package main import ( "errors" "fmt" ) //DummyGame Creates a dummygame func DummyGame() (*Game, error) { g := &Game{ board: NewBoard(4), state: gameSetup, } //Setup terrain terrain := []struct { x, y, t int }{ {1, 1, 1}, {2, 2, 1}, } for _, tt := range terrain { res, err := g.board.AddTerrain(tt.x, tt.y, tt.t) if err != nil { return nil, err } if !res { return nil, errors.New("Error creating terrain") } } pieces := []struct { x, y int p *Piece }{ {0, 0, NewPiece(Flag, Blue)}, {3, 0, NewPiece(Spy, Blue)}, {2, 0, NewPiece(Captain, Blue)}, {3, 1, NewPiece(Marshal, Blue)}, {0, 1, NewPiece(Bomb, Blue)}, {1, 2, NewPiece(Flag, Red)}, {3, 2, NewPiece(Spy, Red)}, {2, 3, NewPiece(Captain, Red)}, {0, 2, NewPiece(Marshal, Red)}, {0, 3, NewPiece(Bomb, Red)}, } for _, tt := range pieces { res, err := g.SetupPiece(tt.x, tt.y, tt.p) if err != nil { return nil, fmt.Errorf("Piece %v,%v:%v", tt.x, tt.y, err) } if !res { return nil, errors.New("error placing dummy piece") } } _, err := g.SetupPiece(0, 0, NewPiece(Flag, Blue)) if err != nil { return nil, err } return g, nil } //func main() { // //red := NewDummyPlayer(Red) //blue := NewDummyPlayer(Blue) // _, err := DummyGame() // if err != nil { // panic(err) // } // return //} func addpiece(game *Game, rank int, c Colour, x int, y int) { res, err := game.SetupPiece(x, y, NewPieceFromInt(rank, c)) if err != nil { panic(err) } if !res { panic("can't setup") } } func addriver(game *Game, x int, y int) { res, err := game.board.AddTerrain(x, y, 1) if err != nil { panic(err) } if !res { panic("can't river") } } func printboardcolours(g *Game) { for i := range g.board.board { for j := range g.board.board[i] { c := "X" if g.board.board[i][j].colour == Red { c = "R" } else if g.board.board[i][j].colour == Blue { c = "B" } fmt.Printf("%v", c) } fmt.Println("") } }