refactor(game): introduce draw and play methods in PlayerState and subclasses

- Replaced `setRemainingCardCount` with `draw` and `play` methods.
- Added virtual overrides for player-specific behaviors in `ClientPlayerState` and `ServerPlayerState`.
- Refactored `ServerGameState::init` to centralize deck and discard pile setup.
- Updated `updateStateByDraw` to leverage `PlayerState::draw` for consistency.
This commit is contained in:
Kieran Kihn
2025-11-17 21:16:50 +08:00
parent 03e1d363e2
commit ebac6291b0
2 changed files with 129 additions and 43 deletions

View File

@@ -15,7 +15,6 @@ namespace UNO::GAME {
{
}
std::string PlayerState::getName() const
{
return this->name_;
@@ -30,59 +29,100 @@ namespace UNO::GAME {
{
return this->remainingCardCount_;
}
void PlayerState::setRemainingCardCount(size_t x)
{
this->remainingCardCount_ = x;
}
void PlayerState::setIsUno(bool x)
{
this->isUno_ = x;
}
void PlayerState::draw(size_t n, const std::vector<Card> &cards)
{
this->remainingCardCount_ += n;
}
Card PlayerState::play(const Card &card)
{
this->remainingCardCount_--;
return card;
}
ClientPlayerState::ClientPlayerState(std::string name, size_t remainingCardCount, bool isUno) :
PlayerState(std::move(name), remainingCardCount, isUno)
{
}
ServerPlayerState::ServerPlayerState(std::string name, size_t remainingCardCount, bool isUno, HandCard *handCard) :
PlayerState(std::move(name), remainingCardCount, isUno), handCard(handCard)
void ClientPlayerState::draw(size_t n, const std::vector<Card> &cards)
{
PlayerState::draw(n, cards);
}
Card ClientPlayerState::play(const Card &card)
{
return PlayerState::play(card);
}
ServerPlayerState::ServerPlayerState(std::string name, size_t remainingCardCount, bool isUno) :
PlayerState(std::move(name), remainingCardCount, isUno)
{
}
const std::multiset<Card> &ServerPlayerState::getCards() const
{
return this->handCard_.getCards();
}
void ServerPlayerState::draw(size_t x, const std::vector<Card> &cards)
{
PlayerState::draw(x, cards);
this->handCard_.draw(cards);
}
Card ServerPlayerState::play(const Card &card)
{
PlayerState::play(card);
for (auto it = this->handCard_.getCards().begin();; it++) {
if (it == this->handCard_.getCards().end()) {
throw std::invalid_argument("Card not found in hand");
}
if (card.getType() == it->getType()
&& (card.getType() == CardType::WILD || card.getType() == CardType::WILDDRAWFOUR || card.getColor() == it->getColor())) {
this->handCard_.play(it);
break;
}
}
return PlayerState::play(card);
}
bool ServerPlayerState::isEmpty() const
{
return this->handCard_.isEmpty();
}
ClientGameState::ClientGameState(GameStatus gameStatus, Player player) : GameState(gameStatus), player(std::move(player)) {}
ServerGameState::ServerGameState() : GameState(GameStatus::WAITING_PLAYERS_TO_JOIN) {}
void ServerGameState::updateStateByCard(const Card &card)
void ServerGameState::init()
{
if (this->discardPile_.isEmpty() == false && card.canBePlayedOn(this->discardPile_.getFront()) == false) {
throw std::invalid_argument("Card cannot be played");
deck_.clear(), discardPile_.clear();
while (discardPile_.isEmpty() || discardPile_.getFront().getType() > CardType::NUM9) {
discardPile_.add(deck_.draw());
}
const auto &handCardSet = this->getCurrentPlayer()->handCard->getCards();
for (auto it = handCardSet.begin(); ; it++) {
if (it == handCardSet.end()) {
throw std::invalid_argument("Card not found in hand");
}
if (card.getType() == it->getType() && (card.getType() == CardType::WILD || card.getType() == CardType::WILDDRAWFOUR || card.getColor() == it->getColor())) {
this->getCurrentPlayer()->handCard->play(it);
break;
for (size_t i = 0; i < 7; i++) {
for (auto &player : this->players_) {
player.draw(1, this->deck_.draw(1));
}
}
GameState::updateStateByCard(card);
}
void ServerGameState::updateStateByDraw()
{
if (this->drawCount_ == 0) {
this->drawCount_ = 1;
}
this->currentPlayer_->handCard->draw(this->deck_.draw(this->drawCount_));
GameState::updateStateByDraw();
this->currentPlayer_->draw(this->drawCount_, deck_.draw(this->drawCount_));
this->drawCount_ = 0;
this->nextPlayer();
}
} // namespace UNO::GAME

View File

@@ -23,9 +23,11 @@ namespace UNO::GAME {
size_t remainingCardCount_;
bool isUno_;
public:
PlayerState(std::string name, size_t remainingCardCount, bool isUno);
public:
virtual ~PlayerState() = default;
/**
* @return 玩家名字
*/
@@ -41,35 +43,80 @@ namespace UNO::GAME {
*/
[[nodiscard]] size_t getRemainingCardCount() const;
/**
* 将剩余手牌设置为 x 张
* @param x 要设置的张数
*/
void setRemainingCardCount(size_t x);
/**
* 设置 Uno 状态
* @param x Uno 状态
*/
void setIsUno(bool x);
/**
* 摸牌
* @param n 摸的张数
* @param cards 摸到的牌
*/
void virtual draw(size_t n, const std::vector<Card> &cards);
/**
* 出一张牌
*/
Card virtual play(const Card &card);
};
/**
* (供客户端使用)玩家状态
*/
class ClientPlayerState : public PlayerState {
class ClientPlayerState final : public PlayerState {
public:
ClientPlayerState(std::string name, size_t remainingCardCount, bool isUno);
/**
* 摸牌
* @param n 摸的张数
* @param cards 摸的牌
*/
void draw(size_t n, const std::vector<Card> &cards) override;
/**
* 出一张牌
*/
Card play(const Card &card) override;
};
/**
* (供服务端使用)玩家状态
*/
class ServerPlayerState : public PlayerState {
public:
explicit ServerPlayerState(std::string name, size_t remainingCardCount, bool isUno, HandCard *handCard);
class ServerPlayerState final : public PlayerState {
private:
HandCard handCard_;
HandCard *handCard;
public:
explicit ServerPlayerState(std::string name, size_t remainingCardCount, bool isUno);
/**
* 获得当前手牌
* @return 当前手牌的集合
*/
[[nodiscard]] const std::multiset<Card> &getCards() const;
/**
* 摸牌
* @param x 摸的张数
* @param cards 摸的牌
*/
void draw(size_t x, const std::vector<Card> &cards) override;
/**
* 打出一张牌
* @param card 要打出的手牌
* @return 打出的手牌
*/
Card play(const Card &card) override;
/**
* @return 手牌是否为空
*/
[[nodiscard]] bool isEmpty() const;
};
/**
@@ -241,7 +288,7 @@ namespace UNO::GAME {
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);
this->currentPlayer_->play(card);
if (card.getType() == CardType::DRAW2) {
this->drawCount_ += 2;
}
@@ -264,7 +311,7 @@ namespace UNO::GAME {
if (this->drawCount_ == 0) {
this->drawCount_ = 1;
}
this->currentPlayer_->setRemainingCardCount((this->currentPlayer_->getRemainingCardCount() + this->drawCount_));
this->currentPlayer_->draw(this->drawCount_, {});
this->drawCount_ = 0;
this->nextPlayer();
}
@@ -284,10 +331,9 @@ namespace UNO::GAME {
ServerGameState();
/**
* 由于用户出牌而改变状态
* @param card 用户出的牌
* 开始游戏
*/
void updateStateByCard(const Card &card) override;
void init();
/**
* 由于用户摸牌而改变状态