Remove old files

This commit is contained in:
Christoph Hagen 2021-12-22 14:53:53 +01:00
parent afadc56c40
commit cfba0fe467
3 changed files with 3 additions and 1056 deletions

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@ -1,479 +0,0 @@
import Foundation
import WebSocketKit
import CloudKit
private let encoder = JSONEncoder()
/**
Specifies the number of cards of the called suit that a player must have
to be allowed to play any card of the suit instead of having to play the ace.
*/
private let numberOfCardsToProtectAce = 4
let numberOfCardsPerPlayer = 8
final class OldPlayer {
let name: PlayerName
/// The player is the first to play a card in a new game
var playsFirstCard = false
/// The player is the next to perform an action (e.g. play a card)
var isNextActor = false
/// The player must select the game to play after winning the auction
var selectsGame = false
/// The players plays/played the first card for the current trick
var startedCurrentTrick = false
/// Indicate the currently highest bidder during bidding
var isHighestBidder = false
/// The action available to the player
var actions: [PlayerAction] = []
/// Indicates if the player doubled ("legen")
var didDoubleAfterFourCards: Bool? = nil
/// Indicates if the player is still involved in the bidding process
var isStillBidding = true
/// Indicates that the player leads the game ("Spieler")
var isGameLeader = false
/// Indicates the number of raises ("Schuss") of the player
var numberOfRaises = 0
/// The remaining cards of the player
var handCards: [PlayableCard] = []
/// The card played for the current trick
var playedCard: Card? = nil
/// All tricks won by the player in this game
var wonTricks: [Trick] = []
var socket: WebSocket? = nil
var canOfferWedding: Bool {
rawCards.canOfferWedding
}
var offersWedding = false
var wouldAcceptWedding = false
init(name: PlayerName) {
self.name = name
}
var rawCards: [Card] {
handCards.map { $0.card }
}
func has(card: Card) -> Bool {
handCards.contains { $0.card == card }
}
func hasPlayable(card: Card) -> Bool {
handCards.contains { $0.card == card && $0.isPlayable }
}
func remove(card: Card) {
handCards = handCards.filter { $0.card != card }
}
func play(card: Card) {
remove(card: card)
playedCard = card
actions = actions.filter { $0 != .doubleDuringGame }
}
func connect(using socket: WebSocket) {
_ = self.socket?.close()
self.socket = socket
}
func send(_ info: TableInfo) {
try? socket?.send(encodeJSON(info))
}
func disconnect() -> Bool {
guard let socket = socket else {
return false
}
do {
try socket.close().wait()
} catch {
print("Failed to close socket for player: \(name): \(error)")
}
self.socket = nil
return true
}
func canPerform(_ action: PlayerAction) -> Bool {
actions.contains(action)
}
func prepareForNewGame(isFirstPlayer: Bool) {
playsFirstCard = isFirstPlayer
isNextActor = isFirstPlayer
selectsGame = false
startedCurrentTrick = isFirstPlayer
actions = [.deal]
didDoubleAfterFourCards = nil
isStillBidding = true
isGameLeader = false
isHighestBidder = false
handCards = []
playedCard = nil
wonTricks = []
}
func assignFirstCards(_ cards: Hand) {
actions = [.initialDoubleCost, .noDoubleCost]
handCards = cards.map { .init(card: $0, isPlayable: false) }
}
func didDouble(_ double: Bool) {
actions = []
didDoubleAfterFourCards = double
}
func assignRemainingCards(_ cards: Hand) {
handCards = (rawCards + cards)
.sortedCards(order: NormalCardOrder.self)
.map { .init(card: $0, isPlayable: false) }
}
func startAuction() {
if playsFirstCard {
actions = [.withdrawFromAuction, .increaseOrMatchGame]
} else {
actions = []
}
if canOfferWedding {
actions.append(.offerWedding)
}
}
func offerWedding() {
offersWedding = true
isStillBidding = false
actions = []
}
func weddingOfferExists() {
guard isStillBidding else {
return
}
actions = [.increaseOrMatchGame, .withdrawFromAuction]
}
func hasWeddingOffer() {
guard isStillBidding else {
return
}
actions = [.acceptWedding, .increaseOrMatchGame, .withdrawFromAuction]
}
func weddingOutbid() {
isNextActor = false
actions = []
offersWedding = false
}
func didPerformBid() {
isNextActor = false
isHighestBidder = true
actions = []
}
func requiresBid(hasWedding: Bool) {
isNextActor = true
actions = [.increaseOrMatchGame, .withdrawFromAuction]
if hasWedding {
actions.append(.acceptWedding)
}
}
func acceptWedding() {
wouldAcceptWedding = true
actions = []
}
func weddingAccepted() {
guard isStillBidding else {
actions = []
return
}
actions = [.increaseOrMatchGame, .withdrawFromAuction]
}
func auctionEnded() {
actions = []
isStillBidding = false
isHighestBidder = false
isNextActor = false
}
func mustSelectWeddingCard() {
isNextActor = true
// Only cards which are not trump can be given to the other player
handCards = handCards.map {
let card = $0.card
return .init(card: card, isPlayable: !card.isTrump(in: .hochzeit))
}
// Hochzeit costs double
numberOfRaises += 1
}
func canPlay(game: GameType) -> Bool {
guard let suit = game.calledSuit else {
if game == .hochzeit {
return canOfferWedding
}
return true
}
let sorter = game.sortingType
let cards = rawCards
guard sorter.hasCardToCall(suit, in: cards) else {
// Player needs at least one card of the called suit
return false
}
let ace = Card(suit, .ass)
return !cards.contains(ace)
}
func mustSelectGame() {
isNextActor = true
selectsGame = true
}
func replace(card: Card, with other: Card) {
remove(card: card)
handCards.append(.init(card: other, isPlayable: false))
}
func replaceWeddingCard(with card: Card) -> Card {
let index = handCards.firstIndex { $0.card.isTrump(in: .hochzeit) }!
let removed = handCards.remove(at: index).card
handCards.append(.init(card: card, isPlayable: false))
return removed
}
func start(game: GameType) {
isNextActor = playsFirstCard
startedCurrentTrick = playsFirstCard
selectsGame = false
actions = [.doubleDuringGame]
isGameLeader = false
handCards = game.sortingType.sort(rawCards).map { .init(card: $0, isPlayable: false) }
if playsFirstCard {
setPlayableCardsForStarter(game: game)
}
}
func switchLeadership() {
isGameLeader.toggle()
if isGameLeader {
actions = actions.filter { $0 != .doubleDuringGame }
} else if !actions.contains(.doubleDuringGame) {
actions.append(.doubleDuringGame)
}
}
func withdrawFromBidding() {
isNextActor = false
isStillBidding = false
actions = []
}
func didFinish(trick: Trick, winner: Bool, canDoubleInNextRound: Bool) {
isNextActor = winner
//startedCurrentTrick = winner
if winner {
wonTricks.append(trick)
}
if canDoubleInNextRound, !isGameLeader {
actions = [.doubleDuringGame]
} else {
actions = []
}
}
func didFinishGame() {
actions = [.deal]
}
func clearLastTrick() {
playedCard = nil
// This flag is not set until the last trick is cleared, because
// it would mess up the stacking of the cards on the table
// which relies on this property
startedCurrentTrick = isNextActor
}
func setPlayableCards(forCurrentTrick trick: Trick, in game: GameType?) {
guard let game = game, isNextActor else {
for i in 0..<handCards.count {
handCards[i].isPlayable = false
}
return
}
let cards = rawCards
guard cards.count > 1 else {
// Last card can always be played
setAllCards(playable: true)
return
}
guard let firstCard = trick.first else {
setPlayableCardsForStarter(game: game)
return
}
let sorter = game.sortingType
guard sorter.isTrump(firstCard) else {
setPlayableCardsFollowing(suit: firstCard.suit, game: game)
return
}
guard !sorter.hasTrump(in: cards) else {
// Must follow with trump
handCards = cards.map {
.init(card: $0, isPlayable: sorter.isTrump($0))
}
if !handCards.contains(where: { $0.isPlayable }) {
print("No cards to play when having to follow trump")
}
return
}
// Can play any card if not in calling game
guard let suit = game.calledSuit else {
setAllCards(playable: true)
return
}
// Can play any card, except the called ace
let ace = Card(suit, .ass)
handCards = cards.map {
.init(card: $0, isPlayable: $0 != ace)
}
if !handCards.contains(where: { $0.isPlayable }) {
print("No cards to play when not having to follow trump in a called game")
}
}
private func setPlayableCardsFollowing(suit playedSuit: Card.Suit, game: GameType) {
let cards = rawCards
let sorter = game.sortingType
let suitCards = sorter.cards(with: playedSuit, in: cards)
func followSuit() {
handCards = cards.map {
.init(card: $0, isPlayable: !sorter.isTrump($0) && $0.suit == playedSuit)
}
if !handCards.contains(where: { $0.isPlayable }) {
print("No cards to play when following suit")
}
}
guard let calledSuit = game.calledSuit else {
if suitCards.isEmpty {
// Can play any card
setAllCards(playable: true)
} else {
// Must follow suit
followSuit()
}
return
}
print("Has called suit \(calledSuit)")
let ace = Card(calledSuit, .ass)
guard !suitCards.isEmpty else {
// Exclude called ace, all others allowed
handCards = cards.map {
.init(card: $0, isPlayable: $0 != ace)
}
if !handCards.contains(where: { $0.isPlayable }) {
print("No cards to play when following called suit without suit cards")
}
return
}
guard calledSuit == playedSuit else {
print("Following uncalled suit since no suitable cards")
// Must follow suit (called ace not present)
followSuit()
return
}
// The called suit is played, must commit ace
guard cards.contains(ace) else {
// Must follow suit
followSuit()
return
}
// Must play ace
handCards = cards.map { .init(card: $0, isPlayable: $0 == ace) }
if !handCards.contains(where: { $0.isPlayable }) {
print("No cards to play when having to play ace of called suit")
}
}
private func setPlayableCardsForStarter(game: GameType) {
guard let suit = game.calledSuit else {
setAllCards(playable: true)
return
}
let cards = rawCards
let ace = Card(suit, .ass)
// Check if called ace exists, to prohibit other cards of the same suit
guard cards.contains(ace) else {
setAllCards(playable: true)
return
}
// Jodeln
if cards.count == numberOfCardsPerPlayer,
cards.suitCount(suit, in: game) >= numberOfCardsToProtectAce {
setAllCards(playable: true)
return
}
// Only ace allowed for the called suit
handCards = cards.map { card in
let notPlayable = card.suit == suit && !card.symbol.isTrumpOrAce
return PlayableCard(card: card, isPlayable: !notPlayable)
}
}
private func setAllCards(playable: Bool) {
for i in 0..<handCards.count {
handCards[i].isPlayable = playable
}
}
}
extension OldPlayer {
/// Indicate that the player is connected when at a table
var isConnected: Bool {
guard let socket = socket else {
return false
}
guard !socket.isClosed else {
self.socket = nil
return false
}
return true
}
}
extension OldPlayer: Equatable {
static func == (lhs: OldPlayer, rhs: OldPlayer) -> Bool {
lhs.name == rhs.name
}
}

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@ -1,577 +0,0 @@
import Foundation
import WebSocketKit
private extension Int {
mutating func advanceInTable() {
self = (self + 1) % maximumPlayersPerTable
}
}
final class OldTable {
let id: TableId
let name: TableName
let isPublic: Bool
var players: [OldPlayer] = []
var phase: GamePhase = .waitingForPlayers
var gameType: GameType? = nil
var minimumPlayableGame: GameType.GameClass = .none
/// Indicates if any player doubled during the current round, extending it to the next round
var didDoubleInCurrentRound = false
/// Indicates that all players acted after the first four cards
var allPlayersFinishedDoubling: Bool {
!players.contains { $0.didDoubleAfterFourCards == nil }
}
/// At least one double exists after all players acted on their first cards
var initialDoubleExists: Bool {
players.contains { $0.didDoubleAfterFourCards == true }
}
var weddingOfferExists: Bool {
players.contains { $0.offersWedding }
}
var weddingAcceptExists: Bool {
players.contains { $0.wouldAcceptWedding }
}
var hasAuctionWinner: Bool {
numberOfRemainingBidders == 1
}
var numberOfRemainingBidders: Int {
players.filter { $0.isStillBidding }.count
}
var auctionWinner: OldPlayer {
players.first { $0.isStillBidding }!
}
var hasCompletedTrick: Bool {
!players.contains { $0.playedCard == nil }
}
var completedTrick: Trick? {
let trick = players.compactMap { $0.playedCard }
guard trick.count == maximumPlayersPerTable else {
return nil
}
return trick
}
var currentTrick: [Card] {
players.compactMap { $0.playedCard }
}
var didFinishGame: Bool {
!players.contains { !$0.handCards.isEmpty }
}
init(id: TableId, name: TableName, isPublic: Bool) {
self.id = id
self.name = name
self.isPublic = isPublic
}
init(newTable name: TableName, isPublic: Bool) {
self.id = .newToken()
self.name = name
self.isPublic = isPublic
}
func add(player: PlayerName) -> Bool {
guard !isFull else {
return false
}
let player = OldPlayer(name: player)
players.append(player)
if isFull {
prepareTableForFirstGame()
}
sendUpdateToAllPlayers()
return true
}
func contains(player: PlayerName) -> Bool {
players.contains { $0.name == player }
}
/// The player to play the first card of the current game
var firstPlayer: OldPlayer {
players.first { $0.playsFirstCard }!
}
func select(player: PlayerName) -> OldPlayer? {
players.first { $0.name == player }
}
var indexOfTrickStarter: Int {
players.firstIndex { $0.startedCurrentTrick }!
}
func player(at index: Int) -> OldPlayer? {
guard index < players.count else {
return nil
}
return players[index]
}
func index(of player: OldPlayer) -> Int {
players.firstIndex(of: player)!
}
func nextPlayer(after player: OldPlayer) -> OldPlayer {
let i = index(of: player)
let newIndex = (i + 1) % maximumPlayersPerTable
return players[newIndex]
}
func nextBidder(after player: OldPlayer) -> OldPlayer {
// Find next player to place bid
let index = index(of: player)
for i in 1..<4 {
let player = players[(index + i) % 4]
guard player.isStillBidding, !player.offersWedding else {
continue
}
return player
}
return player
}
func availableGames(forPlayerAt index: Int) -> [GameType] {
return []
}
func remove(player: PlayerName) {
guard let index = players.firstIndex(where: { $0.name == player }) else {
return
}
let removedPlayer = players[index]
if removedPlayer.playsFirstCard {
players[(index + 1) % players.count].playsFirstCard = true
}
players.remove(at: index)
reset()
}
func connect(player name: PlayerName, using socket: WebSocket) -> Bool {
guard let player = select(player: name) else {
return false
}
player.connect(using: socket)
sendUpdateToAllPlayers()
return true
}
func disconnect(player name: PlayerName) {
guard let player = select(player: name) else {
return
}
guard player.disconnect() else {
return
}
sendUpdateToAllPlayers()
return
}
private func prepareTableForFirstGame() {
phase = .waitingForPlayers
gameType = nil
minimumPlayableGame = .none // Not relevant in this phase
didDoubleInCurrentRound = false // Not relevant in this phase
let index = players.firstIndex { $0.playsFirstCard } ?? 0
for i in 0..<maximumPlayersPerTable {
players[i].prepareForNewGame(isFirstPlayer: i == index)
}
}
private func sendUpdateToAllPlayers() {
}
// MARK: Player actions
func play(card: Card, player name: PlayerName) -> PlayCardResult {
let player = select(player: name)!
if phase == .selectWeddingCard {
return selectedCardForWedding(card: card, player: player)
}
guard let game = gameType, player.hasPlayable(card: card) else {
// Player only has playable cards when it is active
return .invalidCard
}
if hasCompletedTrick {
// Hide cards from last trick when next card is played
players.forEach { $0.clearLastTrick() }
}
player.play(card: card)
if let completedTrick = completedTrick {
didFinish(trick: completedTrick, in: game)
// Update cards for empty trick
players.forEach { $0.setPlayableCards(forCurrentTrick: [], in: game) }
} else {
let next = nextPlayer(after: player)
next.isNextActor = true
player.isNextActor = false
// Update cards for empty trick
players.forEach { $0.setPlayableCards(forCurrentTrick: currentTrick, in: game) }
}
if didFinishGame {
finishedGame()
}
sendUpdateToAllPlayers()
return .success
}
private func finishedGame() {
phase = .gameFinished
players.forEach { $0.didFinishGame() }
guard didFinishGame else {
// Either no doubles or bids
return
}
// TODO: Calculate winner, points, cost
}
func didFinish(trick: Trick, in game: GameType) {
// If trick is completed, calculate winner
let startIndex = indexOfTrickStarter
let rotated = trick.rotated(toStartAt: startIndex)
let index = rotated.highCardIndex(forGame: game)
print("Winner \(index) for \(rotated)")
let winner = players[(startIndex + index) % 4]
players.forEach {
$0.didFinish(trick: trick,
winner: winner == $0,
canDoubleInNextRound: didDoubleInCurrentRound)
}
if game == .bettel && winner.isGameLeader {
// A bettel is lost if a single trick is won by the leader
finishedGame()
return
}
didDoubleInCurrentRound = false
}
func perform(action: PlayerAction, forPlayer player: PlayerName) -> PlayerActionResult {
let player = select(player: player)!
guard player.canPerform(action) else {
print("Player \(player) wants to \(action.id), but only allowed: \(player.actions)")
return .tableStateInvalid
}
defer { sendUpdateToAllPlayers() }
switch action {
case .deal:
return dealInitialCards()
case .initialDoubleCost:
return perform(double: true, forPlayer: player)
case .noDoubleCost:
return perform(double: false, forPlayer: player)
case .offerWedding:
return performWeddingCall(forPlayer: player)
case .acceptWedding:
return handleWeddingAccept(forPlayer: player)
case .increaseOrMatchGame:
return performBidIncrease(forPlayer: player)
case .withdrawFromAuction:
return performWithdrawl(forPlayer: player)
case .doubleDuringGame:
return performDoubleDuringGame(forPlayer: player)
}
}
private func dealInitialCards() -> PlayerActionResult {
guard isFull else {
return .tableNotFull
}
guard phase == .waitingForPlayers || phase == .gameFinished else {
return .tableStateInvalid
}
if phase == .gameFinished {
prepareForNextGame()
}
let cards = Dealer.dealFirstCards()
for (index, player) in players.enumerated() {
player.assignFirstCards(cards[index])
}
phase = .collectingDoubles
gameType = nil
return .success
}
func perform(double: Bool, forPlayer player: OldPlayer) -> PlayerActionResult {
player.didDouble(double)
guard allPlayersFinishedDoubling else {
return .success
}
if initialDoubleExists {
dealAdditionalCards()
} else {
finishedGame()
}
return .success
}
private func dealAdditionalCards() {
let cards = Dealer.dealRemainingCards(of: players.map { $0.rawCards })
for (index, player) in players.enumerated() {
player.assignRemainingCards(cards[index])
}
players.forEach { $0.startAuction() }
minimumPlayableGame = .none
phase = .bidding
}
private func performWeddingCall(forPlayer player: OldPlayer) -> PlayerActionResult {
guard phase == .bidding else {
print("Invalid phase \(phase) for wedding call")
return .tableStateInvalid
}
guard minimumPlayableGame.allowsWedding else {
print("Invalid minimum game \(minimumPlayableGame) for wedding call")
return .tableStateInvalid
}
guard player.canOfferWedding else {
print("Player does not offer wedding")
return .tableStateInvalid
}
guard !weddingOfferExists else {
// Only one wedding allowed at the table
print("Already one wedding at table")
return .tableStateInvalid
}
// Only allow wedding acceptance or outbidding
players.forEach { $0.weddingOfferExists() }
player.offerWedding()
firstPlayer.hasWeddingOffer()
minimumPlayableGame = .bettel
return .success
}
private func performBidIncrease(forPlayer player: OldPlayer) -> PlayerActionResult {
guard phase == .bidding else {
return .tableStateInvalid
}
if weddingOfferExists {
// Anyone except the offerer can outbid a wedding
return handleWeddingOutbid(forPlayer: player)
}
guard player.isNextActor else {
return .tableStateInvalid
}
// TODO: Check if new player sits before old player
// then don't increase game
minimumPlayableGame.increase()
if !minimumPlayableGame.allowsWedding {
// Remove wedding offers
players.forEach { $0.weddingOutbid() }
}
// TODO: Remove highest bidder from old player
player.didPerformBid()
if numberOfRemainingBidders == 1 {
selectGame(player: player)
return .success
}
// Find next player to place bid
nextBidder(after: player).requiresBid(hasWedding: false)
return .success
}
private func handleWeddingOutbid(forPlayer player: OldPlayer) -> PlayerActionResult {
if player.offersWedding {
// A player offering a wedding can't outbid itself
return .tableStateInvalid
}
players.forEach { $0.weddingOutbid() }
nextBidder(after: player).requiresBid(hasWedding: false)
return .success
}
private func handleWeddingAccept(forPlayer player: OldPlayer) -> PlayerActionResult {
guard phase == .bidding else {
return .tableStateInvalid
}
guard minimumPlayableGame.allowsWedding else {
return .tableStateInvalid
}
guard weddingOfferExists else {
return .tableStateInvalid
}
guard player.isNextActor else {
return .tableStateInvalid
}
guard !player.offersWedding else {
return .tableStateInvalid
}
guard !weddingAcceptExists else {
return .tableStateInvalid
}
if hasAuctionWinner {
selectedWedding(player: player)
return .success
}
minimumPlayableGame = .bettel
players.forEach {
$0.weddingAccepted()
}
player.acceptWedding()
nextBidder(after: player).requiresBid(hasWedding: false)
return .success
}
private func selectedWedding(player: OldPlayer) {
minimumPlayableGame = .none
gameType = .hochzeit
phase = .selectWeddingCard
players.forEach { $0.auctionEnded() }
player.mustSelectWeddingCard()
}
private func selectedCardForWedding(card: Card, player: OldPlayer) -> PlayCardResult {
guard player.isNextActor,
player.wouldAcceptWedding,
weddingOfferExists else {
return .tableStateInvalid
}
guard !card.isTrump(in: .hochzeit),
player.has(card: card) else {
return .invalidCard
}
// Swap the cards
let offerer = players.first { $0.offersWedding }!
let offeredCard = offerer.replaceWeddingCard(with: card)
player.replace(card: card, with: offeredCard)
// Start the game
gameType = .hochzeit
players.forEach { $0.start(game: .hochzeit) }
player.switchLeadership()
offerer.switchLeadership()
return .success
}
private func performWithdrawl(forPlayer player: OldPlayer) -> PlayerActionResult {
guard phase == .bidding,
player.isNextActor,
player.isStillBidding else {
return .tableStateInvalid
}
player.withdrawFromBidding()
switch numberOfRemainingBidders {
case 1:
if minimumPlayableGame != .none {
// Will only be called when at least one player placed a bid
selectGame(player: auctionWinner)
return .success
}
case 0:
// All players withdrawn, deal new cards
finishedGame()
return .success
default:
break
}
nextBidder(after: player).requiresBid(hasWedding: weddingOfferExists)
return .success
}
private func prepareForNextGame() {
let first = firstPlayer
let newPlayer = self.nextBidder(after: first)
first.playsFirstCard = false
newPlayer.playsFirstCard = true
print("Made \(newPlayer.name) to new starter")
prepareTableForFirstGame()
}
private func selectGame(player: OldPlayer) {
gameType = nil
phase = .selectGame
players.forEach { $0.auctionEnded() }
player.mustSelectGame()
}
func select(game: GameType, player: PlayerName) -> PlayerActionResult {
let player = select(player: player)!
guard phase == .selectGame, player.selectsGame, game != .hochzeit else {
return .tableStateInvalid
}
guard game.gameClass >= minimumPlayableGame else {
return .tableStateInvalid
}
defer { sendUpdateToAllPlayers() }
guard let suit = game.calledSuit else {
phase = .playing
gameType = game
minimumPlayableGame = .none
players.forEach { $0.start(game: game) }
player.switchLeadership()
return .success
}
guard player.canPlay(game: game) else {
return .tableStateInvalid
}
phase = .playing
gameType = game
minimumPlayableGame = .none
players.forEach { $0.start(game: game) }
player.switchLeadership()
// Find called player
let ace = Card(suit, .ass)
players.first { $0.rawCards.contains(ace) }!.switchLeadership()
return .success
}
private func performDoubleDuringGame(forPlayer player: OldPlayer) -> PlayerActionResult {
guard phase == .playing, !player.isGameLeader else {
return .tableStateInvalid
}
player.numberOfRaises += 1
players.forEach { $0.switchLeadership() }
didDoubleInCurrentRound = true
return .success
}
private func reset() {
phase = .waitingForPlayers
gameType = nil
minimumPlayableGame = .none
for player in players {
player.prepareForNewGame(isFirstPlayer: player.playsFirstCard)
}
}
}
extension OldTable {
var isFull: Bool {
players.count == maximumPlayersPerTable
}
var publicInfo: PublicTableInfo {
.init(id: id, name: name, players: playerNames)
}
var playerNames: [PlayerName] {
players.map { $0.name }
}
}

View File

@ -1,6 +1,9 @@
import Foundation
import WebSocketKit
let numberOfCardsPerPlayer = 8
class AbstractTable<TablePlayer> where TablePlayer: Player {
/// The unique id of the table