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