public Hearts() { // PREAMBLE: Define the DECK of cards based on a tree structure // // TODO: Push this code inside the CardGame class, to read a string like below // // (tree (rank (2 3 4 5 6 7 8 9 10 J Q K) // (color (red (hearts diamonds) // (black (clubs spades)))) var red = new Node { Value = "red", Key = "color", children = new List <Node> { new Node { Value = "hearts", Key = "suit", }, new Node { Value = "diamonds", Key = "suit" } } }; var black = new Node { Value = "black", Key = "color", children = new List <Node> { new Node { Value = "clubs", Key = "suit", }, new Node { Value = "spades", Key = "suit" } } }; var ranks = new Node { Value = "combo2", children = new List <Node> { new Node { Value = "2", Key = "rank" }, new Node { Value = "3", Key = "rank" }, new Node { Value = "4", Key = "rank" }, new Node { Value = "5", Key = "rank" }, new Node { Value = "6", Key = "rank" }, new Node { Value = "7", Key = "rank" }, new Node { Value = "8", Key = "rank" }, new Node { Value = "9", Key = "rank" }, new Node { Value = "10", Key = "rank" }, new Node { Value = "J", Key = "rank" }, new Node { Value = "Q", Key = "rank" }, new Node { Value = "K", Key = "rank" }, new Node { Value = "A", Key = "rank" } } }; Tree t = new Tree { rootNode = new Node { Value = "Attrs", children = new List <Node> { new Node { Value = "combo1", children = new List <Node> { red, black } }, ranks } } }; // Here for timing estimates right now Stopwatch time = new Stopwatch(); time.Start(); // READ NUMBER OF PLAYERS and CREATE THE GAME int numPlayers = 4; var game = new CardGame(numPlayers); List <string> locationsToCreate = new List <string> { "STOCK", "TRUMP", "VERYBAD", "LEAD" //TODO TRUMP and LEAD are imaginary locations, should not be used for play }; foreach (var key in locationsToCreate) { game.tableCards.AddKey(key); game.tableCards[key] = new CardStackCollection(); } // Set PLAYER card and int storage locations foreach (var player in game.players) { player.storage.AddKey("CURRENTSTATE"); player.cardBins.AddKey("HAND"); player.cardBins.AddKey("TRICK"); player.cardBins.AddKey("TRICKSWON"); player.cardBins["HAND"] = new CardListCollection(); player.cardBins["TRICK"] = new CardListCollection(); player.cardBins["TRICKSWON"] = new CardListCollection(); } // Set TEAMS and Link to PLAYERS for (int i = 0; i < 4; ++i) { var team = new Team(); team.teamStorage.AddKey("SCORE"); team.teamPlayers.Add(game.players[i]); game.players[i].team = team; game.teams.Add(team); } game.SetDeck(t); game.tableCards["TRUMP"].Add(game.sourceDeck.First()); Console.WriteLine(game.tableCards["TRUMP"].Peek()); game.tableCards["VERYBAD"].Add(game.sourceDeck[49]); Console.WriteLine(game.tableCards["VERYBAD"].Peek()); // Establish PRECEDENCE for the cards. // // TODO : Push this into game, have this description be flexible to again read from string List <CardFilter> precGen = new List <CardFilter>(); var suits = new List <string> { "LEAD" }; var rankIter = new List <string> { "A", "K", "Q", "J", "10", "9", "8", "7", "6", "5", "4", "3", "2" }; foreach (var suit in suits) { foreach (var rank in rankIter) { precGen.Add(new CardFilter(new List <CardExpression> { new TreeExpression("suit", suit, true), new TreeExpression("rank", rank, true) })); } } var suitDict = new Dictionary <string, HashSet <Card> >(); var rankDict = new Dictionary <string, HashSet <Card> >(); var comboDict = new Dictionary <string, Card>(); foreach (var card in game.sourceDeck) { var suit = card.ReadAttribute("suit"); if (suitDict.ContainsKey(suit)) { suitDict[suit].Add(card); } else { suitDict.Add(suit, new HashSet <Card> { card }); } var rank = card.ReadAttribute("rank"); if (rankDict.ContainsKey(rank)) { rankDict[rank].Add(card); } else { rankDict.Add(rank, new HashSet <Card> { card }); } comboDict.Add(suit + rank, card); } Dictionary <String, int> StoreNames = new Dictionary <String, int> { { "HEARTSBROKEN", 0 }, { "PLAYERTURN", 1 }, { "CURRENTPLAYER", 2 }, { "CURRENTHAND", 3 } }; foreach (var key in StoreNames.Keys) { game.gameStorage.AddKey(key); } bool gameNotOver = true; while (gameNotOver) { if (game.teams.Exists(team => team.teamStorage["SCORE"] >= 100)) { gameNotOver = false; } else { game.PopulateLocation("STOCK"); game.tableCards["STOCK"].Shuffle(); // STAGE 0: SETUP STORAGE and DEAL game.DealEvery(13, "STOCK", "HAND"); foreach (var player in game.players) { player.cardBins["TRICKSWON"].Clear(); } game.gameStorage["HEARTSBROKEN"] = 0; //HEARTS BROKEN = FALSE game.gameStorage["PLAYERTURN"] = 0; //Play Turn within hand game.gameStorage["CURRENTPLAYER"] = 0; //Current Players Turn game.gameStorage["CURRENTHAND"] = 0; //Current Hand var noHearts = new CardFilter(new List <CardExpression> { new TreeExpression("suit", game.tableCards["TRUMP"].Peek().ReadAttribute("suit"), false) }); // STAGE 1.5: Give leading player right values var leader = game.players[0]; leader.storage["CURRENTSTATE"] = 2; // STAGE 2: PLAY ROUNDS UNTIL ALL CARDS USED bool stage2Complete = false; while (!stage2Complete) { // STAGE 2 END CONDITION if (game.gameStorage["CURRENTHAND"] == 13) { stage2Complete = true; } else { // STAGE 2 SETUP game.gameStorage["PLAYERTURN"] = 0; //Runs 0->3 everytime // STAGE 2_1: EACH PLAYER PLAYS ONE CARD bool stage2_1Complete = false; while (!stage2_1Complete) { if (game.gameStorage["PLAYERTURN"] == 4) { stage2_1Complete = true; } else { var player = game.players[game.gameStorage["CURRENTPLAYER"]]; var choices = new List <Card>(); if (player.storage["CURRENTSTATE"] == 0) //Normal Play, follow suit { var followSuit = new CardFilter(new List <CardExpression> { new TreeExpression("suit", game.tableCards["LEAD"].Peek().ReadAttribute("suit"), true) }); choices = game.FilterCardsFromLocation(followSuit, "P", game.gameStorage["CURRENTPLAYER"], "HAND"); } else if (player.storage["CURRENTSTATE"] == 1) //Play anything, spades broken or unable to follow { choices = game.FilterCardsFromLocation(new CardFilter(new List <CardExpression>()), "P", game.gameStorage["CURRENTPLAYER"], "HAND"); } else if (player.storage["CURRENTSTATE"] == 2) //Spades not broken, leading with non spade { choices = game.FilterCardsFromLocation(noHearts, "P", game.gameStorage["CURRENTPLAYER"], "HAND"); } if (choices.Count == 0) //No moves in current state { var changeStateAction = game.ChangePlayerState(game.gameStorage["CURRENTPLAYER"], "CURRENTSTATE", 1); game.PlayerMakeChoice(new List <GameActionCollection> { new GameActionCollection { changeStateAction } }, game.gameStorage["CURRENTPLAYER"]); } else { var ultimateChoices = new List <GameActionCollection>(); var changeTurnAction = game.ChangeGameState("PLAYERTURN", game.gameStorage["PLAYERTURN"] + 1); var moduloChangeAction = game.ChangeGameState("CURRENTPLAYER", (game.gameStorage["CURRENTPLAYER"] + 1) % 4); var resetStateAction = game.ChangePlayerState(game.gameStorage["CURRENTPLAYER"], "CURRENTSTATE", 0); foreach (var choice in choices) { var cardPlayAction = new CardMoveAction(choice, game.players[game.gameStorage["CURRENTPLAYER"]].cardBins["HAND"], game.players[game.gameStorage["CURRENTPLAYER"]].cardBins["TRICK"]); ultimateChoices.Add(new GameActionCollection { cardPlayAction, changeTurnAction, moduloChangeAction, resetStateAction }); if (game.gameStorage["PLAYERTURN"] == 0) { ultimateChoices.Last().Add(new CardCopyAction(choice, game.tableCards["LEAD"])); } } game.PlayerMakeChoice(ultimateChoices, game.gameStorage["CURRENTPLAYER"]); } } } // STAGE 2_2: Determine who WON the trick bool stage2_2Complete = false; while (!stage2_2Complete) { // Solidify precedence rules based on LEAD var precendence = new List <CardFilter>(); foreach (var filter in precGen) { precendence.Add(filter.Copy()); } foreach (var filter in precendence) { foreach (var treeDirection in filter.filters) { if (((TreeExpression)treeDirection).expectedValue == "LEAD") { ((TreeExpression)treeDirection).expectedValue = game.tableCards["LEAD"].Peek().ReadAttribute("suit"); //Console.WriteLine("treeValue:" + treeDirection.expectedValue); } } } Console.Write("Not Over"); //Precedence is known, pop the leading card from imaginary location game.tableCards["LEAD"].Remove(); var orderedCards = new List <Card>(); foreach (var filter in precendence) { //Approaches N time var suit = ((TreeExpression)filter.filters.Where(obj => ((TreeExpression)obj).CardAttribute == "suit").FirstOrDefault()).expectedValue; var rank = ((TreeExpression)filter.filters.Where(obj => ((TreeExpression)obj).CardAttribute == "rank").FirstOrDefault()).expectedValue; //direct method var card = comboDict[suit + rank]; orderedCards.Add(card); } // Now, determine who won the trick var winningPlayer = 0; var winningIdx = int.MaxValue; for (int i = 0; i < numPlayers; ++i) { //Console.WriteLine("PrecIdx:" + ); var player = game.players[i]; var precedenceIdx = orderedCards.IndexOf(player.cardBins["TRICK"].AllCards().First()); if (precedenceIdx >= 0 && precedenceIdx < winningIdx) { winningPlayer = i; winningIdx = precedenceIdx; } } // DEBUG for us to validate game works Console.WriteLine("Winner: Player " + (winningPlayer + 1)); var transportAction = new GameActionCollection(); foreach (var p in game.players) { //Uncommenting will throw an exception, stack has been popped Console.Write("Player:" + p.cardBins["TRICK"].AllCards().First().ToString() + "\n"); var queueCard = p.cardBins["TRICK"].Peek(); if (queueCard.ReadAttribute("suit") == game.tableCards["TRUMP"].Peek().ReadAttribute("suit")) { Console.WriteLine("***HEARTSBROKEN***"); game.gameStorage["HEARTSBROKEN"] = 1; } transportAction.Add(new CardMoveAction(queueCard, p.cardBins["TRICK"], game.players[winningPlayer].cardBins["TRICKSWON"])); } transportAction.ExecuteAll(); // Reward winning player with 1 TRICK game.gameStorage["CURRENTPLAYER"] = winningPlayer; //Should be winner var winner = game.players[winningPlayer]; if (game.gameStorage["HEARTSBROKEN"] == 1) { winner.storage["CURRENTSTATE"] = 1; } else { winner.storage["CURRENTSTATE"] = 2; } stage2_2Complete = true; } // STAGE 2 WRAPUP game.gameStorage["CURRENTHAND"] += 1; //Current Hand } } // STAGE 3: DETERMINE SCORE FOR TEAMS OF PLAYERS // DEBUG tricks taken by each var scoring = new CardScore(new List <PointAwards> { new PointAwards("suit", "hearts", 1), new PointAwards("suit,rank", "Q,spades", 13) }); // DEBUG teams score for (int i = 0; i < game.teams.Count; ++i) { Console.Write("Team " + (i + 1) + " Score: "); var heartsFound = 0; var team = game.teams[i]; foreach (var player in team.teamPlayers) { foreach (var card in player.cardBins["TRICKSWON"].AllCards()) { heartsFound += scoring.GetScore(card); } } if (heartsFound < 26) { team.teamStorage["SCORE"] += heartsFound; } else { team.teamStorage["SCORE"] -= heartsFound; } Console.WriteLine(team.teamStorage["SCORE"]); } } } time.Stop(); Console.WriteLine("Elapsed:" + time.Elapsed); }