maybe don't give sentinal scourges deck huh
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6eb24636e5
commit
d8777b0dda
@ -20,12 +20,13 @@ func (d *Deck) String() string {
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}
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func NewDeck(owner int) *Deck {
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cards := []*Card{NewCard(0, owner, -1, uuid.Nil)}
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cards := []*Card{}
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for i := 0; i < 3; i++ {
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for j := 1; j < 9; j++ {
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cards = append(cards, NewCard(j, owner, -1, uuid.Nil))
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}
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}
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cards = append(cards, NewCard(0, owner, -1, uuid.Nil))
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return &Deck{
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Cards: cards,
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}
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@ -38,13 +39,11 @@ func DeckFromCards(c []*Card) *Deck {
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}
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func (d *Deck) Shuffle() {
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cards := d.Cards
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r := rand.New(rand.NewSource(time.Now().UnixNano()))
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for i := range cards {
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for i := range d.Cards {
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j := r.Intn(i + 1)
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cards[i], cards[j] = cards[j], cards[i]
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d.Cards[i], d.Cards[j] = d.Cards[j], d.Cards[i]
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}
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d.Cards = cards
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}
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func (d *Deck) Scry(s int) []*Card {
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@ -28,6 +28,9 @@ func AddEffect(c *Card, e *Effect) {
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log.Println("Can't add effect to empty card")
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return
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}
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if c.Position < 0 {
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log.Println("trying to apply effect to card not on the board")
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}
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for _, v := range c.Effects {
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if v.Owner == e.Owner && v.ID == e.ID && v.Target == e.Target {
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log.Println("can't stack effects")
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@ -151,6 +151,8 @@ func (g *Game) StateChanges() {
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func (g *Game) PlayerStateAct(id int, cmd string) *GameView {
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switch cmd {
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case "d":
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Debug(g)
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case "g":
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//game state
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return NewView(id, g)
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@ -160,8 +162,9 @@ func (g *Game) PlayerStateAct(id int, cmd string) *GameView {
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//TODO check for ready on both accounts first
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g.SentinalPlayer.Hand = g.SentinalDeck.Cards[len(g.SentinalDeck.Cards)-5 : len(g.SentinalDeck.Cards)]
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g.SentinalDeck.Cards = g.SentinalDeck.Cards[0 : len(g.SentinalDeck.Cards)-5]
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g.ScourgePlayer.Hand = g.ScourgeDeck.Cards[len(g.ScourgeDeck.Cards)-5 : len(g.ScourgeDeck.Cards)]
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g.SentinalDeck.Cards = g.ScourgeDeck.Cards[0 : len(g.ScourgeDeck.Cards)-5]
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g.ScourgeDeck.Cards = g.ScourgeDeck.Cards[0 : len(g.ScourgeDeck.Cards)-5]
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case "s":
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//start turn
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if g.Status == StatusReady { //first turn
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@ -255,13 +258,11 @@ func (g *Game) PlayerAct(id int, cmd string) *Deck {
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return nil
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}
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x := g.CardBuffer.Cards[x_i]
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buf := g.CardBuffer
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for i, v := range buf.Cards {
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if v == x {
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buf.Cards = append(buf.Cards[:i], buf.Cards[i+1:]...)
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if x.Owner != g.CurrentTurn {
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log.Println("drew a card from our deck that isn't our own")
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}
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}
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currD.Bottom(buf.Cards)
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g.CardBuffer.Cards = append(g.CardBuffer.Cards[:x_i], g.CardBuffer.Cards[x_i+1:]...)
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currD.Bottom(g.CardBuffer.Cards)
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curr.Hand = append(curr.Hand, x)
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g.CanDraw = false
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g.HasDrawn = true
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@ -363,6 +364,9 @@ func (g *Game) PlayerAct(id int, cmd string) *Deck {
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log.Println(err)
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return nil
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}
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if x_i < 0 || x_i > len(curr.Hand) {
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return nil
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}
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card := curr.Hand[x_i]
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shouldPlace := true
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if g.GameBoard.CanPlay(g.CurrentTurn, card, y_i) {
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@ -383,3 +387,7 @@ func (g *Game) PlayerAct(id int, cmd string) *Deck {
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}
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return nil
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}
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func Debug(g *Game) {
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return
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}
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