unexport game state fields
This commit is contained in:
parent
bc1685d5ee
commit
46563f9115
120
game/game.go
120
game/game.go
@ -8,28 +8,28 @@ import (
|
||||
)
|
||||
|
||||
type Game struct {
|
||||
RNG RNG
|
||||
PP [2]Player
|
||||
Shells []bool
|
||||
Round uint
|
||||
Group uint
|
||||
Turn uint
|
||||
HP int8
|
||||
Damage int8
|
||||
Reveal bool
|
||||
Prev *bool
|
||||
rng RNG
|
||||
players [2]Player
|
||||
shells []bool
|
||||
round uint
|
||||
group uint
|
||||
turn uint
|
||||
hp int8
|
||||
damage int8
|
||||
reveal bool
|
||||
prev *bool
|
||||
|
||||
// Backing storage for shells.
|
||||
ShellArray [8]bool
|
||||
shellArray [8]bool
|
||||
}
|
||||
|
||||
// New creates a new game started at round 1.
|
||||
func New(dealer, challenger player.ID) *Game {
|
||||
g := &Game{
|
||||
RNG: NewRNG(),
|
||||
PP: [2]Player{
|
||||
{ID: dealer},
|
||||
{ID: challenger},
|
||||
rng: NewRNG(),
|
||||
players: [2]Player{
|
||||
{id: dealer},
|
||||
{id: challenger},
|
||||
},
|
||||
}
|
||||
g.StartRound()
|
||||
@ -38,42 +38,42 @@ func New(dealer, challenger player.ID) *Game {
|
||||
|
||||
// StartRound starts the next round of a game.
|
||||
func (g *Game) StartRound() {
|
||||
g.HP = int8(g.RNG.Intn(3) + 2)
|
||||
g.PP[0].StartRound(g.HP)
|
||||
g.PP[1].StartRound(g.HP)
|
||||
g.Round++
|
||||
g.Group = 0
|
||||
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
|
||||
g.StartGroup()
|
||||
}
|
||||
|
||||
// StartGroup starts the next shell group of a round.
|
||||
func (g *Game) StartGroup() {
|
||||
items := g.RNG.Intn(4) + 1
|
||||
g.PP[0].StartGroup(&g.RNG, items)
|
||||
g.PP[1].StartGroup(&g.RNG, items)
|
||||
shells := g.RNG.Intn(6) + 2
|
||||
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
|
||||
for i := 0; i < shells/2; i++ {
|
||||
g.ShellArray[i] = true
|
||||
g.shellArray[i] = true
|
||||
}
|
||||
for i := shells / 2; i < shells; i++ {
|
||||
g.ShellArray[i] = false
|
||||
g.shellArray[i] = false
|
||||
}
|
||||
g.Shells = g.ShellArray[:shells]
|
||||
ShuffleSlice(&g.RNG, g.Shells)
|
||||
g.Group++
|
||||
g.Turn = 0
|
||||
g.Prev = nil
|
||||
g.shells = g.shellArray[:shells]
|
||||
ShuffleSlice(&g.rng, g.shells)
|
||||
g.group++
|
||||
g.turn = 0
|
||||
g.prev = nil
|
||||
g.NextTurn()
|
||||
}
|
||||
|
||||
// NextTurn advances the turn.
|
||||
func (g *Game) NextTurn() {
|
||||
g.Turn++
|
||||
g.Damage = 1
|
||||
g.Reveal = false
|
||||
g.turn++
|
||||
g.damage = 1
|
||||
g.reveal = false
|
||||
cur := g.CurrentPlayer()
|
||||
skip := cur.Cuffs == CuffedSkip
|
||||
cur.Cuffs = cur.Cuffs.NextState()
|
||||
skip := cur.cuffs == CuffedSkip
|
||||
cur.cuffs = cur.cuffs.NextState()
|
||||
if skip {
|
||||
g.NextTurn()
|
||||
}
|
||||
@ -81,12 +81,12 @@ func (g *Game) NextTurn() {
|
||||
|
||||
// CurrentPlayer gets the index of the current player, either 0 or 1.
|
||||
func (g *Game) CurrentPlayer() *Player {
|
||||
return &g.PP[g.Turn%2]
|
||||
return &g.players[g.turn%2]
|
||||
}
|
||||
|
||||
// Opponent returns the player who is not the current player.
|
||||
func (g *Game) Opponent() *Player {
|
||||
return &g.PP[g.Turn%2^1]
|
||||
return &g.players[g.turn%2^1]
|
||||
}
|
||||
|
||||
// Apply uses an item by index for the current player.
|
||||
@ -94,14 +94,14 @@ func (g *Game) Opponent() *Player {
|
||||
// Returns ErrWrongTurn if id does not correspond to the current player.
|
||||
func (g *Game) Apply(id player.ID, item int) error {
|
||||
cur := g.CurrentPlayer()
|
||||
if cur.ID != id {
|
||||
if cur.id != id {
|
||||
return ErrWrongTurn
|
||||
}
|
||||
if item < 0 || item >= len(cur.Items) {
|
||||
if item < 0 || item >= len(cur.items) {
|
||||
return errors.New("item index out of bounds")
|
||||
}
|
||||
if cur.Items[item].Apply(g) {
|
||||
cur.Items[item] = ItemNone
|
||||
if cur.items[item].Apply(g) {
|
||||
cur.items[item] = ItemNone
|
||||
}
|
||||
return nil
|
||||
}
|
||||
@ -110,32 +110,32 @@ func (g *Game) Apply(id player.ID, item int) error {
|
||||
// This may cause the shotgun to be empty, but does not start the next group
|
||||
// if so.
|
||||
func (g *Game) PopShell() bool {
|
||||
g.Prev = &g.Shells[0]
|
||||
g.Shells = g.Shells[1:]
|
||||
return *g.Prev
|
||||
g.prev = &g.shells[0]
|
||||
g.shells = g.shells[1:]
|
||||
return *g.prev
|
||||
}
|
||||
|
||||
// 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 {
|
||||
if len(g.Shells) == 0 || id != g.CurrentPlayer().ID || !g.Reveal {
|
||||
if len(g.shells) == 0 || id != g.CurrentPlayer().id || !g.reveal {
|
||||
return nil
|
||||
}
|
||||
return &g.Shells[0]
|
||||
return &g.shells[0]
|
||||
}
|
||||
|
||||
// Empty returns whether the shotgun is empty.
|
||||
func (g *Game) Empty() bool {
|
||||
return len(g.Shells) == 0
|
||||
return len(g.shells) == 0
|
||||
}
|
||||
|
||||
// Winner returns the player who won, or nil if the round is not over.
|
||||
func (g *Game) Winner() *Player {
|
||||
if g.PP[0].HP <= 0 {
|
||||
return &g.PP[1]
|
||||
if g.players[0].hp <= 0 {
|
||||
return &g.players[1]
|
||||
}
|
||||
if g.PP[1].HP <= 0 {
|
||||
return &g.PP[0]
|
||||
if g.players[1].hp <= 0 {
|
||||
return &g.players[0]
|
||||
}
|
||||
return nil
|
||||
}
|
||||
@ -146,7 +146,7 @@ func (g *Game) Winner() *Player {
|
||||
// Returns ErrWrongTurn if id does not correspond to the current player.
|
||||
func (g *Game) Shoot(id player.ID, self bool) error {
|
||||
cur := g.CurrentPlayer()
|
||||
if cur.ID != id {
|
||||
if cur.id != id {
|
||||
return ErrWrongTurn
|
||||
}
|
||||
target := g.Opponent()
|
||||
@ -155,7 +155,7 @@ func (g *Game) Shoot(id player.ID, self bool) error {
|
||||
}
|
||||
live := g.PopShell()
|
||||
if live {
|
||||
target.HP -= g.Damage
|
||||
target.hp -= g.damage
|
||||
g.NextTurn()
|
||||
} else if !self {
|
||||
g.NextTurn()
|
||||
@ -167,20 +167,20 @@ func (g *Game) Shoot(id player.ID, self bool) error {
|
||||
func (g *Game) DTO(id player.ID) serve.Game {
|
||||
return serve.Game{
|
||||
Players: [2]serve.Player{
|
||||
g.PP[0].DTO(),
|
||||
g.PP[1].DTO(),
|
||||
g.players[0].DTO(),
|
||||
g.players[1].DTO(),
|
||||
},
|
||||
Round: g.Round,
|
||||
Damage: g.Damage,
|
||||
Round: g.round,
|
||||
Damage: g.damage,
|
||||
Shell: g.Peek(id),
|
||||
Previous: g.Prev,
|
||||
Previous: g.prev,
|
||||
}
|
||||
}
|
||||
|
||||
// ShellCounts returns the number of live and blank shells.
|
||||
func (g *Game) ShellCounts() serve.ShellCounts {
|
||||
var counts serve.ShellCounts
|
||||
for _, s := range g.Shells {
|
||||
for _, s := range g.shells {
|
||||
if s {
|
||||
counts.Live++
|
||||
} else {
|
||||
|
16
game/item.go
16
game/item.go
@ -20,15 +20,15 @@ func (i Item) Apply(g *Game) bool {
|
||||
case ItemNone:
|
||||
return false
|
||||
case ItemLens:
|
||||
if g.Reveal {
|
||||
if g.reveal {
|
||||
return false
|
||||
}
|
||||
g.Reveal = true
|
||||
g.reveal = true
|
||||
return true
|
||||
case ItemCig:
|
||||
cur := g.CurrentPlayer()
|
||||
if cur.HP < g.HP {
|
||||
cur.HP++
|
||||
if cur.hp < g.hp {
|
||||
cur.hp++
|
||||
return true
|
||||
}
|
||||
return false
|
||||
@ -40,16 +40,16 @@ func (i Item) Apply(g *Game) bool {
|
||||
return true
|
||||
case ItemCuff:
|
||||
opp := g.Opponent()
|
||||
if opp.Cuffs != Uncuffed {
|
||||
if opp.cuffs != Uncuffed {
|
||||
return false
|
||||
}
|
||||
opp.Cuffs = Cuffed
|
||||
opp.cuffs = Cuffed
|
||||
return true
|
||||
case ItemKnife:
|
||||
if g.Damage != 1 {
|
||||
if g.damage != 1 {
|
||||
return false
|
||||
}
|
||||
g.Damage = 2
|
||||
g.damage = 2
|
||||
return true
|
||||
default:
|
||||
panic("shotgun: unknown item")
|
||||
|
@ -8,35 +8,35 @@ import (
|
||||
)
|
||||
|
||||
type Player struct {
|
||||
ID player.ID
|
||||
HP int8
|
||||
Items [8]Item
|
||||
Cuffs CuffState
|
||||
id player.ID
|
||||
hp int8
|
||||
items [8]Item
|
||||
cuffs CuffState
|
||||
}
|
||||
|
||||
func (p *Player) StartRound(hp int8) {
|
||||
p.HP = hp
|
||||
clear(p.Items[:])
|
||||
p.hp = hp
|
||||
clear(p.items[:])
|
||||
}
|
||||
|
||||
func (p *Player) StartGroup(rng *RNG, items int) {
|
||||
for i := 0; i < items; i++ {
|
||||
k := slices.Index(p.Items[:], ItemNone)
|
||||
k := slices.Index(p.items[:], ItemNone)
|
||||
if k < 0 {
|
||||
break
|
||||
}
|
||||
p.Items[k] = NewItem(rng)
|
||||
p.items[k] = NewItem(rng)
|
||||
}
|
||||
p.Cuffs = Uncuffed
|
||||
p.cuffs = Uncuffed
|
||||
}
|
||||
|
||||
func (p *Player) DTO() serve.Player {
|
||||
r := serve.Player{
|
||||
HP: p.HP,
|
||||
HP: p.hp,
|
||||
Items: make([]string, 0, 8),
|
||||
Cuffs: p.Cuffs != Uncuffed,
|
||||
Cuffs: p.cuffs != Uncuffed,
|
||||
}
|
||||
for _, i := range p.Items {
|
||||
for _, i := range p.items {
|
||||
s := i.String()
|
||||
if s == "" {
|
||||
continue
|
||||
|
Loading…
Reference in New Issue
Block a user