| // Copyright 2015 The Vanadium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style |
| // license that can be found in the LICENSE file. |
| |
| // player keeps track of all player-specific variables, as well as some basic logic functions to support more complex table logic |
| |
| package player |
| |
| import ( |
| "golang.org/x/mobile/exp/sprite" |
| "hearts/logic/card" |
| ) |
| |
| // Returns a player instance with playerIndex equal to index |
| func NewPlayer(index int, name string, iconTex, deviceTex sprite.SubTex) *Player { |
| return &Player{ |
| hand: nil, |
| tricks: make([]*card.Card, 0), |
| score: 0, |
| playerIndex: index, |
| playerName: name, |
| playerIconImage: iconTex, |
| playerDeviceImage: deviceTex, |
| donePassing: false, |
| doneTaking: false, |
| doneScoring: false, |
| } |
| } |
| |
| type Player struct { |
| hand []*card.Card |
| passedFrom []*card.Card |
| passedTo []*card.Card |
| tricks []*card.Card |
| score int |
| playerIndex int |
| playerName string |
| playerIconImage sprite.SubTex |
| playerDeviceImage sprite.SubTex |
| donePassing bool |
| doneTaking bool |
| donePlaying bool |
| doneScoring bool |
| } |
| |
| // Returns the hand of p |
| func (p *Player) GetHand() []*card.Card { |
| return p.hand |
| } |
| |
| // Returns the cards that have been passed to p |
| func (p *Player) GetPassedTo() []*card.Card { |
| return p.passedTo |
| } |
| |
| // Returns the cards that p passed |
| func (p *Player) GetPassedFrom() []*card.Card { |
| return p.passedFrom |
| } |
| |
| // Returns the score of p |
| func (p *Player) GetScore() int { |
| return p.score |
| } |
| |
| // Returns the playerIndex of p |
| func (p *Player) GetPlayerIndex() int { |
| return p.playerIndex |
| } |
| |
| func (p *Player) GetName() string { |
| return p.playerName |
| } |
| |
| func (p *Player) GetIconImage() sprite.SubTex { |
| return p.playerIconImage |
| } |
| |
| func (p *Player) GetDeviceImage() sprite.SubTex { |
| return p.playerDeviceImage |
| } |
| |
| // Returns true if p has finished the pass phase of the current round |
| func (p *Player) GetDonePassing() bool { |
| return p.donePassing |
| } |
| |
| // Returns true if p has finished the take phase of the current round |
| func (p *Player) GetDoneTaking() bool { |
| return p.doneTaking |
| } |
| |
| // Returns true if p has finished the play phase of the current trick |
| func (p *Player) GetDonePlaying() bool { |
| return p.donePlaying |
| } |
| |
| // Returns true if p has finished the score phase of the current round |
| func (p *Player) GetDoneScoring() bool { |
| return p.doneScoring |
| } |
| |
| // Adds card to the hand of p |
| func (p *Player) AddToHand(card *card.Card) { |
| p.hand = append(p.hand, card) |
| } |
| |
| // Removes card from the hand of p, every time it appears |
| func (p *Player) RemoveFromHand(card *card.Card) { |
| for i, c := range p.hand { |
| if c == card { |
| p.hand = append(p.hand[:i], p.hand[i+1:]...) |
| } |
| } |
| } |
| |
| // Sets hand of p in one chunk of cards |
| func (p *Player) SetHand(cards []*card.Card) { |
| p.hand = cards |
| } |
| |
| // Sets passedTo of p to cards |
| func (p *Player) SetPassedTo(cards []*card.Card) { |
| p.passedTo = cards |
| } |
| |
| // Sets passedFrom of p to cards |
| func (p *Player) SetPassedFrom(cards []*card.Card) { |
| p.passedFrom = cards |
| } |
| |
| // Sets p.donePassing to isDone |
| func (p *Player) SetDonePassing(isDone bool) { |
| p.donePassing = isDone |
| } |
| |
| // Sets p.doneTaking to isDone |
| func (p *Player) SetDoneTaking(isDone bool) { |
| p.doneTaking = isDone |
| } |
| |
| // Sets p.donePlaying to isDone |
| func (p *Player) SetDonePlaying(isDone bool) { |
| p.donePlaying = isDone |
| } |
| |
| // Sets p.doneScoring to isDone |
| func (p *Player) SetDoneScoring(isDone bool) { |
| p.doneScoring = isDone |
| } |
| |
| // Adds cards to the tricks deck of p |
| func (p *Player) TakeTrick(cards []*card.Card) { |
| p.tricks = append(p.tricks, cards...) |
| } |
| |
| // Adds points to the total score of p |
| func (p *Player) UpdateScore(points int) { |
| p.score += points |
| } |
| |
| // Calculates and returns the total point value of the cards in the tricks deck of p |
| func (p *Player) CalculateScore() int { |
| score := 0 |
| for _, c := range p.tricks { |
| if c.GetSuit() == card.Heart { |
| score += 1 |
| } else if c.GetSuit() == card.Spade && c.GetFace() == card.Queen { |
| score += 13 |
| } |
| } |
| return score |
| } |
| |
| // Sets the passedTo deck of p to a new empty list |
| func (p *Player) ResetPassedTo() { |
| p.passedTo = make([]*card.Card, 0) |
| } |
| |
| // Sets the passedFrom deck of p to a new empty list |
| func (p *Player) ResetPassedFrom() { |
| p.passedFrom = make([]*card.Card, 0) |
| } |
| |
| // Sets the tricks deck of p to a new empty list |
| func (p *Player) ResetTricks() { |
| p.tricks = make([]*card.Card, 0) |
| } |
| |
| // Resets the score of p to 0 for a new game |
| func (p *Player) ResetScore() { |
| p.score = 0 |
| } |
| |
| // Given a suit, returns whether not there is at least one card of that suit in the hand of p |
| func (p *Player) HasSuit(suit card.Suit) bool { |
| for _, c := range p.hand { |
| if c.GetSuit() == suit { |
| return true |
| } |
| } |
| return false |
| } |
| |
| // Returns true if p has at least one heart card in hand and no cards of any other suit |
| func (p *Player) HasOnlyHearts() bool { |
| return !(p.HasSuit(card.Club) || p.HasSuit(card.Diamond) || p.HasSuit(card.Spade) || !p.HasSuit(card.Heart)) |
| } |
| |
| // Returns true if the hand of p doesn't contain any 0-point cards (all clubs and diamonds, and all spades aside from the queen) |
| func (p *Player) HasAllPoints() bool { |
| for _, c := range p.hand { |
| if !c.WorthPoints() { |
| return false |
| } |
| } |
| return true |
| } |
| |
| // Returns true if p has the two of clubs in hand |
| func (p *Player) HasTwoOfClubs() bool { |
| for _, c := range p.hand { |
| if c.GetSuit() == card.Club && c.GetFace() == card.Two { |
| return true |
| } |
| } |
| return false |
| } |