Bug fixing
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@ -25,7 +25,7 @@ struct TableInfo: Codable {
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self.playerAcross = table.playerInfo(acrossOf: playerIndex, masked: true)
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self.playerRight = table.playerInfo(rightOf: playerIndex, masked: true)
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if table.phase == .selectGame, player.selectsGame {
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if table.phase == .bidding || table.phase == .selectGame {
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let games = table.minimumPlayableGame?.availableGames ?? GameType.allCases
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self.playableGames = games.filter(player.canPlay).map { $0.id }
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} else {
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@ -187,9 +187,12 @@ final class Player {
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actions = []
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}
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func requiresBid() {
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func requiresBid(hasWedding: Bool) {
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isNextActor = true
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actions = [.increaseOrMatchGame, .withdrawFromAuction]
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if hasWedding {
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actions.append(.acceptWedding)
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}
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}
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func acceptWedding() {
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@ -262,6 +265,7 @@ final class Player {
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selectsGame = false
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actions = [.doubleDuringGame]
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isGameLeader = false
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handCards = game.sortingType.sort(rawCards).map { .init(card: $0, isPlayable: false) }
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if playsFirstCard {
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setPlayableCardsForStarter(game: game)
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}
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@ -282,21 +286,31 @@ final class Player {
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actions = []
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}
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func didFinishTrick(canDoubleInNextRound: Bool) {
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isNextActor = false
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playedCard = nil
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func didFinish(trick: Trick, winner: Bool, canDoubleInNextRound: Bool) {
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isNextActor = winner
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//startedCurrentTrick = winner
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if winner {
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wonTricks.append(trick)
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}
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if canDoubleInNextRound, !isGameLeader {
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actions = [.doubleDuringGame]
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} else {
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actions = []
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}
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}
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func didWin(trick: Trick) {
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self.wonTricks.append(trick)
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self.isNextActor = true
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func didFinishGame() {
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actions = [.deal]
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}
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func clearLastTrick() {
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playedCard = nil
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// This flag is not set until the last trick is cleared, because
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// it would mess up the stacking of the cards on the table
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// which relies on this property
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startedCurrentTrick = isNextActor
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}
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func setPlayableCards(forCurrentTrick trick: Trick, in game: GameType?) {
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guard let game = game, isNextActor else {
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for i in 0..<handCards.count {
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@ -310,15 +324,15 @@ final class Player {
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setAllCards(playable: true)
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return
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}
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guard let first = trick.first else {
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guard let firstCard = trick.first else {
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setPlayableCardsForStarter(game: game)
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return
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}
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let sorter = game.sortingType
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guard sorter.isTrump(first) else {
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setPlayableCardsFollowing(suit: first.suit, game: game)
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guard sorter.isTrump(firstCard) else {
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setPlayableCardsFollowing(suit: firstCard.suit, game: game)
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return
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}
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guard !sorter.hasTrump(in: cards) else {
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@ -326,6 +340,9 @@ final class Player {
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handCards = cards.map {
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.init(card: $0, isPlayable: sorter.isTrump($0))
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}
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if !handCards.contains(where: { $0.isPlayable }) {
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print("No cards to play when having to follow trump")
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}
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return
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}
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// Can play any card if not in calling game
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@ -338,20 +355,26 @@ final class Player {
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handCards = cards.map {
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.init(card: $0, isPlayable: $0 != ace)
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}
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if !handCards.contains(where: { $0.isPlayable }) {
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print("No cards to play when not having to follow trump in a called game")
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}
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}
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private func setPlayableCardsFollowing(suit: Card.Suit, game: GameType) {
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private func setPlayableCardsFollowing(suit playedSuit: Card.Suit, game: GameType) {
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let cards = rawCards
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let sorter = game.sortingType
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// No calling game, allow all cards of same suit
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let suitCards = sorter.cards(with: suit, in: cards)
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let suitCards = sorter.cards(with: playedSuit, in: cards)
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func followSuit() {
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handCards = cards.map {
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.init(card: $0, isPlayable: !sorter.isTrump($0) && $0.suit == suit)
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.init(card: $0, isPlayable: !sorter.isTrump($0) && $0.suit == playedSuit)
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}
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if !handCards.contains(where: { $0.isPlayable }) {
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print("No cards to play when following suit")
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}
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}
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guard let called = game.calledSuit else {
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guard let calledSuit = game.calledSuit else {
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if suitCards.isEmpty {
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// Can play any card
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setAllCards(playable: true)
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@ -361,20 +384,26 @@ final class Player {
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}
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return
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}
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let ace = Card(called, .ass)
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guard called == suit else {
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if suitCards.isEmpty {
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// Exclude called ace, all others allowed
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handCards = cards.map {
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.init(card: $0, isPlayable: $0 != ace)
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}
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} else {
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// Must follow suit (called ace automatically excluded)
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followSuit()
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print("Has called suit \(calledSuit)")
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let ace = Card(calledSuit, .ass)
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guard !suitCards.isEmpty else {
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// Exclude called ace, all others allowed
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handCards = cards.map {
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.init(card: $0, isPlayable: $0 != ace)
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}
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if !handCards.contains(where: { $0.isPlayable }) {
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print("No cards to play when following called suit without suit cards")
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}
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return
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}
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// The called suit is player, must commit ace
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guard calledSuit == playedSuit else {
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print("Following uncalled suit since no suitable cards")
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// Must follow suit (called ace not present)
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followSuit()
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return
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}
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// The called suit is played, must commit ace
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guard cards.contains(ace) else {
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// Must follow suit
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followSuit()
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@ -382,6 +411,9 @@ final class Player {
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}
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// Must play ace
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handCards = cards.map { .init(card: $0, isPlayable: $0 == ace) }
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if !handCards.contains(where: { $0.isPlayable }) {
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print("No cards to play when having to play ace of called suit")
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}
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}
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private func setPlayableCardsForStarter(game: GameType) {
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@ -72,6 +72,10 @@ final class Table {
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var currentTrick: [Card] {
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players.compactMap { $0.playedCard }
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}
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var didFinishGame: Bool {
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!players.contains { !$0.handCards.isEmpty }
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}
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init(id: TableId, name: TableName, isPublic: Bool) {
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self.id = id
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@ -111,10 +115,13 @@ final class Table {
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players.first { $0.name == player }
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}
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var indexOfTrickStarter: Int {
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players.firstIndex { $0.startedCurrentTrick }!
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}
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func playerInfo(at index: Int, masked: Bool) -> PlayerInfo? {
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let position = players.firstIndex { $0.startedCurrentTrick }!
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let layer = (index - position + 4) % 4
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//
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let starter = indexOfTrickStarter
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let layer = (4 - starter + index) % 4
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return player(at: index)?.info(masked: masked, positionInTrick: layer)
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}
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@ -220,37 +227,61 @@ final class Table {
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if phase == .selectWeddingCard {
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return selectedCardForWedding(card: card, player: player)
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}
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guard let game = gameType,
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player.hasPlayable(card: card) else {
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guard let game = gameType, player.hasPlayable(card: card) else {
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// Player only has playable cards when it is active
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return .invalidCard
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}
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if hasCompletedTrick {
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// Hide cards from last trick when next card is played
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players.forEach { $0.clearLastTrick() }
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}
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player.play(card: card)
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if let completedTrick = completedTrick {
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didFinish(trick: completedTrick, in: game)
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// Update cards for empty trick
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players.forEach { $0.setPlayableCards(forCurrentTrick: [], in: game) }
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} else {
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let next = nextPlayer(after: player)
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next.isNextActor = true
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player.isNextActor = false
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// Update cards for empty trick
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players.forEach { $0.setPlayableCards(forCurrentTrick: currentTrick, in: game) }
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}
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if didFinishGame {
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finishedGame()
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}
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updatePlayableCards()
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sendUpdateToAllPlayers()
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return .success
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}
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private func updatePlayableCards() {
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let playedCards = currentTrick
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players.forEach {
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$0.setPlayableCards(forCurrentTrick: playedCards, in: gameType)
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private func finishedGame() {
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phase = .gameFinished
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players.forEach { $0.didFinishGame() }
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guard didFinishGame else {
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// Either no doubles or bids
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return
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}
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// TODO: Calculate winner, points, cost
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}
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func didFinish(trick: Trick, in game: GameType) {
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// If trick is completed, calculate winner
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let index = trick.highCardIndex(forGame: game)
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let startIndex = indexOfTrickStarter
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let rotated = trick.rotated(toStartAt: startIndex)
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let index = rotated.highCardIndex(forGame: game)
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print("Winner \(index) for \(rotated)")
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let winner = players[(startIndex + index) % 4]
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players.forEach {
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$0.didFinishTrick(canDoubleInNextRound: didDoubleInCurrentRound)
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$0.didFinish(trick: trick,
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winner: winner == $0,
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canDoubleInNextRound: didDoubleInCurrentRound)
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}
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if game == .bettel && winner.isGameLeader {
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// A bettel is lost if a single trick is won by the leader
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finishedGame()
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return
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}
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players[index].didWin(trick: trick)
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didDoubleInCurrentRound = false
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}
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@ -285,9 +316,12 @@ final class Table {
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guard isFull else {
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return .tableNotFull
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}
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guard phase == .waitingForPlayers else {
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guard phase == .waitingForPlayers || phase == .gameFinished else {
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return .tableStateInvalid
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}
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if phase == .gameFinished {
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prepareForNextGame()
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}
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let cards = Dealer.dealFirstCards()
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for (index, player) in players.enumerated() {
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@ -303,10 +337,11 @@ final class Table {
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guard allPlayersFinishedDoubling else {
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return .success
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}
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guard initialDoubleExists else {
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return dealNextGame()
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if initialDoubleExists {
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dealAdditionalCards()
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} else {
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finishedGame()
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}
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dealAdditionalCards()
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return .success
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}
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@ -329,7 +364,7 @@ final class Table {
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print("Invalid minimum game \(minimumPlayableGame!) for wedding call")
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return .tableStateInvalid
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}
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guard player.offersWedding else {
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guard player.canOfferWedding else {
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print("Player does not offer wedding")
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return .tableStateInvalid
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}
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@ -365,8 +400,11 @@ final class Table {
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players.forEach { $0.weddingOutbid() }
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}
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player.didPerformBid()
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if numberOfRemainingBidders == 1 {
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selectGame(player: player)
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}
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// Find next player to place bid
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nextBidder(after: player).requiresBid()
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nextBidder(after: player).requiresBid(hasWedding: false)
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return .success
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}
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@ -376,7 +414,7 @@ final class Table {
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return .tableStateInvalid
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}
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players.forEach { $0.weddingOutbid() }
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firstPlayer.requiresBid()
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nextBidder(after: player).requiresBid(hasWedding: true)
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return .success
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}
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@ -408,7 +446,7 @@ final class Table {
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$0.weddingAccepted()
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}
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player.acceptWedding()
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nextBidder(after: player).requiresBid()
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nextBidder(after: player).requiresBid(hasWedding: false)
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return .success
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}
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@ -452,27 +490,32 @@ final class Table {
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player.withdrawFromBidding()
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switch numberOfRemainingBidders {
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case 1:
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selectGame(player: auctionWinner)
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if minimumPlayableGame != nil {
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// Will only be called when at least one player placed a bid
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selectGame(player: auctionWinner)
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return .success
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}
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case 0:
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// All players withdrawn, deal new cards
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return dealNextGame()
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finishedGame()
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return .success
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default:
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nextBidder(after: player).requiresBid()
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break
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}
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nextBidder(after: player).requiresBid(hasWedding: weddingOfferExists)
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return .success
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}
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private func dealNextGame() -> PlayerActionResult {
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private func prepareForNextGame() {
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let first = firstPlayer
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let newPlayer = self.nextBidder(after: first)
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first.playsFirstCard = false
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newPlayer.playsFirstCard = true
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print("Made \(newPlayer.name) to new starter")
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prepareTableForFirstGame()
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return dealInitialCards()
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}
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private func selectGame(player: Player) {
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minimumPlayableGame = nil
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gameType = nil
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phase = .selectGame
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players.forEach { $0.auctionEnded() }
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@ -518,6 +561,7 @@ final class Table {
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}
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player.numberOfRaises += 1
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players.forEach { $0.switchLeadership() }
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didDoubleInCurrentRound = true
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return .success
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}
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