            if (playerManChoiceCombos.Count == 0)
            {
                List<List<Dictionary<Resource, int>>> manCostSplits = splitCost(manCost);
                foreach (List<Dictionary<Resource, int>> costSplit in manCostSplits)
                {
                    Dictionary<Resource, int> cantCover = new Dictionary<Resource, int>();
                    List<List<Resource>> remainingResources = new List<List<Resource>>();
                    getRemainingCostAndChoices(costSplit[0], eastMan, cantCover, remainingResources);
                    if (cantCover.Count > 0 && cantCover.Values.Count(x => x > 0) > 0) continue;
                    getRemainingCostAndChoices(costSplit[1], westMan, cantCover, remainingResources);
                    if (cantCover.Count > 0 && cantCover.Values.Count(x => x > 0) > 0) continue;
                    rawSplits.Add(new List<int> { costSplit[0].Values.Sum() * player.mcost, costSplit[1].Values.Sum() * player.mcost });
                }
            }
            foreach (List<List<Resource>> combo in playerManChoiceCombos)
            {
                Dictionary<Resource, int> remainingManCost = new Dictionary<Resource, int>();
                getRemainingCostAndChoices(manCost, combo, remainingManCost, combo);
                List<List<Dictionary<Resource, int>>> manCostSplits = splitCost(remainingManCost);
                foreach (List<Dictionary<Resource, int>> costSplit in manCostSplits)
                {
                    Dictionary<Resource, int> cantCover = new Dictionary<Resource, int>();
                    List<List<Resource>> remainingResources = new List<List<Resource>>();
                    getRemainingCostAndChoices(costSplit[0], eastMan, cantCover, remainingResources);
                    if (cantCover.Count > 0 && cantCover.Values.Count(x => x > 0) > 0) continue;
                    getRemainingCostAndChoices(costSplit[1], westMan, cantCover, remainingResources);
                    if (cantCover.Count > 0 && cantCover.Values.Count(x => x > 0) > 0) continue;
                    rawSplits.Add(new List<int> { costSplit[0].Values.Sum() * player.mcost, costSplit[1].Values.Sum() * player.mcost });
                }
            }

            if (rawSplits.Count == 0) rawSplits.Add(new List<int> { 0, 0 });
            if (manSplits.Count == 0) manSplits.Add(new List<int> { 0, 0 });

            foreach (List<int> option in rawSplits)
                foreach (List<int> option2 in manSplits)
                    splits.Add(new List<int> { option[0] + option2[0], option[1] + option2[1] });

            return splits;
        }
コード例 #21
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Returns the number of coins awarded with the basis of Wonder stages built
 private static int GetCoinWonder(Player p, int amount)
 {
     return p.getBoard().getStagesBuilt() * amount;
 }
コード例 #22
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points awarded from the number of wonderstages built from each neighbour including the player
 private static void AddVictoryAllWonders(Player p, Player east, Player west)
 {
     p.addScore(Score.VICTORY, GetVictoryAllWonders(p, east, west));
 }
コード例 #23
0
ファイル: TradeInterface.cs プロジェクト: Will2817/COMP3004
        public TradeInterface()
            : base("bg", new Vector2(Game1.WIDTH / 3, Game1.HEIGHT / 6), Game1.WIDTH * 2 / 3, Game1.HEIGHT * 2 / 3)
        {
            CARDHEIGHT = height - MARGIN * 2;
            CARDWIDTH = (int) (CARDHEIGHT / CARDRATIO) - MARGIN * 2;
            SECTIONWIDTH = (width - MARGIN * 4) / 3;
            RSIZE = (int)(height * 0.054f);

            self = Game1.client.getSelf();
            west = Game1.client.westPlayer(self);
            east = Game1.client.eastPlayer(self);

            visuals1 = new Dictionary<string, Visual>();
            trade = new Dictionary<string, Visual>();
            requirements = new Dictionary<Visual, Resource>();
            selfChoices = new List<TradeChoice>();
            eastChoices = new List<TradeChoice>();
            westChoices = new List<TradeChoice>();

            card = new Visual(new Vector2(pos.X + MARGIN, pos.Y + MARGIN), CARDWIDTH, CARDHEIGHT, null);
            buildCard = new Button(new Vector2(pos.X + width - 150, pos.Y + MARGIN + height * 0 / 4), 100, 50, "Card", "Font1");
            buildStage = new Button(new Vector2(pos.X + width - 150, pos.Y + MARGIN * 2 + height * 1 / 4), 100, 50, "Stage", "Font1");
            sellCard = new Button(new Vector2(pos.X + width - 150, pos.Y + MARGIN * 3 + height * 2 / 4), 100, 50, "Sell", "Font1");
            close = new Button(new Vector2(pos.X + width - 150, pos.Y + MARGIN * 4 + height * 3 / 4), 100, 50, "Close", "Font1");

            back = new Button(new Vector2(pos.X + width / 5, pos.Y + height * 9 / 10), 100, 40, "Back", "Font1");
            build = new Button(new Vector2(pos.X + width * 3 / 5, pos.Y + height * 9 / 10), 100, 40, "Build", "Font1");

            visuals1.Add("buildcard", buildCard);
            visuals1.Add("buildstage", buildStage);
            visuals1.Add("sellCard", sellCard);
            visuals1.Add("card", card);
            visuals1.Add("close", close);

            trade.Add("discount", new Visual(new Vector2(pos.X + MARGIN * 2, pos.Y + MARGIN), "Requirements:", "Font1", Color.Black));
            trade.Add("costborder", new Visual(new Vector2(pos.X + MARGIN - 1, pos.Y + MARGIN - 1), SECTIONWIDTH + 2, (int)(RSIZE * 2.5f) + 2, "border").setBorder(false));
            trade.Add("label1", new Visual(new Vector2(pos.X + MARGIN * 2, pos.Y + (int)(RSIZE * 2.5) + MARGIN * 2), "West", "Font1", Color.Black));
            trade.Add("border1", new Visual(new Vector2(pos.X + MARGIN - 1, pos.Y + (int)(RSIZE * 2.5) + MARGIN * 2 - 1), SECTIONWIDTH + 2, (int)(RSIZE * 1.5f) + 2, "border").setBorder(false));
            trade.Add("label2", new Visual(new Vector2(pos.X + SECTIONWIDTH + MARGIN * 3, pos.Y + (int)(RSIZE * 2.5) + MARGIN * 2), "Self", "Font1", Color.Black));
            trade.Add("border2", new Visual(new Vector2(pos.X + SECTIONWIDTH + MARGIN * 2 - 1, pos.Y + (int)(RSIZE * 2.5) + MARGIN * 2 - 1), SECTIONWIDTH + 2, (int)(RSIZE * 1.5f) + 2, "border").setBorder(false));
            trade.Add("label3", new Visual(new Vector2(pos.X + (SECTIONWIDTH + MARGIN) * 2 + MARGIN * 2, pos.Y + (int)(RSIZE * 2.5) + MARGIN * 2), "East", "Font1", Color.Black));
            trade.Add("border3", new Visual(new Vector2(pos.X + (SECTIONWIDTH + MARGIN) * 2 + MARGIN - 1, pos.Y + (int)(RSIZE * 2.5) + MARGIN * 2 - 1), SECTIONWIDTH + 2, (int)(RSIZE * 1.5f) + 2, "border").setBorder(false));

            trade.Add("border4", new Visual(new Vector2(pos.X + (SECTIONWIDTH + MARGIN) * 0 + MARGIN - 1, pos.Y + RSIZE * 4 + MARGIN * 3 - 1), SECTIONWIDTH + 2, RSIZE * 6 + 2, "border").setBorder(false));
            trade.Add("border5", new Visual(new Vector2(pos.X + (SECTIONWIDTH + MARGIN) * 1 + MARGIN - 1, pos.Y + RSIZE * 4 + MARGIN * 3 - 1), SECTIONWIDTH + 2, RSIZE * 9 + 2, "border").setBorder(false));
            trade.Add("border6", new Visual(new Vector2(pos.X + (SECTIONWIDTH + MARGIN) * 2 + MARGIN - 1, pos.Y + RSIZE * 4 + MARGIN * 3 - 1), SECTIONWIDTH + 2, RSIZE * 6 + 2, "border").setBorder(false));

            trade.Add("border7", new Visual(new Vector2(pos.X + (SECTIONWIDTH + MARGIN) * 0 + MARGIN - 1, pos.Y + RSIZE * 10 + MARGIN * 3 - 1), SECTIONWIDTH + 2, RSIZE * 3 + 2, "border").setBorder(false));
            trade.Add("border8", new Visual(new Vector2(pos.X + (SECTIONWIDTH + MARGIN) * 2 + MARGIN - 1, pos.Y + RSIZE * 10 + MARGIN * 3 - 1), SECTIONWIDTH + 2, RSIZE * 3 + 2, "border").setBorder(false));

            westHelpers = new Dictionary<Resource, TradeHelper>();
            eastHelpers = new Dictionary<Resource, TradeHelper>();
            foreach (Resource r in Enum.GetValues(typeof(Resource))){
                if (r != Resource.COIN)
                {
                    westHelpers.Add(r, new TradeHelper(r, 3, new Vector2(pos.X + MARGIN * 2, pos.Y + ((int)r + 4) * RSIZE + MARGIN * 3)));
                    eastHelpers.Add(r, new TradeHelper(r, 3, new Vector2(pos.X + SECTIONWIDTH * 2 + MARGIN * 4, pos.Y + ((int)r + 4) * RSIZE + MARGIN * 3)));
                }

            }

            trade.Add("back", back);
            trade.Add("build", build);

            trade.Add("rwest", new Visual(new Vector2(pos.X + width * 1 / 3 + MARGIN, pos.Y + MARGIN), 110, 45, "rwest"));
            trade.Add("reast", new Visual(new Vector2(pos.X + width * 1 / 3 + MARGIN, pos.Y + MARGIN), 110, 45, "reast"));
            trade.Add("rboth", new Visual(new Vector2(pos.X + width * 1 / 3 + MARGIN, pos.Y + MARGIN), 110, 45, "rboth"));
            trade.Add("mboth", new Visual(new Vector2(pos.X + width * 2 / 3 + MARGIN * 2, pos.Y + MARGIN), 110, 45, "mboth"));

            trade.Add("westCoin", new Visual(new Vector2(pos.X + SECTIONWIDTH/3 + MARGIN - 1, pos.Y + (int)(RSIZE * 13) + MARGIN * 5 - 1), RSIZE * 2, RSIZE * 2, westCoin.ToString(), "Font1", Color.Black, Color.White, "coin", Game1.HEIGHT / 70).setBorder(false));
            trade.Add("selfCoin", new Visual(new Vector2(pos.X + SECTIONWIDTH / 3 + (SECTIONWIDTH + MARGIN) * 1 + MARGIN - 1, pos.Y + (int)(RSIZE * 13) + MARGIN * 5 - 1), RSIZE * 2, RSIZE * 2, (self.getResourceNum(Resource.COIN) - westCoin - eastCoin).ToString(), "Font1", Color.Black, Color.White, "coin", Game1.HEIGHT / 70).setBorder(false));
            trade.Add("eastCoin", new Visual(new Vector2(pos.X + SECTIONWIDTH / 3 + (SECTIONWIDTH + MARGIN) * 2 + MARGIN - 1, pos.Y + (int)(RSIZE * 13) + MARGIN * 5 - 1), RSIZE * 2, RSIZE * 2, eastCoin.ToString(), "Font1", Color.Black, Color.White, "coin", Game1.HEIGHT / 70).setBorder(false));

            for (int i = 0; i < 7; i++)
            {
                requirements.Add(new Visual(new Vector2(pos.X + MARGIN * 2 + RSIZE * i, pos.Y + MARGIN + 30), RSIZE, RSIZE, null).setVisible(false), Resource.CLAY);
            }

            activeVisuals = visuals1;
            hideTrade();
        }
コード例 #24
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
        // Returns the best Guild Card to copy from the player's neighbours
        private static Card GetGuildCopyCard(Player p, Player east, Player west)
        {
            List<string> guilds = new List<string>();
            Dictionary<string, int> guildScore = new Dictionary<string, int>();
            string bestCard = null;
            int bestScore = 0;

            // Guild Cards taken from East Player
            foreach (string c in east.getPlayed())
                if (CardLibrary.getCard(c).colour.Equals(CardColour.PURPLE))
                    guilds.Add(c);

            // Guild Cards taken from West Player
            foreach (string c in west.getPlayed())
                if (CardLibrary.getCard(c).colour.Equals(CardColour.PURPLE))
                    guilds.Add(c);

            // Looping through the Guild Cards available to calculate the best guild
            foreach (string cardID in guilds)
            {
                guildScore.Add(cardID, 0);
                foreach (Effect e in CardLibrary.getCard(cardID).effects)
                {
                    if (e.type.Equals(Effect.TypeType.VICTORY) && e.from.Equals(Effect.FromType.NEIGHBOURS))
                    {
                        if (cardType.ContainsKey(e.basis))
                            guildScore[cardID] = GetVictoryNeighboursColour(east, west, cardType[e.basis], e.amount);
                        else if (e.basis.Equals(Effect.BasisType.DEFEAT))
                        {
                            //Need to finish the function called here
                            guildScore[cardID] = GetVictoryNeighboursConflict(east, west);
                        }
                    }
                    else if (e.type.Equals(Effect.TypeType.VICTORY) && e.from.Equals(Effect.FromType.PLAYER) && cardType.ContainsKey(e.basis))
                        guildScore[cardID] += GetVictoryColour(p, cardType[e.basis], e.amount); // Added multiple times
                    else if (e.type.Equals(Effect.TypeType.VICTORY) && e.from.Equals(Effect.FromType.ALL) && e.basis.Equals(Effect.BasisType.WONDER))
                        guildScore[cardID] = GetVictoryAllWonders(p, east, west);
                    else if (e.type.Equals(Effect.TypeType.SCHOICE))
                    {
                        //CalculateScience(g c t)
                        int gear = p.getScoreNum(Score.GEAR);
                        int comp = p.getScoreNum(Score.COMPASS);
                        int tab = p.getScoreNum(Score.TABLET);

                        int maxScience = Math.Max(Math.Max(
                            CalculateScience(gear + 1, comp, tab),
                            CalculateScience(gear, comp + 1, tab)),
                            CalculateScience(gear, comp, tab + 1));

                        guildScore[cardID] = maxScience;
                    }
                }
            } // End Foreach string cardID in guilds

            // Finding the best guild Card
            foreach (KeyValuePair<string, int> key in guildScore)
            {
                if (key.Value > bestScore)
                {
                    bestScore = key.Value;
                    bestCard = key.Key;
                }
            }

            // Returning the Best Guild Card
            return CardLibrary.getCard(bestCard);
        }
コード例 #25
0
 //Checks whether a player can build a card from a chain
 public static bool canChainBuild(Player player, Card card)
 {
     foreach (string cardID in player.getPlayed())
         if (card.chains.Contains(CardLibrary.getCard(cardID).name)) return true;
     return false;
 }
コード例 #26
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points returned from the number of wonderstages built from each neighbour including the player
 private static int GetVictoryAllWonders(Player p, Player east, Player west)
 {
     return p.getBoard().getStagesBuilt() + east.getBoard().getStagesBuilt() + west.getBoard().getStagesBuilt();
 }
コード例 #27
0
 private static List<List<Resource>> buildResourceList(Player p, List<Resource> rSet, bool self)
 {
     List<List<Resource>> resources = new List<List<Resource>>();
     Dictionary<Resource, int> playerResources = p.getResources();
     List<List<Resource>> playerChoices = self?p.getTotalChoices():p.getPublicChoices();
     foreach (Resource r in rSet)
         if (r != Resource.COIN)
             for (int i = 0; i < playerResources[r]; i++)
                 resources.Add(new List<Resource> { r });
     foreach (List<Resource> choice in playerChoices)
     {
         List<Resource> l = new List<Resource>();
         l.AddRange(choice);
         if (!rSet.Contains(l[0])) continue;
         resources.Add(l);
     }
     return resources;
 }
コード例 #28
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points returned from the number of specific structure colour the player has constructed
 private static int GetVictoryColour(Player p, CardColour c, int amount)
 {
     return p.getCardColourCount(c) * amount;
 }
コード例 #29
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 // Victory Points returned from the number of specific structure colour each neighbours constructed
 private static int GetVictoryNeighboursColour(Player east, Player west, CardColour c, int amount)
 {
     return (east.getCardColourCount(c) + west.getCardColourCount(c)) * amount;
 }
コード例 #30
0
ファイル: EffectHandler.cs プロジェクト: Will2817/COMP3004
 private static void AddResourceUnPurchaseable(Player p, List<Resource> r)
 {
     p.addPrivateChoices(r);
 }