feat(game): add PlayerState and GameState

This commit is contained in:
Kieran Kihn
2025-11-16 20:22:19 +08:00
parent e2a27e4417
commit 8dbdbb395c
3 changed files with 339 additions and 0 deletions

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@@ -10,6 +10,8 @@ add_executable(uno-game src/main.cpp
src/game/CardTile.cpp
src/game/Player.cpp
src/common/utils.cpp
src/game/GameState.cpp
src/game/GameState.h
)
target_link_libraries(uno-game
PRIVATE ftxui::screen
@@ -21,6 +23,8 @@ add_library(uno-game-lib src/game/Card.cpp
src/game/CardTile.cpp
src/game/Player.cpp
src/common/utils.cpp
src/game/GameState.cpp
src/game/GameState.h
)
add_subdirectory(test)

163
src/game/GameState.cpp Normal file
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@@ -0,0 +1,163 @@
/**
* @file GameState.cpp
*
* @author Yuzhe Guo
* @date 2025.11.16
*/
#include "GameState.h"
#include <stdexcept>
#include <utility>
namespace UNO::GAME {
PlayerState::PlayerState(std::string name, size_t remainingCardCount, bool isUno) :
name_(std::move(name)), remainingCardCount_(remainingCardCount), isUno_(isUno)
{
}
std::string PlayerState::getName() const
{
return this->name_;
}
bool PlayerState::getIsUno() const
{
return this->isUno_;
}
size_t PlayerState::getRemainingCardCount() const
{
return this->remainingCardCount_;
}
void PlayerState::setRemainingCardCount(size_t x)
{
this->remainingCardCount_ = x;
}
ServerPlayerState::ServerPlayerState(std::string name, size_t remainingCardCount, bool isUno, HandCard *handCard) :
PlayerState(std::move(name), remainingCardCount, isUno), handCard_(handCard)
{
}
template<typename... T>
void ServerPlayerState::draw(T... args)
{
this->handCard_->draw(args...);
}
template<PlayerStateTypeConcept PlayerStateType>
GameState<PlayerStateType>::GameState(GameStatus gameStatus) :
gameStatus_(gameStatus), isReversed_(false), drawCount_(0), players_(), currentPlayer_(players_.begin())
{
}
template<PlayerStateTypeConcept PlayerStateType>
const std::vector<PlayerStateType> &GameState<PlayerStateType>::getPlayers() const
{
return this->players_;
}
template<PlayerStateTypeConcept PlayerStateType>
std::vector<PlayerStateType>::iterator GameState<PlayerStateType>::getCurrentPlayer() const
{
return this->currentPlayer_;
}
template<PlayerStateTypeConcept PlayerStateType>
const DiscardPile &GameState<PlayerStateType>::getDiscardPile() const
{
return this->discardPile_;
}
template<PlayerStateTypeConcept PlayerStateType>
bool GameState<PlayerStateType>::getIsReversed() const
{
return this->isReversed_;
}
template<PlayerStateTypeConcept PlayerStateType>
void GameState<PlayerStateType>::addPlayer(PlayerStateType playerState)
{
this->currentPlayer_ = this->players_.push_back(std::move(playerState), this->currentPlayer_);
}
template<PlayerStateTypeConcept PlayerStateType>
void GameState<PlayerStateType>::nextPlayer()
{
if (this->isReversed_ == false) {
if (this->currentPlayer_ == this->players_.end()) {
this->currentPlayer_ = std::next(this->currentPlayer_);
this->currentPlayer_ = this->players_.begin();
}
}
else {
if (this->currentPlayer_ == this->players_.begin()) {
this->currentPlayer_ = std::prev(this->players_.end());
}
else {
this->currentPlayer_ = std::prev(this->currentPlayer_);
}
}
}
template<PlayerStateTypeConcept PlayerStateType>
void GameState<PlayerStateType>::clearPlayers()
{
this->players_.clear();
this->currentPlayer_ = this->players_.begin();
}
template<PlayerStateTypeConcept PlayerStateType>
void GameState<PlayerStateType>::reverse()
{
this->isReversed_ ^= 1;
}
template<PlayerStateTypeConcept PlayerStateType>
void GameState<PlayerStateType>::updateStateByCard(const Card &card)
{
if (this->discardPile_.isEmpty() == false && card.canBePlayedOn(this->discardPile_.getFront()) == false) {
throw std::invalid_argument("Card cannot be played");
}
this->currentPlayer_->setRemainingCardCount(this->currentPlayer_->getRemainingCardCount() - 1);
if (card.getType() == CardType::DRAW2) {
this->drawCount_ += 2;
}
if (card.getType() == CardType::WILDDRAWFOUR) {
this->drawCount_ += 4;
}
if (card.getType() == CardType::REVERSE) {
this->reverse();
}
if (card.getType() == CardType::SKIP) {
this->nextPlayer();
}
this->nextPlayer();
this->discardPile_.add(card);
}
template<PlayerStateTypeConcept PlayerStateType>
void GameState<PlayerStateType>::updateStateByDraw()
{
if (this->drawCount_ != 0) {
this->drawCount_ = 0;
}
}
ClientGameState::ClientGameState(GameStatus gameStatus, Player player) : GameState(gameStatus), player(std::move(player)) {}
ServerGameState::ServerGameState() : GameState(GameStatus::WAITING_PLAYERS_TO_JOIN) {}
void ServerGameState::updateStateByDraw()
{
if (this->drawCount_ == 0) {
this->drawCount_ = 1;
}
this->currentPlayer_->draw(this->deck_.draw(this->drawCount_));
this->drawCount_ = 0;
}
} // namespace UNO::GAME

172
src/game/GameState.h Normal file
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@@ -0,0 +1,172 @@
/**
* @file GameState.h
*
* @author Yuzhe Guo
* @date 2025.11.16
*/
#ifndef UNO_GAME_GAMESTATE_H
#define UNO_GAME_GAMESTATE_H
#include "CardTile.h"
#include "Player.h"
#include <string>
namespace UNO::GAME {
/**
* 玩家状态
*/
class PlayerState {
protected:
std::string name_;
size_t remainingCardCount_;
bool isUno_;
public:
PlayerState(std::string name, size_t remainingCardCount, bool isUno);
/**
* @return 玩家名字
*/
[[nodiscard]] std::string getName() const;
/**
* @return 玩家是否处于 UNO 状态
*/
[[nodiscard]] bool getIsUno() const;
/**
* @return 玩家手中剩余的牌的数量
*/
[[nodiscard]] size_t getRemainingCardCount() const;
void setRemainingCardCount(size_t x);
};
/**
* (供客户端使用)玩家状态
*/
class ClientPlayerState : public PlayerState {};
/**
* (供服务端使用)玩家状态
*/
class ServerPlayerState : public PlayerState {
private:
HandCard *handCard_;
public:
explicit ServerPlayerState(std::string name, size_t remainingCardCount, bool isUno, HandCard *handCard);
template<typename... T>
void draw(T... args);
};
/**
* 游戏状态
*/
enum class GameStatus : uint8_t {
WAITING_PLAYERS_TO_JOIN,
WAITING_PLAYERS_TO_START,
WAITING_PLAYERS_TO_NEXT_TURN,
WAITING_PLAYERS_TO_NEXT_ROUND
};
/**
* 保证模板使用的是 PlayerState 的派生类
*/
template<typename PlayerStateType>
concept PlayerStateTypeConcept = std::is_base_of_v<PlayerState, PlayerStateType>;
/**
* 游戏具体状态
* @tparam PlayerStateType PlayerState 的派生类
*/
template<PlayerStateTypeConcept PlayerStateType>
class GameState {
protected:
explicit GameState(GameStatus gameStatus);
GameStatus gameStatus_;
DiscardPile discardPile_;
bool isReversed_;
size_t drawCount_;
std::vector<PlayerStateType> players_;
std::vector<PlayerStateType>::iterator currentPlayer_;
public:
virtual ~GameState() = default;
/**
* @return 所有玩家状态
*/
[[nodiscard]] const std::vector<PlayerStateType> &getPlayers() const;
/**
* @return 当前玩家对应的 iterator
*/
[[nodiscard]] std::vector<PlayerStateType>::iterator getCurrentPlayer() const;
/**
* @return 弃牌堆
*/
[[nodiscard]] const DiscardPile &getDiscardPile() const;
/**
* @return 是否反转
*/
[[nodiscard]] bool getIsReversed() const;
/**
* 向对局中添加玩家
* @param playerState 要添加的玩家状态
*/
void addPlayer(PlayerStateType playerState);
/**
* 下一个玩家
*/
void nextPlayer();
/**
* 清空玩家
*/
void clearPlayers();
/**
* 反转
*/
void reverse();
/**
* 由于用户出牌而改变状态
* @param card 用户出的牌
*/
void updateStateByCard(const Card &card);
/**
* 由于用户摸牌而改变状态
*/
void virtual updateStateByDraw();
};
class ClientGameState final : public GameState<ClientPlayerState> {
public:
Player player;
ClientGameState(GameStatus gameStatus, Player player);
};
class ServerGameState final : public GameState<ServerPlayerState> {
private:
Deck deck_;
public:
ServerGameState();
/**
* 由于用户摸牌而改变状态
*/
void updateStateByDraw() override;
};
} // namespace UNO::GAME
#endif // UNO_GAME_GAMESTATE_H