mirror of
https://github.com/AndrioCelos/TableturfBattleApp.git
synced 2026-04-14 04:46:11 -05:00
This allows any number of games to be played in a room. Each player bar will show the number of games that player has won. If a goal win count is selected in More Options, the set will end when someone reaches that many wins. Otherwise, players can start a new game after the game ends.
92 lines
2.7 KiB
C#
92 lines
2.7 KiB
C#
using Newtonsoft.Json;
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namespace TableturfBattleServer;
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public class Player {
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[JsonProperty("name")]
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public string Name { get; }
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[JsonIgnore]
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public Guid Token { get; }
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[JsonProperty("colour")]
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public Colour Colour { get; set; }
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[JsonProperty("specialColour")]
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public Colour SpecialColour { get; set; }
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[JsonProperty("specialAccentColour")]
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public Colour SpecialAccentColour { get; set; }
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[JsonProperty("uiBaseColourIsSpecialColour")]
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public bool UIBaseColourIsSpecialColour { get; set; }
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[JsonIgnore]
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private readonly Game game;
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[JsonIgnore]
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internal readonly List<int> CardsUsed = new(12);
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[JsonIgnore]
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internal Card[]? Hand;
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[JsonIgnore]
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internal Move? Move;
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[JsonIgnore]
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internal Move? ProvisionalMove;
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[JsonProperty("gamesWon")]
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public int GamesWon { get; set; }
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[JsonIgnore]
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internal List<SingleGameData> Games { get; } = new() { new() };
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[JsonIgnore]
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public SingleGameData CurrentGameData => this.Games[^1];
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[JsonProperty("specialPoints")]
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public int SpecialPoints => this.CurrentGameData.SpecialPoints;
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[JsonProperty("totalSpecialPoints")]
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public int TotalSpecialPoints => this.CurrentGameData.TotalSpecialPoints;
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[JsonProperty("passes")]
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public int Passes => this.CurrentGameData.Passes;
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[JsonProperty("isReady")]
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public bool IsReady => this.game.State switch {
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GameState.WaitingForPlayers or GameState.ChoosingStage => this.selectedStageIndex != null,
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GameState.ChoosingDeck => this.CurrentGameData.Deck != null,
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_ => this.Move != null
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};
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[JsonIgnore]
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internal int? selectedStageIndex;
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public Player(Game game, string name, Guid token) {
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this.game = game ?? throw new ArgumentNullException(nameof(game));
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this.Name = name ?? throw new ArgumentNullException(nameof(name));
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this.Token = token;
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}
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public void ClearMoves() {
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this.Move = null;
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this.ProvisionalMove = null;
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}
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internal void Shuffle(Random random) {
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this.CurrentGameData.drawOrder = new int[15];
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this.CurrentGameData.initialDrawOrder ??= this.CurrentGameData.drawOrder;
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for (int i = 0; i < 15; i++) this.CurrentGameData.drawOrder[i] = i;
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for (int i = 14; i > 0; i--) {
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var j = random.Next(i);
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(this.CurrentGameData.drawOrder[i], this.CurrentGameData.drawOrder[j]) = (this.CurrentGameData.drawOrder[j], this.CurrentGameData.drawOrder[i]);
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}
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if (this.CurrentGameData.Deck != null) {
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this.Hand = new Card[4];
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for (int i = 0; i < 4; i++) {
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this.Hand[i] = this.CurrentGameData.Deck[this.CurrentGameData.drawOrder[i]];
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}
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}
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}
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internal int GetHandIndex(int cardNumber) {
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if (this.Hand != null) {
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for (int i = 0; i < 4; i++) {
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if (this.Hand[i].Number == cardNumber) return i;
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}
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}
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return -1;
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}
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}
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