Initial commit.
This commit is contained in:
Vendored
+55
@@ -0,0 +1,55 @@
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// Package env provides .env file loading and typed lookups using only the
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// standard library.
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package env
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import (
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"bufio"
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"os"
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"strings"
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)
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// Load reads KEY=VALUE pairs from the given file into the process
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// environment. Existing environment variables win over file values. A
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// missing file is not an error, so .env stays optional.
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func Load(path string) error {
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f, err := os.Open(path)
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if err != nil {
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if os.IsNotExist(err) {
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return nil
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}
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return err
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}
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defer f.Close()
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scanner := bufio.NewScanner(f)
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for scanner.Scan() {
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line := strings.TrimSpace(scanner.Text())
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if line == "" || strings.HasPrefix(line, "#") {
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continue
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}
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key, value, ok := strings.Cut(line, "=")
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if !ok {
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continue
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}
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key = strings.TrimSpace(strings.TrimPrefix(key, "export "))
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value = strings.TrimSpace(value)
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if len(value) >= 2 {
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if (value[0] == '"' && value[len(value)-1] == '"') ||
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(value[0] == '\'' && value[len(value)-1] == '\'') {
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value = value[1 : len(value)-1]
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}
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}
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if _, exists := os.LookupEnv(key); !exists {
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os.Setenv(key, value)
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}
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}
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return scanner.Err()
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}
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// Get returns the environment variable or a default.
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func Get(key, fallback string) string {
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if v := os.Getenv(key); v != "" {
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return v
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}
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return fallback
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}
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@@ -0,0 +1,122 @@
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package game
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// BattleUnit is a pet on the battle line with its attached foods applied.
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// Power (attack) is unaffected by damage; a unit dies when Damage >= Power.
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type BattleUnit struct {
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Card Card `json:"card"`
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Foods []Card `json:"foods"`
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Bonus int `json:"bonus"` // total power added by foods
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Damage int `json:"damage"` // damage markers accumulated this battle
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}
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func (u *BattleUnit) Power() int { return u.Card.Power + u.Bonus }
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func (u *BattleUnit) Alive() bool { return u.Damage < u.Power() }
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// BattleEvent is one step of the battle, in order, for clients to animate.
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type BattleEvent struct {
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Type string `json:"type"` // "clash"
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// Indexes into the initial lineups (per seat) of the two front pets.
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Units []int `json:"units"` // one entry per seat
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// Damage each front pet has accumulated after the clash, per seat.
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Damage []int `json:"damage"`
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// Whether each front pet died in the clash, per seat.
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Died []bool `json:"died"`
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}
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// BattleResult is the full, public record of one round's battle.
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type BattleResult struct {
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Round int `json:"round"`
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Lineups [][]BattleUnit `json:"lineups"` // initial lineups per seat
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WastedFood [][]Card `json:"wastedFoods"` // foods with no pet beneath them, per seat
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Events []BattleEvent `json:"events"`
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WinnerSeat int `json:"winnerSeat"` // -1 = draw
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Trophies int `json:"trophies"` // awarded to the winner
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}
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// buildLineup walks a deck top-to-bottom, attaching each run of foods to the
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// next pet below it. Foods after the last pet affect nothing and are wasted.
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func buildLineup(deck []Card) (units []BattleUnit, wasted []Card) {
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var pendingFoods []Card
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for _, c := range deck {
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if c.IsFood() {
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pendingFoods = append(pendingFoods, c)
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continue
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}
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u := BattleUnit{Card: c, Foods: pendingFoods}
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for _, f := range pendingFoods {
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if f.Food == FoodApple {
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u.Bonus++
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}
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}
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pendingFoods = nil
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units = append(units, u)
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}
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return units, pendingFoods
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}
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// resolveBattle simulates the battle from the players' arranged decks,
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// records the event log, awards trophies, and moves to PhaseBattle.
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//
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// Combat: the two front pets deal their full Power to each other
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// simultaneously as damage markers. A pet with Damage >= Power dies. Since
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// remaining health never exceeds Power, at least one pet dies every clash,
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// so the loop always terminates (until effects say otherwise).
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func (g *Game) resolveBattle() {
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res := &BattleResult{
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Round: g.Round,
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Lineups: make([][]BattleUnit, len(g.Players)),
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WastedFood: make([][]Card, len(g.Players)),
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WinnerSeat: -1,
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}
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live := make([][]BattleUnit, len(g.Players)) // working copies
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front := make([]int, len(g.Players)) // index of each seat's front pet
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for _, p := range g.Players {
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units, wasted := buildLineup(p.Deck)
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res.Lineups[p.Seat] = units
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res.WastedFood[p.Seat] = wasted
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live[p.Seat] = append([]BattleUnit(nil), units...)
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}
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// Two-player combat. Effects and >2 player battle formats come later;
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// the surrounding state (lineups, events) is already per-seat.
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a, b := 0, 1
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for front[a] < len(live[a]) && front[b] < len(live[b]) {
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ua, ub := &live[a][front[a]], &live[b][front[b]]
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ua.Damage += ub.Power()
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ub.Damage += ua.Power()
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ev := BattleEvent{
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Type: "clash",
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Units: []int{front[a], front[b]},
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Damage: []int{ua.Damage, ub.Damage},
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Died: []bool{!ua.Alive(), !ub.Alive()},
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}
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res.Events = append(res.Events, ev)
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if !ua.Alive() {
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front[a]++
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}
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if !ub.Alive() {
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front[b]++
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}
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}
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trophies := 1
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if g.Round == MaxRounds {
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trophies = 2
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}
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switch {
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case front[a] < len(live[a]):
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res.WinnerSeat = a
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case front[b] < len(live[b]):
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res.WinnerSeat = b
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}
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if res.WinnerSeat >= 0 {
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res.Trophies = trophies
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g.Players[res.WinnerSeat].Trophies += trophies
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}
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g.Battle = res
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g.Phase = PhaseBattle
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for _, p := range g.Players {
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p.Ready = false
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}
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}
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@@ -0,0 +1,156 @@
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package game
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import "testing"
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// testGame builds a started 2-player game without going through the lobby.
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func testGame(t *testing.T) (*Game, *Player, *Player) {
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t.Helper()
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g := New()
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p1, err := g.AddPlayer("Alice")
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if err != nil {
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t.Fatal(err)
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}
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p2, err := g.AddPlayer("Bob")
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if err != nil {
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t.Fatal(err)
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}
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if g.Phase != PhaseShop {
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t.Fatalf("expected shop phase after both players join, got %s", g.Phase)
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}
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return g, p1, p2
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}
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func (g *Game) pet(name string, power int) Card {
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return Card{ID: g.newCardID(), Kind: KindPet, Name: name, Tier: 1, Power: power, Suit: SuitSun}
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}
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// forceBattle sets both decks, arranges them in current order, and resolves.
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func forceBattle(t *testing.T, g *Game, d1, d2 []Card) *BattleResult {
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t.Helper()
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g.Players[0].Deck = d1
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g.Players[1].Deck = d2
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g.Phase = PhaseArrange
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g.Players[0].Ready = false
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g.Players[1].Ready = false
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for _, p := range g.Players {
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ids := make([]string, len(p.Deck))
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for i, c := range p.Deck {
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ids[i] = c.ID
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}
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if err := g.SubmitOrder(p.ID, ids); err != nil {
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t.Fatal(err)
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}
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}
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if g.Phase != PhaseBattle {
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t.Fatalf("expected battle phase, got %s", g.Phase)
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}
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return g.Battle
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}
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// The worked example from the rules: a 3-power pet fights a 5-power pet. The
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// 3 dies, the 5 survives with 3 damage markers (2 health left, 5 attack).
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// Then a 2-power pet trades with it: both die.
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func TestBattleDamageMarkers(t *testing.T) {
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g, _, _ := testGame(t)
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res := forceBattle(t, g,
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[]Card{g.pet("Three", 3), g.pet("Two", 2)},
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[]Card{g.pet("Five", 5)},
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)
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if len(res.Events) != 2 {
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t.Fatalf("expected 2 clashes, got %d", len(res.Events))
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}
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first := res.Events[0]
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if !first.Died[0] || first.Died[1] {
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t.Fatalf("first clash: 3-power should die, 5-power should survive: %+v", first)
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}
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if first.Damage[1] != 3 {
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t.Fatalf("5-power pet should carry 3 damage, has %d", first.Damage[1])
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}
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second := res.Events[1]
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if !second.Died[0] || !second.Died[1] {
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t.Fatalf("second clash: both should die (5 attack kills the 2; 3+2 damage kills the 5): %+v", second)
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}
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if res.WinnerSeat != -1 {
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t.Fatalf("battle should be a draw, winner=%d", res.WinnerSeat)
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}
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if g.Players[0].Trophies != 0 || g.Players[1].Trophies != 0 {
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t.Fatal("no trophies on a draw")
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}
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}
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func TestBattleEqualPowerBothDie(t *testing.T) {
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g, _, _ := testGame(t)
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res := forceBattle(t, g,
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[]Card{g.pet("A", 4)},
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[]Card{g.pet("B", 4)},
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)
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ev := res.Events[0]
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if !ev.Died[0] || !ev.Died[1] {
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t.Fatalf("equal power pets should both die: %+v", ev)
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}
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if res.WinnerSeat != -1 {
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t.Fatal("expected a draw")
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}
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}
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func TestBattleWinnerGetsTrophy(t *testing.T) {
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g, _, p2 := testGame(t)
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res := forceBattle(t, g,
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[]Card{g.pet("Small", 1)},
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[]Card{g.pet("Big", 5)},
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)
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if res.WinnerSeat != 1 {
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t.Fatalf("seat 1 should win, got %d", res.WinnerSeat)
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}
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if res.Trophies != 1 || p2.Trophies != 1 {
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t.Fatalf("round 1 win should award 1 trophy, got %d/%d", res.Trophies, p2.Trophies)
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}
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}
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func TestBattleFinalRoundWorthTwoTrophies(t *testing.T) {
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g, _, p2 := testGame(t)
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g.Round = MaxRounds
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res := forceBattle(t, g,
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[]Card{g.pet("Small", 1)},
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[]Card{g.pet("Big", 5)},
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)
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if res.Trophies != 2 || p2.Trophies != 2 {
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t.Fatalf("final round win should award 2 trophies, got %d/%d", res.Trophies, p2.Trophies)
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}
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}
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// Foods stack onto the next pet beneath them; each apple adds 1 power.
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// Trailing foods with no pet under them are wasted.
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func TestBattleApplesBuffNextPet(t *testing.T) {
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g, _, _ := testGame(t)
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apple1, apple2, apple3 := g.newApple(), g.newApple(), g.newApple()
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res := forceBattle(t, g,
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[]Card{apple1, apple2, g.pet("Buffed", 3), apple3}, // 3+2=5 power; apple3 wasted
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[]Card{g.pet("Enemy", 5)},
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)
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u := res.Lineups[0][0]
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if u.Bonus != 2 || u.Power() != 5 {
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t.Fatalf("expected 2 apples for 5 total power, got bonus=%d power=%d", u.Bonus, u.Power())
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}
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if len(res.WastedFood[0]) != 1 || res.WastedFood[0][0].ID != apple3.ID {
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t.Fatalf("trailing apple should be wasted: %+v", res.WastedFood[0])
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}
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if res.WinnerSeat != -1 {
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t.Fatal("5 vs 5 should draw")
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}
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}
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// A player with an empty lineup loses immediately with zero clashes.
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func TestBattleEmptyLineupLoses(t *testing.T) {
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g, _, _ := testGame(t)
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res := forceBattle(t, g,
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[]Card{g.pet("Solo", 1)},
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[]Card{g.newApple()}, // food only, no pets
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)
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if len(res.Events) != 0 {
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t.Fatalf("expected no clashes, got %d", len(res.Events))
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}
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if res.WinnerSeat != 0 {
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t.Fatalf("seat 0 should win by default, got %d", res.WinnerSeat)
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}
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}
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@@ -0,0 +1,120 @@
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package game
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import "fmt"
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// Suit is the trade-in symbol printed on pet cards. Three pets of the same
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// suit can be traded for a pick of the next tier's deck.
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type Suit string
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const (
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SuitSun Suit = "sun"
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SuitMoon Suit = "moon"
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SuitStar Suit = "star"
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SuitLeaf Suit = "leaf"
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)
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var suits = []Suit{SuitSun, SuitMoon, SuitStar, SuitLeaf}
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// CardKind distinguishes pets from foods.
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type CardKind string
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const (
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KindPet CardKind = "pet"
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KindFood CardKind = "food"
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)
|
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|
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// Food identifiers. Only apples exist for now; more foods come later.
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const FoodApple = "apple"
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|
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// Card is a single physical card instance. IDs are unique per game.
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type Card struct {
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ID string `json:"id"`
|
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Kind CardKind `json:"kind"`
|
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Name string `json:"name"`
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Tier int `json:"tier"`
|
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Power int `json:"power,omitempty"`
|
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Suit Suit `json:"suit,omitempty"`
|
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// Effect is display text for the pet's ability. Effects are not yet
|
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// implemented mechanically; the field keeps card data forward-compatible.
|
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Effect string `json:"effect,omitempty"`
|
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Food string `json:"food,omitempty"`
|
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}
|
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func (c Card) IsPet() bool { return c.Kind == KindPet }
|
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func (c Card) IsFood() bool { return c.Kind == KindFood }
|
||||
|
||||
// petTemplate is the printed definition of a pet; each template appears as
|
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// multiple card copies in its tier's shop deck.
|
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type petTemplate struct {
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Name string
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Power int
|
||||
}
|
||||
|
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const copiesPerPet = 2
|
||||
|
||||
// petTiers defines the shop decks. Index 0 is tier 1 (round 1) through
|
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// index 5 for tier 6 (round 6). Suits are assigned round-robin per tier so
|
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// every tier contains every suit.
|
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var petTiers = [MaxRounds][]petTemplate{
|
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{ // Tier 1
|
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{"Ant", 1}, {"Cricket", 1}, {"Fish", 2}, {"Horse", 1},
|
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{"Beaver", 2}, {"Otter", 1}, {"Pig", 3}, {"Mosquito", 2},
|
||||
},
|
||||
{ // Tier 2
|
||||
{"Crab", 3}, {"Swan", 2}, {"Hedgehog", 3}, {"Peacock", 4},
|
||||
{"Flamingo", 3}, {"Rat", 2}, {"Shrimp", 2}, {"Spider", 3},
|
||||
},
|
||||
{ // Tier 3
|
||||
{"Dog", 4}, {"Badger", 4}, {"Camel", 3}, {"Giraffe", 3},
|
||||
{"Kangaroo", 4}, {"Ox", 5}, {"Rabbit", 3}, {"Sheep", 4},
|
||||
},
|
||||
{ // Tier 4
|
||||
{"Skunk", 5}, {"Hippo", 6}, {"Bison", 6}, {"Deer", 4},
|
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{"Squirrel", 4}, {"Whale", 5}, {"Worm", 4}, {"Penguin", 5},
|
||||
},
|
||||
{ // Tier 5
|
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{"Scorpion", 5}, {"Rhino", 7}, {"Monkey", 6}, {"Cow", 6},
|
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{"Seal", 6}, {"Shark", 7}, {"Turkey", 5}, {"Crocodile", 8},
|
||||
},
|
||||
{ // Tier 6
|
||||
{"Leopard", 8}, {"Boar", 9}, {"Fly", 7}, {"Gorilla", 9},
|
||||
{"Mammoth", 10}, {"Snake", 8}, {"Tiger", 9}, {"Dragon", 10},
|
||||
},
|
||||
}
|
||||
|
||||
// newCardID mints a unique card ID within the game.
|
||||
func (g *Game) newCardID() string {
|
||||
g.NextCardID++
|
||||
return fmt.Sprintf("c%d", g.NextCardID)
|
||||
}
|
||||
|
||||
// buildShopDecks creates all six tier decks (unshuffled).
|
||||
func (g *Game) buildShopDecks() {
|
||||
g.ShopDecks = make([][]Card, MaxRounds)
|
||||
for tierIdx, templates := range petTiers {
|
||||
deck := make([]Card, 0, len(templates)*copiesPerPet)
|
||||
for i, t := range templates {
|
||||
for range copiesPerPet {
|
||||
deck = append(deck, Card{
|
||||
ID: g.newCardID(),
|
||||
Kind: KindPet,
|
||||
Name: t.Name,
|
||||
Tier: tierIdx + 1,
|
||||
Power: t.Power,
|
||||
Suit: suits[i%len(suits)],
|
||||
})
|
||||
}
|
||||
}
|
||||
g.ShopDecks[tierIdx] = deck
|
||||
}
|
||||
}
|
||||
|
||||
// newApple mints an apple food card (from discarding, etc.).
|
||||
func (g *Game) newApple() Card {
|
||||
return Card{
|
||||
ID: g.newCardID(),
|
||||
Kind: KindFood,
|
||||
Name: "Apple",
|
||||
Food: FoodApple,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,533 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"crypto/rand"
|
||||
"encoding/hex"
|
||||
"errors"
|
||||
"fmt"
|
||||
"math/big"
|
||||
"slices"
|
||||
)
|
||||
|
||||
// Tunable rules. The engine supports any player count >= 2; MinPlayers /
|
||||
// MaxPlayers gate when a lobby can start (2 for now, more later).
|
||||
const (
|
||||
MaxRounds = 6
|
||||
CoinsPerRound = 3
|
||||
ShopRowSize = 4
|
||||
MaxPets = 5
|
||||
TradeInCount = 3
|
||||
MinPlayers = 2
|
||||
MaxPlayers = 2
|
||||
)
|
||||
|
||||
// Phase is the game's top-level state.
|
||||
type Phase string
|
||||
|
||||
const (
|
||||
PhaseLobby Phase = "lobby" // waiting for players
|
||||
PhaseShop Phase = "shop" // players take turns spending coins
|
||||
PhaseCleanup Phase = "cleanup" // forced discard down to MaxPets pets
|
||||
PhaseArrange Phase = "arrange" // players order their decks for battle
|
||||
PhaseBattle Phase = "battle" // battle resolved; players review the log
|
||||
PhaseGameOver Phase = "gameover" // all rounds played
|
||||
)
|
||||
|
||||
// Player holds everything about one seat. All fields are exported so a Game
|
||||
// serializes to JSON for persistence.
|
||||
type Player struct {
|
||||
ID string `json:"id"`
|
||||
Token string `json:"token"` // secret; never sent in views
|
||||
Name string `json:"name"`
|
||||
Seat int `json:"seat"`
|
||||
Coins int `json:"coins"`
|
||||
Deck []Card `json:"deck"`
|
||||
Trophies int `json:"trophies"`
|
||||
Ready bool `json:"ready"` // arrange submitted / battle acknowledged
|
||||
Connected bool `json:"connected"`
|
||||
}
|
||||
|
||||
// PetCount counts pet cards in the player's deck.
|
||||
func (p *Player) PetCount() int {
|
||||
n := 0
|
||||
for _, c := range p.Deck {
|
||||
if c.IsPet() {
|
||||
n++
|
||||
}
|
||||
}
|
||||
return n
|
||||
}
|
||||
|
||||
func (p *Player) cardIndex(cardID string) int {
|
||||
return slices.IndexFunc(p.Deck, func(c Card) bool { return c.ID == cardID })
|
||||
}
|
||||
|
||||
// PendingTrade is an in-progress trade-in: the trading player has paid and
|
||||
// must now pick one of two revealed cards from the next tier's deck.
|
||||
type PendingTrade struct {
|
||||
PlayerID string `json:"playerId"`
|
||||
Tier int `json:"tier"` // 1-based tier the options came from
|
||||
Options [2]Card `json:"options"`
|
||||
}
|
||||
|
||||
// Game is the complete authoritative state. It is a pure state machine: no
|
||||
// goroutines, no clocks, no I/O. Callers are responsible for locking.
|
||||
type Game struct {
|
||||
ID string `json:"id"`
|
||||
Code string `json:"code"`
|
||||
Phase Phase `json:"phase"`
|
||||
Round int `json:"round"` // 1-based
|
||||
Players []*Player `json:"players"`
|
||||
ShopDecks [][]Card `json:"shopDecks"` // index 0 = tier 1
|
||||
ShopRow []Card `json:"shopRow"` // empty ID = empty slot
|
||||
Turn int `json:"turn"` // seat with the current shop turn
|
||||
Pending *PendingTrade `json:"pending,omitempty"`
|
||||
Battle *BattleResult `json:"battle,omitempty"` // most recent battle
|
||||
NextCardID int `json:"nextCardId"`
|
||||
WinnerSeat int `json:"winnerSeat"` // set at gameover; -1 = tie
|
||||
}
|
||||
|
||||
var (
|
||||
ErrNotYourTurn = errors.New("not your turn")
|
||||
ErrWrongPhase = errors.New("action not allowed in this phase")
|
||||
ErrNoCoins = errors.New("no coins remaining")
|
||||
ErrInvalidAction = errors.New("invalid action")
|
||||
)
|
||||
|
||||
func randomID(n int) string {
|
||||
b := make([]byte, n)
|
||||
if _, err := rand.Read(b); err != nil {
|
||||
panic(err)
|
||||
}
|
||||
return hex.EncodeToString(b)
|
||||
}
|
||||
|
||||
func randomCode() string {
|
||||
const letters = "ABCDEFGHJKMNPQRSTUVWXYZ23456789" // no easily-confused chars
|
||||
code := make([]byte, 5)
|
||||
for i := range code {
|
||||
n, err := rand.Int(rand.Reader, big.NewInt(int64(len(letters))))
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
code[i] = letters[n.Int64()]
|
||||
}
|
||||
return string(code)
|
||||
}
|
||||
|
||||
func randInt(n int) int {
|
||||
v, err := rand.Int(rand.Reader, big.NewInt(int64(n)))
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
return int(v.Int64())
|
||||
}
|
||||
|
||||
func shuffle[T any](s []T) {
|
||||
for i := len(s) - 1; i > 0; i-- {
|
||||
j := randInt(i + 1)
|
||||
s[i], s[j] = s[j], s[i]
|
||||
}
|
||||
}
|
||||
|
||||
// New creates a game in the lobby phase with its shop decks built and
|
||||
// shuffled. All later "randomness" is just drawing from these decks, so the
|
||||
// state is fully deterministic (and serializable) after this point.
|
||||
func New() *Game {
|
||||
g := &Game{
|
||||
ID: randomID(16),
|
||||
Code: randomCode(),
|
||||
Phase: PhaseLobby,
|
||||
WinnerSeat: -1,
|
||||
}
|
||||
g.buildShopDecks()
|
||||
for i := range g.ShopDecks {
|
||||
shuffle(g.ShopDecks[i])
|
||||
}
|
||||
return g
|
||||
}
|
||||
|
||||
// AddPlayer seats a new player during the lobby phase and returns them (with
|
||||
// their secret token). The game starts automatically once full.
|
||||
func (g *Game) AddPlayer(name string) (*Player, error) {
|
||||
if g.Phase != PhaseLobby {
|
||||
return nil, fmt.Errorf("%w: game already started", ErrWrongPhase)
|
||||
}
|
||||
if len(g.Players) >= MaxPlayers {
|
||||
return nil, errors.New("game is full")
|
||||
}
|
||||
if name == "" {
|
||||
name = fmt.Sprintf("Player %d", len(g.Players)+1)
|
||||
}
|
||||
p := &Player{
|
||||
ID: randomID(8),
|
||||
Token: randomID(16),
|
||||
Name: name,
|
||||
Seat: len(g.Players),
|
||||
}
|
||||
g.Players = append(g.Players, p)
|
||||
if len(g.Players) == MaxPlayers {
|
||||
g.start()
|
||||
}
|
||||
return p, nil
|
||||
}
|
||||
|
||||
// PlayerByID returns the player, or nil.
|
||||
func (g *Game) PlayerByID(id string) *Player {
|
||||
for _, p := range g.Players {
|
||||
if p.ID == id {
|
||||
return p
|
||||
}
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Game) start() {
|
||||
g.Round = 1
|
||||
g.startShopRound()
|
||||
}
|
||||
|
||||
// startShopRound resets coins, deals the shop row from this round's tier
|
||||
// deck, and rotates the starting player.
|
||||
func (g *Game) startShopRound() {
|
||||
g.Phase = PhaseShop
|
||||
g.Pending = nil
|
||||
for _, p := range g.Players {
|
||||
p.Coins = CoinsPerRound
|
||||
p.Ready = false
|
||||
}
|
||||
g.ShopRow = make([]Card, ShopRowSize)
|
||||
for i := range g.ShopRow {
|
||||
g.ShopRow[i] = g.drawFromTier(g.Round)
|
||||
}
|
||||
g.Turn = (g.Round - 1) % len(g.Players)
|
||||
}
|
||||
|
||||
// drawFromTier pops the top card of the given tier's deck (1-based tier).
|
||||
// Returns a zero Card if the deck is empty.
|
||||
func (g *Game) drawFromTier(tier int) Card {
|
||||
deck := g.ShopDecks[tier-1]
|
||||
if len(deck) == 0 {
|
||||
return Card{}
|
||||
}
|
||||
top := deck[0]
|
||||
g.ShopDecks[tier-1] = deck[1:]
|
||||
return top
|
||||
}
|
||||
|
||||
// requireShopTurn validates that playerID may act in the shop right now.
|
||||
func (g *Game) requireShopTurn(playerID string) (*Player, error) {
|
||||
if g.Phase != PhaseShop {
|
||||
return nil, ErrWrongPhase
|
||||
}
|
||||
p := g.PlayerByID(playerID)
|
||||
if p == nil {
|
||||
return nil, errors.New("unknown player")
|
||||
}
|
||||
if g.Players[g.Turn].ID != playerID {
|
||||
return nil, ErrNotYourTurn
|
||||
}
|
||||
if g.Pending != nil {
|
||||
return nil, fmt.Errorf("%w: finish your trade first", ErrInvalidAction)
|
||||
}
|
||||
if p.Coins <= 0 {
|
||||
return nil, ErrNoCoins
|
||||
}
|
||||
return p, nil
|
||||
}
|
||||
|
||||
// Buy spends one coin to take the card at rowIdx into the player's deck.
|
||||
// The slot refills from the current round's tier deck.
|
||||
func (g *Game) Buy(playerID string, rowIdx int) error {
|
||||
p, err := g.requireShopTurn(playerID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if rowIdx < 0 || rowIdx >= len(g.ShopRow) || g.ShopRow[rowIdx].ID == "" {
|
||||
return fmt.Errorf("%w: no card in that shop slot", ErrInvalidAction)
|
||||
}
|
||||
p.Coins--
|
||||
p.Deck = append(p.Deck, g.ShopRow[rowIdx])
|
||||
g.ShopRow[rowIdx] = g.drawFromTier(g.Round)
|
||||
g.advanceShopTurn()
|
||||
return nil
|
||||
}
|
||||
|
||||
// Discard spends one coin to convert any number (>=1) of the player's cards
|
||||
// into that many apples.
|
||||
func (g *Game) Discard(playerID string, cardIDs []string) error {
|
||||
p, err := g.requireShopTurn(playerID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if len(cardIDs) == 0 {
|
||||
return fmt.Errorf("%w: choose at least one card to discard", ErrInvalidAction)
|
||||
}
|
||||
if err := g.convertToApples(p, cardIDs); err != nil {
|
||||
return err
|
||||
}
|
||||
p.Coins--
|
||||
g.advanceShopTurn()
|
||||
return nil
|
||||
}
|
||||
|
||||
// convertToApples removes the given cards from p's deck and adds one apple
|
||||
// per removed card. It validates before mutating.
|
||||
func (g *Game) convertToApples(p *Player, cardIDs []string) error {
|
||||
if hasDuplicates(cardIDs) {
|
||||
return fmt.Errorf("%w: duplicate card", ErrInvalidAction)
|
||||
}
|
||||
for _, id := range cardIDs {
|
||||
if p.cardIndex(id) < 0 {
|
||||
return fmt.Errorf("%w: card not in your deck", ErrInvalidAction)
|
||||
}
|
||||
}
|
||||
for _, id := range cardIDs {
|
||||
p.Deck = slices.Delete(p.Deck, p.cardIndex(id), p.cardIndex(id)+1)
|
||||
}
|
||||
for range cardIDs {
|
||||
p.Deck = append(p.Deck, g.newApple())
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// TradeStart spends one coin and three same-suit pets from the player's deck
|
||||
// to reveal the top two cards of the next tier's deck. The player must then
|
||||
// call TradeChoose before anything else happens.
|
||||
func (g *Game) TradeStart(playerID string, cardIDs []string) error {
|
||||
p, err := g.requireShopTurn(playerID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if g.Round >= MaxRounds {
|
||||
return fmt.Errorf("%w: no higher tier to trade into", ErrInvalidAction)
|
||||
}
|
||||
if len(cardIDs) != TradeInCount || hasDuplicates(cardIDs) {
|
||||
return fmt.Errorf("%w: trade in exactly %d cards", ErrInvalidAction, TradeInCount)
|
||||
}
|
||||
var suit Suit
|
||||
for i, id := range cardIDs {
|
||||
idx := p.cardIndex(id)
|
||||
if idx < 0 {
|
||||
return fmt.Errorf("%w: card not in your deck", ErrInvalidAction)
|
||||
}
|
||||
c := p.Deck[idx]
|
||||
if !c.IsPet() {
|
||||
return fmt.Errorf("%w: only pets have suits", ErrInvalidAction)
|
||||
}
|
||||
if i == 0 {
|
||||
suit = c.Suit
|
||||
} else if c.Suit != suit {
|
||||
return fmt.Errorf("%w: cards must share a suit", ErrInvalidAction)
|
||||
}
|
||||
}
|
||||
nextTier := g.Round + 1
|
||||
if len(g.ShopDecks[nextTier-1]) < 2 {
|
||||
return fmt.Errorf("%w: next tier deck is exhausted", ErrInvalidAction)
|
||||
}
|
||||
// Validated; commit.
|
||||
for _, id := range cardIDs {
|
||||
p.Deck = slices.Delete(p.Deck, p.cardIndex(id), p.cardIndex(id)+1)
|
||||
}
|
||||
p.Coins--
|
||||
g.Pending = &PendingTrade{
|
||||
PlayerID: playerID,
|
||||
Tier: nextTier,
|
||||
Options: [2]Card{g.drawFromTier(nextTier), g.drawFromTier(nextTier)},
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// TradeChoose resolves a pending trade: pick (0 or 1) joins the player's
|
||||
// deck, the other goes to the bottom of its tier deck.
|
||||
func (g *Game) TradeChoose(playerID string, pick int) error {
|
||||
if g.Phase != PhaseShop || g.Pending == nil || g.Pending.PlayerID != playerID {
|
||||
return fmt.Errorf("%w: no trade waiting on you", ErrInvalidAction)
|
||||
}
|
||||
if pick != 0 && pick != 1 {
|
||||
return fmt.Errorf("%w: pick 0 or 1", ErrInvalidAction)
|
||||
}
|
||||
p := g.PlayerByID(playerID)
|
||||
chosen, other := g.Pending.Options[pick], g.Pending.Options[1-pick]
|
||||
p.Deck = append(p.Deck, chosen)
|
||||
tierIdx := g.Pending.Tier - 1
|
||||
g.ShopDecks[tierIdx] = append(g.ShopDecks[tierIdx], other)
|
||||
g.Pending = nil
|
||||
g.advanceShopTurn()
|
||||
return nil
|
||||
}
|
||||
|
||||
// Pass forfeits the player's remaining coins and ends their shopping.
|
||||
func (g *Game) Pass(playerID string) error {
|
||||
p, err := g.requireShopTurn(playerID)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
p.Coins = 0
|
||||
g.advanceShopTurn()
|
||||
return nil
|
||||
}
|
||||
|
||||
// advanceShopTurn hands the turn to the next player who still has coins, or
|
||||
// moves the game onward when everyone is spent.
|
||||
func (g *Game) advanceShopTurn() {
|
||||
for i := 1; i <= len(g.Players); i++ {
|
||||
seat := (g.Turn + i) % len(g.Players)
|
||||
if g.Players[seat].Coins > 0 {
|
||||
g.Turn = seat
|
||||
return
|
||||
}
|
||||
}
|
||||
g.endShop()
|
||||
}
|
||||
|
||||
// endShop moves to forced discard if anyone is over the pet limit, otherwise
|
||||
// straight to arranging.
|
||||
func (g *Game) endShop() {
|
||||
over := false
|
||||
for _, p := range g.Players {
|
||||
p.Ready = p.PetCount() <= MaxPets
|
||||
if !p.Ready {
|
||||
over = true
|
||||
}
|
||||
}
|
||||
if over {
|
||||
g.Phase = PhaseCleanup
|
||||
return
|
||||
}
|
||||
g.beginArrange()
|
||||
}
|
||||
|
||||
// CleanupDiscard performs the forced end-of-shop discard: the player must
|
||||
// convert exactly their excess pets into apples.
|
||||
func (g *Game) CleanupDiscard(playerID string, cardIDs []string) error {
|
||||
if g.Phase != PhaseCleanup {
|
||||
return ErrWrongPhase
|
||||
}
|
||||
p := g.PlayerByID(playerID)
|
||||
if p == nil {
|
||||
return errors.New("unknown player")
|
||||
}
|
||||
excess := p.PetCount() - MaxPets
|
||||
if excess <= 0 {
|
||||
return fmt.Errorf("%w: you are not over the pet limit", ErrInvalidAction)
|
||||
}
|
||||
if len(cardIDs) != excess {
|
||||
return fmt.Errorf("%w: discard exactly %d pets", ErrInvalidAction, excess)
|
||||
}
|
||||
for _, id := range cardIDs {
|
||||
idx := p.cardIndex(id)
|
||||
if idx < 0 || !p.Deck[idx].IsPet() {
|
||||
return fmt.Errorf("%w: pick pets from your deck", ErrInvalidAction)
|
||||
}
|
||||
}
|
||||
if err := g.convertToApples(p, cardIDs); err != nil {
|
||||
return err
|
||||
}
|
||||
p.Ready = true
|
||||
if g.allReady() {
|
||||
g.beginArrange()
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Game) allReady() bool {
|
||||
for _, p := range g.Players {
|
||||
if !p.Ready {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func (g *Game) beginArrange() {
|
||||
g.Phase = PhaseArrange
|
||||
for _, p := range g.Players {
|
||||
p.Ready = false
|
||||
}
|
||||
}
|
||||
|
||||
// SubmitOrder records the player's battle ordering (a permutation of their
|
||||
// deck's card IDs, top of deck first). When everyone has submitted, the
|
||||
// battle resolves.
|
||||
func (g *Game) SubmitOrder(playerID string, orderedIDs []string) error {
|
||||
if g.Phase != PhaseArrange {
|
||||
return ErrWrongPhase
|
||||
}
|
||||
p := g.PlayerByID(playerID)
|
||||
if p == nil {
|
||||
return errors.New("unknown player")
|
||||
}
|
||||
if p.Ready {
|
||||
return fmt.Errorf("%w: order already submitted", ErrInvalidAction)
|
||||
}
|
||||
if len(orderedIDs) != len(p.Deck) || hasDuplicates(orderedIDs) {
|
||||
return fmt.Errorf("%w: order must include each of your cards exactly once", ErrInvalidAction)
|
||||
}
|
||||
ordered := make([]Card, 0, len(p.Deck))
|
||||
for _, id := range orderedIDs {
|
||||
idx := p.cardIndex(id)
|
||||
if idx < 0 {
|
||||
return fmt.Errorf("%w: card not in your deck", ErrInvalidAction)
|
||||
}
|
||||
ordered = append(ordered, p.Deck[idx])
|
||||
}
|
||||
p.Deck = ordered
|
||||
p.Ready = true
|
||||
if g.allReady() {
|
||||
g.resolveBattle()
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// AcknowledgeBattle marks the player done reviewing the battle. When all
|
||||
// players acknowledge, the next round starts (or the game ends).
|
||||
func (g *Game) AcknowledgeBattle(playerID string) error {
|
||||
if g.Phase != PhaseBattle {
|
||||
return ErrWrongPhase
|
||||
}
|
||||
p := g.PlayerByID(playerID)
|
||||
if p == nil {
|
||||
return errors.New("unknown player")
|
||||
}
|
||||
p.Ready = true
|
||||
if !g.allReady() {
|
||||
return nil
|
||||
}
|
||||
if g.Round >= MaxRounds {
|
||||
g.finish()
|
||||
return nil
|
||||
}
|
||||
g.Round++
|
||||
g.startShopRound()
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Game) finish() {
|
||||
g.Phase = PhaseGameOver
|
||||
best, bestSeat, tie := -1, -1, false
|
||||
for _, p := range g.Players {
|
||||
switch {
|
||||
case p.Trophies > best:
|
||||
best, bestSeat, tie = p.Trophies, p.Seat, false
|
||||
case p.Trophies == best:
|
||||
tie = true
|
||||
}
|
||||
}
|
||||
if tie {
|
||||
g.WinnerSeat = -1
|
||||
} else {
|
||||
g.WinnerSeat = bestSeat
|
||||
}
|
||||
}
|
||||
|
||||
func hasDuplicates(ids []string) bool {
|
||||
seen := make(map[string]struct{}, len(ids))
|
||||
for _, id := range ids {
|
||||
if _, ok := seen[id]; ok {
|
||||
return true
|
||||
}
|
||||
seen[id] = struct{}{}
|
||||
}
|
||||
return false
|
||||
}
|
||||
@@ -0,0 +1,335 @@
|
||||
package game
|
||||
|
||||
import (
|
||||
"testing"
|
||||
)
|
||||
|
||||
func deckIDs(p *Player, filter func(Card) bool) []string {
|
||||
var ids []string
|
||||
for _, c := range p.Deck {
|
||||
if filter == nil || filter(c) {
|
||||
ids = append(ids, c.ID)
|
||||
}
|
||||
}
|
||||
return ids
|
||||
}
|
||||
|
||||
func current(g *Game) *Player { return g.Players[g.Turn] }
|
||||
|
||||
func TestLobbyStartsWhenFull(t *testing.T) {
|
||||
g := New()
|
||||
if g.Phase != PhaseLobby {
|
||||
t.Fatalf("new game should be in lobby, got %s", g.Phase)
|
||||
}
|
||||
if _, err := g.AddPlayer("Alice"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if g.Phase != PhaseLobby {
|
||||
t.Fatal("game should wait for second player")
|
||||
}
|
||||
if _, err := g.AddPlayer("Bob"); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if g.Phase != PhaseShop || g.Round != 1 {
|
||||
t.Fatalf("game should start round 1 shop, got phase=%s round=%d", g.Phase, g.Round)
|
||||
}
|
||||
if _, err := g.AddPlayer("Carol"); err == nil {
|
||||
t.Fatal("third player should be rejected while MaxPlayers=2")
|
||||
}
|
||||
for _, p := range g.Players {
|
||||
if p.Coins != CoinsPerRound {
|
||||
t.Fatalf("player should start with %d coins", CoinsPerRound)
|
||||
}
|
||||
}
|
||||
if len(g.ShopRow) != ShopRowSize {
|
||||
t.Fatalf("shop row should have %d cards", ShopRowSize)
|
||||
}
|
||||
for _, c := range g.ShopRow {
|
||||
if c.Tier != 1 {
|
||||
t.Fatalf("round 1 shop should deal tier 1 cards, got tier %d", c.Tier)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestBuyTakesCardAndRefills(t *testing.T) {
|
||||
g, _, _ := testGame(t)
|
||||
p := current(g)
|
||||
want := g.ShopRow[0]
|
||||
deckBefore := len(g.ShopDecks[0])
|
||||
if err := g.Buy(p.ID, 0); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if p.Coins != CoinsPerRound-1 {
|
||||
t.Fatalf("buy should cost 1 coin, coins=%d", p.Coins)
|
||||
}
|
||||
if len(p.Deck) != 1 || p.Deck[0].ID != want.ID {
|
||||
t.Fatalf("bought card should be in deck")
|
||||
}
|
||||
if g.ShopRow[0].ID == "" || g.ShopRow[0].ID == want.ID {
|
||||
t.Fatal("shop slot should refill with a new card")
|
||||
}
|
||||
if len(g.ShopDecks[0]) != deckBefore-1 {
|
||||
t.Fatal("refill should come from the tier deck")
|
||||
}
|
||||
if current(g).ID == p.ID {
|
||||
t.Fatal("turn should pass after an action")
|
||||
}
|
||||
}
|
||||
|
||||
func TestTurnValidation(t *testing.T) {
|
||||
g, _, _ := testGame(t)
|
||||
other := g.Players[(g.Turn+1)%2]
|
||||
if err := g.Buy(other.ID, 0); err == nil {
|
||||
t.Fatal("acting out of turn should fail")
|
||||
}
|
||||
}
|
||||
|
||||
func TestDiscardConvertsToApples(t *testing.T) {
|
||||
g, _, _ := testGame(t)
|
||||
p := current(g)
|
||||
if err := g.Buy(p.ID, 0); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
// Skip opponent back to p.
|
||||
if err := g.Buy(current(g).ID, 0); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if err := g.Discard(p.ID, deckIDs(p, Card.IsPet)); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if p.Coins != CoinsPerRound-2 {
|
||||
t.Fatalf("discard should cost 1 coin, coins=%d", p.Coins)
|
||||
}
|
||||
if p.PetCount() != 0 || len(p.Deck) != 1 || p.Deck[0].Food != FoodApple {
|
||||
t.Fatalf("discarded pet should become an apple: %+v", p.Deck)
|
||||
}
|
||||
}
|
||||
|
||||
func TestTradeInThreeMatchingSuits(t *testing.T) {
|
||||
g, _, _ := testGame(t)
|
||||
p := current(g)
|
||||
// Hand p three same-suit tier-1 pets directly.
|
||||
for range 3 {
|
||||
c := g.pet("Fodder", 1)
|
||||
c.Suit = SuitMoon
|
||||
p.Deck = append(p.Deck, c)
|
||||
}
|
||||
nextDeckBefore := len(g.ShopDecks[1])
|
||||
if err := g.TradeStart(p.ID, deckIDs(p, nil)); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if g.Pending == nil || g.Pending.Tier != 2 {
|
||||
t.Fatalf("trade should reveal two tier-2 cards: %+v", g.Pending)
|
||||
}
|
||||
if len(p.Deck) != 0 {
|
||||
t.Fatal("traded cards should leave the deck")
|
||||
}
|
||||
if current(g).ID != p.ID {
|
||||
t.Fatal("turn should not pass until the trade is chosen")
|
||||
}
|
||||
if err := g.Buy(p.ID, 0); err == nil {
|
||||
t.Fatal("other actions should be blocked while a trade is pending")
|
||||
}
|
||||
chosen := g.Pending.Options[0]
|
||||
rejected := g.Pending.Options[1]
|
||||
if err := g.TradeChoose(p.ID, 0); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if len(p.Deck) != 1 || p.Deck[0].ID != chosen.ID {
|
||||
t.Fatal("chosen card should join the deck")
|
||||
}
|
||||
deck2 := g.ShopDecks[1]
|
||||
if len(deck2) != nextDeckBefore-1 {
|
||||
t.Fatalf("tier 2 deck should be down exactly one card, was %d now %d", nextDeckBefore, len(deck2))
|
||||
}
|
||||
if deck2[len(deck2)-1].ID != rejected.ID {
|
||||
t.Fatal("rejected card should go to the bottom of the tier deck")
|
||||
}
|
||||
if p.Coins != CoinsPerRound-1 {
|
||||
t.Fatalf("trade should cost 1 coin, coins=%d", p.Coins)
|
||||
}
|
||||
}
|
||||
|
||||
func TestTradeRequiresMatchingSuit(t *testing.T) {
|
||||
g, _, _ := testGame(t)
|
||||
p := current(g)
|
||||
a, b, c := g.pet("A", 1), g.pet("B", 1), g.pet("C", 1)
|
||||
a.Suit, b.Suit, c.Suit = SuitSun, SuitSun, SuitMoon
|
||||
p.Deck = append(p.Deck, a, b, c)
|
||||
if err := g.TradeStart(p.ID, []string{a.ID, b.ID, c.ID}); err == nil {
|
||||
t.Fatal("mismatched suits should be rejected")
|
||||
}
|
||||
if len(p.Deck) != 3 || p.Coins != CoinsPerRound {
|
||||
t.Fatal("failed trade must not mutate state")
|
||||
}
|
||||
}
|
||||
|
||||
func TestTradeBlockedOnFinalRound(t *testing.T) {
|
||||
g, _, _ := testGame(t)
|
||||
g.Round = MaxRounds
|
||||
p := current(g)
|
||||
for range 3 {
|
||||
c := g.pet("Fodder", 1)
|
||||
c.Suit = SuitMoon
|
||||
p.Deck = append(p.Deck, c)
|
||||
}
|
||||
if err := g.TradeStart(p.ID, deckIDs(p, nil)); err == nil {
|
||||
t.Fatal("trading should be impossible in the final round")
|
||||
}
|
||||
}
|
||||
|
||||
// spendAllCoins has both players pass until the shop ends.
|
||||
func spendAllCoins(t *testing.T, g *Game) {
|
||||
t.Helper()
|
||||
for g.Phase == PhaseShop {
|
||||
if err := g.Pass(current(g).ID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func TestShopEndsIntoArrange(t *testing.T) {
|
||||
g, _, _ := testGame(t)
|
||||
spendAllCoins(t, g)
|
||||
if g.Phase != PhaseArrange {
|
||||
t.Fatalf("shop should end into arrange when no one is over the pet limit, got %s", g.Phase)
|
||||
}
|
||||
}
|
||||
|
||||
func TestForcedDiscardOverPetLimit(t *testing.T) {
|
||||
g, p1, _ := testGame(t)
|
||||
for range MaxPets + 2 {
|
||||
p1.Deck = append(p1.Deck, g.pet("Extra", 1))
|
||||
}
|
||||
spendAllCoins(t, g)
|
||||
if g.Phase != PhaseCleanup {
|
||||
t.Fatalf("player with %d pets must be forced to discard, got phase %s", MaxPets+2, g.Phase)
|
||||
}
|
||||
// Wrong count rejected.
|
||||
if err := g.CleanupDiscard(p1.ID, deckIDs(p1, Card.IsPet)[:1]); err == nil {
|
||||
t.Fatal("must discard exactly the excess")
|
||||
}
|
||||
if err := g.CleanupDiscard(p1.ID, deckIDs(p1, Card.IsPet)[:2]); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if p1.PetCount() != MaxPets {
|
||||
t.Fatalf("expected %d pets after cleanup, got %d", MaxPets, p1.PetCount())
|
||||
}
|
||||
apples := 0
|
||||
for _, c := range p1.Deck {
|
||||
if c.Food == FoodApple {
|
||||
apples++
|
||||
}
|
||||
}
|
||||
if apples != 2 {
|
||||
t.Fatalf("discarded pets should become apples, got %d", apples)
|
||||
}
|
||||
if g.Phase != PhaseArrange {
|
||||
t.Fatalf("cleanup should flow into arrange, got %s", g.Phase)
|
||||
}
|
||||
}
|
||||
|
||||
func TestArrangeRejectsBadPermutation(t *testing.T) {
|
||||
g, p1, _ := testGame(t)
|
||||
p1.Deck = append(p1.Deck, g.pet("A", 1), g.pet("B", 2))
|
||||
spendAllCoins(t, g)
|
||||
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[0].ID}); err == nil {
|
||||
t.Fatal("partial order should be rejected")
|
||||
}
|
||||
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[0].ID, p1.Deck[0].ID}); err == nil {
|
||||
t.Fatal("duplicate IDs should be rejected")
|
||||
}
|
||||
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[1].ID, p1.Deck[0].ID}); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if p1.Deck[0].Name != "B" {
|
||||
t.Fatal("submitted order should be applied to the deck")
|
||||
}
|
||||
}
|
||||
|
||||
// Full game: six rounds of pass-through shops and battles, trophy totals,
|
||||
// and game over with a winner.
|
||||
func TestFullGameFlow(t *testing.T) {
|
||||
g, p1, p2 := testGame(t)
|
||||
p1.Deck = append(p1.Deck, g.pet("Champ", 9))
|
||||
p2.Deck = append(p2.Deck, g.pet("Chump", 1))
|
||||
for round := 1; round <= MaxRounds; round++ {
|
||||
if g.Round != round || g.Phase != PhaseShop {
|
||||
t.Fatalf("expected shop of round %d, got round %d phase %s", round, g.Round, g.Phase)
|
||||
}
|
||||
if g.Turn != (round-1)%len(g.Players) {
|
||||
t.Fatalf("round %d should rotate the starting player, turn=%d", round, g.Turn)
|
||||
}
|
||||
for _, c := range g.ShopRow {
|
||||
if c.ID != "" && c.Tier != round {
|
||||
t.Fatalf("round %d shop dealt tier %d card", round, c.Tier)
|
||||
}
|
||||
}
|
||||
spendAllCoins(t, g)
|
||||
for _, p := range g.Players {
|
||||
if err := g.SubmitOrder(p.ID, deckIDs(p, nil)); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
if g.Phase != PhaseBattle {
|
||||
t.Fatalf("expected battle after both arrange, got %s", g.Phase)
|
||||
}
|
||||
if g.Battle.WinnerSeat != p1.Seat {
|
||||
t.Fatalf("round %d: seat 0 should win", round)
|
||||
}
|
||||
for _, p := range g.Players {
|
||||
if err := g.AcknowledgeBattle(p.ID); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
}
|
||||
}
|
||||
if g.Phase != PhaseGameOver {
|
||||
t.Fatalf("game should be over after %d rounds, got %s", MaxRounds, g.Phase)
|
||||
}
|
||||
// 1 trophy for rounds 1-5, 2 for round 6.
|
||||
if p1.Trophies != 7 {
|
||||
t.Fatalf("winner should have 7 trophies, got %d", p1.Trophies)
|
||||
}
|
||||
if g.WinnerSeat != p1.Seat {
|
||||
t.Fatalf("winner seat should be %d, got %d", p1.Seat, g.WinnerSeat)
|
||||
}
|
||||
}
|
||||
|
||||
func TestViewHidesSecrets(t *testing.T) {
|
||||
g, p1, p2 := testGame(t)
|
||||
p1.Deck = append(p1.Deck, g.pet("Secret", 3))
|
||||
v := g.ViewFor(p2.ID)
|
||||
if v.YouSeat != p2.Seat {
|
||||
t.Fatalf("view should identify the viewer's seat")
|
||||
}
|
||||
for _, pv := range v.Players {
|
||||
if pv.Seat == p1.Seat && pv.Deck != nil {
|
||||
t.Fatal("opponent deck contents must be hidden")
|
||||
}
|
||||
if pv.Seat == p1.Seat && pv.DeckSize != 1 {
|
||||
t.Fatal("opponent deck size should be visible")
|
||||
}
|
||||
}
|
||||
// Pending trade options hidden from the opponent.
|
||||
for range 3 {
|
||||
c := g.pet("Fodder", 1)
|
||||
c.Suit = SuitLeaf
|
||||
p1.Deck = append(p1.Deck, c)
|
||||
}
|
||||
g.Turn = p1.Seat
|
||||
var fodder []string
|
||||
for _, c := range p1.Deck {
|
||||
if c.Name == "Fodder" {
|
||||
fodder = append(fodder, c.ID)
|
||||
}
|
||||
}
|
||||
if err := g.TradeStart(p1.ID, fodder); err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if opts := g.ViewFor(p2.ID).Pending.Options; opts[0].ID != "" || opts[1].ID != "" {
|
||||
t.Fatal("trade options must be hidden from opponents")
|
||||
}
|
||||
if opts := g.ViewFor(p1.ID).Pending.Options; opts[0].ID == "" {
|
||||
t.Fatal("trade options must be visible to the trader")
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,85 @@
|
||||
package game
|
||||
|
||||
// PlayerView is what any player may know about a seat. Deck contents are
|
||||
// only included for the viewer's own seat; opponents see counts.
|
||||
type PlayerView struct {
|
||||
ID string `json:"id"`
|
||||
Name string `json:"name"`
|
||||
Seat int `json:"seat"`
|
||||
Coins int `json:"coins"`
|
||||
Trophies int `json:"trophies"`
|
||||
Ready bool `json:"ready"`
|
||||
Connected bool `json:"connected"`
|
||||
DeckSize int `json:"deckSize"`
|
||||
PetCount int `json:"petCount"`
|
||||
Deck []Card `json:"deck,omitempty"` // self only
|
||||
}
|
||||
|
||||
// View is the full game state as seen by one player.
|
||||
type View struct {
|
||||
GameID string `json:"gameId"`
|
||||
Code string `json:"code"`
|
||||
Phase Phase `json:"phase"`
|
||||
Round int `json:"round"`
|
||||
MaxRounds int `json:"maxRounds"`
|
||||
MaxPets int `json:"maxPets"`
|
||||
YouSeat int `json:"youSeat"`
|
||||
Turn int `json:"turn"`
|
||||
ShopRow []Card `json:"shopRow"`
|
||||
DeckCounts []int `json:"deckCounts"` // remaining shop cards per tier
|
||||
Players []PlayerView `json:"players"`
|
||||
// Pending is included for everyone so opponents see a trade is in
|
||||
// progress, but the revealed options are only shown to the trader.
|
||||
Pending *PendingTrade `json:"pending,omitempty"`
|
||||
Battle *BattleResult `json:"battle,omitempty"`
|
||||
WinnerSeat int `json:"winnerSeat"`
|
||||
}
|
||||
|
||||
// ViewFor builds the state visible to the given player.
|
||||
func (g *Game) ViewFor(playerID string) View {
|
||||
v := View{
|
||||
GameID: g.ID,
|
||||
Code: g.Code,
|
||||
Phase: g.Phase,
|
||||
Round: g.Round,
|
||||
MaxRounds: MaxRounds,
|
||||
MaxPets: MaxPets,
|
||||
YouSeat: -1,
|
||||
Turn: g.Turn,
|
||||
ShopRow: g.ShopRow,
|
||||
WinnerSeat: g.WinnerSeat,
|
||||
}
|
||||
for _, deck := range g.ShopDecks {
|
||||
v.DeckCounts = append(v.DeckCounts, len(deck))
|
||||
}
|
||||
for _, p := range g.Players {
|
||||
pv := PlayerView{
|
||||
ID: p.ID,
|
||||
Name: p.Name,
|
||||
Seat: p.Seat,
|
||||
Coins: p.Coins,
|
||||
Trophies: p.Trophies,
|
||||
Ready: p.Ready,
|
||||
Connected: p.Connected,
|
||||
DeckSize: len(p.Deck),
|
||||
PetCount: p.PetCount(),
|
||||
}
|
||||
if p.ID == playerID {
|
||||
v.YouSeat = p.Seat
|
||||
pv.Deck = p.Deck
|
||||
}
|
||||
v.Players = append(v.Players, pv)
|
||||
}
|
||||
if g.Pending != nil {
|
||||
pending := *g.Pending
|
||||
if pending.PlayerID != playerID {
|
||||
pending.Options = [2]Card{} // hide the revealed cards
|
||||
}
|
||||
v.Pending = &pending
|
||||
}
|
||||
// Battle results (lineups, events) are public once resolved. Keep the
|
||||
// battle around during the following shop phase too, so late joiners /
|
||||
// reconnects can still see the last result.
|
||||
v.Battle = g.Battle
|
||||
return v
|
||||
}
|
||||
@@ -0,0 +1,186 @@
|
||||
// Package server exposes the game engine over HTTP + WebSockets. Each game
|
||||
// lives in a "room": the authoritative Game state, a lock, and the set of
|
||||
// connected clients. All mutations happen under the room lock and are
|
||||
// persisted to the store before being broadcast.
|
||||
package server
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"strings"
|
||||
"sync"
|
||||
|
||||
"github.com/greyson/super-auto-pets-board-game/internal/game"
|
||||
"github.com/greyson/super-auto-pets-board-game/internal/store"
|
||||
)
|
||||
|
||||
// Server routes HTTP/WS traffic to game rooms.
|
||||
type Server struct {
|
||||
store *store.Store
|
||||
staticDir string
|
||||
|
||||
mu sync.Mutex
|
||||
rooms map[string]*room // by game ID
|
||||
}
|
||||
|
||||
// New creates a server. staticDir is the built frontend to serve (may be
|
||||
// empty or missing during backend-only development).
|
||||
func New(st *store.Store, staticDir string) *Server {
|
||||
return &Server{
|
||||
store: st,
|
||||
staticDir: staticDir,
|
||||
rooms: make(map[string]*room),
|
||||
}
|
||||
}
|
||||
|
||||
// Handler builds the full route table.
|
||||
func (s *Server) Handler() http.Handler {
|
||||
mux := http.NewServeMux()
|
||||
mux.HandleFunc("POST /api/games", s.handleCreate)
|
||||
mux.HandleFunc("POST /api/join", s.handleJoin)
|
||||
mux.HandleFunc("GET /api/ws", s.handleWS)
|
||||
mux.HandleFunc("/", s.handleStatic)
|
||||
return mux
|
||||
}
|
||||
|
||||
// room is one live game plus its connections.
|
||||
type room struct {
|
||||
mu sync.Mutex
|
||||
game *game.Game
|
||||
conns map[*client]struct{}
|
||||
}
|
||||
|
||||
// getRoom returns the room for a game ID, loading it from the store if it
|
||||
// isn't in memory (e.g. after a server restart).
|
||||
func (s *Server) getRoom(gameID string) (*room, error) {
|
||||
s.mu.Lock()
|
||||
defer s.mu.Unlock()
|
||||
if r, ok := s.rooms[gameID]; ok {
|
||||
return r, nil
|
||||
}
|
||||
g, err := s.store.Load(gameID)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
r := &room{game: g, conns: make(map[*client]struct{})}
|
||||
s.rooms[gameID] = r
|
||||
return r, nil
|
||||
}
|
||||
|
||||
// getRoomByCode resolves a join code to a room.
|
||||
func (s *Server) getRoomByCode(code string) (*room, error) {
|
||||
code = strings.ToUpper(strings.TrimSpace(code))
|
||||
s.mu.Lock()
|
||||
for _, r := range s.rooms {
|
||||
if r.game.Code == code {
|
||||
s.mu.Unlock()
|
||||
return r, nil
|
||||
}
|
||||
}
|
||||
s.mu.Unlock()
|
||||
g, err := s.store.LoadByCode(code)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return s.getRoom(g.ID)
|
||||
}
|
||||
|
||||
// persist saves the room's game; callers must hold r.mu.
|
||||
func (s *Server) persist(r *room) {
|
||||
if err := s.store.Save(r.game); err != nil {
|
||||
slog.Error("failed to persist game", "game", r.game.ID, "err", err)
|
||||
}
|
||||
}
|
||||
|
||||
type joinResponse struct {
|
||||
GameID string `json:"gameId"`
|
||||
Code string `json:"code"`
|
||||
PlayerID string `json:"playerId"`
|
||||
Token string `json:"token"`
|
||||
}
|
||||
|
||||
func (s *Server) handleCreate(w http.ResponseWriter, req *http.Request) {
|
||||
var body struct {
|
||||
Name string `json:"name"`
|
||||
}
|
||||
if err := json.NewDecoder(req.Body).Decode(&body); err != nil {
|
||||
httpError(w, http.StatusBadRequest, "invalid JSON body")
|
||||
return
|
||||
}
|
||||
g := game.New()
|
||||
p, err := g.AddPlayer(strings.TrimSpace(body.Name))
|
||||
if err != nil {
|
||||
httpError(w, http.StatusBadRequest, err.Error())
|
||||
return
|
||||
}
|
||||
r := &room{game: g, conns: make(map[*client]struct{})}
|
||||
s.mu.Lock()
|
||||
s.rooms[g.ID] = r
|
||||
s.mu.Unlock()
|
||||
|
||||
r.mu.Lock()
|
||||
s.persist(r)
|
||||
r.mu.Unlock()
|
||||
writeJSON(w, joinResponse{GameID: g.ID, Code: g.Code, PlayerID: p.ID, Token: p.Token})
|
||||
}
|
||||
|
||||
func (s *Server) handleJoin(w http.ResponseWriter, req *http.Request) {
|
||||
var body struct {
|
||||
Code string `json:"code"`
|
||||
Name string `json:"name"`
|
||||
}
|
||||
if err := json.NewDecoder(req.Body).Decode(&body); err != nil {
|
||||
httpError(w, http.StatusBadRequest, "invalid JSON body")
|
||||
return
|
||||
}
|
||||
r, err := s.getRoomByCode(body.Code)
|
||||
if errors.Is(err, store.ErrNotFound) {
|
||||
httpError(w, http.StatusNotFound, "no game with that code")
|
||||
return
|
||||
}
|
||||
if err != nil {
|
||||
httpError(w, http.StatusInternalServerError, "failed to load game")
|
||||
return
|
||||
}
|
||||
r.mu.Lock()
|
||||
p, err := r.game.AddPlayer(strings.TrimSpace(body.Name))
|
||||
if err != nil {
|
||||
r.mu.Unlock()
|
||||
httpError(w, http.StatusConflict, err.Error())
|
||||
return
|
||||
}
|
||||
s.persist(r)
|
||||
resp := joinResponse{GameID: r.game.ID, Code: r.game.Code, PlayerID: p.ID, Token: p.Token}
|
||||
r.broadcastLocked()
|
||||
r.mu.Unlock()
|
||||
writeJSON(w, resp)
|
||||
}
|
||||
|
||||
// handleStatic serves the built frontend with an SPA fallback to index.html.
|
||||
func (s *Server) handleStatic(w http.ResponseWriter, req *http.Request) {
|
||||
if s.staticDir == "" {
|
||||
httpError(w, http.StatusNotFound, "frontend not built (run: mise run build-web)")
|
||||
return
|
||||
}
|
||||
path := filepath.Join(s.staticDir, filepath.Clean("/"+req.URL.Path))
|
||||
if info, err := os.Stat(path); err == nil && !info.IsDir() {
|
||||
http.ServeFile(w, req, path)
|
||||
return
|
||||
}
|
||||
http.ServeFile(w, req, filepath.Join(s.staticDir, "index.html"))
|
||||
}
|
||||
|
||||
func writeJSON(w http.ResponseWriter, v any) {
|
||||
w.Header().Set("Content-Type", "application/json")
|
||||
json.NewEncoder(w).Encode(v)
|
||||
}
|
||||
|
||||
func httpError(w http.ResponseWriter, status int, msg string) {
|
||||
w.Header().Set("Content-Type", "application/json")
|
||||
w.WriteHeader(status)
|
||||
json.NewEncoder(w).Encode(map[string]string{"error": msg})
|
||||
}
|
||||
@@ -0,0 +1,189 @@
|
||||
package server
|
||||
|
||||
import (
|
||||
"context"
|
||||
"encoding/json"
|
||||
"log/slog"
|
||||
"net/http"
|
||||
"time"
|
||||
|
||||
"github.com/coder/websocket"
|
||||
|
||||
"github.com/greyson/super-auto-pets-board-game/internal/game"
|
||||
)
|
||||
|
||||
// client is one WebSocket connection bound to a player in a room.
|
||||
type client struct {
|
||||
ws *websocket.Conn
|
||||
playerID string
|
||||
send chan []byte
|
||||
}
|
||||
|
||||
// clientMessage is anything a player can ask the server to do. Type decides
|
||||
// which other fields matter.
|
||||
type clientMessage struct {
|
||||
Type string `json:"type"`
|
||||
Row int `json:"row"` // buy
|
||||
Cards []string `json:"cards"` // discard, trade
|
||||
Pick int `json:"pick"` // tradeChoose
|
||||
Order []string `json:"order"` // arrange
|
||||
}
|
||||
|
||||
type serverMessage struct {
|
||||
Type string `json:"type"`
|
||||
State *game.View `json:"state,omitempty"`
|
||||
Error string `json:"error,omitempty"`
|
||||
}
|
||||
|
||||
// handleWS upgrades the connection and pumps messages until the client
|
||||
// leaves. Query params: game, player, token.
|
||||
func (s *Server) handleWS(w http.ResponseWriter, req *http.Request) {
|
||||
q := req.URL.Query()
|
||||
gameID, playerID, token := q.Get("game"), q.Get("player"), q.Get("token")
|
||||
|
||||
r, err := s.getRoom(gameID)
|
||||
if err != nil {
|
||||
httpError(w, http.StatusNotFound, "game not found")
|
||||
return
|
||||
}
|
||||
r.mu.Lock()
|
||||
p := r.game.PlayerByID(playerID)
|
||||
r.mu.Unlock()
|
||||
if p == nil || p.Token != token {
|
||||
httpError(w, http.StatusForbidden, "bad player credentials")
|
||||
return
|
||||
}
|
||||
|
||||
ws, err := websocket.Accept(w, req, &websocket.AcceptOptions{
|
||||
// Same-origin in production; the Vite dev server proxies /api, so
|
||||
// cross-origin checks buy nothing here yet.
|
||||
InsecureSkipVerify: true,
|
||||
})
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
c := &client{ws: ws, playerID: playerID, send: make(chan []byte, 16)}
|
||||
|
||||
ctx, cancel := context.WithCancel(req.Context())
|
||||
defer cancel()
|
||||
go c.writeLoop(ctx)
|
||||
|
||||
r.mu.Lock()
|
||||
r.conns[c] = struct{}{}
|
||||
p.Connected = true
|
||||
r.broadcastLocked()
|
||||
r.mu.Unlock()
|
||||
|
||||
defer func() {
|
||||
r.mu.Lock()
|
||||
delete(r.conns, c)
|
||||
// Only mark disconnected if no other tab/connection remains.
|
||||
stillHere := false
|
||||
for other := range r.conns {
|
||||
if other.playerID == playerID {
|
||||
stillHere = true
|
||||
}
|
||||
}
|
||||
if !stillHere {
|
||||
p.Connected = false
|
||||
}
|
||||
r.broadcastLocked()
|
||||
r.mu.Unlock()
|
||||
ws.Close(websocket.StatusNormalClosure, "")
|
||||
}()
|
||||
|
||||
for {
|
||||
_, data, err := ws.Read(ctx)
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
var msg clientMessage
|
||||
if err := json.Unmarshal(data, &msg); err != nil {
|
||||
c.sendError("invalid message")
|
||||
continue
|
||||
}
|
||||
s.apply(r, c, msg)
|
||||
}
|
||||
}
|
||||
|
||||
// apply runs one player action against the game under the room lock, then
|
||||
// persists and broadcasts on success.
|
||||
func (s *Server) apply(r *room, c *client, msg clientMessage) {
|
||||
r.mu.Lock()
|
||||
defer r.mu.Unlock()
|
||||
|
||||
g := r.game
|
||||
var err error
|
||||
switch msg.Type {
|
||||
case "buy":
|
||||
err = g.Buy(c.playerID, msg.Row)
|
||||
case "discard":
|
||||
if g.Phase == game.PhaseCleanup {
|
||||
err = g.CleanupDiscard(c.playerID, msg.Cards)
|
||||
} else {
|
||||
err = g.Discard(c.playerID, msg.Cards)
|
||||
}
|
||||
case "trade":
|
||||
err = g.TradeStart(c.playerID, msg.Cards)
|
||||
case "tradeChoose":
|
||||
err = g.TradeChoose(c.playerID, msg.Pick)
|
||||
case "pass":
|
||||
err = g.Pass(c.playerID)
|
||||
case "arrange":
|
||||
err = g.SubmitOrder(c.playerID, msg.Order)
|
||||
case "ready":
|
||||
err = g.AcknowledgeBattle(c.playerID)
|
||||
default:
|
||||
err = game.ErrInvalidAction
|
||||
}
|
||||
if err != nil {
|
||||
c.sendError(err.Error())
|
||||
return
|
||||
}
|
||||
s.persist(r)
|
||||
r.broadcastLocked()
|
||||
}
|
||||
|
||||
// broadcastLocked sends each connected client its own view of the game.
|
||||
// Callers must hold r.mu.
|
||||
func (r *room) broadcastLocked() {
|
||||
for c := range r.conns {
|
||||
view := r.game.ViewFor(c.playerID)
|
||||
data, err := json.Marshal(serverMessage{Type: "state", State: &view})
|
||||
if err != nil {
|
||||
slog.Error("failed to marshal view", "err", err)
|
||||
continue
|
||||
}
|
||||
c.trySend(data)
|
||||
}
|
||||
}
|
||||
|
||||
func (c *client) sendError(msg string) {
|
||||
data, _ := json.Marshal(serverMessage{Type: "error", Error: msg})
|
||||
c.trySend(data)
|
||||
}
|
||||
|
||||
// trySend queues a message, dropping it if the client's buffer is full (a
|
||||
// stalled client will resync from the next state broadcast anyway).
|
||||
func (c *client) trySend(data []byte) {
|
||||
select {
|
||||
case c.send <- data:
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
func (c *client) writeLoop(ctx context.Context) {
|
||||
for {
|
||||
select {
|
||||
case <-ctx.Done():
|
||||
return
|
||||
case data := <-c.send:
|
||||
writeCtx, cancel := context.WithTimeout(ctx, 10*time.Second)
|
||||
err := c.ws.Write(writeCtx, websocket.MessageText, data)
|
||||
cancel()
|
||||
if err != nil {
|
||||
return
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,96 @@
|
||||
// Package store persists game state as JSON blobs in SQLite.
|
||||
package store
|
||||
|
||||
import (
|
||||
"database/sql"
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"fmt"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"time"
|
||||
|
||||
_ "modernc.org/sqlite"
|
||||
|
||||
"github.com/greyson/super-auto-pets-board-game/internal/game"
|
||||
)
|
||||
|
||||
// ErrNotFound is returned when a game doesn't exist.
|
||||
var ErrNotFound = errors.New("game not found")
|
||||
|
||||
// Store wraps the SQLite database in the data directory.
|
||||
type Store struct {
|
||||
db *sql.DB
|
||||
}
|
||||
|
||||
// Open creates the data directory if needed and opens (or initializes) the
|
||||
// database inside it.
|
||||
func Open(dataDir string) (*Store, error) {
|
||||
if err := os.MkdirAll(dataDir, 0o755); err != nil {
|
||||
return nil, fmt.Errorf("create data dir: %w", err)
|
||||
}
|
||||
dsn := fmt.Sprintf("file:%s?_pragma=journal_mode(WAL)&_pragma=busy_timeout(5000)",
|
||||
filepath.Join(dataDir, "games.db"))
|
||||
db, err := sql.Open("sqlite", dsn)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
// modernc.org/sqlite is happiest with a single writer connection.
|
||||
db.SetMaxOpenConns(1)
|
||||
if _, err := db.Exec(`
|
||||
CREATE TABLE IF NOT EXISTS games (
|
||||
id TEXT PRIMARY KEY,
|
||||
code TEXT NOT NULL UNIQUE,
|
||||
state TEXT NOT NULL,
|
||||
created_at INTEGER NOT NULL,
|
||||
updated_at INTEGER NOT NULL
|
||||
);
|
||||
`); err != nil {
|
||||
db.Close()
|
||||
return nil, fmt.Errorf("init schema: %w", err)
|
||||
}
|
||||
return &Store{db: db}, nil
|
||||
}
|
||||
|
||||
func (s *Store) Close() error { return s.db.Close() }
|
||||
|
||||
// Save upserts the full game state.
|
||||
func (s *Store) Save(g *game.Game) error {
|
||||
blob, err := json.Marshal(g)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
now := time.Now().UnixMilli()
|
||||
_, err = s.db.Exec(`
|
||||
INSERT INTO games (id, code, state, created_at, updated_at)
|
||||
VALUES (?, ?, ?, ?, ?)
|
||||
ON CONFLICT(id) DO UPDATE SET state = excluded.state, updated_at = excluded.updated_at
|
||||
`, g.ID, g.Code, string(blob), now, now)
|
||||
return err
|
||||
}
|
||||
|
||||
// Load fetches a game by ID.
|
||||
func (s *Store) Load(id string) (*game.Game, error) {
|
||||
return s.loadWhere(`id = ?`, id)
|
||||
}
|
||||
|
||||
// LoadByCode fetches a game by its join code.
|
||||
func (s *Store) LoadByCode(code string) (*game.Game, error) {
|
||||
return s.loadWhere(`code = ?`, code)
|
||||
}
|
||||
|
||||
func (s *Store) loadWhere(cond string, arg any) (*game.Game, error) {
|
||||
var blob string
|
||||
err := s.db.QueryRow(`SELECT state FROM games WHERE `+cond, arg).Scan(&blob)
|
||||
if errors.Is(err, sql.ErrNoRows) {
|
||||
return nil, ErrNotFound
|
||||
}
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
var g game.Game
|
||||
if err := json.Unmarshal([]byte(blob), &g); err != nil {
|
||||
return nil, fmt.Errorf("corrupt game state %v: %w", arg, err)
|
||||
}
|
||||
return &g, nil
|
||||
}
|
||||
Reference in New Issue
Block a user