improve terminology in game controller
This commit is contained in:
parent
492c4199bb
commit
711724bc4d
4
game.go
4
game.go
@ -22,7 +22,7 @@ type action struct {
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// gameActor is an actor that updates a game's state and relays changes to all
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// observers.
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func gameActor(ctx context.Context, g *game.Game, dealer, chall person, join <-chan person) {
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func gameActor(ctx context.Context, g *game.Match, dealer, chall person, join <-chan person) {
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// Games should generally be on the order of minutes. A four hour game is
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// definitely expired.
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ctx, stop := context.WithTimeoutCause(ctx, 4*time.Hour, errGameExpired)
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@ -80,7 +80,7 @@ func playerActor(ctx context.Context, p person, actions chan<- action) {
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}
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}
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func broadcast(ctx context.Context, g *game.Game, dealer, chall person, obs []person) {
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func broadcast(ctx context.Context, g *game.Match, dealer, chall person, obs []person) {
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// TODO(zeph): this probably should return an error or some other signal
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// if a player drops so that the actor knows to quit
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if err := wsjson.Write(ctx, dealer.conn, g.DTO(dealer.id)); err != nil {
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119
game/game.go
119
game/game.go
@ -1,3 +1,12 @@
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// Package game implements a controller for Buckshot Roulette matches.
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//
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// The terminology of this package is as follows:
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// - A match is a pairing of two players, the dealer and challenger.
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// It ends when the challenger wins three rounds or the dealer wins once.
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// - A round is an instance of gameplay. Both players start each round with
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// the same HP, and it continues until either player reaches zero.
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// - A game is a set of 2-8 shells and 1-4 items delivered to each player.
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// The challenger always moves first at the start of each game.
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package game
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import (
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@ -7,47 +16,61 @@ import (
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"git.sunturtle.xyz/studio/shotgun/serve"
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)
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type Game struct {
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rng RNG
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type Match struct {
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// rng is the PRNG state used for this match.
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rng RNG
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// players are the players in the match. The first element is the dealer
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// and the second is the challenger.
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players [2]Player
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shells []bool
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round uint
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group uint
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turn uint
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hp int8
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damage int8
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reveal bool
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prev *bool
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// shells is the list of remaining shells in the current game. It always
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// uses shellArray as its backing array.
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shells []bool
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// round is the round number. Once it reaches 3, the match is over.
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round uint
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// game is the game number. May be nice for metrics eventually.
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game uint
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// turn is the turn number. When even, it is the dealer's turn.
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turn uint
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// hp is the starting and max HP of both players in the current round.
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hp int8
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// damage is the amount of damage a live shell will deal this turn.
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damage int8
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// reveal indicates whether the current player has revealed the shell that
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// will fire next.
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reveal bool
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// prev is a pointer to the element of shellArray which was fired last this
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// game, or nil if none has been.
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prev *bool
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// Backing storage for shells.
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// shellArray is the backing storage for shells and prev.
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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 {
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g := &Game{
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// New creates a new match started at round 1.
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func New(dealer, challenger player.ID) *Match {
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g := &Match{
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rng: NewRNG(),
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players: [2]Player{
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{id: dealer},
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{id: challenger},
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},
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}
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g.StartRound()
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g.NextRound()
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return g
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}
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// StartRound starts the next round of a game.
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func (g *Game) StartRound() {
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// NextRound starts the next round of a match.
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func (g *Match) NextRound() {
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g.hp = int8(g.rng.Intn(3) + 2)
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g.players[0].StartRound(g.hp)
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g.players[1].StartRound(g.hp)
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g.round++
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g.group = 0
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g.StartGroup()
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g.game = 0
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g.NextGame()
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}
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// StartGroup starts the next shell group of a round.
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func (g *Game) StartGroup() {
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// NextGame starts the next game of a round.
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func (g *Match) NextGame() {
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items := g.rng.Intn(4) + 1
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g.players[0].StartGroup(&g.rng, items)
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g.players[1].StartGroup(&g.rng, items)
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@ -60,14 +83,14 @@ func (g *Game) StartGroup() {
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}
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g.shells = g.shellArray[:shells]
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ShuffleSlice(&g.rng, g.shells)
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g.group++
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g.game++
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g.turn = 0
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g.prev = nil
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g.NextTurn()
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}
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// NextTurn advances the turn.
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func (g *Game) NextTurn() {
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// NextTurn advances the turn but not the match or round state.
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func (g *Match) NextTurn() {
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g.turn++
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g.damage = 1
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g.reveal = false
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@ -79,20 +102,21 @@ func (g *Game) NextTurn() {
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}
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}
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// CurrentPlayer gets the index of the current player, either 0 or 1.
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func (g *Game) CurrentPlayer() *Player {
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// CurrentPlayer gets the current player.
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func (g *Match) CurrentPlayer() *Player {
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return &g.players[g.turn%2]
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}
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// Opponent returns the player who is not the current player.
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func (g *Game) Opponent() *Player {
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func (g *Match) Opponent() *Player {
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return &g.players[g.turn%2^1]
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}
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// Apply uses an item by index for the current player.
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// This may cause the group to end.
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// This may cause the current game to end, but does not start the next game
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// if so.
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// Returns ErrWrongTurn if id does not correspond to the current player.
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func (g *Game) Apply(id player.ID, item int) error {
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func (g *Match) Apply(id player.ID, item int) error {
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cur := g.CurrentPlayer()
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if cur.id != id {
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return ErrWrongTurn
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@ -106,10 +130,10 @@ func (g *Game) Apply(id player.ID, item int) error {
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return nil
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}
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// PopShell removes a shell from the shotgun.
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// This may cause the shotgun to be empty, but does not start the next group
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// popShell removes a shell from the shotgun.
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// This may cause the shotgun to be empty, but does not start the next game
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// if so.
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func (g *Game) PopShell() bool {
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func (g *Match) popShell() bool {
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g.prev = &g.shells[0]
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g.shells = g.shells[1:]
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return *g.prev
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@ -117,7 +141,7 @@ func (g *Game) PopShell() bool {
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// Peek returns the current turn's shell if it is revealed for the player with
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// the given ID, or nil otherwise.
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func (g *Game) Peek(id player.ID) *bool {
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func (g *Match) 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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}
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@ -125,12 +149,13 @@ func (g *Game) Peek(id player.ID) *bool {
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}
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// Empty returns whether the shotgun is empty.
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func (g *Game) Empty() bool {
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func (g *Match) 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.
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func (g *Game) Winner() *Player {
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// Winner returns the player who won the current round, or nil if the round is
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// not over.
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func (g *Match) Winner() *Player {
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if g.players[0].hp <= 0 {
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return &g.players[1]
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}
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@ -141,10 +166,9 @@ func (g *Game) Winner() *Player {
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}
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// Shoot fires the shotgun, at the opponent if self is false and at the current
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// player if self is true. Afterward, the round may be over, or the shotgun may
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// be empty.
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// player if self is true. Afterward, the round or game may be over.
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// Returns ErrWrongTurn if id does not correspond to the current player.
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func (g *Game) Shoot(id player.ID, self bool) error {
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func (g *Match) Shoot(id player.ID, self bool) error {
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cur := g.CurrentPlayer()
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if cur.id != id {
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return ErrWrongTurn
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@ -153,7 +177,7 @@ func (g *Game) Shoot(id player.ID, self bool) error {
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if self {
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target = g.CurrentPlayer()
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}
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live := g.PopShell()
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live := g.popShell()
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if live {
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target.hp -= g.damage
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g.NextTurn()
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@ -163,10 +187,10 @@ func (g *Game) Shoot(id player.ID, self bool) error {
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return nil
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}
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// Concede sets the player with the given ID to zero health. The returned
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// Boolean indicates whether the game has ended. (It will be false if id does
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// not correspond to either player.)
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func (g *Game) Concede(id player.ID) bool {
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// Concede sets the player with the given ID to zero health and ends the match.
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// The returned bool indicates whether the match has ended. (It will be false
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// if id does not correspond to either player.)
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func (g *Match) Concede(id player.ID) bool {
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switch id {
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case g.players[0].id:
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g.players[0].hp = 0
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@ -175,11 +199,12 @@ func (g *Game) Concede(id player.ID) bool {
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default:
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return false
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}
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g.round = 3
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return true
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}
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// DTO returns the current game state as viewed by the given player.
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func (g *Game) DTO(id player.ID) serve.Game {
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// DTO returns the current match state as viewed by the given player.
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func (g *Match) DTO(id player.ID) serve.Game {
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return serve.Game{
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Players: [2]serve.Player{
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g.players[0].DTO(),
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@ -193,7 +218,7 @@ func (g *Game) DTO(id player.ID) serve.Game {
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}
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// ShellCounts returns the number of live and blank shells.
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func (g *Game) ShellCounts() serve.ShellCounts {
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func (g *Match) ShellCounts() serve.ShellCounts {
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var counts serve.ShellCounts
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for _, s := range g.shells {
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if s {
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@ -25,7 +25,7 @@ func TestNewGame(t *testing.T) {
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{len(g.shells) < 2 || len(g.shells) > 8, "bad shells count %d, want 2-8", []any{len(g.shells)}},
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{&g.shells[0] != &g.shellArray[0], "shells[0] is %p, want %p", []any{&g.shells[0], &g.shellArray[0]}},
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{g.round != 1, "first round is %d, want 1", []any{g.round}},
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{g.group != 1, "first group is %d, want 1", []any{g.group}},
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{g.game != 1, "first group is %d, want 1", []any{g.game}},
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{g.turn != 1, "first turn is %d, want 1", []any{g.turn}},
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{g.hp < 2 || g.hp > 4, "hp is %d, want 2-4", []any{g.hp}},
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{g.damage != 1, "damage is %d, want 1", []any{g.damage}},
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@ -54,7 +54,7 @@ func TestGameStartRound(t *testing.T) {
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{len(g.shells) < 2 || len(g.shells) > 8, "bad shells count %d, want 2-8", []any{len(g.shells)}},
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{&g.shells[0] != &g.shellArray[0], "shells[0] is %p, want %p", []any{&g.shells[0], &g.shellArray[0]}},
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{g.round != i, "round is %d, want %d", []any{g.round, i}},
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{g.group != 1, "group is %d, want 1", []any{g.group}},
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{g.game != 1, "group is %d, want 1", []any{g.game}},
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{g.turn != 1, "turn is %d, want 1", []any{g.turn}},
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{g.hp < 2 || g.hp > 4, "hp is %d, want 2-4", []any{g.hp}},
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{g.damage != 1, "damage is %d, want 1", []any{g.damage}},
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@ -68,13 +68,13 @@ func TestGameStartRound(t *testing.T) {
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}
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// H*ck with the game state as if a round is played.
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g.players[0].hp = 0
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g.PopShell()
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g.PopShell()
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g.group = 2
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g.popShell()
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g.popShell()
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g.game = 2
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g.turn = 3
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g.damage = 2
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// Start the next round and check again.
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g.StartRound()
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g.NextRound()
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}
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}
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@ -94,7 +94,7 @@ func TestGameStartGroup(t *testing.T) {
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{&g.shells[0] != &g.shellArray[0], "shells[0] is %p, want %p", []any{&g.shells[0], &g.shellArray[0]}},
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{counts.Live != counts.Blank && counts.Live+1 != counts.Blank, "imbalanced live/blank %d/%d", []any{counts.Live, counts.Blank}},
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{g.round != 1, "round is %d, want 1", []any{g.round}},
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{g.group != i, "group is %d, want %d", []any{g.group, i}},
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{g.game != i, "group is %d, want %d", []any{g.game, i}},
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{g.turn != 1, "turn is %d, want 1", []any{g.turn}},
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{g.damage != 1, "damage is %d, want 1", []any{g.damage}},
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{g.reveal, "revealed at start", nil},
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@ -108,13 +108,13 @@ func TestGameStartGroup(t *testing.T) {
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// H*ck with the game state.
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g.players[0].items[0] = ItemNone
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g.players[1].items[0] = ItemNone
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g.PopShell()
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g.PopShell()
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g.popShell()
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g.popShell()
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g.turn = 3
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g.damage = 2
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g.reveal = true
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// Now advance the group.
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g.StartGroup()
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g.NextGame()
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}
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}
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@ -128,7 +128,7 @@ func TestGameNextTurn(t *testing.T) {
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args []any
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}{
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{g.round != 1, "round is %d, want 1", []any{g.round}},
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{g.group != 1, "group is %d, want 1", []any{g.group}},
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{g.game != 1, "group is %d, want 1", []any{g.game}},
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{g.turn != i, "turn is %d, want %d", []any{g.turn, i}},
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{g.damage != 1, "damage is %d, want 1", []any{g.damage}},
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{g.reveal, "revealed at start", nil},
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@ -191,13 +191,13 @@ func TestGamePlayers(t *testing.T) {
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func TestGamePopShell(t *testing.T) {
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t.Parallel()
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g := New(player.ID{1}, player.ID{2})
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if live := g.PopShell(); live != g.shellArray[0] {
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if live := g.popShell(); live != g.shellArray[0] {
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t.Errorf("first pop %t, wanted %t", live, g.shellArray[0])
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}
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if g.prev != &g.shellArray[0] {
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t.Errorf("first prev is %p, wanted %p", g.prev, &g.shellArray[0])
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}
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if live := g.PopShell(); live != g.shellArray[1] {
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if live := g.popShell(); live != g.shellArray[1] {
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t.Errorf("second pop %t, wanted %t", live, g.shellArray[1])
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}
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if g.prev != &g.shellArray[1] {
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@ -207,7 +207,7 @@ func TestGamePopShell(t *testing.T) {
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if g.Empty() {
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return
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}
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g.PopShell()
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g.popShell()
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}
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if !g.Empty() {
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t.Errorf("popped too many shells")
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@ -221,7 +221,7 @@ func TestGamePeek(t *testing.T) {
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t.Parallel()
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g := New(dealer, chall)
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for !g.Empty() {
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g.PopShell()
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g.popShell()
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}
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if g.Peek(dealer) != nil || g.Peek(chall) != nil {
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t.Errorf("peeked a shell when empty")
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@ -268,7 +268,7 @@ func TestGameEmpty(t *testing.T) {
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}
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for _, c := range cases {
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// We don't care about anything but the shells list.
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g := Game{shells: c.shells}
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g := Match{shells: c.shells}
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if got := g.Empty(); got != c.want {
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t.Errorf("empty reported %t, wanted %t", got, c.want)
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}
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@ -15,7 +15,7 @@ func NewItem(rng *RNG) Item {
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return Item(rng.Intn(5)) + 1
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}
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func (i Item) Apply(g *Game) bool {
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func (i Item) Apply(g *Match) bool {
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switch i {
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case ItemNone:
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return false
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@ -33,9 +33,9 @@ func (i Item) Apply(g *Game) bool {
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}
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return true
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case ItemBeer:
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g.PopShell()
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g.popShell()
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if g.Empty() {
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g.StartGroup()
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g.NextGame()
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}
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return true
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case ItemCuff:
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