improve terminology in game controller

This commit is contained in:
Branden J Brown 2024-01-28 12:42:42 -06:00
parent 492c4199bb
commit 711724bc4d
4 changed files with 93 additions and 68 deletions

View File

@ -22,7 +22,7 @@ type action struct {
// gameActor is an actor that updates a game's state and relays changes to all
// observers.
func gameActor(ctx context.Context, g *game.Game, dealer, chall person, join <-chan person) {
func gameActor(ctx context.Context, g *game.Match, dealer, chall person, join <-chan person) {
// Games should generally be on the order of minutes. A four hour game is
// definitely expired.
ctx, stop := context.WithTimeoutCause(ctx, 4*time.Hour, errGameExpired)
@ -80,7 +80,7 @@ func playerActor(ctx context.Context, p person, actions chan<- action) {
}
}
func broadcast(ctx context.Context, g *game.Game, dealer, chall person, obs []person) {
func broadcast(ctx context.Context, g *game.Match, dealer, chall person, obs []person) {
// TODO(zeph): this probably should return an error or some other signal
// if a player drops so that the actor knows to quit
if err := wsjson.Write(ctx, dealer.conn, g.DTO(dealer.id)); err != nil {

View File

@ -1,3 +1,12 @@
// Package game implements a controller for Buckshot Roulette matches.
//
// The terminology of this package is as follows:
// - A match is a pairing of two players, the dealer and challenger.
// It ends when the challenger wins three rounds or the dealer wins once.
// - A round is an instance of gameplay. Both players start each round with
// the same HP, and it continues until either player reaches zero.
// - A game is a set of 2-8 shells and 1-4 items delivered to each player.
// The challenger always moves first at the start of each game.
package game
import (
@ -7,47 +16,61 @@ import (
"git.sunturtle.xyz/studio/shotgun/serve"
)
type Game struct {
rng RNG
type Match struct {
// rng is the PRNG state used for this match.
rng RNG
// players are the players in the match. The first element is the dealer
// and the second is the challenger.
players [2]Player
shells []bool
round uint
group uint
turn uint
hp int8
damage int8
reveal bool
prev *bool
// shells is the list of remaining shells in the current game. It always
// uses shellArray as its backing array.
shells []bool
// round is the round number. Once it reaches 3, the match is over.
round uint
// game is the game number. May be nice for metrics eventually.
game uint
// turn is the turn number. When even, it is the dealer's turn.
turn uint
// hp is the starting and max HP of both players in the current round.
hp int8
// damage is the amount of damage a live shell will deal this turn.
damage int8
// reveal indicates whether the current player has revealed the shell that
// will fire next.
reveal bool
// prev is a pointer to the element of shellArray which was fired last this
// game, or nil if none has been.
prev *bool
// Backing storage for shells.
// shellArray is the backing storage for shells and prev.
shellArray [8]bool
}
// New creates a new game started at round 1.
func New(dealer, challenger player.ID) *Game {
g := &Game{
// New creates a new match started at round 1.
func New(dealer, challenger player.ID) *Match {
g := &Match{
rng: NewRNG(),
players: [2]Player{
{id: dealer},
{id: challenger},
},
}
g.StartRound()
g.NextRound()
return g
}
// StartRound starts the next round of a game.
func (g *Game) StartRound() {
// NextRound starts the next round of a match.
func (g *Match) NextRound() {
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()
g.game = 0
g.NextGame()
}
// StartGroup starts the next shell group of a round.
func (g *Game) StartGroup() {
// NextGame starts the next game of a round.
func (g *Match) NextGame() {
items := g.rng.Intn(4) + 1
g.players[0].StartGroup(&g.rng, items)
g.players[1].StartGroup(&g.rng, items)
@ -60,14 +83,14 @@ func (g *Game) StartGroup() {
}
g.shells = g.shellArray[:shells]
ShuffleSlice(&g.rng, g.shells)
g.group++
g.game++
g.turn = 0
g.prev = nil
g.NextTurn()
}
// NextTurn advances the turn.
func (g *Game) NextTurn() {
// NextTurn advances the turn but not the match or round state.
func (g *Match) NextTurn() {
g.turn++
g.damage = 1
g.reveal = false
@ -79,20 +102,21 @@ func (g *Game) NextTurn() {
}
}
// CurrentPlayer gets the index of the current player, either 0 or 1.
func (g *Game) CurrentPlayer() *Player {
// CurrentPlayer gets the current player.
func (g *Match) CurrentPlayer() *Player {
return &g.players[g.turn%2]
}
// Opponent returns the player who is not the current player.
func (g *Game) Opponent() *Player {
func (g *Match) Opponent() *Player {
return &g.players[g.turn%2^1]
}
// Apply uses an item by index for the current player.
// This may cause the group to end.
// This may cause the current game to end, but does not start the next game
// if so.
// Returns ErrWrongTurn if id does not correspond to the current player.
func (g *Game) Apply(id player.ID, item int) error {
func (g *Match) Apply(id player.ID, item int) error {
cur := g.CurrentPlayer()
if cur.id != id {
return ErrWrongTurn
@ -106,10 +130,10 @@ func (g *Game) Apply(id player.ID, item int) error {
return nil
}
// PopShell removes a shell from the shotgun.
// This may cause the shotgun to be empty, but does not start the next group
// popShell removes a shell from the shotgun.
// This may cause the shotgun to be empty, but does not start the next game
// if so.
func (g *Game) PopShell() bool {
func (g *Match) popShell() bool {
g.prev = &g.shells[0]
g.shells = g.shells[1:]
return *g.prev
@ -117,7 +141,7 @@ func (g *Game) PopShell() bool {
// 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 {
func (g *Match) Peek(id player.ID) *bool {
if len(g.shells) == 0 || id != g.CurrentPlayer().id || !g.reveal {
return nil
}
@ -125,12 +149,13 @@ func (g *Game) Peek(id player.ID) *bool {
}
// Empty returns whether the shotgun is empty.
func (g *Game) Empty() bool {
func (g *Match) Empty() bool {
return len(g.shells) == 0
}
// Winner returns the player who won, or nil if the round is not over.
func (g *Game) Winner() *Player {
// Winner returns the player who won the current round, or nil if the round is
// not over.
func (g *Match) Winner() *Player {
if g.players[0].hp <= 0 {
return &g.players[1]
}
@ -141,10 +166,9 @@ func (g *Game) Winner() *Player {
}
// 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.
// player if self is true. Afterward, the round or game may be over.
// Returns ErrWrongTurn if id does not correspond to the current player.
func (g *Game) Shoot(id player.ID, self bool) error {
func (g *Match) Shoot(id player.ID, self bool) error {
cur := g.CurrentPlayer()
if cur.id != id {
return ErrWrongTurn
@ -153,7 +177,7 @@ func (g *Game) Shoot(id player.ID, self bool) error {
if self {
target = g.CurrentPlayer()
}
live := g.PopShell()
live := g.popShell()
if live {
target.hp -= g.damage
g.NextTurn()
@ -163,10 +187,10 @@ func (g *Game) Shoot(id player.ID, self bool) error {
return nil
}
// Concede sets the player with the given ID to zero health. The returned
// Boolean indicates whether the game has ended. (It will be false if id does
// not correspond to either player.)
func (g *Game) Concede(id player.ID) bool {
// Concede sets the player with the given ID to zero health and ends the match.
// The returned bool indicates whether the match has ended. (It will be false
// if id does not correspond to either player.)
func (g *Match) Concede(id player.ID) bool {
switch id {
case g.players[0].id:
g.players[0].hp = 0
@ -175,11 +199,12 @@ func (g *Game) Concede(id player.ID) bool {
default:
return false
}
g.round = 3
return true
}
// DTO returns the current game state as viewed by the given player.
func (g *Game) DTO(id player.ID) serve.Game {
// DTO returns the current match state as viewed by the given player.
func (g *Match) DTO(id player.ID) serve.Game {
return serve.Game{
Players: [2]serve.Player{
g.players[0].DTO(),
@ -193,7 +218,7 @@ func (g *Game) DTO(id player.ID) serve.Game {
}
// ShellCounts returns the number of live and blank shells.
func (g *Game) ShellCounts() serve.ShellCounts {
func (g *Match) ShellCounts() serve.ShellCounts {
var counts serve.ShellCounts
for _, s := range g.shells {
if s {

View File

@ -25,7 +25,7 @@ func TestNewGame(t *testing.T) {
{len(g.shells) < 2 || len(g.shells) > 8, "bad shells count %d, want 2-8", []any{len(g.shells)}},
{&g.shells[0] != &g.shellArray[0], "shells[0] is %p, want %p", []any{&g.shells[0], &g.shellArray[0]}},
{g.round != 1, "first round is %d, want 1", []any{g.round}},
{g.group != 1, "first group is %d, want 1", []any{g.group}},
{g.game != 1, "first group is %d, want 1", []any{g.game}},
{g.turn != 1, "first turn is %d, want 1", []any{g.turn}},
{g.hp < 2 || g.hp > 4, "hp is %d, want 2-4", []any{g.hp}},
{g.damage != 1, "damage is %d, want 1", []any{g.damage}},
@ -54,7 +54,7 @@ func TestGameStartRound(t *testing.T) {
{len(g.shells) < 2 || len(g.shells) > 8, "bad shells count %d, want 2-8", []any{len(g.shells)}},
{&g.shells[0] != &g.shellArray[0], "shells[0] is %p, want %p", []any{&g.shells[0], &g.shellArray[0]}},
{g.round != i, "round is %d, want %d", []any{g.round, i}},
{g.group != 1, "group is %d, want 1", []any{g.group}},
{g.game != 1, "group is %d, want 1", []any{g.game}},
{g.turn != 1, "turn is %d, want 1", []any{g.turn}},
{g.hp < 2 || g.hp > 4, "hp is %d, want 2-4", []any{g.hp}},
{g.damage != 1, "damage is %d, want 1", []any{g.damage}},
@ -68,13 +68,13 @@ func TestGameStartRound(t *testing.T) {
}
// H*ck with the game state as if a round is played.
g.players[0].hp = 0
g.PopShell()
g.PopShell()
g.group = 2
g.popShell()
g.popShell()
g.game = 2
g.turn = 3
g.damage = 2
// Start the next round and check again.
g.StartRound()
g.NextRound()
}
}
@ -94,7 +94,7 @@ func TestGameStartGroup(t *testing.T) {
{&g.shells[0] != &g.shellArray[0], "shells[0] is %p, want %p", []any{&g.shells[0], &g.shellArray[0]}},
{counts.Live != counts.Blank && counts.Live+1 != counts.Blank, "imbalanced live/blank %d/%d", []any{counts.Live, counts.Blank}},
{g.round != 1, "round is %d, want 1", []any{g.round}},
{g.group != i, "group is %d, want %d", []any{g.group, i}},
{g.game != i, "group is %d, want %d", []any{g.game, i}},
{g.turn != 1, "turn is %d, want 1", []any{g.turn}},
{g.damage != 1, "damage is %d, want 1", []any{g.damage}},
{g.reveal, "revealed at start", nil},
@ -108,13 +108,13 @@ func TestGameStartGroup(t *testing.T) {
// H*ck with the game state.
g.players[0].items[0] = ItemNone
g.players[1].items[0] = ItemNone
g.PopShell()
g.PopShell()
g.popShell()
g.popShell()
g.turn = 3
g.damage = 2
g.reveal = true
// Now advance the group.
g.StartGroup()
g.NextGame()
}
}
@ -128,7 +128,7 @@ func TestGameNextTurn(t *testing.T) {
args []any
}{
{g.round != 1, "round is %d, want 1", []any{g.round}},
{g.group != 1, "group is %d, want 1", []any{g.group}},
{g.game != 1, "group is %d, want 1", []any{g.game}},
{g.turn != i, "turn is %d, want %d", []any{g.turn, i}},
{g.damage != 1, "damage is %d, want 1", []any{g.damage}},
{g.reveal, "revealed at start", nil},
@ -191,13 +191,13 @@ func TestGamePlayers(t *testing.T) {
func TestGamePopShell(t *testing.T) {
t.Parallel()
g := New(player.ID{1}, player.ID{2})
if live := g.PopShell(); live != g.shellArray[0] {
if live := g.popShell(); live != g.shellArray[0] {
t.Errorf("first pop %t, wanted %t", live, g.shellArray[0])
}
if g.prev != &g.shellArray[0] {
t.Errorf("first prev is %p, wanted %p", g.prev, &g.shellArray[0])
}
if live := g.PopShell(); live != g.shellArray[1] {
if live := g.popShell(); live != g.shellArray[1] {
t.Errorf("second pop %t, wanted %t", live, g.shellArray[1])
}
if g.prev != &g.shellArray[1] {
@ -207,7 +207,7 @@ func TestGamePopShell(t *testing.T) {
if g.Empty() {
return
}
g.PopShell()
g.popShell()
}
if !g.Empty() {
t.Errorf("popped too many shells")
@ -221,7 +221,7 @@ func TestGamePeek(t *testing.T) {
t.Parallel()
g := New(dealer, chall)
for !g.Empty() {
g.PopShell()
g.popShell()
}
if g.Peek(dealer) != nil || g.Peek(chall) != nil {
t.Errorf("peeked a shell when empty")
@ -268,7 +268,7 @@ func TestGameEmpty(t *testing.T) {
}
for _, c := range cases {
// We don't care about anything but the shells list.
g := Game{shells: c.shells}
g := Match{shells: c.shells}
if got := g.Empty(); got != c.want {
t.Errorf("empty reported %t, wanted %t", got, c.want)
}

View File

@ -15,7 +15,7 @@ func NewItem(rng *RNG) Item {
return Item(rng.Intn(5)) + 1
}
func (i Item) Apply(g *Game) bool {
func (i Item) Apply(g *Match) bool {
switch i {
case ItemNone:
return false
@ -33,9 +33,9 @@ func (i Item) Apply(g *Game) bool {
}
return true
case ItemBeer:
g.PopShell()
g.popShell()
if g.Empty() {
g.StartGroup()
g.NextGame()
}
return true
case ItemCuff: