示例#1
0
        //Attacking phase for human players
        public virtual void AttackingPhase(GameRiver gameRiver, Card attackingCard)
        {
            CardList gameRiverList = new CardList();


            for (int i = 0; i < gameRiver.length(); i++)
            {
                gameRiverList.Add(gameRiver.GetCard(i));
            }



            switch (gameRiver.length())
            {
            case 0:


                gameRiver.AddCardToRiver(attackingCard);
                getHand().RemoveCardFromHand(attackingCard);

                break;

            case 2:
                if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank)
                {
                    gameRiver.AddCardToRiver(attackingCard);
                    getHand().RemoveCardFromHand(attackingCard);

                    break;
                }
                break;

            case 4:
                if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank)
                {
                    gameRiver.AddCardToRiver(attackingCard);
                    getHand().RemoveCardFromHand(attackingCard);
                    break;
                }
                break;

            case 6:
                if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank | attackingCard.getCardRank() == gameRiverList[4].rank | attackingCard.getCardRank() == gameRiverList[5].rank)
                {
                    gameRiver.AddCardToRiver(attackingCard);
                    getHand().RemoveCardFromHand(attackingCard);
                    break;
                }
                break;

            case 8:
                if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank | attackingCard.getCardRank() == gameRiverList[4].rank | attackingCard.getCardRank() == gameRiverList[5].rank)
                {
                    gameRiver.AddCardToRiver(attackingCard);
                    getHand().RemoveCardFromHand(attackingCard);
                    break;
                }
                break;
            }
        }
示例#2
0
        //to string will output as a string game river cards
        public String ToString(GameRiver gameRiver1)
        {
            String gameRiverString = "";

            gameRiverString += "\n\n\tRiverCards\n\t";
            for (int i = 0; i < gameRiver1.length(); i++)
            {
                Card tempCard = gameRiver1.GetCard(i);
                gameRiverString += tempCard.ToString();
                if (i != 51)
                {
                    gameRiverString += ", ";
                }
            }

            return(gameRiverString);
        }
示例#3
0
        //ComputerAttackingPhase method, guides the ai through attacking phase
        public void AttackingPhase(GameRiver gameRiver)
        {
            Card attackingCard = new Card();

            CardList gameRiverList = new CardList();

            bool sucessfullattack = false;

            for (int i = 0; i < gameRiver.length(); i++)
            {
                gameRiverList.Add(gameRiver.GetCard(i));
            }


            switch (gameRiver.length())
            {
            case 0:
                //AI chooses a card
                for (int i = 0; i < getHand().length(); i++)
                {
                    attackingCard = getHand().ChooseCardFromHand(i);

                    gameRiver.AddCardToRiver(attackingCard);
                    getHand().RemoveCardFromHand(attackingCard);
                    sucessfullattack = true;
                    break;
                }
                break;

            case 2:
                //AI chooses a card
                for (int i = 0; i < getHand().length(); i++)
                {
                    attackingCard = getHand().ChooseCardFromHand(i);

                    if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank)
                    {
                        gameRiver.AddCardToRiver(attackingCard);
                        getHand().RemoveCardFromHand(attackingCard);
                        sucessfullattack = true;
                        break;
                    }
                }
                break;

            case 4:
                //AI chooses a card
                for (int i = 0; i < getHand().length(); i++)
                {
                    attackingCard = getHand().ChooseCardFromHand(i);

                    if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank)
                    {
                        gameRiver.AddCardToRiver(attackingCard);
                        getHand().RemoveCardFromHand(attackingCard);
                        sucessfullattack = true;
                        break;
                    }
                }
                break;

            case 6:
                //AI chooses a card
                for (int i = 0; i < getHand().length(); i++)
                {
                    attackingCard = getHand().ChooseCardFromHand(i);

                    if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank | attackingCard.getCardRank() == gameRiverList[4].rank | attackingCard.getCardRank() == gameRiverList[5].rank)
                    {
                        gameRiver.AddCardToRiver(attackingCard);
                        getHand().RemoveCardFromHand(attackingCard);
                        sucessfullattack = true;
                        break;
                    }
                }
                break;

            case 8:
                //AI chooses a card
                for (int i = 0; i < getHand().length(); i++)
                {
                    attackingCard = getHand().ChooseCardFromHand(i);

                    if (attackingCard.getCardRank() == gameRiverList[0].rank | attackingCard.getCardRank() == gameRiverList[1].rank | attackingCard.getCardRank() == gameRiverList[2].rank | attackingCard.getCardRank() == gameRiverList[3].rank | attackingCard.getCardRank() == gameRiverList[4].rank | attackingCard.getCardRank() == gameRiverList[5].rank)
                    {
                        gameRiver.AddCardToRiver(attackingCard);
                        getHand().RemoveCardFromHand(attackingCard);
                        sucessfullattack = true;
                        break;
                    }
                }
                break;
            }


            if (sucessfullattack == false && gameRiver.length() == 0 | gameRiver.length() == 2 | gameRiver.length() == 4 | gameRiver.length() == 6 | gameRiver.length() == 8)
            {
                setIsDefending(true);
            }
        }
示例#4
0
        //ComputerDefendingPhase method, guides the ai through Defending phase
        public void DefendingPhase(GameRiver gameRiver, Card trumpCard)
        {
            Card     defendingCard     = new Card();
            CardList gameRiverList     = new CardList();
            bool     sucessfulldefense = false;

            //int computerInput = 0;

            for (int i = 0; i < gameRiver.length(); i++)
            {
                gameRiverList.Add(gameRiver.GetCard(i));
            }

            switch (gameRiver.length())
            {
            case 1:
                //AI chooses a card
                for (int i = 0; i < getHand().length(); i++)
                {
                    defendingCard = getHand().ChooseCardFromHand(i);

                    if (defendingCard.getCardSuit() == gameRiverList[0].suit & defendingCard > gameRiverList[0] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[0])
                    {
                        gameRiver.AddCardToRiver(defendingCard);
                        getHand().RemoveCardFromHand(defendingCard);
                        sucessfulldefense = true;
                        break;
                    }
                }
                break;

            case 3:
                //AI chooses a card
                for (int i = 0; i < getHand().length(); i++)
                {
                    defendingCard = getHand().ChooseCardFromHand(i);

                    if (defendingCard.getCardSuit() == gameRiverList[2].suit & defendingCard > gameRiverList[2] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[2])
                    {
                        gameRiver.AddCardToRiver(defendingCard);
                        getHand().RemoveCardFromHand(defendingCard);
                        sucessfulldefense = true;
                        break;
                    }
                }
                break;


            case 5:
                //AI chooses a card
                for (int i = 0; i < getHand().length(); i++)
                {
                    defendingCard = getHand().ChooseCardFromHand(i);

                    if (defendingCard.getCardSuit() == gameRiverList[4].suit & defendingCard > gameRiverList[4] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[4])
                    {
                        gameRiver.AddCardToRiver(defendingCard);
                        getHand().RemoveCardFromHand(defendingCard);
                        sucessfulldefense = true;
                        break;
                    }
                }
                break;

            case 7:
                //AI chooses a card
                for (int i = 0; i < getHand().length(); i++)
                {
                    defendingCard = getHand().ChooseCardFromHand(i);

                    if (defendingCard.getCardSuit() == gameRiverList[6].suit & defendingCard > gameRiverList[6] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[6])
                    {
                        gameRiver.AddCardToRiver(defendingCard);
                        getHand().RemoveCardFromHand(defendingCard);
                        sucessfulldefense = true;
                        break;
                    }
                }
                break;
            }

            if (sucessfulldefense == false && gameRiver.length() == 1 | gameRiver.length() == 3 | gameRiver.length() == 5 | gameRiver.length() == 7)
            {
                setIsDefending(false);
            }
        }
示例#5
0
        //Defending phase for human players
        public virtual void DefendingPhase(GameRiver gameRiver, Card trumpCard, Card defendingCard)
        {
            //Card defendingCard = new Card();
            CardList gameRiverList     = new CardList();
            bool     sucessfulldefense = false;


            //gameRiver.AddCardToRiver(defendingCard);
            //getHand().RemoveCardFromHand(defendingCard);
            //sucessfulldefense = true;



            for (int i = 0; i < gameRiver.length(); i++)
            {
                gameRiverList.Add(gameRiver.GetCard(i));
            }



            switch (gameRiver.length())
            {
            case 1:


                if (defendingCard.getCardSuit() == gameRiverList[0].suit & defendingCard > gameRiverList[0] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[0])
                {
                    gameRiver.AddCardToRiver(defendingCard);
                    getHand().RemoveCardFromHand(defendingCard);
                    sucessfulldefense = true;
                    break;
                }


                break;

            case 3:


                if (defendingCard.getCardSuit() == gameRiverList[2].suit & defendingCard > gameRiverList[2] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[2])
                {
                    gameRiver.AddCardToRiver(defendingCard);
                    getHand().RemoveCardFromHand(defendingCard);
                    sucessfulldefense = true;
                    break;
                }


                break;


            case 5:


                if (defendingCard.getCardSuit() == gameRiverList[4].suit & defendingCard > gameRiverList[4] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[4])
                {
                    gameRiver.AddCardToRiver(defendingCard);
                    getHand().RemoveCardFromHand(defendingCard);
                    sucessfulldefense = true;
                    break;
                }


                break;

            case 7:


                if (defendingCard.getCardSuit() == gameRiverList[6].suit & defendingCard > gameRiverList[6] | defendingCard.getCardSuit() == trumpCard.getCardSuit() & defendingCard > gameRiverList[6])
                {
                    gameRiver.AddCardToRiver(defendingCard);
                    getHand().RemoveCardFromHand(defendingCard);
                    sucessfulldefense = true;
                    break;
                }


                break;
            }



            //if (sucessfulldefense == false)
            //{
            //    setIsDefending(false);
            //}
        }