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fameengine.cs
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fameengine.cs
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using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using System.Threading.Tasks;
using ManillenWPhone.Models;
namespace ManillenWPhone.Engine
{
public class GameEngine
{
#region Fields
private Player _player;
private ComputerPlayer _computer;
private bool _didPlayerDealLast = false;
private Suit _troef;
private bool _didBash = false;
#endregion
#region Properties
public int PlayerScore { get; private set; }
public int ComputerScore { get; private set; }
public bool IsPlayerTurn { get; set; }
public bool PlayingEnabled { get; set; }
public FieldCardsModel FieldCards { get; set; }
#endregion
#region Public Methods
#region Get Methods
public ObservableCollection<Card> GetPlayerCardsDataSource()
{
return _player.PlayerCards;
}
public ObservableCollection<Card> GetPlayerUpFieldDataSource()
{
return _player.PlayerUpField;
}
public ObservableCollection<Card> GetPlayerDownFieldDataSource()
{
return _player.PlayerDownField;
}
public ObservableCollection<Card> GetComputerCardsDataSource()
{
return _computer.PlayerCards;
}
public ObservableCollection<Card> GetComputerUpFieldDataSource()
{
return _computer.PlayerUpField;
}
public ObservableCollection<Card> GetComputerDownFieldDataSource()
{
return _computer.PlayerDownField;
}
#endregion
public GameEngine()
{
IsPlayerTurn = false;
PlayerScore = 0;
ComputerScore = 0;
PlayingEnabled = false;
}
public void StartNewRound()
{
Deal();
OnShouldMakeTroef(this);
}
public async void PlayCard(Card card)
{
PlayingEnabled = false;
if (FieldCards[0].Number == 0 && FieldCards[1].Number == 0)
{
if (IsPlayerTurn)
{
FieldCards[0] = card;
_player.PlayCard(card);
OnFieldCardsChanged(this);
IsPlayerTurn = !IsPlayerTurn;
PlayCard(_computer.ComputerDoMove(card, _troef));
}
else
{
_computer.PlayCard(card);
FieldCards[1] = card;
IsPlayerTurn = !IsPlayerTurn;
OnFieldCardsChanged(this);
PlayingEnabled = true;
}
}
else
{
bool allowed = false;
allowed = FieldCards[0].Number == 0 ? _player.PlayCard(card, FieldCards[1], _troef) : _computer.PlayCard(card, FieldCards[0], _troef);
if (!allowed)
{
OnWrongCardPlayed(this);
PlayingEnabled = true;
return;
}
if (FieldCards[0].Number == 0)
FieldCards[0] = card;
else
FieldCards[1] = card;
OnFieldCardsChanged(this);
if (FieldCards.DidPlayerWinTurn(_troef, IsPlayerTurn))
{
_player.AddPlayerScoredCards(FieldCards[0]);
_player.AddPlayerScoredCards(FieldCards[1]);
IsPlayerTurn = true;
OnTurnIsOver(this, new TurnIsOverEventArgs() { DidPlayerWin = true });
}
else
{
_computer.AddPlayerScoredCards(FieldCards[0]);
_computer.AddPlayerScoredCards(FieldCards[1]);
IsPlayerTurn = false;
OnTurnIsOver(this, new TurnIsOverEventArgs() { DidPlayerWin = false });
}
await Task.Delay(2000);
FieldCards.EmptyCards();
OnFieldCardsChanged(this);
PlayingEnabled = true;
if (_player.IsOutOfCards())
{
OnRoundIsOver();
return;
}
if (!IsPlayerTurn)
PlayCard(_computer.ComputerDoMove());
}
}
public void SetTroef(Suit troef)
{
_troef = troef;
OnTroefChanged(this, new TroefChangedEventArgs(){Troef = troef});
PlayingEnabled = true;
if (!IsPlayerTurn)
PlayCard(_computer.ComputerDoMove());
}
#endregion
#region events
public event ShouldMakeTroefEventHandler ShouldMakeTroef;
public event TroefChangedEventHandler TroefChanged;
public event TurnIsOverEventHandler TurnIsOver;
public event ShouldChooseToBashEventHandler SHouldChoseToBash;
public event RoundIsOverEventHandler RoundIsOver;
public event WrongCardPlayedEventHandler WrongCardPlayed;
public event GameIsOverEventHandler GameIsOver;
public event DealedNewCardEventHandler PlayerDealedNewCard;
public event DealedNewCardEventHandler ComputerDealedNewCard;
public event FieldCardsChangedEventHandler FieldCardsChanged;
#endregion
#region Virtual Method
protected virtual void OnShouldMakeTroef(object sender)
{
if (IsPlayerTurn)
SetTroef(_computer.ChooseTroef());
else if(ShouldMakeTroef != null)
ShouldMakeTroef(sender);
}
protected virtual void OnTroefChanged(object sender, TroefChangedEventArgs e)
{
if (TroefChanged != null)
TroefChanged(sender, e);
}
protected virtual void OnTurnIsOver(object sender, TurnIsOverEventArgs e)
{
if (TurnIsOver != null)
TurnIsOver(sender, e);
}
protected virtual void OnRoundIsOver()
{
int score = _player.GetScore();
bool didPlayerWin = false;
if (score > 30)
{
score -= 30;
if (_troef == Suit.None)
score *= 2;
PlayerScore += score;
didPlayerWin = true;
}
else
{
score = 30 - score;
if (_troef == Suit.None)
score *= 2;
ComputerScore += score;
}
bool gameEnd = ComputerScore >= 101 || PlayerScore >= 101;
if (gameEnd)
{
OnGameIsOver(score, didPlayerWin);
return;
}
if (RoundIsOver != null)
RoundIsOver(this, new RoundIsOverEventArgs() { DidPlayerWin = didPlayerWin, Score = score, ComputerScore = ComputerScore, PlayerScore = PlayerScore });
}
protected virtual void OnWrongCardPlayed(object sender)
{
if (WrongCardPlayed != null)
WrongCardPlayed(sender);
}
protected virtual void OnGameIsOver(int score, bool didPlayerWin)
{
if (GameIsOver != null)
GameIsOver(this, new GameIsOverEventArgs() { DidPlayerWin = didPlayerWin, Score = score, ComputerScore = ComputerScore, PlayerScore = PlayerScore });
}
protected virtual void OnPlayerDealedNewCard(object sender)
{
if (PlayerDealedNewCard != null)
PlayerDealedNewCard(sender);
}
protected virtual void OnComputerDealedNewCard(object sender)
{
if (ComputerDealedNewCard != null)
ComputerDealedNewCard(sender);
}
protected virtual void OnFieldCardsChanged(object sender)
{
if (FieldCardsChanged != null)
FieldCardsChanged(sender);
}
#endregion
#region Private Methods
private void Deal()
{
_didBash = false;
_player = new Player();
_computer = new ComputerPlayer();
_player.DealedNewCard += OnPlayerDealedNewCard;
_computer.DealedNewCard += OnComputerDealedNewCard;
FieldCards = new FieldCardsModel();
List<Card> deck = new List<Card>();
for (byte i = 7; i < 15; i++)
{
byte i1 = i;
deck.AddRange(from Suit suit in Enum.GetValues(typeof (Suit)) where suit != Suit.None select new Card() {Number = i1, Suit = suit});
}
Random random = new Random();
if (!_didPlayerDealLast)
{
#region Player Is Dealing
#region First Hand Cards
for (int i = 0; i < 3; i++)
{
int place = random.Next(0, deck.Count - 1);
_computer.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
for (int i = 0; i < 3; i++)
{
int place = random.Next(0, deck.Count - 1);
_player.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
#region Faced Down Cards
for (int i = 0; i < 4; i++)
{
int place = random.Next(0, deck.Count - 1);
_computer.AddPlayerDownFieldCard(deck[place]);
deck.RemoveAt(place);
place = random.Next(0, deck.Count - 1);
_player.AddPlayerDownFieldCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
#region Second Hand Cards
for (int i = 0; i < 2; i++)
{
int place = random.Next(0, deck.Count - 1);
_computer.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
for (int i = 0; i < 2; i++)
{
int place = random.Next(0, deck.Count - 1);
_player.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
#region Faced Up Cards
for (int i = 0; i < 4; i++)
{
int place = random.Next(0, deck.Count - 1);
_computer.AddPlayerUpFieldCard(deck[place]);
deck.RemoveAt(place);
place = random.Next(0, deck.Count - 1);
_player.AddPlayerUpFieldCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
#region Third Hand Cards
for (int i = 0; i < 3; i++)
{
int place = random.Next(0, deck.Count - 1);
_computer.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
for (int i = 0; i < 3; i++)
{
int place = random.Next(0, deck.Count - 1);
_player.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
#endregion
_player.SortPlayersHand();
_didPlayerDealLast = true;
IsPlayerTurn = false;
return;
}
#region Computer Is Dealing
#region First Hand Cards
for (int i = 0; i < 3; i++)
{
int place = random.Next(0, deck.Count - 1);
_player.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
for (int i = 0; i < 3; i++)
{
int place = random.Next(0, deck.Count - 1);
_computer.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
#region Faced Down Cards
for (int i = 0; i < 4; i++)
{
int place = random.Next(0, deck.Count - 1);
_player.AddPlayerDownFieldCard(deck[place]);
deck.RemoveAt(place);
place = random.Next(0, deck.Count - 1);
_computer.AddPlayerDownFieldCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
#region Second Hand Cards
for (int i = 0; i < 2; i++)
{
int place = random.Next(0, deck.Count - 1);
_player.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
for (int i = 0; i < 2; i++)
{
int place = random.Next(0, deck.Count - 1);
_computer.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
#region Faced Up Cards
for (int i = 0; i < 4; i++)
{
int place = random.Next(0, deck.Count - 1);
_player.AddPlayerUpFieldCard(deck[place]);
deck.RemoveAt(place);
place = random.Next(0, deck.Count - 1);
_computer.AddPlayerUpFieldCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
#region Third Hand Cards
for (int i = 0; i < 3; i++)
{
int place = random.Next(0, deck.Count - 1);
_player.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
for (int i = 0; i < 3; i++)
{
int place = random.Next(0, deck.Count - 1);
_computer.AddPlayerCard(deck[place]);
deck.RemoveAt(place);
}
#endregion
_player.SortPlayersHand();
IsPlayerTurn = true;
_didPlayerDealLast = false;
#endregion
}
#endregion
}
}