shotgun/game/game.go

194 lines
4.1 KiB
Go
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package game
import (
"errors"
"git.sunturtle.xyz/studio/shotgun/player"
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"git.sunturtle.xyz/studio/shotgun/serve"
)
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type Game struct {
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rng RNG
players [2]Player
shells []bool
round uint
group uint
turn uint
hp int8
damage int8
reveal bool
prev *bool
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// Backing storage for shells.
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shellArray [8]bool
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}
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// New creates a new game started at round 1.
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func New(dealer, challenger player.ID) *Game {
g := &Game{
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rng: NewRNG(),
players: [2]Player{
{id: dealer},
{id: challenger},
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},
}
g.StartRound()
return g
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}
// StartRound starts the next round of a game.
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func (g *Game) StartRound() {
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g.hp = int8(g.rng.Intn(3) + 2)
g.players[0].StartRound(g.hp)
g.players[1].StartRound(g.hp)
g.round++
g.group = 0
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g.StartGroup()
}
// StartGroup starts the next shell group of a round.
func (g *Game) StartGroup() {
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items := g.rng.Intn(4) + 1
g.players[0].StartGroup(&g.rng, items)
g.players[1].StartGroup(&g.rng, items)
shells := g.rng.Intn(6) + 2
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for i := 0; i < shells/2; i++ {
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g.shellArray[i] = true
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}
for i := shells / 2; i < shells; i++ {
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g.shellArray[i] = false
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}
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g.shells = g.shellArray[:shells]
ShuffleSlice(&g.rng, g.shells)
g.group++
g.turn = 0
g.prev = nil
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g.NextTurn()
}
// NextTurn advances the turn.
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func (g *Game) NextTurn() {
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g.turn++
g.damage = 1
g.reveal = false
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cur := g.CurrentPlayer()
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skip := cur.cuffs == CuffedSkip
cur.cuffs = cur.cuffs.NextState()
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if skip {
g.NextTurn()
}
}
// CurrentPlayer gets the index of the current player, either 0 or 1.
func (g *Game) CurrentPlayer() *Player {
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return &g.players[g.turn%2]
}
// Opponent returns the player who is not the current player.
func (g *Game) Opponent() *Player {
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return &g.players[g.turn%2^1]
}
// Apply uses an item by index for the current player.
// This may cause the group to end.
// Returns ErrWrongTurn if id does not correspond to the current player.
func (g *Game) Apply(id player.ID, item int) error {
cur := g.CurrentPlayer()
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if cur.id != id {
return ErrWrongTurn
}
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if item < 0 || item >= len(cur.items) {
return errors.New("item index out of bounds")
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}
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if cur.items[item].Apply(g) {
cur.items[item] = ItemNone
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}
return nil
}
// PopShell removes a shell from the shotgun.
// This may cause the shotgun to be empty, but does not start the next group
// if so.
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func (g *Game) PopShell() bool {
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g.prev = &g.shells[0]
g.shells = g.shells[1:]
return *g.prev
}
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// Peek returns the current turn's shell if it is revealed for the player with
// the given ID, or nil otherwise.
func (g *Game) Peek(id player.ID) *bool {
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if len(g.shells) == 0 || id != g.CurrentPlayer().id || !g.reveal {
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return nil
}
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return &g.shells[0]
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}
// Empty returns whether the shotgun is empty.
func (g *Game) Empty() bool {
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return len(g.shells) == 0
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}
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// Winner returns the player who won, or nil if the round is not over.
func (g *Game) Winner() *Player {
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if g.players[0].hp <= 0 {
return &g.players[1]
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}
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if g.players[1].hp <= 0 {
return &g.players[0]
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}
return nil
}
// Shoot fires the shotgun, at the opponent if self is false and at the current
// player if self is true. Afterward, the round may be over, or the shotgun may
// be empty.
// Returns ErrWrongTurn if id does not correspond to the current player.
func (g *Game) Shoot(id player.ID, self bool) error {
cur := g.CurrentPlayer()
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if cur.id != id {
return ErrWrongTurn
}
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target := g.Opponent()
if self {
target = g.CurrentPlayer()
}
live := g.PopShell()
if live {
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target.hp -= g.damage
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g.NextTurn()
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} else if !self {
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g.NextTurn()
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}
return nil
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}
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// DTO returns the current game state as viewed by the given player.
func (g *Game) DTO(id player.ID) serve.Game {
return serve.Game{
Players: [2]serve.Player{
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g.players[0].DTO(),
g.players[1].DTO(),
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},
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Round: g.round,
Damage: g.damage,
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Shell: g.Peek(id),
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Previous: g.prev,
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}
}
// ShellCounts returns the number of live and blank shells.
func (g *Game) ShellCounts() serve.ShellCounts {
var counts serve.ShellCounts
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for _, s := range g.shells {
if s {
counts.Live++
} else {
counts.Blank++
}
}
return counts
}
var ErrWrongTurn = errors.New("not your turn")