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