tome_game/game.go

572 lines
14 KiB
Go

package tome_game
import (
"fmt"
"log"
"strconv"
"strings"
. "git.saintnet.tech/tomecraft/tome_lib"
)
type Game struct {
GameBoard *Board
SentinalPlayer *Player
ScourgePlayer *Player
SentinalDeck *Deck
ScourgeDeck *Deck
SentinalGrave *Deck
ScourgeGrave *Deck
CurrentTurn int
CardBuffer *Deck
ScryBuffer int
BottomBuffer int
CanDraw bool
HasDrawn bool
QueuedEffect *Effect
TargetReq TargetStatus
Status GameStatus
}
func NewGame(sentDeck []int, scoDeck []int) *Game {
deckA := LoadDeck(SentinalID, sentDeck)
deckB := LoadDeck(ScourgeID, scoDeck)
return &Game{
GameBoard: NewBoard(),
SentinalPlayer: NewPlayer("Sentinal", SentinalID),
ScourgePlayer: NewPlayer("Scourge", ScourgeID),
SentinalDeck: deckA,
ScourgeDeck: deckB,
SentinalGrave: DeckFromCards([]*Card{}),
ScourgeGrave: DeckFromCards([]*Card{}),
CurrentTurn: 0, //start with no turn
CardBuffer: DeckFromCards([]*Card{}),
ScryBuffer: 0,
BottomBuffer: 0,
CanDraw: false,
HasDrawn: false,
QueuedEffect: nil,
TargetReq: TargetNone,
Status: StatusLobby,
}
}
func (g *Game) String() string {
return fmt.Sprintf("Sen(%v): %v\n\n%v\n\nSco(%v): %v\nStatus:%v Draw:%v Turn:%v\nBuffers\nCardBuffer:%v\nSB:%v BB:%v\nEffectTarget:%v\nQueuedEffect:%v\n", g.SentinalPlayer.Life, g.SentinalPlayer.Hand, g.GameBoard, g.ScourgePlayer.Life, g.ScourgePlayer.Hand, g.Status, g.CanDraw, g.CurrentTurn, g.CardBuffer, g.ScryBuffer, g.BottomBuffer, g.TargetReq, g.QueuedEffect)
}
func (g *Game) Parse(cmd *Command) *CommandResult {
if g.Status == StatusDraw || g.Status == StatusScourgeWin || g.Status == StatusSentinalWin || g.Status == StatusStop {
return &CommandResult{
PlayerID: cmd.PlayerID,
ResultType: cmd.Type,
StateResult: NewView(cmd.PlayerID, g),
ActionResult: nil,
DebugResult: g,
}
}
var state_res *GameView
var action_res *Deck
var debug_res *Game
var res_type CmdType
if cmd.Type == ActCmd && g.Status == StatusPlaying {
action_res = g.PlayerAct(cmd.PlayerID, cmd.Cmd)
state_res = nil
debug_res = nil
res_type = ActCmd
} else if cmd.Type == StateCmd {
state_res = g.PlayerStateAct(cmd.PlayerID, cmd.Cmd)
action_res = nil
debug_res = nil
res_type = StateCmd
} else if cmd.Type == DebugCmd {
state_res = nil
action_res = nil
debug_res = g
res_type = DebugCmd
} else {
state_res = nil
action_res = nil
debug_res = nil
res_type = InvalidCmd
}
if g.Status == StatusPlaying {
g.StateChanges()
}
return &CommandResult{
PlayerID: cmd.PlayerID,
ResultType: res_type,
StateResult: state_res,
ActionResult: action_res,
DebugResult: debug_res,
}
}
func (g *Game) StateChanges() {
//check for no actions first
if len(g.SentinalPlayer.Hand) == 0 && g.SentinalDeck.Size() == 0 {
if g.GameBoard.Empty(SentinalID) {
g.Status = StatusScourgeWin
}
}
if len(g.ScourgePlayer.Hand) == 0 && g.ScourgeDeck.Size() == 0 {
if g.GameBoard.Empty(ScourgeID) {
g.Status = StatusSentinalWin
}
}
//apply CurrentTurn player effects
for i := 0; i < len(g.GetPlayer(g.CurrentTurn).Effects); i++ {
OraclePlayerEffect(g.GetPlayer(g.CurrentTurn), g)
}
//reapply card effects
g.GameBoard.ResetCards()
for i := 0; i < len(g.GameBoard.Sentinal); i++ {
OracleTick(g.GameBoard.Sentinal[i], g) //apply effect stacks first
OracleTick(g.GameBoard.Scourge[i], g)
}
for i := 0; i < len(g.GameBoard.Sentinal); i++ {
OracleEffect(g.GameBoard.Sentinal[i], g) //activate effects
OracleEffect(g.GameBoard.Scourge[i], g)
}
//check life
//this is second on purpose so that it shadows deck out win conditions
//if you use your last action to win the game, you should actually win
if g.SentinalPlayer.Life < 0 {
g.Status = StatusScourgeWin
}
if g.ScourgePlayer.Life < 0 {
g.Status = StatusSentinalWin
}
if g.ScourgePlayer.Life < 0 && g.SentinalPlayer.Life < 0 {
g.Status = StatusDraw
}
}
func (g *Game) PlayerStateAct(id int, cmd string) *GameView {
switch cmd {
case "d":
Debug(g)
case "g":
//game state
return NewView(id, g)
case "b":
//begin game
if g.Status == StatusPlaying {
break
}
if id == SentinalID {
g.SentinalPlayer.Ready = true
} else if id == ScourgeID {
g.ScourgePlayer.Ready = true
}
if g.SentinalPlayer.Ready && g.ScourgePlayer.Ready && g.Status == StatusLobby {
g.Status = StatusReady
g.SentinalDeck.Shuffle()
g.ScourgeDeck.Shuffle()
if id == SentinalID {
g.SentinalPlayer.Hand = g.SentinalDeck.Cards[len(g.SentinalDeck.Cards)-5 : len(g.SentinalDeck.Cards)]
g.SentinalDeck.Cards = g.SentinalDeck.Cards[0 : len(g.SentinalDeck.Cards)-5]
g.ScourgePlayer.Hand = g.ScourgeDeck.Cards[len(g.ScourgeDeck.Cards)-6 : len(g.ScourgeDeck.Cards)]
g.ScourgeDeck.Cards = g.ScourgeDeck.Cards[0 : len(g.ScourgeDeck.Cards)-6]
g.CurrentTurn = SentinalID
} else {
g.SentinalPlayer.Hand = g.SentinalDeck.Cards[len(g.SentinalDeck.Cards)-6 : len(g.SentinalDeck.Cards)]
g.SentinalDeck.Cards = g.SentinalDeck.Cards[0 : len(g.SentinalDeck.Cards)-6]
g.ScourgePlayer.Hand = g.ScourgeDeck.Cards[len(g.ScourgeDeck.Cards)-5 : len(g.ScourgeDeck.Cards)]
g.ScourgeDeck.Cards = g.ScourgeDeck.Cards[0 : len(g.ScourgeDeck.Cards)-5]
g.CurrentTurn = ScourgeID
}
}
case "s":
//start turn
if g.Status == StatusReady { //first turn
g.Status = StatusPlaying
}
//skip draw step when 0 life
if g.GetPlayer(id).Life <= 0 {
g.CanDraw = false
g.HasDrawn = true
} else {
g.CanDraw = true
g.HasDrawn = false
}
if id != g.CurrentTurn {
return nil
}
for _, v := range g.GetBoard(id) {
OracleUpkeep(v, g)
}
case "e":
//end turn and clean up
if id != g.CurrentTurn {
return nil
}
if g.CanDraw == true || g.QueuedEffect != nil {
log.Println("player tried to end turn while still actions available")
return nil
}
g.CardBuffer = DeckFromCards([]*Card{})
for _, v := range g.GetBoard(id) {
OracleEndstep(v, g)
}
if g.CurrentTurn == SentinalID {
g.CurrentTurn = ScourgeID
} else {
g.CurrentTurn = SentinalID
}
}
return NewView(id, g)
}
func (g *Game) PlayerAct(id int, cmd string) *Deck {
if g.Status != StatusPlaying {
return nil
}
if id != g.CurrentTurn {
return nil
}
var curr *Player
var opp *Player
var currD *Deck
curr = g.GetPlayer(id)
opp = g.GetOpponent(id)
currD = g.GetDeck(id)
cmd_s := strings.Split(cmd, " ")
if len(cmd_s) < 1 {
return nil
}
switch cmd_s[0] {
case "s":
//scry: return scry options off top of deck
if !g.CanDraw || g.QueuedEffect != nil {
return nil
}
if g.ScryBuffer == 0 {
g.ScryBuffer = curr.Life
}
if g.CardBuffer.Size() <= 0 {
g.CardBuffer = currD.Scry(g.ScryBuffer)
}
g.ScryBuffer = 0
return g.CardBuffer
case "d":
//draw: return player hand
if !g.CanDraw || g.QueuedEffect != nil || g.BottomBuffer != 0 {
return nil
}
if len(cmd_s) != 2 || !g.CanDraw {
return nil
}
if curr.Life == 0 {
return DeckFromCards(curr.Hand)
}
x_i, err := strconv.Atoi(cmd_s[1])
if err != nil {
log.Printf("error converting draw target %v", err)
return nil
}
if x_i > g.CardBuffer.Size() || x_i < 0 {
return nil
}
x := g.CardBuffer.Cards[x_i]
if x.Owner != g.CurrentTurn {
log.Println("drew a card from our deck that isn't our own")
}
g.CardBuffer = DeckFromCards(append(g.CardBuffer.Cards[:x_i], g.CardBuffer.Cards[x_i+1:]...))
currD.Bottom(g.CardBuffer)
curr.Hand = append(curr.Hand, x)
g.CanDraw = false
g.HasDrawn = true
g.CardBuffer.Reset()
return DeckFromCards(curr.Hand)
case "b":
if g.BottomBuffer == 0 || g.ScryBuffer != 0 {
return nil
}
if len(cmd_s) != 2 {
return nil
}
x_i, err := strconv.Atoi(cmd_s[1])
if err != nil {
log.Printf("error converting bottom target %v", err)
return nil
}
if x_i > g.CardBuffer.Size() || x_i < 0 {
return nil
}
bottomTarget := g.CardBuffer.Cards[x_i]
g.CardBuffer.Cards = append(g.CardBuffer.Cards[:x_i], g.CardBuffer.Cards[x_i+1:]...)
currD.Bottom(DeckFromCards([]*Card{bottomTarget}))
g.BottomBuffer = g.BottomBuffer - 1
if g.BottomBuffer > 0 {
return g.CardBuffer
} else {
g.BottomBuffer = 0
return nil
}
case "m":
//move: return player board or [] if invalid
if len(cmd_s) != 3 {
return nil
}
if !g.HasDrawn || g.QueuedEffect != nil || g.BottomBuffer != 0 {
return nil
}
x_i, err := strconv.Atoi(cmd_s[1])
if err != nil {
log.Println(err)
return nil
}
y_i, err := strconv.Atoi(cmd_s[2])
if err != nil {
log.Println(err)
}
if g.GameBoard.CanMove(g.CurrentTurn, x_i, y_i) {
OracleMove(g.GameBoard.GetCard(g.CurrentTurn, x_i), x_i, y_i, g)
g.GameBoard.Move(g.CurrentTurn, x_i, y_i)
return DeckFromCards(g.GameBoard.GetRow(g.CurrentTurn))
} else {
return DeckFromCards([]*Card{})
}
case "a":
//attack
if len(cmd_s) != 3 {
return nil
}
if !g.HasDrawn || g.QueuedEffect != nil || g.BottomBuffer != 0 {
return nil
}
x_i, err := strconv.Atoi(cmd_s[1])
if err != nil {
log.Println(err)
return nil
}
y_i, err := strconv.Atoi(cmd_s[2])
if err != nil {
log.Println(err)
return nil
}
if g.GameBoard.CanAttack(g.CurrentTurn, x_i, y_i) {
OracleAttack(g.GameBoard.GetCard(g.CurrentTurn, x_i), x_i, y_i, g)
res := g.GameBoard.Attack(g.CurrentTurn, x_i, y_i)
var aid, did int
aid = g.GetPlayer(id).Id
did = g.GetOpponent(id).Id
attacker := g.GetBoard(aid)[x_i]
defender := g.GetBoard(did)[y_i]
switch res {
case 1:
opp.Life = opp.Life - 1
case 2:
OracleLeaves(defender, g)
g.GameBoard.Remove(defender)
g.Bury(defender)
case 3:
OracleLeaves(attacker, g)
g.GameBoard.Remove(attacker)
g.Bury(attacker)
case 4:
OracleLeaves(attacker, g)
OracleLeaves(defender, g)
g.GameBoard.Remove(attacker)
g.GameBoard.Remove(defender)
g.Bury(attacker)
g.Bury(defender)
}
return DeckFromCards(g.GameBoard.GetRow(g.CurrentTurn))
} else {
log.Println("can't attack")
return DeckFromCards([]*Card{})
}
case "p":
//play: return player board or [] if invalid
if len(cmd_s) != 3 {
fmt.Println("not enough arguments")
return nil
}
if !g.HasDrawn || g.QueuedEffect != nil || g.BottomBuffer != 0 {
return nil
}
x_i, err := strconv.Atoi(cmd_s[1])
if err != nil {
log.Println(err)
return nil
}
y_i, err := strconv.Atoi(cmd_s[2])
if err != nil {
log.Println(err)
return nil
}
if x_i < 0 || x_i >= len(curr.Hand) {
return nil
}
card := curr.Hand[x_i]
shouldPlace := true
if g.GameBoard.CanPlay(g.CurrentTurn, card, y_i) {
shouldPlace = OracleCast(card, g)
placed := g.GameBoard.Play(g.CurrentTurn, card, y_i, shouldPlace)
if placed {
OracleEnters(card, g)
}
curr.Hand = append(curr.Hand[:x_i], curr.Hand[x_i+1:]...)
return DeckFromCards(g.GameBoard.GetRow(g.CurrentTurn))
} else {
fmt.Println("couldn't play")
return DeckFromCards([]*Card{})
}
case "t":
//target: apply queued effect to target,return affected board or nil
if len(cmd_s) != 3 {
fmt.Println("not enough arguments")
return nil
}
if !g.HasDrawn || g.QueuedEffect == nil || g.BottomBuffer != 0 {
return nil
}
board, err := strconv.Atoi(cmd_s[1])
if err != nil {
log.Println(err)
return nil
}
pos, err := strconv.Atoi(cmd_s[2])
if err != nil {
log.Println(err)
return nil
}
if pos == -1 {
fmt.Println("no target requested, fizzling effect")
g.QueuedEffect = nil
g.TargetReq = TargetNone
return DeckFromCards(g.GetBoard(board))
}
if pos < 0 || pos >= 3 {
fmt.Println("board position out of bounds")
return nil
}
switch g.TargetReq {
case TargetSelf:
if board != g.CurrentTurn && g.GetBoard(board)[pos].Id != g.QueuedEffect.Owner {
fmt.Println("self target not on self")
return nil
}
case TargetOwn:
if board != g.CurrentTurn {
fmt.Println("own target not on own board")
return nil
}
case TargetOwnEmpty:
if board != g.CurrentTurn {
fmt.Println("own target not on board")
return nil
}
if g.GetBoard(board)[pos].Type != EmptyValue {
fmt.Println("own empty target not empty")
return nil
}
case TargetOpp:
if board == g.CurrentTurn {
fmt.Println("opponent target not on oponents board")
return nil
}
case TargetOppEmpty:
if board == g.CurrentTurn {
fmt.Println("opponent target not on board")
return nil
}
if g.GetBoard(board)[pos].Type != EmptyValue {
fmt.Println("opponent empty target not empty")
return nil
}
case TargetNone:
fmt.Println("NoneTarget'd ability?")
return nil
}
//we know the target is valid now, so modify the effect to have a valid target
g.QueuedEffect.Target = g.GetBoard(board)[pos].Id
AddEffect(g.GetBoard(board)[pos], g.QueuedEffect)
g.QueuedEffect = nil
g.TargetReq = TargetNone
return DeckFromCards(g.GetBoard(board))
default:
fmt.Println("Invalid act command")
return nil
}
return nil
}
func Debug(g *Game) {
return
}
func (g *Game) GetPlayer(id int) *Player {
if id == SentinalID {
return g.SentinalPlayer
} else if id == ScourgeID {
return g.ScourgePlayer
} else {
return nil
}
}
func (g *Game) GetOpponent(id int) *Player {
if id == SentinalID {
return g.ScourgePlayer
} else if id == ScourgeID {
return g.SentinalPlayer
} else {
return nil
}
}
func (g *Game) GetDeck(id int) *Deck {
if id == SentinalID {
return g.SentinalDeck
} else if id == ScourgeID {
return g.ScourgeDeck
} else {
return nil
}
}
func (g *Game) GetOpponentDeck(id int) *Deck {
if id == SentinalID {
return g.ScourgeDeck
} else if id == ScourgeID {
return g.SentinalDeck
} else {
return nil
}
}
func (g *Game) GetBoard(id int) []*Card {
return g.GameBoard.GetRow(id)
}
func (g *Game) GetOpponentBoard(id int) []*Card {
if id == SentinalID {
return g.GameBoard.GetRow(ScourgeID)
} else if id == ScourgeID {
return g.GameBoard.GetRow(SentinalID)
} else {
return nil
}
}
func (g *Game) GetGrave(id int) *Deck {
if id == SentinalID {
return g.SentinalGrave
} else if id == ScourgeID {
return g.ScourgeGrave
} else {
return nil
}
}
func (g *Game) Bury(c *Card) {
grave := g.GetGrave(c.Owner)
grave.Cards = append(grave.Cards, c)
}