Files
uno-game/src/game/GameState.h
Kieran Kihn e78741bd9d refactor(game): encapsulate Player and ClientGameState state management
- Replaced public `Player::handCard` pointer with private `HandCard` member.
- Introduced `draw`, `play`, and `getCards` methods in `Player` and `ClientGameState`.
- Modified `ClientGameState` constructor to accept player name instead of `Player` object.
- Updated tests to reflect new `Player` and `ClientGameState` structure.
2025-11-18 17:15:07 +08:00

377 lines
9.6 KiB
C++

/**
* @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 <stdexcept>
#include <string>
namespace UNO::GAME {
/**
* 玩家状态
*/
class PlayerState {
protected:
std::string name_;
size_t remainingCardCount_;
bool isUno_;
PlayerState(std::string name, size_t remainingCardCount, bool isUno);
public:
virtual ~PlayerState() = default;
/**
* @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;
/**
* 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 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 final : public PlayerState {
private:
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;
};
/**
* 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_;
/**
* 反转
*/
void reverse();
/**
* 下一个玩家
*/
void nextPlayer();
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;
[[nodiscard]] size_t getDrawCount() const;
/**
* 向对局中添加玩家
* @param playerState 要添加的玩家状态
*/
void addPlayer(PlayerStateType playerState);
/**
* 清空玩家
*/
void clearPlayers();
/**
* 由于用户出牌而改变状态
* @param card 用户出的牌
*/
void virtual updateStateByCard(const Card &card);
/**
* 由于用户摸牌而改变状态
*/
void virtual updateStateByDraw();
};
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>
size_t GameState<PlayerStateType>::getDrawCount() const
{
return this->drawCount_;
}
template<PlayerStateTypeConcept PlayerStateType>
void GameState<PlayerStateType>::addPlayer(PlayerStateType playerState)
{
int currentPlayerIndex = this->currentPlayer_ - this->players_.begin();
this->players_.push_back(std::move(playerState));
this->currentPlayer_ = this->players_.begin() + currentPlayerIndex;
}
template<PlayerStateTypeConcept PlayerStateType>
void GameState<PlayerStateType>::nextPlayer()
{
if (this->isReversed_ == false) {
this->currentPlayer_ = std::next(this->currentPlayer_);
if (this->currentPlayer_ == this->players_.end()) {
this->currentPlayer_ = this->players_.begin();
}
}
else {
if (this->currentPlayer_ == this->players_.begin()) {
this->currentPlayer_ = this->players_.end();
}
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(), this->drawCount_) == false) {
throw std::invalid_argument("Card cannot be played");
}
this->currentPlayer_->play(card);
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_ = 1;
}
this->currentPlayer_->draw(this->drawCount_, {});
this->drawCount_ = 0;
this->nextPlayer();
}
class ClientGameState final : public GameState<ClientPlayerState> {
private:
Player player_;
public:
ClientGameState(GameStatus gameStatus, std::string name);
/**
* 获得当前手牌
* @return 当前手牌的集合
*/
[[nodiscard]] const std::multiset<Card> &getCards() const;
/**
* 摸一张牌
* @param card 摸的牌
*/
void draw(const Card &card);
/**
* 摸多张牌
* @param cards 摸的牌
*/
void draw(const std::vector<Card> &cards);
/**
* 打出一张牌
* @param it 要打出的手牌的迭代器
* @return 打出的手牌
*/
Card play(const std::multiset<Card>::iterator &it);
/**
* @return 手牌是否为空
*/
[[nodiscard]] bool isEmpty() const;
};
class ServerGameState final : public GameState<ServerPlayerState> {
private:
Deck deck_;
public:
ServerGameState();
/**
* 开始游戏
*/
void init();
/**
* 由于用户摸牌而改变状态
*/
void updateStateByDraw() override;
};
} // namespace UNO::GAME
#endif // UNO_GAME_GAMESTATE_H