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CardGames.State.pas
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{******************************************************************************}
{ }
{ CardGames.State: }
{ State Pattern of Card Games }
{ }
{ Copyright (c) 2024 }
{ Author: Carlo Barazzetta }
{ Contributor: Lorenzo Barazzetta }
{ }
{ https://github.com/carloBarazzetta/CARD_Games_Delphi }
{ }
{******************************************************************************}
{ }
{ Licensed under the Apache License, Version 2.0 (the "License"); }
{ you may not use this file except in compliance with the License. }
{ You may obtain a copy of the License at }
{ }
{ http://www.apache.org/licenses/LICENSE-2.0 }
{ }
{ Unless required by applicable law or agreed to in writing, software }
{ distributed under the License is distributed on an "AS IS" BASIS, }
{ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. }
{ See the License for the specific language governing permissions and }
{ limitations under the License. }
{ }
{******************************************************************************}
unit CardGames.State;
interface
uses
System.Generics.Collections
, System.Generics.Defaults
, CardGames.Model
, CardGames.Engine
;
type
TGameState = class
protected
FEngine: TCardGameEngine;
public
constructor Create(const AEngine: TCardGameEngine);
procedure EnterState; virtual; abstract;
procedure PickCardFromDeck(const AMode: TPickCardMode); virtual; abstract;
procedure PlayCard(const ACard: TCardGameCard); virtual; abstract;
procedure EndTurn; virtual; abstract;
procedure CalculateScore; virtual; abstract;
end;
TGameStateSetup = class(TGameState)
public
procedure EnterState; override;
procedure PickCardFromDeck(const AMode: TPickCardMode); override;
procedure PlayCard(const ACard: TCardGameCard); override;
procedure EndTurn; override;
procedure CalculateScore; override;
end;
TGameStatePlayerTurn = class(TGameState)
public
procedure EnterState; override;
procedure PickCardFromDeck(const AMode: TPickCardMode); override;
procedure PlayCard(const ACard: TCardGameCard); override;
procedure EndTurn; override;
procedure CalculateScore; override;
end;
TGameStateEndTurn = class(TGameState)
public
procedure EnterState; override;
procedure PickCardFromDeck(const AMode: TPickCardMode); override;
procedure PlayCard(const ACard: TCardGameCard); override;
procedure EndTurn; override;
procedure CalculateScore; override;
end;
TGameStateGameOver = class(TGameState)
public
procedure EnterState; override;
procedure PickCardFromDeck(const AMode: TPickCardMode); override;
procedure PlayCard(const ACard: TCardGameCard); override;
procedure EndTurn; override;
procedure CalculateScore; override;
end;
implementation
{ TGameStateSetup }
procedure TGameStateSetup.PickCardFromDeck(const AMode: TPickCardMode);
begin
// Nessuna azione in fase di setup
end;
procedure TGameStateSetup.PlayCard(const ACard: TCardGameCard);
begin
// Nessuna azione in fase di setup
end;
procedure TGameStateSetup.EndTurn;
begin
// Nessuna azione in fase di setup
end;
procedure TGameStateSetup.EnterState;
begin
// FController.CardGame.DealCardsToPlayers(5); // Distribuisce le carte
// FController.ChangeState(TGameStatePlayerTurn.Create(FController)); // Passa al turno del giocatore
end;
procedure TGameStateSetup.CalculateScore;
begin
// Nessuna azione in fase di setup
end;
{ TGameStatePlayerTurn }
procedure TGameStatePlayerTurn.EnterState;
begin
// Visualizza il turno del giocatore nella view
FController.NotifyObservers(FController.CurrentPlayer);
end;
procedure TGameStatePlayerTurn.PickCardFromDeck(const AMode: TPickCardMode);
begin
FController.CurrentPlayer.PickCardFromDeck(AMode);
end;
procedure TGameStatePlayerTurn.PlayCard(const ACard: TCardGameCard);
begin
FController.PlayCard(aCard);
end;
procedure TGameStatePlayerTurn.EndTurn;
begin
FController.ChangeState(TGameStateEndTurn.Create(FController)); // Passa alla fine del turno
end;
procedure TGameStatePlayerTurn.CalculateScore;
begin
// Nessuna azione durante il turno del giocatore
end;
{ TGameStateEndTurn }
procedure TGameStateEndTurn.EnterState;
begin
if FController.IsGameOver then
FController.ChangeState(TGameStateGameOver.Create(FController)) // Passa alla fine della partita
else
begin
FController.NextTurn;
FController.ChangeState(TGameStatePlayerTurn.Create(FController)); // Passa al prossimo giocatore
end;
end;
procedure TGameStateEndTurn.PickCardFromDeck(const AMode: TPickCardMode);
begin
// Nessuna azione alla fine del turno
end;
procedure TGameStateEndTurn.PlayCard(const ACard: TCardGameCard);
begin
// Nessuna azione alla fine del turno
end;
procedure TGameStateEndTurn.EndTurn;
begin
// Nessuna azione alla fine del turno
end;
procedure TGameStateEndTurn.CalculateScore;
begin
FController.CalculateScore;
end;
{ TGameStateGameOver }
procedure TGameStateGameOver.EnterState;
begin
FController.CalculateScore; // Calcola il punteggio finale
FController.NotifyObservers(FController.CardGame);
end;
procedure TGameStateGameOver.PickCardFromDeck(const AMode: TPickCardMode);
begin
// Nessuna azione alla fine della partita
end;
procedure TGameStateGameOver.PlayCard(const ACard: TCardGameCard);
begin
// Nessuna azione alla fine della partita
end;
procedure TGameStateGameOver.EndTurn;
begin
// Nessuna azione alla fine della partita
end;
procedure TGameStateGameOver.CalculateScore;
begin
// Giŕ fatto in EnterState
end;
end.