shotgun/game/game.go

81 lines
1.6 KiB
Go

package game
type Game struct {
RNG RNG
PP [2]Player
Shells []bool
HP int8
Round uint
Group uint
Turn uint
Damage int8
Reveal bool
// Backing storage for shells.
ShellArray [8]bool
}
func NewGame() *Game {
return &Game{
RNG: NewRNG(),
Damage: 1,
}
}
func (g *Game) StartRound() {
g.PP[0].StartRound()
g.PP[1].StartRound()
g.Round++
}
func (g *Game) StartGroup() {
items := g.RNG.Intn(4) + 1
g.HP = int8(g.RNG.Intn(3) + 2)
g.PP[0].StartGroup(&g.RNG, g.HP, items)
g.PP[1].StartGroup(&g.RNG, g.HP, items)
shells := g.RNG.Intn(6) + 2
for i := 0; i < shells/2; i++ {
g.ShellArray[i] = true
}
for i := shells / 2; i < shells; i++ {
g.ShellArray[i] = false
}
g.Shells = g.ShellArray[:shells]
ShuffleSlice(&g.RNG, g.Shells)
g.Group++
g.Turn = 0
}
// CurrentPlayer gets the index of the current player, either 0 or 1.
func (g *Game) CurrentPlayer() *Player {
return &g.PP[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]
}
// Apply uses an item by index for the current player.
func (g *Game) Apply(item int) {
cur := g.CurrentPlayer()
if item < 0 || item >= len(cur.Items) {
return
}
if cur.Items[item].Apply(g) {
cur.Items[item] = ItemNone
}
}
// PopShell removes a shell from the shotgun.
// This may cause the shotgun to be empty, but does not start the next group
// if so.
func (g *Game) PopShell() {
g.Shells = g.Shells[1:]
}
// Empty returns whether the shotgun is empty.
func (g *Game) Empty() bool {
return len(g.Shells) == 0
}