second commit, too busy flowing to isolate work
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52
game/game.go
52
game/game.go
@ -4,22 +4,34 @@ type Game struct {
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RNG RNG
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PP [2]Player
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Shells []bool
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Round int
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Turn int
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HP int8
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Round uint
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Group uint
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Turn uint
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Damage int8
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Reveal bool
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// Backing storage for shells.
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ShellArray [8]bool
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}
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func NewGame() *Game {
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return &Game{RNG: NewRNG()}
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return &Game{
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RNG: NewRNG(),
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Damage: 1,
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}
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}
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func (g *Game) StartRound() {
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g.PP[0].StartRound()
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g.PP[1].StartRound()
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}
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func (g *Game) StartGroup() {
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items := g.RNG.Intn(4) + 1
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g.PP[0].StartRound(&g.RNG, items)
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g.PP[1].StartRound(&g.RNG, items)
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g.HP = int8(g.RNG.Intn(3) + 2)
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g.PP[0].StartGroup(&g.RNG, g.HP, items)
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g.PP[1].StartGroup(&g.RNG, g.HP, items)
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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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@ -29,7 +41,31 @@ func (g *Game) StartRound() {
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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.Round++
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g.Turn = 0
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g.Damage = 1
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g.Group++
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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() uint {
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return 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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return &g.PP[1^g.CurrentPlayer()]
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}
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// Apply uses an item by index for the current player.
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func (g *Game) Apply(item int) {
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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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// if so.
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func (g *Game) PopShell() {
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g.Shells = g.Shells[1:]
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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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return len(g.Shells) == 0
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}
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41
game/item.go
41
game/item.go
@ -14,3 +14,44 @@ const (
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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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switch i {
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case ItemNone:
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return false
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case ItemLens:
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if g.Reveal {
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return false
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}
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g.Reveal = true
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return true
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case ItemCig:
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cur := &g.PP[g.CurrentPlayer()]
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if cur.HP < g.HP {
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cur.HP++
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return true
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}
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return false
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case ItemBeer:
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g.PopShell()
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if g.Empty() {
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g.StartGroup()
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}
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return true
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case ItemCuff:
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opp := g.Opponent()
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if opp.Cuffs != Uncuffed {
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return false
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}
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opp.Cuffs = Cuffed
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return true
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case ItemKnife:
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if g.Damage != 1 {
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return false
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}
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g.Damage = 2
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return true
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default:
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panic("shotgun: unknown item")
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}
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}
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@ -1,17 +1,38 @@
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package game
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import "slices"
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// PlayerID is a unique ID for a player.
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// May just be IPv6 (or IPv4-in-6) of their connection, or a UUID.
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type PlayerID [16]byte
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type Player struct {
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HP int8
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Items [8]Item
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Skip bool
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Cuffed bool
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ID PlayerID
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HP int8
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Items [8]Item
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Cuffs CuffState
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}
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func (p *Player) StartRound(rng *RNG, items int) {
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p.HP = int8(rng.Intn(3) + 2)
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for i := 0; i < items; i++ {
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p.Items[i] = NewItem(rng)
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}
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p.Skip = false
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p.Cuffed = false
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func (p *Player) StartRound() {
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clear(p.Items[:])
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}
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func (p *Player) StartGroup(rng *RNG, hp int8, items int) {
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p.HP = hp
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for i := 0; i < items; i++ {
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k := slices.Index(p.Items[:], ItemNone)
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if k < 0 {
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break
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}
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p.Items[k] = NewItem(rng)
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}
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p.Cuffs = Uncuffed // TODO(zeph): or is this startround?
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}
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type CuffState uint8
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const (
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Uncuffed CuffState = iota
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Cuffed
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CuffedSkip
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)
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