// Public interface
		public CGameState Clone_By_Observer( EPersistenceID observer, bool is_admin )
		{
			CGameState game_state = new CGameState();

			// Unconditional cloning
			game_state.CurrentTurnIndex = CurrentTurnIndex;
			game_state.Mode = Mode;

			DiscardPiles.FullClone( game_state.m_DiscardPiles );
			m_TurnSequence.ShallowCopy( game_state.m_TurnSequence );

			foreach ( var side_pair in m_CardCollections )
			{
				Dictionary< ECardColor, CCardCollection > collection_dictionary = new Dictionary< ECardColor, CCardCollection >();
				game_state.m_CardCollections.Add( side_pair.Key, collection_dictionary );

				side_pair.Value.FullClone( collection_dictionary );
			}

			// Conditional cloning
			m_PlayerHands.VarClone( game_state.m_PlayerHands, n => ( is_admin || observer == n.Key ) ? EGameStateClonePermission.Full : EGameStateClonePermission.Hidden );

			game_state.m_Deck = m_Deck.Clone( is_admin ? EGameStateClonePermission.Full : EGameStateClonePermission.Hidden ) as CDeck;

			return game_state;
		}
        public CMatchInstance( EMatchInstanceID id, CLobbyState lobby_state )
        {
            GameState = new CGameState( lobby_state.GameMode );
            GameState.Initialize_Game( lobby_state.Players );

            MatchState = new CMatchState( id, lobby_state.GameMode, lobby_state.GameCount );
            MatchState.Initialize_Match( lobby_state.Players );
            MatchState.Add_Observers( lobby_state );
        }
        // Construction
        public CMatchInstance( EMatchInstanceID id, EPersistenceID player1, EPersistenceID player2, uint game_count )
        {
            GameState = new CGameState( EGameModeType.Two_Players );

            List< EPersistenceID > players = new List< EPersistenceID >();
            players.Add( player1 );
            players.Add( player2 );

            GameState.Initialize_Game( players );

            MatchState = new CMatchState( id, EGameModeType.Two_Players, game_count );
            MatchState.Initialize_Match( players );
        }
 // Construction
 public CClientMatchInstance( CMatchState match_state, CGameState game_state )
     : base(match_state, game_state)
 {
 }
            public void Apply( CGameState game_state )
            {
                CPlayerHand hand = game_state.Get_Player_Hand( PlayerID );
                switch ( DeltaType )
                {
                    case ECardDelta.Add:
                        hand.Add_Card( new CCard( Color, CardValue ) );
                        break;

                    case ECardDelta.Remove:
                        hand.Remove_Card( Color, CardValue );
                        break;
                }
            }
			public void Apply( CGameState game_state )
			{
				game_state.CurrentTurnIndex = NewTurnIndex;
			}
 // Construction
 public CMatchNewGameMessage( CGameState game_state )
     : base()
 {
     GameState = game_state;
 }
 // Construction
 public CJoinMatchSuccess( CMatchState match_state, CGameState game_state )
     : base()
 {
     MatchState = match_state;
     GameState = game_state;
 }
 public void Apply( CGameState game_state )
 {
     CCardCollection collection = game_state.Get_Card_Collection( Side, Color );
     collection.Add_Card( new CCard( Color, Value ) );
 }
		private static void Build_Match_Message_Samples( List< CNetworkMessage > message_list )
		{
			List< EPersistenceID > player_list = new List< EPersistenceID >();
			player_list.Add( (EPersistenceID) 2 );
			player_list.Add( (EPersistenceID) 3 );

			CMatchState match_state = new CMatchState( (EMatchInstanceID) 1, EGameModeType.Two_Players, 3 );
			match_state.Initialize_Match(player_list );

			CGameState game_state = new CGameState( EGameModeType.Two_Players );
			game_state.Initialize_Game( player_list );

			message_list.Add( new CJoinMatchSuccess( match_state, game_state ) );

			message_list.Add( new CMatchPlayerLeftMessage( (EPersistenceID) 5, EMatchRemovalReason.Player_Request ) );
			message_list.Add( new CMatchPlayerConnectionStateMessage( (EPersistenceID) 11, true ) );
			message_list.Add( new CLeaveMatchRequest() );
			message_list.Add( new CLeaveMatchResponse( (EMessageRequestID) 2, ELeaveMatchFailureError.Not_In_Match ) );

			message_list.Add( new CMatchTakeTurnRequest( new CPlayCardGameAction( new CCard( ECardColor.Green, ECardValue.Four ) ), new CDrawFromDiscardGameAction( ECardColor.Red ) ) );
			message_list.Add( new CMatchTakeTurnResponse( (EMessageRequestID) 5, EGameActionFailure.Card_Is_Not_In_Your_Hand ) );

			List< IObservedClonableDelta > deltas = new List< IObservedClonableDelta >();
			deltas.Add( new CCardCollection.CCardCollectionDelta( EGameSide.Side2, ECardColor.Blue, ECardValue.Eight ) );
			deltas.Add( new CDeck.CDeckDelta() );
			deltas.Add( new CDiscardPile.CDiscardPileDelta( ECardDelta.Add, ECardColor.White, ECardValue.Multiplier2 ) );
			deltas.Add( new CGameState.CGameStateDelta( 2 ) );
			deltas.Add( new CPlayerHand.CPlayerHandDelta( (EPersistenceID)6, ECardDelta.Remove, ECardColor.Yellow, ECardValue.Two ) );

			message_list.Add( new CMatchDeltaSetMessage( deltas ) );

			List< CAbstractMatchDelta > match_deltas = new List< CAbstractMatchDelta >();
			match_deltas.Add( new CSideMatchStats.CSideMatchStatsDelta( EGameSide.Side2, 132, 2, 3, 2 ) );

			message_list.Add( new CMatchStateDeltaMessage( match_deltas ) );

			message_list.Add( new CContinueMatchRequest( true ) );
			message_list.Add( new CContinueMatchResponse( (EMessageRequestID) 5, EContinueMatchFailure.Cannot_Change_Previous_Commitment ) );

			message_list.Add( new CMatchNewGameMessage( game_state ) );
		}
예제 #11
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 public void Apply( CGameState game_state )
 {
     CDeck deck = game_state.Get_Deck();
     deck.Remove_Card();
 }
            public void Apply( CGameState game_state )
            {
                CDiscardPile pile = game_state.Get_Discard_Pile( Color );
                switch ( DeltaType )
                {
                    case ECardDelta.Add:
                        pile.Add_Card( new CCard( Color, Value ) );
                        break;

                    case ECardDelta.Remove:
                        pile.Remove_Card();
                        break;
                }
            }
 public CMatchInstance( CMatchState match_state, CGameState game_state )
 {
     GameState = game_state;
     MatchState = match_state;
 }
        // Protected Interface
        protected virtual void Start_New_Game()
        {
            GameState = new CGameState( GameState.Mode );
            GameState.Initialize_Game( MatchState.Players );

            MatchState.Halt_Match( EMatchInstanceState.Idle );
        }
 public void Initialize_New_Game( CGameState game_state )
 {
     GameState = game_state;
 }