Fix shop action costs and pass semantics.

Only buying costs gold; selling and trading (Triple) are free. Pass is
now a final action, legal only at or under the pet limit: it forfeits
remaining gold and ends that player's shopping for the round, with the
shop closing once everyone has passed. That makes the separate cleanup
phase unreachable (you sell down in-shop before passing), so it is
removed. The client asks for confirmation before passing, and the bot
knows buys are the only coin sink, when passing is legal, and that it
must sell down before it can pass.
This commit is contained in:
Greyson Parrelli
2026-07-23 16:11:07 -04:00
parent db1a6ef290
commit 72e198a750
15 changed files with 273 additions and 297 deletions
+6 -7
View File
@@ -67,13 +67,12 @@ func (b *Bot) Act(v *game.View, mem *Memory) *Action {
}
return nil
}
if v.Turn == v.YouSeat && me.Coins > 0 {
// During the shop, Ready means "passed": the turn keeps coming back
// (even with no coins — selling and trading are free) until the bot
// passes.
if v.Turn == v.YouSeat && !me.Ready {
return b.decideShop(v, mem)
}
case game.PhaseCleanup:
if !me.Ready {
return b.decideCleanup(v, mem)
}
case game.PhaseArrange:
if !me.Ready {
return b.decideArrange(v, mem)
@@ -98,8 +97,8 @@ func Pending(v *game.View) bool {
if v.Pending != nil {
return v.Pending.PlayerID == me.ID
}
return v.Turn == v.YouSeat && me.Coins > 0
case game.PhaseCleanup, game.PhaseArrange, game.PhaseBattle:
return v.Turn == v.YouSeat && !me.Ready
case game.PhaseArrange, game.PhaseBattle:
return !me.Ready
}
return false
+10 -6
View File
@@ -66,9 +66,6 @@ func applyAction(g *game.Game, playerID string, a *Action) error {
case "buy":
return g.Buy(playerID, a.Row)
case "sell":
if g.Phase == game.PhaseCleanup {
return g.CleanupSell(playerID, a.Cards)
}
return g.Sell(playerID, a.Cards)
case "trade":
return g.TradeStart(playerID, a.Cards)
@@ -112,7 +109,8 @@ func TestObserveTracksOpponentDeck(t *testing.T) {
}
obs()
// Whoever holds priority shops first; walk both players through buys.
// Whoever holds priority shops first; walk both players through buys,
// then have both pass to end the shop.
first, second := g.Players[g.PrioritySeat], g.Players[1-g.PrioritySeat]
for range 3 { // 3 coins each, alternating
for _, p := range []*game.Player{first, second} {
@@ -122,6 +120,12 @@ func TestObserveTracksOpponentDeck(t *testing.T) {
obs()
}
}
for _, p := range []*game.Player{first, second} {
if err := g.Pass(p.ID); err != nil {
t.Fatalf("pass: %v", err)
}
obs()
}
// The model of B's deck must now match B's real deck card-for-card:
// every buy was public (and buy effects like Otter's apple are printed
@@ -129,8 +133,8 @@ func TestObserveTracksOpponentDeck(t *testing.T) {
assertModelMatches(t, mem, pb)
// Play out the round; the battle lineup resync must also match.
for g.Phase == game.PhaseCleanup {
t.Fatal("unexpected cleanup with 3 buys")
if g.Phase != game.PhaseArrange {
t.Fatalf("phase = %s, want arrange after both pass", g.Phase)
}
for _, p := range g.Players {
ids := make([]string, len(p.Deck))
+1 -1
View File
@@ -131,7 +131,7 @@ func Observe(v *game.View, m *Memory) {
// Reconcile with the public deck size. Skipped during the battle phase,
// where the live deck still holds temporaries the model excludes.
if v.Phase == game.PhaseShop || v.Phase == game.PhaseCleanup || v.Phase == game.PhaseArrange {
if v.Phase == game.PhaseShop || v.Phase == game.PhaseArrange {
size := v.Players[slices.IndexFunc(v.Players, func(p game.PlayerView) bool { return p.Seat == oppSeat })].DeckSize
for len(m.Opp.Known)+len(m.Opp.Hidden) < size {
m.Opp.Hidden = append(m.Opp.Hidden, HiddenCard{Tier: v.Round})
+41 -58
View File
@@ -46,10 +46,11 @@ func (cx *ctx) simApple() game.Card {
}
}
// previewCleanup applies the forced end-of-shop sale to a hypothetical deck:
// while over the pet limit, the lowest-value pet is sold for an apple. This
// lets the bot buy a sixth pet on purpose, knowing what it will cost.
func (cx *ctx) previewCleanup(deck []game.Card) []game.Card {
// previewSellDown applies the sell-down a pass would eventually force onto a
// hypothetical deck: while over the pet limit, the lowest-value pet is sold
// for an apple. This lets the bot buy a sixth pet on purpose, knowing what
// it will cost.
func (cx *ctx) previewSellDown(deck []game.Card) []game.Card {
for {
pets := 0
worst, worstVal := -1, 0.0
@@ -92,37 +93,50 @@ func (b *Bot) score(cx *ctx, cands []candidate) {
}
// decideShop picks one shop action: buy a row card, sell some own cards,
// trade in a suit triple, or pass.
// trade in a suit triple, or pass. Only buying costs gold; selling and
// trading are free, and passing (the only way to end the round's shopping)
// is legal only at or under the pet limit.
func (b *Bot) decideShop(v *game.View, mem *Memory) *Action {
cx := newCtx(v, mem)
deck := cx.me.Deck
var cands []candidate
// Passing forfeits the bot's remaining coins; it is the baseline every
// other option must beat, with a nudge because spending is usually right.
cands = append(cands, candidate{
act: &Action{Type: "pass"},
decks: [][]game.Card{slices.Clone(deck)},
bias: -0.02,
})
for i, c := range v.ShopRow {
if c.ID == "" {
continue
// Passing ends the bot's shopping for the round; it is the baseline every
// other option must beat, nudged down while unspent coins remain because
// spending them is usually right. Illegal over the pet limit — the sell
// and trade candidates below always exist then, so the bot works its way
// back under.
if cx.me.PetCount <= v.MaxPets {
bias := 0.0
if cx.me.Coins > 0 {
bias = -0.02
}
nd := append(slices.Clone(deck), c)
nd = cx.applyTemplateShopEffects(nd, c, game.TriggerBuy)
nd = cx.previewCleanup(nd)
cands = append(cands, candidate{
act: &Action{Type: "buy", Row: i},
decks: [][]game.Card{nd},
act: &Action{Type: "pass"},
decks: [][]game.Card{slices.Clone(deck)},
bias: bias,
})
}
// Sell candidates: the worst 1, 2, or 3 keepers. One gold sells any
// number of cards, so bulk-dumping junk before a battle is one action.
// Temporary cards are excluded — selling an apple for an apple is a pure
// waste of gold.
if cx.me.Coins > 0 {
for i, c := range v.ShopRow {
if c.ID == "" {
continue
}
nd := append(slices.Clone(deck), c)
nd = cx.applyTemplateShopEffects(nd, c, game.TriggerBuy)
nd = cx.previewSellDown(nd)
cands = append(cands, candidate{
act: &Action{Type: "buy", Row: i},
decks: [][]game.Card{nd},
})
}
}
// Sell candidates: the worst 1, 2, or 3 keepers. Selling is free and
// takes any number of cards, so bulk-dumping junk before a battle is one
// action. Temporary cards are excluded — selling an apple for an apple
// does nothing.
sellable := slices.Clone(deck)
sellable = slices.DeleteFunc(sellable, func(c game.Card) bool { return c.Temporary })
slices.SortStableFunc(sellable, func(a, b game.Card) int {
@@ -195,7 +209,7 @@ func (b *Bot) decideShop(v *game.View, mem *Memory) *Action {
reward.ID = cx.nextSimID()
nd := append(slices.Clone(base), reward)
nd = cx.applyTemplateShopEffects(nd, reward, game.TriggerBuy)
nd = cx.previewCleanup(nd)
nd = cx.previewSellDown(nd)
decks = append(decks, nd)
}
cands = append(cands, candidate{
@@ -217,7 +231,7 @@ func (b *Bot) decideTradeChoose(v *game.View, mem *Memory) *Action {
for pick, c := range v.Pending.Options {
nd := append(slices.Clone(cx.me.Deck), c)
nd = cx.applyTemplateShopEffects(nd, c, game.TriggerBuy)
nd = cx.previewCleanup(nd)
nd = cx.previewSellDown(nd)
cands = append(cands, candidate{
act: &Action{Type: "tradeChoose", Pick: pick},
decks: [][]game.Card{nd},
@@ -227,34 +241,3 @@ func (b *Bot) decideTradeChoose(v *game.View, mem *Memory) *Action {
return b.pick(cands).act
}
// decideCleanup performs the forced sale down to the pet limit, dumping the
// lowest-value pets. This one is deterministic at every difficulty — even a
// weak player doesn't discard their best pet by accident.
func (b *Bot) decideCleanup(v *game.View, mem *Memory) *Action {
cx := newCtx(v, mem)
excess := cx.me.PetCount - v.MaxPets
if excess <= 0 {
return nil
}
pets := make([]game.Card, 0, cx.me.PetCount)
for _, c := range cx.me.Deck {
if c.IsPet() {
pets = append(pets, c)
}
}
slices.SortStableFunc(pets, func(a, b game.Card) int {
av, bv := keepValue(a), keepValue(b)
switch {
case av < bv:
return -1
case av > bv:
return 1
}
return 0
})
ids := make([]string, 0, excess)
for _, p := range pets[:excess] {
ids = append(ids, p.ID)
}
return &Action{Type: "sell", Cards: ids}
}
+26 -70
View File
@@ -28,8 +28,7 @@ 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
PhaseShop Phase = "shop" // players take turns acting until all pass
PhaseArrange Phase = "arrange" // players order their decks for battle
PhaseBattle Phase = "battle" // battle resolved; players review the log
PhaseGameOver Phase = "gameover" // all rounds played
@@ -45,7 +44,7 @@ type Player struct {
Coins int `json:"coins"`
Deck []Card `json:"deck"`
Trophies int `json:"trophies"`
Ready bool `json:"ready"` // arrange submitted / battle acknowledged
Ready bool `json:"ready"` // shop passed / arrange submitted / battle acknowledged
Connected bool `json:"connected"`
// TripledThisRound records whether the player used the Triple (trade-in)
// action during the current round's shop (Bison's Battle Prep).
@@ -280,19 +279,20 @@ func (g *Game) requireShopTurn(playerID string) (*Player, error) {
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.
// The slot refills from the current round's tier deck. Buying is the only
// action that costs gold.
func (g *Game) Buy(playerID string, rowIdx int) error {
p, err := g.requireShopTurn(playerID)
if err != nil {
return err
}
if p.Coins <= 0 {
return ErrNoCoins
}
if rowIdx < 0 || rowIdx >= len(g.ShopRow) || g.ShopRow[rowIdx].ID == "" {
return fmt.Errorf("%w: no card in that shop slot", ErrInvalidAction)
}
@@ -307,8 +307,8 @@ func (g *Game) Buy(playerID string, rowIdx int) error {
return nil
}
// Sell spends one coin to sell any number (>=1) of the player's cards: each
// becomes an apple, and Sell effects on the sold cards fire.
// Sell converts any number (>=1) of the player's cards: each becomes an
// apple, and Sell effects on the sold cards fire. Selling is free.
func (g *Game) Sell(playerID string, cardIDs []string) error {
p, err := g.requireShopTurn(playerID)
if err != nil {
@@ -320,7 +320,6 @@ func (g *Game) Sell(playerID string, cardIDs []string) error {
if err := g.sellCards(p, cardIDs); err != nil {
return err
}
p.Coins--
g.advanceShopTurn()
return nil
}
@@ -403,9 +402,9 @@ func hasBuyEffect(c Card) bool {
return false
}
// 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.
// TradeStart trades three same-suit pets from the player's deck to reveal
// the top two cards of the next tier's deck — a free action. 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 {
@@ -444,7 +443,6 @@ func (g *Game) TradeStart(playerID string, cardIDs []string) error {
traded = append(traded, p.Deck[idx])
p.Deck = slices.Delete(p.Deck, idx, idx+1)
}
p.Coins--
p.TripledThisRound = true
// The discarded trio is public — everyone sees what was given up — even
// though the pet ultimately chosen stays secret (see TradeChoose).
@@ -505,7 +503,7 @@ func (g *Game) TradeChoose(playerID string, pick int) error {
// free and off-turn — a testing aid gated behind the server's DEBUG flag, not
// a normal action. No buy effects fire.
func (g *Game) DebugGrant(playerID, name string) error {
if g.Phase != PhaseShop && g.Phase != PhaseCleanup {
if g.Phase != PhaseShop {
return ErrWrongPhase
}
p := g.PlayerByID(playerID)
@@ -520,81 +518,39 @@ func (g *Game) DebugGrant(playerID, name string) error {
return nil
}
// Pass forfeits the player's remaining coins and ends their shopping.
// Pass is a player's final shop action: it ends their shopping for the rest
// of the round, forfeiting any remaining coins. It is only legal at or under
// the pet limit — a player holding too many pets must sell down first.
func (g *Game) Pass(playerID string) error {
p, err := g.requireShopTurn(playerID)
if err != nil {
return err
}
if p.PetCount() > MaxPets {
return fmt.Errorf("%w: sell down to %d pets before passing", ErrInvalidAction, MaxPets)
}
p.Coins = 0
g.logf(p.Seat, "✋", "%s passed.", p.Name)
p.Ready = true
g.logf(p.Seat, "✋", "%s passed — done shopping this round.", p.Name)
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.
// advanceShopTurn hands the turn to the next player still shopping, or moves
// on to arranging once everyone has passed. Passing is the only way out of
// the shop, and it requires being at the pet limit, so no cleanup step is
// needed here.
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 {
if !g.Players[seat].Ready {
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()
}
// CleanupSell performs the forced end-of-shop sale: the player must sell
// exactly their excess pets (each becomes an apple; Sell effects fire).
func (g *Game) CleanupSell(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: sell 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.sellCards(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 {
+47 -23
View File
@@ -98,8 +98,8 @@ func TestSellConvertsToApples(t *testing.T) {
if err := g.Sell(p.ID, []string{plain.ID}); err != nil {
t.Fatal(err)
}
if p.Coins != CoinsPerRound-1 {
t.Fatalf("sell should cost 1 coin, coins=%d", p.Coins)
if p.Coins != CoinsPerRound {
t.Fatalf("selling should be free, coins=%d", p.Coins)
}
if p.PetCount() != 0 || len(p.Deck) != 1 || p.Deck[0].Food != FoodApple {
t.Fatalf("sold pet should become an apple: %+v", p.Deck)
@@ -187,8 +187,8 @@ func TestTradeInThreeMatchingSuits(t *testing.T) {
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)
if p.Coins != CoinsPerRound {
t.Fatalf("trading should be free, coins=%d", p.Coins)
}
}
@@ -307,6 +307,7 @@ func TestSwanTripleRefreshesGold(t *testing.T) {
g, _, _ := testGame(t)
g.Round = tc.round
p := current(g)
p.Coins-- // a spent coin, so the refresh has something to restore
var ids []string
for range 3 {
s := g.realPet(t, "Swan")
@@ -327,7 +328,7 @@ func TestSwanTripleRefreshesGold(t *testing.T) {
func TestGiraffeBattlePrep(t *testing.T) {
g, p1, _ := testGame(t)
p1.Deck = append(p1.Deck, g.realPet(t, "Giraffe"))
spendAllCoins(t, g)
passShop(t, g)
if g.Phase != PhaseArrange {
t.Fatalf("expected arrange, got %s", g.Phase)
}
@@ -370,8 +371,8 @@ func TestTradeBlockedOnFinalRound(t *testing.T) {
}
}
// spendAllCoins has both players pass until the shop ends.
func spendAllCoins(t *testing.T, g *Game) {
// passShop has both players pass until the shop ends.
func passShop(t *testing.T, g *Game) {
t.Helper()
for g.Phase == PhaseShop {
if err := g.Pass(current(g).ID); err != nil {
@@ -382,30 +383,52 @@ func spendAllCoins(t *testing.T, g *Game) {
func TestShopEndsIntoArrange(t *testing.T) {
g, _, _ := testGame(t)
spendAllCoins(t, g)
passShop(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)
t.Fatalf("shop should end into arrange once both players pass, got %s", g.Phase)
}
}
func TestForcedDiscardOverPetLimit(t *testing.T) {
// Passing is final: a passed player's turn never comes back, and their coins
// are forfeit, while the other player keeps shopping.
func TestPassEndsShoppingForTheRound(t *testing.T) {
g, _, _ := testGame(t)
p, other := current(g), g.Players[(g.Turn+1)%2]
if err := g.Pass(p.ID); err != nil {
t.Fatal(err)
}
if p.Coins != 0 {
t.Fatalf("passing should forfeit remaining coins, got %d", p.Coins)
}
if g.Phase != PhaseShop || current(g).ID != other.ID {
t.Fatalf("shop should continue with the other player, phase=%s turn=%d", g.Phase, g.Turn)
}
// A free action by the remaining player must not hand the turn back.
junk := g.pet("Junk", 1)
other.Deck = append(other.Deck, junk)
if err := g.Sell(other.ID, []string{junk.ID}); err != nil {
t.Fatal(err)
}
if current(g).ID != other.ID {
t.Fatal("turn must stay with the only player still shopping")
}
}
func TestPassBlockedOverPetLimit(t *testing.T) {
g, p1, _ := testGame(t)
g.Turn = p1.Seat
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)
if err := g.Pass(p1.ID); err == nil {
t.Fatalf("passing with %d pets must be rejected", MaxPets+2)
}
// Wrong count rejected.
if err := g.CleanupSell(p1.ID, deckIDs(p1, Card.IsPet)[:1]); err == nil {
t.Fatal("must sell exactly the excess")
}
if err := g.CleanupSell(p1.ID, deckIDs(p1, Card.IsPet)[:2]); err != nil {
// Selling down (free) unblocks the pass; the discards become apples.
if err := g.Sell(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())
t.Fatalf("expected %d pets after selling down, got %d", MaxPets, p1.PetCount())
}
apples := 0
for _, c := range p1.Deck {
@@ -416,15 +439,16 @@ func TestForcedDiscardOverPetLimit(t *testing.T) {
if apples != 2 {
t.Fatalf("discarded pets should become apples, got %d", apples)
}
passShop(t, g)
if g.Phase != PhaseArrange {
t.Fatalf("cleanup should flow into arrange, got %s", g.Phase)
t.Fatalf("shop 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)
passShop(t, g)
if err := g.SubmitOrder(p1.ID, []string{p1.Deck[0].ID}); err == nil {
t.Fatal("partial order should be rejected")
}
@@ -462,7 +486,7 @@ func TestFullGameFlow(t *testing.T) {
t.Fatalf("round %d shop dealt tier %d card", round, c.Tier)
}
}
spendAllCoins(t, g)
passShop(t, g)
for _, p := range g.Players {
if err := g.SubmitOrder(p.ID, deckIDs(p, nil)); err != nil {
t.Fatal(err)
@@ -558,7 +582,7 @@ func TestDebugGrant(t *testing.T) {
if !Catalog()[0].IsPet() { // sanity on the shared catalog helper
t.Fatal("catalog should start with a pet")
}
// Not allowed outside shop/cleanup.
// Not allowed outside the shop.
g.Phase = PhaseBattle
if err := g.DebugGrant(p1.ID, "Ant"); err == nil {
t.Fatal("grant should be rejected outside the shop")
+1 -1
View File
@@ -130,7 +130,7 @@ func TestBisonBattlePrepRequiresTriple(t *testing.T) {
t.Fatal(err)
}
}
spendAllCoins(t, g)
passShop(t, g)
want := 0
if tripled {
want = 3
+4 -3
View File
@@ -65,11 +65,12 @@ func TestE2EBotGame(t *testing.T) {
t.Fatal("no bot seat in the game")
}
// Play the human side: pass whenever it's our turn. The game can only
// reach the arrange phase if the bot spends its own three coins too.
// Play the human side: pass on our first turn (passing is final, so one
// is all we get). The game can only reach the arrange phase if the bot
// shops and passes on its own too.
deadline := time.Now().Add(25 * time.Second)
for v.Phase == game.PhaseShop && time.Now().Before(deadline) {
if v.Turn == v.YouSeat && v.Players[v.YouSeat].Coins > 0 && v.Pending == nil {
if v.Turn == v.YouSeat && !v.Players[v.YouSeat].Ready && v.Pending == nil {
send(t, ctx, ws, map[string]any{"type": "pass"})
}
rctx, rcancel := context.WithTimeout(ctx, 10*time.Second)
+11 -15
View File
@@ -76,8 +76,6 @@ func botDelay(phase game.Phase) time.Duration {
switch phase {
case game.PhaseShop:
return ms(700, 900)
case game.PhaseCleanup:
return ms(900, 600)
case game.PhaseArrange:
return ms(1600, 1600)
default: // battle acknowledgement
@@ -127,9 +125,6 @@ func applyBotAction(g *game.Game, playerID string, a *ai.Action) error {
case "buy":
return g.Buy(playerID, a.Row)
case "sell":
if g.Phase == game.PhaseCleanup {
return g.CleanupSell(playerID, a.Cards)
}
return g.Sell(playerID, a.Cards)
case "trade":
return g.TradeStart(playerID, a.Cards)
@@ -146,8 +141,9 @@ func applyBotAction(g *game.Game, playerID string, a *ai.Action) error {
}
// botFallback makes the trivially legal move for whatever the game is
// waiting on: pass the shop turn, take the first trade option, sell the
// first excess pets, submit the deck as-is, or acknowledge the battle.
// waiting on: pass the shop turn (selling down to the pet limit first if
// passing would be refused), take the first trade option, submit the deck
// as-is, or acknowledge the battle.
func botFallback(g *game.Game, playerID string) error {
p := g.PlayerByID(playerID)
if p == nil {
@@ -158,16 +154,16 @@ func botFallback(g *game.Game, playerID string) error {
if g.Pending != nil && g.Pending.PlayerID == playerID {
return g.TradeChoose(playerID, 0)
}
return g.Pass(playerID)
case game.PhaseCleanup:
excess := p.PetCount() - game.MaxPets
ids := make([]string, 0, excess)
for _, c := range p.Deck {
if c.IsPet() && len(ids) < excess {
ids = append(ids, c.ID)
if excess := p.PetCount() - game.MaxPets; excess > 0 {
ids := make([]string, 0, excess)
for _, c := range p.Deck {
if c.IsPet() && len(ids) < excess {
ids = append(ids, c.ID)
}
}
return g.Sell(playerID, ids)
}
return g.CleanupSell(playerID, ids)
return g.Pass(playerID)
case game.PhaseArrange:
ids := make([]string, len(p.Deck))
for i, c := range p.Deck {
+1 -5
View File
@@ -122,11 +122,7 @@ func (s *Server) apply(r *room, c *client, msg clientMessage) {
case "buy":
err = g.Buy(c.playerID, msg.Row)
case "sell":
if g.Phase == game.PhaseCleanup {
err = g.CleanupSell(c.playerID, msg.Cards)
} else {
err = g.Sell(c.playerID, msg.Cards)
}
err = g.Sell(c.playerID, msg.Cards)
case "trade":
err = g.TradeStart(c.playerID, msg.Cards)
case "tradeChoose":