309 lines
6.7 KiB
Go
309 lines
6.7 KiB
Go
package game
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import (
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"fmt"
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"strconv"
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"strings"
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)
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type GameStatus int
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const (
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StatusLobby = iota
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StatusReady
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StatusPlaying
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StatusStop
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StatusSentinalWin
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StatusScourgeWin
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StatusDraw
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)
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const (
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SentinalID = 1
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ScourgeID = 2
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)
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func (g GameStatus) String() string {
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return []string{"Lobby", "Ready", "Playing", "Stopped"}[g]
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}
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type Game struct {
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GameBoard *Board
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SentinalPlayer *Player
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ScourgePlayer *Player
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SentinalDeck *Deck
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ScourgeDeck *Deck
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CurrentTurn int
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CardBuffer []Card
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CanDraw bool
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HasDrawn bool
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Status GameStatus
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}
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func NewGame() *Game {
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deckA := NewDeck()
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deckB := NewDeck()
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deckA.Shuffle()
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deckB.Shuffle()
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return &Game{
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GameBoard: NewBoard(),
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SentinalPlayer: NewPlayer("Sentinal", SentinalID),
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ScourgePlayer: NewPlayer("Scourge", ScourgeID),
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SentinalDeck: deckA,
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ScourgeDeck: deckB,
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CurrentTurn: 0, //start with no turn
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CardBuffer: []Card{},
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CanDraw: false,
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HasDrawn: false,
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Status: StatusLobby,
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}
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}
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func (g *Game) String() string {
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return fmt.Sprintf("Sen(%v): %v\n\n%v\n\nSco(%v): %v\nStatus:%v Draw:%v Turn:%v\n%v\n", g.SentinalPlayer.Life, g.SentinalPlayer.Hand, g.GameBoard, g.ScourgePlayer.Life, g.ScourgePlayer.Hand, g.Status, g.CanDraw, g.CurrentTurn, g.CardBuffer)
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}
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func (g *Game) Parse(cmd *Command) *CommandResult {
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if g.Status != StatusLobby || g.Status != StatusReady || g.Status != StatusPlaying {
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return &CommandResult{
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PlayerID: cmd.PlayerID,
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ResultType: cmd.Type,
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StateResult: NewView(cmd.PlayerID, g),
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ActionResult: nil,
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DebugResult: g,
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}
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}
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var state_res *GameView
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var action_res []Card
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var debug_res *Game
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var res_type CmdType
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if cmd.Type == ActCmd {
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action_res = g.PlayerAct(cmd.PlayerID, cmd.Cmd)
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res_type = ActCmd
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} else if cmd.Type == StateCmd {
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state_res = g.PlayerStateAct(cmd.PlayerID, cmd.Cmd)
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res_type = StateCmd
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} else {
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debug_res = g
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res_type = DebugCmd
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}
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g.StateChanges()
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return &CommandResult{
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PlayerID: cmd.PlayerID,
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ResultType: res_type,
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StateResult: state_res,
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ActionResult: action_res,
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DebugResult: debug_res,
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}
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}
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func (g *Game) StateChanges() {
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//check for no actions first
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if len(g.SentinalPlayer.Hand) == 0 && g.SentinalDeck.Size() == 0 {
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if g.GameBoard.Empty(SentinalID) {
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g.Status = StatusScourgeWin
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}
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}
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if len(g.ScourgePlayer.Hand) == 0 && g.ScourgeDeck.Size() == 0 {
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if g.GameBoard.Empty(ScourgeID) {
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g.Status = StatusSentinalWin
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}
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}
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//check life
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//this is second on purpose so that it shadows deck out win conditions
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//if you use your last action to win the game, you should actually win
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if g.SentinalPlayer.Life < 0 {
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g.Status = StatusScourgeWin
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}
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if g.ScourgePlayer.Life < 0 {
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g.Status = StatusSentinalWin
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}
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if g.ScourgePlayer.Life < 0 && g.SentinalPlayer.Life < 0 {
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g.Status = StatusDraw
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}
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}
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func (g *Game) PlayerStateAct(id int, cmd string) *GameView {
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switch cmd {
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case "g":
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//game state
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return NewView(id, g)
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case "b":
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//begin game
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g.Status = StatusReady
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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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case "s":
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//start turn
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if g.Status == StatusReady { //first turn
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g.Status = StatusPlaying
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g.CurrentTurn = id
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g.CanDraw = false
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g.HasDrawn = true
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} else {
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g.CanDraw = true
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g.HasDrawn = false
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}
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if id != g.CurrentTurn {
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return nil
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}
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if id == SentinalID {
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for _, v := range g.GameBoard.Sentinal {
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v.Upkeep(g)
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}
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} else {
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for _, v := range g.GameBoard.Scourge {
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v.Upkeep(g)
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}
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}
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case "e":
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//end turn and clean up
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if id != g.CurrentTurn {
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return nil
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}
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g.CardBuffer = []Card{}
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if id == SentinalID {
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for _, v := range g.GameBoard.Sentinal {
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v.Endstep(g)
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}
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} else {
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for _, v := range g.GameBoard.Scourge {
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v.Endstep(g)
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}
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}
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if g.CurrentTurn == SentinalID {
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g.CurrentTurn = ScourgeID
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} else {
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g.CurrentTurn = SentinalID
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}
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}
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return NewView(id, g)
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}
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func (g *Game) PlayerAct(id int, cmd string) []Card {
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if id != g.CurrentTurn {
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return nil
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}
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var curr *Player
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var opp *Player
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var currD *Deck
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if id == g.SentinalPlayer.Id {
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curr = g.SentinalPlayer
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opp = g.ScourgePlayer
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currD = g.SentinalDeck
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} else {
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curr = g.ScourgePlayer
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opp = g.SentinalPlayer
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currD = g.ScourgeDeck
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}
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cmd_s := strings.Split(cmd, " ")
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if len(cmd_s) < 1 {
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return nil
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}
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switch cmd_s[0] {
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case "s":
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//scry: return scry options off top of deck
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if !g.CanDraw || len(g.CardBuffer) > 0 {
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return nil
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}
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g.CardBuffer = currD.Scry(curr.Life)
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return g.CardBuffer
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case "d":
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//draw: return player hand
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if !g.CanDraw {
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return nil
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}
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if len(cmd_s) != 2 || !g.CanDraw {
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return nil
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}
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x_i, err := strconv.Atoi(cmd_s[1])
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if err != nil {
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panic(err)
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}
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x := g.CardBuffer[x_i]
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buf := g.CardBuffer
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for i, v := range buf {
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if v == x {
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buf = append(buf[:i], buf[i+1:]...)
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}
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}
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currD.Bottom(buf)
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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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return curr.Hand
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case "m":
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//move: return player board or [] if invalid
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if len(cmd_s) != 3 {
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return nil
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}
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if !g.HasDrawn {
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return nil
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}
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x_i, _ := strconv.Atoi(cmd_s[1])
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y_i, _ := strconv.Atoi(cmd_s[2])
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res := g.GameBoard.Move(g.CurrentTurn, x_i, y_i)
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if res {
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return g.GameBoard.GetRow(g.CurrentTurn)
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} else {
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return []Card{}
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}
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case "a":
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//attack
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if len(cmd_s) != 3 {
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return nil
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}
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if !g.HasDrawn {
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return nil
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}
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x_i, _ := strconv.Atoi(cmd_s[1])
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y_i, _ := strconv.Atoi(cmd_s[2])
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res := g.GameBoard.Attack(g.CurrentTurn, x_i, y_i)
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if res == 1 {
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opp.Life = opp.Life - 1
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return g.GameBoard.GetRow(g.CurrentTurn)
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} else if res == 0 {
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return g.GameBoard.GetRow(g.CurrentTurn)
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} else {
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fmt.Println("can't attack")
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return []Card{}
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}
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case "p":
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//play: return player boad or [] if invalid
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if len(cmd_s) != 3 {
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fmt.Println("not enough arguments")
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return nil
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}
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if !g.HasDrawn {
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return nil
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}
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x_i, _ := strconv.Atoi(cmd_s[1])
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y_i, _ := strconv.Atoi(cmd_s[2])
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card := curr.Hand[x_i]
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if g.GameBoard.CanPlay(g.CurrentTurn, &card, y_i) {
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curr.Hand[x_i].Cast(g)
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}
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res := g.GameBoard.Play(g.CurrentTurn, &card, y_i)
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if res {
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curr.Hand[x_i].Enters(g)
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curr.Hand = append(curr.Hand[:x_i], curr.Hand[x_i+1:]...)
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return g.GameBoard.GetRow(g.CurrentTurn)
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} else {
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fmt.Println("couldn't play")
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return []Card{}
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}
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default:
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fmt.Println("Invalid act command")
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return nil
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}
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return nil
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}
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