Add pets for tiers 1-3.

This commit is contained in:
Greyson Parrelli
2026-07-23 00:10:17 -04:00
parent 612a4e6227
commit 8d43bbf61e
14 changed files with 1915 additions and 406 deletions
+29 -16
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@@ -47,23 +47,36 @@ Set via environment or a `.env` file (see `.env.example`):
Six rounds, each with its own shop tier deck. Per round: Six rounds, each with its own shop tier deck. Per round:
1. **Shop** — each player has 3 coins and players alternate actions, 1 coin 1. **Shop** — each player has 3 gold and players alternate actions, 1 gold
each: **buy** one of 4 face-up cards; **discard** any number of hand cards each: **buy** one of 4 face-up cards; **sell** any number of hand cards
(each becomes an 🍎 apple, +1 power food); or **trade in** 3 same-suit pets (each becomes an 🍎 apple, +1 power food, and Sell effects fire); or
to pick 1 of the top 2 cards of the next tier's deck (the other goes under **trade in** 3 same-suit pets (the Triple action) to pick 1 of the top 2
that deck). Passing forfeits remaining coins. cards of the next tier's deck — Triple effects fire on the traded cards
2. **Cleanup** — anyone holding more than 5 pets must discard down to 5 and the received pet's Buy effect fires. Passing forfeits remaining gold.
(discards become apples). 2. **Cleanup** — anyone holding more than 5 pets must sell down to 5.
3. **Arrange**players secretly order their decks. Food cards apply to the 3. **Arrange**Battle Prep effects fire first (e.g. Giraffe hands out
next pet after them; trailing foods are wasted. apples), then players secretly order their decks. Food cards apply to the
4. **Battle** — automatic. Front pets simultaneously deal their full power to next pet after them; trailing foods are wasted. A pet only benefits from
each other as damage markers; a pet with markers ≥ power dies (attack its last-applied **perk** (e.g. Honey, Garlic).
power never drops while wounded). Last player with pets standing wins the 4. **Battle** — automatic stack machine. Cards reveal off the top of each
round: 1 trophy for rounds 15, 2 trophies for round 6. Draws award deck until a pet is in play. Play effects fire on reveal (rocks roll a d6
nothing. with faces 0/0/1/1/2/2 and hit the opposing pet before the clash). The two
pets simultaneously deal their full power to each other as damage markers;
a pet with markers ≥ power faints (attack never drops while wounded).
Faint effects can push cards (apples, bees) onto either deck, recycle a
pet's apples (Dodo), or set aside delayed rocks that hit BOTH active pets
(Badger); survivors that took damage fire Hurt effects. Garlic prevents 1
damage from every attack that hits its pet — a clash that damages no one
ends the battle as a stalemate draw. Last player able to field a pet
wins: 1 trophy for rounds 15, 2 for round 6. Draws award nothing.
Most trophies after round 6 wins. Pet effects are not yet implemented (the Apples and bees are **temporary**: they leave your deck after the battle.
card model carries an `effect` field for when they land). Most trophies after round 6 wins.
Tiers 13 use real card data (T1: Ant, Cricket, Duck, Otter, Mosquito, Fish;
T2: Worm, Flamingo, Peacock, Swan, Rat, Spider + Honey; T3: Dog, Dolphin,
Giraffe, Camel, Sheep, Dodo, Badger + Garlic). Tiers 46 are effect-less
placeholders awaiting their real definitions.
## Layout ## Layout
+334 -75
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@@ -1,117 +1,376 @@
package game package game
// BattleUnit is a pet on the battle line with its attached foods applied. // BattleUnit is a pet in play with its attached foods applied. Power
// Power (attack) is unaffected by damage; a unit dies when Damage >= Power. // (attack) is unaffected by damage; a unit dies when Damage >= Power.
type BattleUnit struct { type BattleUnit struct {
Card Card `json:"card"` Card Card `json:"card"`
Foods []Card `json:"foods"` Foods []Card `json:"foods,omitempty"`
Bonus int `json:"bonus"` // total power added by foods Bonus int `json:"bonus"` // total power added by foods (and eating)
Damage int `json:"damage"` // damage markers accumulated this battle Damage int `json:"damage"` // damage markers accumulated this battle
} }
func (u *BattleUnit) Power() int { return u.Card.Power + u.Bonus } func (u *BattleUnit) Power() int { return u.Card.Power + u.Bonus }
func (u *BattleUnit) Alive() bool { return u.Damage < u.Power() } func (u *BattleUnit) Alive() bool { return u.Damage < u.Power() }
// BattleEvent is one step of the battle, in order, for clients to animate. // activePerk returns the perk this unit benefits from: only the
type BattleEvent struct { // last-applied perk counts when several are attached.
Type string `json:"type"` // "clash" func (u *BattleUnit) activePerk() *Card {
// Indexes into the initial lineups (per seat) of the two front pets. for i := len(u.Foods) - 1; i >= 0; i-- {
Units []int `json:"units"` // one entry per seat if u.Foods[i].Perk {
// Damage each front pet has accumulated after the clash, per seat. return &u.Foods[i]
Damage []int `json:"damage"` }
// Whether each front pet died in the clash, per seat. }
Died []bool `json:"died"` return nil
} }
// BattleResult is the full, public record of one round's battle. // effects returns the unit's live effects: its own plus its active perk's.
func (u *BattleUnit) effects() []Effect {
effs := u.Card.Effects
if perk := u.activePerk(); perk != nil {
effs = append(append([]Effect(nil), effs...), perk.Effects...)
}
return effs
}
// prevention totals the unit's passive per-attack damage reduction (Garlic).
func (u *BattleUnit) prevention() int {
total := 0
for _, e := range u.effects() {
if e.Trigger == TriggerPassive && e.Action == ActionPreventDamage {
total += e.count()
}
}
return total
}
// takeHit applies one attack of the given strength and returns the damage
// actually dealt after prevention.
func (u *BattleUnit) takeHit(amount int) int {
if amount <= 0 {
return 0
}
dealt := max(0, amount-u.prevention())
u.Damage += dealt
return dealt
}
// isBee reports whether a card is a summoned Bee.
func isBee(c Card) bool { return c.IsPet() && c.Name == "Bee" }
// BattleEvent is one step of the battle, in order, for clients to animate.
type BattleEvent struct {
// "reveal": Seat flipped Card off their stack (food or pet).
// "summon": an effect put Card on top of Seat's stack.
// "rock": Seat's pet threw rocks at Target's pet in play.
// "clash": the pets in play traded blows.
// "eat": Seat's pet ate apples; Bonus is its new total.
Type string `json:"type"`
Seat int `json:"seat,omitempty"`
Target int `json:"target,omitempty"`
Card *Card `json:"card,omitempty"`
// clash: per-seat damage totals / deaths after the exchange.
Damage []int `json:"damage,omitempty"`
Died []bool `json:"died,omitempty"`
// rock: dice total rolled and the target pet's resulting state.
Roll int `json:"roll"`
DamageAfter int `json:"damageAfter,omitempty"`
TargetDied bool `json:"targetDied,omitempty"`
// eat: the pet's power bonus after eating.
Bonus int `json:"bonus,omitempty"`
}
// BattleResult is the full, public record of one round's battle. Only what
// was revealed appears in Events; the rest of the winner's stack stays
// hidden.
type BattleResult struct { type BattleResult struct {
Round int `json:"round"` Round int `json:"round"`
Lineups [][]BattleUnit `json:"lineups"` // initial lineups per seat StackSizes []int `json:"stackSizes"` // starting deck size per seat
WastedFood [][]Card `json:"wastedFoods"` // foods with no pet beneath them, per seat
Events []BattleEvent `json:"events"` Events []BattleEvent `json:"events"`
WinnerSeat int `json:"winnerSeat"` // -1 = draw WinnerSeat int `json:"winnerSeat"` // -1 = draw
Trophies int `json:"trophies"` // awarded to the winner Trophies int `json:"trophies"` // awarded to the winner
} }
// buildLineup walks a deck top-to-bottom, attaching each run of foods to the // battleSide is one seat's live state during the simulation.
// next pet below it. Foods after the last pet affect nothing and are wasted. type battleSide struct {
func buildLineup(deck []Card) (units []BattleUnit, wasted []Card) { stack []Card // remaining face-down cards, top first
var pendingFoods []Card pending []Card // foods revealed and waiting for a pet
for _, c := range deck { unit *BattleUnit
if c.IsFood() { beesFainted int // friendly bees fainted so far (Dog)
pendingFoods = append(pendingFoods, c) delayedRocks []int // set-aside Badgers: rocks to throw when the next pet plays
continue
} }
u := BattleUnit{Card: c, Foods: pendingFoods}
for _, f := range pendingFoods { // queuedPlay is a play-time effect waiting to resolve after reveals.
if f.Food == FoodApple { type queuedPlay struct {
u.Bonus++ seat int
} unit *BattleUnit // the pet whose play queued this (must still be in play for eats)
} effect Effect
pendingFoods = nil badger bool // delayedRocks payout: hits EVERY active pet, own included
units = append(units, u)
}
return units, pendingFoods
} }
// resolveBattle simulates the battle from the players' arranged decks, // resolveBattle simulates the battle from the players' arranged decks,
// records the event log, awards trophies, and moves to PhaseBattle. // records the event log, awards trophies, and moves to PhaseBattle.
// //
// Combat: the two front pets deal their full Power to each other // The battle is a stack machine: each side reveals cards off the top of
// simultaneously as damage markers. A pet with Damage >= Power dies. Since // their deck until a pet is in play (foods along the way attach to it; only
// remaining health never exceeds Power, at least one pet dies every clash, // the last-applied perk counts). If anyone can no longer field a pet the
// so the loop always terminates (until effects say otherwise). // battle ends. Otherwise play effects resolve — rocks roll dice (faces
// 0,0,1,1,2,2) and can faint a pet before the clash. Then the two pets deal
// their full Power to each other simultaneously as damage markers; a pet
// with Damage >= Power faints, firing Faint effects. Survivors that took
// damage fire Hurt effects. Garlic prevents 1 damage from every attack that
// hits its pet; a clash that deals no damage to anyone ends the battle as a
// stalemate.
func (g *Game) resolveBattle() { func (g *Game) resolveBattle() {
res := &BattleResult{ n := len(g.Players)
Round: g.Round, res := &BattleResult{Round: g.Round, WinnerSeat: -1, StackSizes: make([]int, n)}
Lineups: make([][]BattleUnit, len(g.Players)), sides := make([]*battleSide, n)
WastedFood: make([][]Card, len(g.Players)),
WinnerSeat: -1,
}
live := make([][]BattleUnit, len(g.Players)) // working copies
front := make([]int, len(g.Players)) // index of each seat's front pet
for _, p := range g.Players { for _, p := range g.Players {
units, wasted := buildLineup(p.Deck) sides[p.Seat] = &battleSide{stack: append([]Card(nil), p.Deck...)}
res.Lineups[p.Seat] = units res.StackSizes[p.Seat] = len(p.Deck)
res.WastedFood[p.Seat] = wasted }
live[p.Seat] = append([]BattleUnit(nil), units...) emit := func(ev BattleEvent) { res.Events = append(res.Events, ev) }
summon := func(seat int, c Card) {
s := sides[seat]
s.stack = append([]Card{c}, s.stack...)
emit(BattleEvent{Type: "summon", Seat: seat, Card: &c})
} }
// Two-player combat. Effects and >2 player battle formats come later; // faint fires the unit's faint effects (its own and its perk's) in
// the surrounding state (lineups, events) is already per-seat. // effect order, and tracks fainted bees.
a, b := 0, 1 faint := func(seat int, u *BattleUnit) {
for front[a] < len(live[a]) && front[b] < len(live[b]) { if isBee(u.Card) {
ua, ub := &live[a][front[a]], &live[b][front[b]] sides[seat].beesFainted++
ua.Damage += ub.Power() }
ub.Damage += ua.Power() for _, e := range u.effects() {
ev := BattleEvent{ if e.Trigger != TriggerFaint {
continue
}
switch e.Action {
case ActionSummonTop:
target := seat
if e.Target == "enemy" {
target = (seat + 1) % n
}
for range e.count() {
if e.Card == "bee" {
summon(target, g.newBee())
} else {
summon(target, g.newApple())
}
}
case ActionRecycleApples:
recycled := 0
for _, f := range u.Foods {
if f.Food == FoodApple && recycled < e.count() {
summon(seat, f)
recycled++
}
}
case ActionDelayedRocks:
sides[seat].delayedRocks = append(sides[seat].delayedRocks, e.count())
}
}
}
// hurt fires Hurt effects on a pet that was damaged and survived.
hurt := func(seat int, u *BattleUnit) {
if !u.Alive() {
return
}
for _, e := range u.effects() {
if e.Trigger != TriggerHurt {
continue
}
switch e.Action {
case ActionEatApple:
for range e.count() {
u.Foods = append(u.Foods, g.newApple())
u.Bonus++
}
emit(BattleEvent{Type: "eat", Seat: seat, Bonus: u.Bonus})
case ActionSummonTop:
for range e.count() {
if e.Card == "bee" {
summon(seat, g.newBee())
} else {
summon(seat, g.newApple())
}
}
}
}
}
// throwRocks rolls `dice` rock dice against one target's pet, handling
// prevention, death (with faint), and hurt. Reports whether it killed.
throwRocks := func(from, target, dice int) (killed bool) {
tu := sides[target].unit
if tu == nil {
return false
}
roll := 0
for range dice {
roll += g.rollRockDie()
}
dealt := tu.takeHit(roll)
died := !tu.Alive()
emit(BattleEvent{
Type: "rock", Seat: from, Target: target, Roll: roll,
DamageAfter: tu.Damage, TargetDied: died,
})
if died {
faint(target, tu)
sides[target].unit = nil
return true
}
if dealt > 0 {
hurt(target, tu)
}
return false
}
// The exchange loop terminates: every clash kills at least one pet or
// is a detected stalemate, and summons are finite. The guard is just
// insurance as effects get richer.
for range 10_000 {
// Reveal until every side has a pet in play or runs out. Play
// effects queue up and resolve after all reveals (simultaneous).
var plays []queuedPlay
for seat, s := range sides {
for s.unit == nil && len(s.stack) > 0 {
c := s.stack[0]
s.stack = s.stack[1:]
emit(BattleEvent{Type: "reveal", Seat: seat, Card: &c})
if c.IsFood() {
s.pending = append(s.pending, c)
continue
}
u := &BattleUnit{Card: c, Foods: s.pending}
for _, f := range s.pending {
if f.Food == FoodApple {
u.Bonus++
}
}
s.pending = nil
s.unit = u
// Set-aside Badgers pay out when the next pet plays,
// before that pet's own play effects.
for _, dice := range s.delayedRocks {
plays = append(plays, queuedPlay{seat: seat, unit: u, badger: true,
effect: Effect{Action: ActionThrowRock, Count: dice}})
}
s.delayedRocks = nil
for _, e := range u.effects() {
if e.Trigger == TriggerPlay {
plays = append(plays, queuedPlay{seat: seat, unit: u, effect: e})
}
}
}
}
// Battle over? A side that couldn't field a pet is out; no further
// effects resolve.
anyOut := false
for _, s := range sides {
if s.unit == nil {
anyOut = true
}
}
if anyOut {
break
}
// Resolve play effects. Rocks land before the clash and can faint
// pets outright.
rockDeath := false
for _, q := range plays {
switch q.effect.Action {
case ActionThrowRock:
if q.badger {
// At EACH active pet, the owner's own included.
for seat := range sides {
if throwRocks(q.seat, seat, q.effect.count()) {
rockDeath = true
}
}
} else {
target := -1
for off := 1; off < n; off++ {
cand := (q.seat + off) % n
if sides[cand].unit != nil {
target = cand
break
}
}
if target >= 0 && throwRocks(q.seat, target, q.effect.count()) {
rockDeath = true
}
}
case ActionEatApple:
// Skip if the eater already died (e.g. to Badger rocks).
if sides[q.seat].unit != q.unit {
continue
}
count := q.effect.count()
if q.effect.Per == PerFaintedBees {
count *= sides[q.seat].beesFainted
}
if count > 0 {
for range count {
q.unit.Foods = append(q.unit.Foods, g.newApple())
q.unit.Bonus++
}
emit(BattleEvent{Type: "eat", Seat: q.seat, Bonus: q.unit.Bonus})
}
}
}
if rockDeath {
continue // refill before any clash
}
// Clash. Two-player for now; >2-player battle pairings come later
// (the surrounding state is already per-seat).
ua, ub := sides[0].unit, sides[1].unit
dealtA := ua.takeHit(ub.Power())
dealtB := ub.takeHit(ua.Power())
emit(BattleEvent{
Type: "clash", Type: "clash",
Units: []int{front[a], front[b]},
Damage: []int{ua.Damage, ub.Damage}, Damage: []int{ua.Damage, ub.Damage},
Died: []bool{!ua.Alive(), !ub.Alive()}, Died: []bool{!ua.Alive(), !ub.Alive()},
})
if ua.Alive() && ub.Alive() && dealtA == 0 && dealtB == 0 {
break // stalemate: nothing can ever change
} }
res.Events = append(res.Events, ev) dealt := []int{dealtA, dealtB}
if !ua.Alive() { for seat, u := range []*BattleUnit{ua, ub} {
front[a]++ if !u.Alive() {
faint(seat, u)
sides[seat].unit = nil
} else if dealt[seat] > 0 {
hurt(seat, u)
} }
if !ub.Alive() {
front[b]++
} }
} }
trophies := 1 // A single side still holding a pet in play wins; anything else
// (everyone out, or a stalemate with pets on both sides) is a draw.
winner := -1
for seat, s := range sides {
if s.unit != nil {
if winner >= 0 {
winner = -1 // stalemate / >2-player safety
break
}
winner = seat
}
}
res.WinnerSeat = winner
if winner >= 0 {
res.Trophies = 1
if g.Round == MaxRounds { if g.Round == MaxRounds {
trophies = 2 res.Trophies = 2
} }
switch { g.Players[winner].Trophies += res.Trophies
case front[a] < len(live[a]):
res.WinnerSeat = a
case front[b] < len(live[b]):
res.WinnerSeat = b
}
if res.WinnerSeat >= 0 {
res.Trophies = trophies
g.Players[res.WinnerSeat].Trophies += trophies
} }
g.Battle = res g.Battle = res
+491 -25
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@@ -1,6 +1,9 @@
package game package game
import "testing" import (
"slices"
"testing"
)
// testGame builds a started 2-player game without going through the lobby. // testGame builds a started 2-player game without going through the lobby.
func testGame(t *testing.T) (*Game, *Player, *Player) { func testGame(t *testing.T) (*Game, *Player, *Player) {
@@ -20,10 +23,52 @@ func testGame(t *testing.T) (*Game, *Player, *Player) {
return g, p1, p2 return g, p1, p2
} }
// pet mints a plain effect-less pet for battle scenarios.
func (g *Game) pet(name string, power int) Card { func (g *Game) pet(name string, power int) Card {
return Card{ID: g.newCardID(), Kind: KindPet, Name: name, Tier: 1, Power: power, Suit: SuitSun} return Card{ID: g.newCardID(), Kind: KindPet, Name: name, Tier: 1, Power: power, Suit: SuitRed}
} }
// realPet mints a copy of a real pet (with its effects) by name, searching
// all tiers.
func (g *Game) realPet(t *testing.T, name string) Card {
t.Helper()
for tierIdx, tier := range petTiers {
for _, tmpl := range tier {
if tmpl.Name == name {
return Card{
ID: g.newCardID(), Kind: KindPet, Name: tmpl.Name, Tier: tierIdx + 1,
Power: tmpl.Power, Suit: tmpl.Suits[0],
Effects: tmpl.Effects, EffectText: tmpl.EffectText,
}
}
}
}
t.Fatalf("no pet named %s", name)
return Card{}
}
// tier1 is kept as a shorthand for realPet.
func (g *Game) tier1(t *testing.T, name string) Card { return g.realPet(t, name) }
// realFood mints a shop food card (Honey, Garlic, ...) from its template.
func (g *Game) realFood(t *testing.T, name string) Card {
t.Helper()
for tierIdx, tier := range foodTiers {
for _, f := range tier {
if f.Name == name {
return Card{
ID: g.newCardID(), Kind: KindFood, Name: f.Name, Tier: tierIdx + 1,
Food: f.Food, Perk: f.Perk, Effects: f.Effects, EffectText: f.EffectText,
}
}
}
}
t.Fatalf("no food named %s", name)
return Card{}
}
func (g *Game) newHoney(t *testing.T) Card { return g.realFood(t, "Honey") }
// forceBattle sets both decks, arranges them in current order, and resolves. // forceBattle sets both decks, arranges them in current order, and resolves.
func forceBattle(t *testing.T, g *Game, d1, d2 []Card) *BattleResult { func forceBattle(t *testing.T, g *Game, d1, d2 []Card) *BattleResult {
t.Helper() t.Helper()
@@ -47,6 +92,16 @@ func forceBattle(t *testing.T, g *Game, d1, d2 []Card) *BattleResult {
return g.Battle return g.Battle
} }
func eventsOfType(res *BattleResult, typ string) []BattleEvent {
var out []BattleEvent
for _, ev := range res.Events {
if ev.Type == typ {
out = append(out, ev)
}
}
return out
}
// The worked example from the rules: a 3-power pet fights a 5-power pet. The // The worked example from the rules: a 3-power pet fights a 5-power pet. The
// 3 dies, the 5 survives with 3 damage markers (2 health left, 5 attack). // 3 dies, the 5 survives with 3 damage markers (2 health left, 5 attack).
// Then a 2-power pet trades with it: both die. // Then a 2-power pet trades with it: both die.
@@ -56,17 +111,18 @@ func TestBattleDamageMarkers(t *testing.T) {
[]Card{g.pet("Three", 3), g.pet("Two", 2)}, []Card{g.pet("Three", 3), g.pet("Two", 2)},
[]Card{g.pet("Five", 5)}, []Card{g.pet("Five", 5)},
) )
if len(res.Events) != 2 { clashes := eventsOfType(res, "clash")
t.Fatalf("expected 2 clashes, got %d", len(res.Events)) if len(clashes) != 2 {
t.Fatalf("expected 2 clashes, got %d", len(clashes))
} }
first := res.Events[0] first := clashes[0]
if !first.Died[0] || first.Died[1] { if !first.Died[0] || first.Died[1] {
t.Fatalf("first clash: 3-power should die, 5-power should survive: %+v", first) t.Fatalf("first clash: 3-power should die, 5-power should survive: %+v", first)
} }
if first.Damage[1] != 3 { if first.Damage[1] != 3 {
t.Fatalf("5-power pet should carry 3 damage, has %d", first.Damage[1]) t.Fatalf("5-power pet should carry 3 damage, has %d", first.Damage[1])
} }
second := res.Events[1] second := clashes[1]
if !second.Died[0] || !second.Died[1] { if !second.Died[0] || !second.Died[1] {
t.Fatalf("second clash: both should die (5 attack kills the 2; 3+2 damage kills the 5): %+v", second) t.Fatalf("second clash: both should die (5 attack kills the 2; 3+2 damage kills the 5): %+v", second)
} }
@@ -84,9 +140,9 @@ func TestBattleEqualPowerBothDie(t *testing.T) {
[]Card{g.pet("A", 4)}, []Card{g.pet("A", 4)},
[]Card{g.pet("B", 4)}, []Card{g.pet("B", 4)},
) )
ev := res.Events[0] clashes := eventsOfType(res, "clash")
if !ev.Died[0] || !ev.Died[1] { if len(clashes) != 1 || !clashes[0].Died[0] || !clashes[0].Died[1] {
t.Fatalf("equal power pets should both die: %+v", ev) t.Fatalf("equal power pets should both die: %+v", clashes)
} }
if res.WinnerSeat != -1 { if res.WinnerSeat != -1 {
t.Fatal("expected a draw") t.Fatal("expected a draw")
@@ -119,38 +175,448 @@ func TestBattleFinalRoundWorthTwoTrophies(t *testing.T) {
} }
} }
// Foods stack onto the next pet beneath them; each apple adds 1 power. // Foods attach to the next pet revealed beneath them; each apple adds 1
// Trailing foods with no pet under them are wasted. // power. 3+2 apples = 5 power draws with a plain 5.
func TestBattleApplesBuffNextPet(t *testing.T) { func TestBattleApplesBuffNextPet(t *testing.T) {
g, _, _ := testGame(t) g, _, _ := testGame(t)
apple1, apple2, apple3 := g.newApple(), g.newApple(), g.newApple()
res := forceBattle(t, g, res := forceBattle(t, g,
[]Card{apple1, apple2, g.pet("Buffed", 3), apple3}, // 3+2=5 power; apple3 wasted []Card{g.newApple(), g.newApple(), g.pet("Buffed", 3)},
[]Card{g.pet("Enemy", 5)}, []Card{g.pet("Enemy", 5)},
) )
u := res.Lineups[0][0] clash := eventsOfType(res, "clash")[0]
if u.Bonus != 2 || u.Power() != 5 { if !clash.Died[0] || !clash.Died[1] {
t.Fatalf("expected 2 apples for 5 total power, got bonus=%d power=%d", u.Bonus, u.Power()) t.Fatalf("5 vs 3+2apples should kill both: %+v", clash)
}
if len(res.WastedFood[0]) != 1 || res.WastedFood[0][0].ID != apple3.ID {
t.Fatalf("trailing apple should be wasted: %+v", res.WastedFood[0])
} }
if res.WinnerSeat != -1 { if res.WinnerSeat != -1 {
t.Fatal("5 vs 5 should draw") t.Fatal("expected draw")
} }
} }
// A player with an empty lineup loses immediately with zero clashes. // A side whose stack holds only foods can't field a pet and loses without a
func TestBattleEmptyLineupLoses(t *testing.T) { // single clash.
func TestBattleFoodOnlyLoses(t *testing.T) {
g, _, _ := testGame(t) g, _, _ := testGame(t)
res := forceBattle(t, g, res := forceBattle(t, g,
[]Card{g.pet("Solo", 1)}, []Card{g.pet("Solo", 1)},
[]Card{g.newApple()}, // food only, no pets []Card{g.newApple()},
) )
if len(res.Events) != 0 { if len(eventsOfType(res, "clash")) != 0 {
t.Fatalf("expected no clashes, got %d", len(res.Events)) t.Fatal("expected no clashes")
} }
if res.WinnerSeat != 0 { if res.WinnerSeat != 0 {
t.Fatalf("seat 0 should win by default, got %d", res.WinnerSeat) t.Fatalf("seat 0 should win by default, got %d", res.WinnerSeat)
} }
} }
// Ant's faint puts an apple on top of its owner's stack, buffing the next
// pet revealed: Ant(1)+Follower(2) beats a plain 2.
func TestAntFaintAddsApple(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.tier1(t, "Ant"), g.pet("Follower", 2)},
[]Card{g.pet("Enemy", 2)},
)
summons := eventsOfType(res, "summon")
if len(summons) != 1 || summons[0].Seat != 0 || summons[0].Card.Food != FoodApple {
t.Fatalf("ant faint should summon an apple for seat 0: %+v", summons)
}
// Follower fights at 3 power vs enemy at 2 power with 1 damage: enemy
// dies, follower survives (2 damage < 3 power).
if res.WinnerSeat != 0 {
t.Fatalf("apple-buffed follower should win, got seat %d", res.WinnerSeat)
}
}
// Cricket's faint summons a bee, which fights as a real 1-power pet.
func TestCricketFaintSummonsBee(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.tier1(t, "Cricket")},
[]Card{g.pet("Enemy", 3)},
)
summons := eventsOfType(res, "summon")
if len(summons) != 1 || summons[0].Card.Name != "Bee" {
t.Fatalf("cricket faint should summon a bee: %+v", summons)
}
beeRevealed := false
for _, ev := range eventsOfType(res, "reveal") {
if ev.Card.Name == "Bee" {
beeRevealed = true
}
}
if !beeRevealed {
t.Fatal("the summoned bee should be revealed and fight")
}
// Cricket (1) then Bee (1) chip the 3-power enemy for 2 total; enemy
// survives with 2 damage and wins.
if res.WinnerSeat != 1 {
t.Fatalf("enemy should survive with 2 damage, got winner %d", res.WinnerSeat)
}
if len(eventsOfType(res, "clash")) != 2 {
t.Fatal("expected two clashes: cricket then bee")
}
}
// Mosquito's rock lands before the clash and can kill outright: with a
// rigged roll of 1, a 1-power enemy dies to the rock and the mosquito never
// takes damage.
func TestMosquitoRockKillsBeforeClash(t *testing.T) {
g, _, _ := testGame(t)
g.RollDie = func() int { return 1 }
res := forceBattle(t, g,
[]Card{g.tier1(t, "Mosquito")},
[]Card{g.pet("Weakling", 1)},
)
rocks := eventsOfType(res, "rock")
if len(rocks) != 1 || rocks[0].Seat != 0 || rocks[0].Target != 1 {
t.Fatalf("expected one rock from seat 0 at seat 1: %+v", rocks)
}
if rocks[0].Roll != 1 || !rocks[0].TargetDied || rocks[0].DamageAfter != 1 {
t.Fatalf("rock should kill the 1-power pet: %+v", rocks[0])
}
if len(eventsOfType(res, "clash")) != 0 {
t.Fatal("no clash should happen; the rock already won it")
}
if res.WinnerSeat != 0 {
t.Fatalf("mosquito should win, got %d", res.WinnerSeat)
}
}
// A rock can roll blank faces: 0 damage, no effect, then a normal clash.
func TestMosquitoRockCanMiss(t *testing.T) {
g, _, _ := testGame(t)
g.RollDie = func() int { return 0 }
res := forceBattle(t, g,
[]Card{g.tier1(t, "Mosquito")},
[]Card{g.pet("Weakling", 1)},
)
rocks := eventsOfType(res, "rock")
if len(rocks) != 1 || rocks[0].Roll != 0 || rocks[0].TargetDied || rocks[0].DamageAfter != 0 {
t.Fatalf("blank roll should do nothing: %+v", rocks)
}
if len(eventsOfType(res, "clash")) != 1 {
t.Fatal("the clash should still happen after a miss")
}
if res.WinnerSeat != 0 {
t.Fatalf("mosquito still wins the clash 2v1, got %d", res.WinnerSeat)
}
}
// Two mosquitos rock each other simultaneously (roll 1 each); both survive
// (2 power, 1 damage), then clash and both die.
func TestMosquitoMirror(t *testing.T) {
g, _, _ := testGame(t)
g.RollDie = func() int { return 1 }
res := forceBattle(t, g,
[]Card{g.tier1(t, "Mosquito")},
[]Card{g.tier1(t, "Mosquito")},
)
if len(eventsOfType(res, "rock")) != 2 {
t.Fatal("both mosquitos should throw rocks")
}
clash := eventsOfType(res, "clash")[0]
if !clash.Died[0] || !clash.Died[1] {
t.Fatalf("both wounded mosquitos should die in the clash: %+v", clash)
}
if res.WinnerSeat != -1 {
t.Fatal("expected a draw")
}
}
// Flamingo's faint stacks two apples: the follower fights at +2.
func TestFlamingoFaintAddsTwoApples(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.realPet(t, "Flamingo"), g.pet("Follower", 2)},
[]Card{g.pet("Enemy", 3)},
)
if len(eventsOfType(res, "summon")) != 2 {
t.Fatalf("flamingo should summon 2 apples: %+v", eventsOfType(res, "summon"))
}
// Follower at 4 power vs enemy at 3 power carrying 1 damage: enemy
// dies, follower survives (3 damage < 4 power).
if res.WinnerSeat != 0 {
t.Fatalf("buffed follower should win, got %d", res.WinnerSeat)
}
}
// Peacock eats an apple every time it's hurt and survives.
func TestPeacockEatsWhenHurt(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.realPet(t, "Peacock")}, // 2 power
[]Card{g.pet("Chip", 1), g.pet("Chip2", 1)},
)
// Clash 1: peacock takes 1 (alive at 2 power), eats → 3 power.
// Clash 2: takes 1 more (2 damage < 3 power), eats → 4 power.
eats := eventsOfType(res, "eat")
if len(eats) != 2 {
t.Fatalf("peacock should eat twice, got %+v", eats)
}
if eats[0].Bonus != 1 || eats[1].Bonus != 2 {
t.Fatalf("bonus should grow 1 then 2: %+v", eats)
}
if res.WinnerSeat != 0 {
t.Fatalf("peacock should survive and win, got %d", res.WinnerSeat)
}
}
// Rat's faint puts a bee on the ENEMY's stack, where it fights for them.
func TestRatFaintSummonsBeeForEnemy(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.realPet(t, "Rat"), g.pet("Closer", 9)}, // rat: 4 power
[]Card{g.pet("Equal", 4)},
)
summons := eventsOfType(res, "summon")
if len(summons) != 1 || summons[0].Seat != 1 || summons[0].Card.Name != "Bee" {
t.Fatalf("rat should summon a bee on the enemy stack: %+v", summons)
}
// Rat and Equal trade (both die). The bee fights for seat 1 next and
// loses to the Closer.
beeRevealedBySeat1 := false
for _, ev := range eventsOfType(res, "reveal") {
if ev.Card.Name == "Bee" && ev.Seat == 1 {
beeRevealedBySeat1 = true
}
}
if !beeRevealedBySeat1 {
t.Fatal("the enemy should reveal and field the rat's bee")
}
if res.WinnerSeat != 0 {
t.Fatalf("seat 0 should win, got %d", res.WinnerSeat)
}
}
// Spider pushes a bee then an apple: the apple ends up on top, so it buffs
// the bee to 2 power.
func TestSpiderFaintBeeGetsApple(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.realPet(t, "Spider")}, // 2 power
[]Card{g.pet("Enemy", 3)},
)
summons := eventsOfType(res, "summon")
if len(summons) != 2 || summons[0].Card.Name != "Bee" || summons[1].Card.Food != FoodApple {
t.Fatalf("spider should summon bee then apple: %+v", summons)
}
// Enemy (3 power) takes 2 from spider, then fights the 2-power bee
// (1+apple): both die. Draw.
if res.WinnerSeat != -1 {
t.Fatalf("expected draw, got %d", res.WinnerSeat)
}
}
// Honey is a perk: the pet it's attached to summons a bee when it faints,
// and only the last-applied perk counts.
func TestHoneyPerk(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.newHoney(t), g.newHoney(t), g.pet("Bear", 2)},
[]Card{g.pet("Enemy", 3)},
)
summons := eventsOfType(res, "summon")
if len(summons) != 1 || summons[0].Card.Name != "Bee" || summons[0].Seat != 0 {
t.Fatalf("exactly one honey (the last-applied) should trigger: %+v", summons)
}
// Bear dies to the 3; enemy carries 2 damage; the bee finishes it and
// dies too: draw.
if res.WinnerSeat != -1 {
t.Fatalf("expected draw, got %d", res.WinnerSeat)
}
}
// Garlic prevents 1 damage from every attack that hits its pet.
func TestGarlicPreventsDamage(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.realFood(t, "Garlic"), g.pet("Tank", 2)},
[]Card{g.pet("Equal", 2)},
)
// Tank takes 2-1=1 (survives at 2 power); Equal takes 2 and dies.
clash := eventsOfType(res, "clash")[0]
if clash.Died[0] || !clash.Died[1] {
t.Fatalf("garlic tank should survive the equal-power clash: %+v", clash)
}
if clash.Damage[0] != 1 {
t.Fatalf("garlic should reduce the hit to 1, got %d", clash.Damage[0])
}
if res.WinnerSeat != 0 {
t.Fatalf("garlic side should win, got %d", res.WinnerSeat)
}
}
// Two garlic'd 1-power pets can never hurt each other: the battle must end
// as a stalemate draw instead of looping forever.
func TestGarlicStalemateIsDraw(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.realFood(t, "Garlic"), g.pet("A", 1)},
[]Card{g.realFood(t, "Garlic"), g.pet("B", 1)},
)
if res.WinnerSeat != -1 {
t.Fatalf("stalemate should be a draw, got %d", res.WinnerSeat)
}
if len(res.Events) > 10 {
t.Fatalf("stalemate should end immediately, got %d events", len(res.Events))
}
}
// Dolphin throws 3 rocks on play (rigged to roll 1 each = 3 damage).
func TestDolphinThrowsThreeRocks(t *testing.T) {
g, _, _ := testGame(t)
g.RollDie = func() int { return 1 }
res := forceBattle(t, g,
[]Card{g.realPet(t, "Dolphin")},
[]Card{g.pet("Tank", 3)},
)
rocks := eventsOfType(res, "rock")
if len(rocks) != 1 || rocks[0].Roll != 3 || !rocks[0].TargetDied {
t.Fatalf("dolphin should roll 3 dice for 3 damage and kill the tank: %+v", rocks)
}
if res.WinnerSeat != 0 {
t.Fatalf("dolphin should win, got %d", res.WinnerSeat)
}
}
// Camel pushes an apple onto its own stack whenever it's hurt and survives.
func TestCamelHurtSummonsApple(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.realPet(t, "Camel"), g.pet("Ally", 2)}, // camel: 3 power
[]Card{g.pet("Chip", 1), g.pet("Chip2", 3)},
)
// Clash 1: camel takes 1 (survives) → apple onto A's stack. Clash 2 vs
// Chip2: both die. A reveals apple + Ally (3 power) and wins.
summons := eventsOfType(res, "summon")
if len(summons) != 1 || summons[0].Seat != 0 || summons[0].Card.Food != FoodApple {
t.Fatalf("camel should summon one apple onto its own stack: %+v", summons)
}
if res.WinnerSeat != 0 {
t.Fatalf("apple-buffed ally should win, got %d", res.WinnerSeat)
}
}
// Sheep faints into two bees that fight on.
func TestSheepFaintSummonsTwoBees(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.realPet(t, "Sheep")}, // 3 power
[]Card{g.pet("Big", 5)},
)
summons := eventsOfType(res, "summon")
if len(summons) != 2 || summons[0].Card.Name != "Bee" || summons[1].Card.Name != "Bee" {
t.Fatalf("sheep should summon 2 bees: %+v", summons)
}
// Big (5) takes 3 from sheep, then 1 from each bee: 5 total = dead; the
// second bee dies with it. Draw.
if res.WinnerSeat != -1 {
t.Fatalf("expected draw, got %d", res.WinnerSeat)
}
}
// Dodo recycles up to 3 of its attached apples onto the deck when it faints.
func TestDodoRecyclesApples(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.newApple(), g.newApple(), g.realPet(t, "Dodo"), g.pet("Heir", 5)}, // dodo: 3+2=5
[]Card{g.pet("Big", 6)},
)
// Dodo (5) dies to the 6; Big carries 5 damage. The two apples come
// back on top: Heir fights at 5+2=7, survives Big's 6 attack, kills it.
summons := eventsOfType(res, "summon")
if len(summons) != 2 {
t.Fatalf("dodo should recycle exactly its 2 apples: %+v", summons)
}
for _, s := range summons {
if s.Seat != 0 || s.Card.Food != FoodApple {
t.Fatalf("recycled cards should be seat 0 apples: %+v", s)
}
}
if res.WinnerSeat != 0 {
t.Fatalf("recycled apples should carry the win, got %d", res.WinnerSeat)
}
}
// Dog eats one apple per friendly bee that has fainted this battle.
func TestDogEatsPerFaintedBee(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.tier1(t, "Cricket"), g.realPet(t, "Dog")}, // cricket 1, dog 2
[]Card{g.pet("Chip", 1), g.pet("Wall", 2)},
)
// Cricket and Chip trade; cricket's bee then dies to Wall (1 friendly
// bee fainted, Wall at 1 damage). Dog plays, eats 1 apple → 3 power,
// and beats the wounded Wall.
eats := eventsOfType(res, "eat")
if len(eats) != 1 || eats[0].Seat != 0 || eats[0].Bonus != 1 {
t.Fatalf("dog should eat exactly 1 apple: %+v", eats)
}
if res.WinnerSeat != 0 {
t.Fatalf("dog should win, got %d", res.WinnerSeat)
}
}
// Badger sets aside on faint; when the next friendly pet plays it throws 2
// rocks at EACH active pet — enemy and friend alike.
func TestBadgerDelayedRocksHitBothSides(t *testing.T) {
g, _, _ := testGame(t)
g.RollDie = func() int { return 1 }
res := forceBattle(t, g,
[]Card{g.realPet(t, "Badger"), g.pet("Next", 3)}, // badger: 3
[]Card{g.pet("Tank", 5)},
)
// Clash: badger dies (takes 5), Tank keeps 3 damage (2 health). Next
// plays → badger throws 2 rocks (2 damage) at Next AND at Tank: Next
// drops to 1 health, Tank dies at 5 damage. Seat 0 wins.
rocks := eventsOfType(res, "rock")
if len(rocks) != 2 {
t.Fatalf("badger should produce one rock volley per active pet: %+v", rocks)
}
hitSelf, hitEnemy := false, false
for _, r := range rocks {
if r.Roll != 2 {
t.Fatalf("each volley should roll 2 dice = 2 damage: %+v", r)
}
if r.Target == 0 {
hitSelf = true
if r.TargetDied {
t.Fatalf("Next (3 power) should survive 2 self-damage: %+v", r)
}
}
if r.Target == 1 {
hitEnemy = true
if !r.TargetDied {
t.Fatalf("Tank (5 power, 3 damage) should die to 2 more: %+v", r)
}
}
}
if !hitSelf || !hitEnemy {
t.Fatalf("badger must hit both sides: %+v", rocks)
}
if res.WinnerSeat != 0 {
t.Fatalf("seat 0 should win, got %d", res.WinnerSeat)
}
}
// Temporary cards (apples, bees) leave the deck once the battle is
// acknowledged; pets stay.
func TestTemporariesExpireAfterBattle(t *testing.T) {
g, p1, p2 := testGame(t)
forceBattle(t, g,
[]Card{g.newApple(), g.pet("Keeper", 3)},
[]Card{g.pet("Enemy", 1)},
)
if err := g.AcknowledgeBattle(p1.ID); err != nil {
t.Fatal(err)
}
if err := g.AcknowledgeBattle(p2.ID); err != nil {
t.Fatal(err)
}
if slices.ContainsFunc(p1.Deck, func(c Card) bool { return c.Temporary }) {
t.Fatalf("temporary cards should be gone after the battle: %+v", p1.Deck)
}
if len(p1.Deck) != 1 || p1.Deck[0].Name != "Keeper" {
t.Fatalf("pets should survive the round: %+v", p1.Deck)
}
}
+293 -41
View File
@@ -2,19 +2,17 @@ package game
import "fmt" import "fmt"
// Suit is the trade-in symbol printed on pet cards. Three pets of the same // Suit is the colored trade-in symbol printed on pet cards. Three pets of
// suit can be traded for a pick of the next tier's deck. // the same suit can be traded (the "Triple" action) for a pick from the next
// tier's deck.
type Suit string type Suit string
const ( const (
SuitSun Suit = "sun" SuitRed Suit = "red"
SuitMoon Suit = "moon" SuitBlue Suit = "blue"
SuitStar Suit = "star" SuitYellow Suit = "yellow"
SuitLeaf Suit = "leaf"
) )
var suits = []Suit{SuitSun, SuitMoon, SuitStar, SuitLeaf}
// CardKind distinguishes pets from foods. // CardKind distinguishes pets from foods.
type CardKind string type CardKind string
@@ -23,63 +21,286 @@ const (
KindFood CardKind = "food" KindFood CardKind = "food"
) )
// Food identifiers. Only apples exist for now; more foods come later. // Food identifiers.
const FoodApple = "apple" const (
FoodApple = "apple"
FoodHoney = "honey"
FoodGarlic = "garlic"
)
// EffectTrigger is when an effect fires.
type EffectTrigger string
const (
TriggerFaint EffectTrigger = "faint" // defeated in battle
TriggerSell EffectTrigger = "sell" // sold in the shop (the discard→apple action)
TriggerBuy EffectTrigger = "buy" // purchased (also fires on pets gained via Triple)
TriggerPlay EffectTrigger = "play" // revealed on the stack during battle
TriggerTriple EffectTrigger = "triple" // used as one of the three traded-in cards
TriggerHurt EffectTrigger = "hurt" // attacked and received damage
// TriggerBattlePrep fires right after the shop phase ends, as players
// begin ordering their decks.
TriggerBattlePrep EffectTrigger = "battlePrep"
// TriggerPassive marks always-on effects (e.g. Garlic's damage
// prevention); they're consulted contextually rather than fired.
TriggerPassive EffectTrigger = "passive"
)
// EffectAction is what the effect does.
type EffectAction string
const (
// ActionSummonTop puts Count cards (Effect.Card: "apple" or "bee") on
// top of a deck/stack — the owner's, or the enemy's when Target is
// "enemy". Battle-time.
ActionSummonTop EffectAction = "summonTop"
// ActionGainApple adds Count apples to the player's hand. Shop-time.
ActionGainApple EffectAction = "gainApple"
// ActionThrowRock rolls Count rock dice (faces: 0,0,1,1,2,2) and deals
// the total to the opposing pet in play. Battle-time.
ActionThrowRock EffectAction = "throwRock"
// ActionEatApple gives the pet itself +Count power (as if it ate
// apples), if it hasn't fainted. Battle-time. With Per set, Count is
// multiplied by a battle statistic (see Effect.Per).
ActionEatApple EffectAction = "eatApple"
// ActionRefreshGold returns Count spent coins to the player (never
// above the round's allowance). Shop-time.
ActionRefreshGold EffectAction = "refreshGold"
// ActionPreventDamage (passive) reduces every attack that hits this pet
// by Count damage.
ActionPreventDamage EffectAction = "preventDamage"
// ActionRecycleApples (faint) puts up to Count of this pet's attached
// apples back on top of its owner's deck.
ActionRecycleApples EffectAction = "recycleApples"
// ActionDelayedRocks (faint) sets the pet aside: when its owner plays
// their next pet, it throws Count rocks at EACH active pet — the
// enemy's and the owner's own.
ActionDelayedRocks EffectAction = "delayedRocks"
)
// Per multipliers for dynamic effect counts.
const PerFaintedBees = "faintedBees" // × friendly bees fainted this battle
// Effect is one trigger→action pair printed on a card.
type Effect struct {
Trigger EffectTrigger `json:"trigger"`
Action EffectAction `json:"action"`
Card string `json:"card,omitempty"` // summonTop: "apple" | "bee"
Count int `json:"count,omitempty"` // 0 means 1
Target string `json:"target,omitempty"` // summonTop: "" (self) | "enemy"
// Per multiplies Count by a battle statistic (e.g. PerFaintedBees).
Per string `json:"per,omitempty"`
// MinRound gates the effect to round >= MinRound (0 = always).
MinRound int `json:"minRound,omitempty"`
}
// count normalizes the zero value to 1.
func (e Effect) count() int {
if e.Count <= 0 {
return 1
}
return e.Count
}
// Card is a single physical card instance. IDs are unique per game. // Card is a single physical card instance. IDs are unique per game.
type Card struct { type Card struct {
ID string `json:"id"` ID string `json:"id"`
Kind CardKind `json:"kind"` Kind CardKind `json:"kind"`
Name string `json:"name"` Name string `json:"name"`
Tier int `json:"tier"` Tier int `json:"tier,omitempty"`
Power int `json:"power,omitempty"` Power int `json:"power,omitempty"`
Suit Suit `json:"suit,omitempty"` Suit Suit `json:"suit,omitempty"`
// Effect is display text for the pet's ability. Effects are not yet // Effects drive the engine; EffectText is the human-readable rule shown
// implemented mechanically; the field keeps card data forward-compatible. // on the card face.
Effect string `json:"effect,omitempty"` Effects []Effect `json:"effects,omitempty"`
EffectText string `json:"effectText,omitempty"`
Food string `json:"food,omitempty"` Food string `json:"food,omitempty"`
// Perk foods (e.g. Honey) attach like any food, but a pet only benefits
// from the last-applied perk.
Perk bool `json:"perk,omitempty"`
// Temporary cards (apples, bees) are removed from the deck after the
// next battle.
Temporary bool `json:"temporary,omitempty"`
} }
func (c Card) IsPet() bool { return c.Kind == KindPet } func (c Card) IsPet() bool { return c.Kind == KindPet }
func (c Card) IsFood() bool { return c.Kind == KindFood } func (c Card) IsFood() bool { return c.Kind == KindFood }
// petTemplate is the printed definition of a pet; each template appears as // petTemplate is the printed definition of a pet. Suits lists the suit of
// multiple card copies in its tier's shop deck. // each physical copy in the tier deck (one card per entry).
type petTemplate struct { type petTemplate struct {
Name string Name string
Power int Power int
Suits []Suit
Effects []Effect
EffectText string
} }
const copiesPerPet = 2 // foodTemplate is the printed definition of a food card that lives in a
// shop deck (e.g. Honey).
type foodTemplate struct {
Name string
Food string
Copies int
Perk bool
Effects []Effect
EffectText string
}
// petTiers defines the shop decks. Index 0 is tier 1 (round 1) through // petTiers defines the shop decks' pets. Index 0 is tier 1 (round 1)
// index 5 for tier 6 (round 6). Suits are assigned round-robin per tier so // through index 5 for tier 6 (round 6).
// every tier contains every suit. //
// Tiers 1-2 are real card data. Tiers 3-6 are placeholders with the same
// structure until their real definitions are provided.
var petTiers = [MaxRounds][]petTemplate{ var petTiers = [MaxRounds][]petTemplate{
{ // Tier 1 { // Tier 1
{"Ant", 1}, {"Cricket", 1}, {"Fish", 2}, {"Horse", 1}, {
{"Beaver", 2}, {"Otter", 1}, {"Pig", 3}, {"Mosquito", 2}, Name: "Ant", Power: 1, Suits: []Suit{SuitBlue, SuitYellow},
Effects: []Effect{{Trigger: TriggerFaint, Action: ActionSummonTop, Card: "apple"}},
EffectText: "Faint: add an Apple on top of your deck",
},
{
Name: "Cricket", Power: 1, Suits: []Suit{SuitRed, SuitBlue},
Effects: []Effect{{Trigger: TriggerFaint, Action: ActionSummonTop, Card: "bee"}},
EffectText: "Faint: add a Bee on top of your deck",
},
{
Name: "Duck", Power: 2, Suits: []Suit{SuitYellow, SuitBlue},
Effects: []Effect{{Trigger: TriggerSell, Action: ActionGainApple}},
EffectText: "Sell: add 1 extra Apple to your hand",
},
{
Name: "Otter", Power: 1, Suits: []Suit{SuitYellow, SuitRed},
Effects: []Effect{{Trigger: TriggerBuy, Action: ActionGainApple}},
EffectText: "Buy: add an Apple to your hand",
},
{
Name: "Mosquito", Power: 2, Suits: []Suit{SuitRed, SuitBlue},
Effects: []Effect{{Trigger: TriggerPlay, Action: ActionThrowRock}},
EffectText: "Play: throw 1 Rock",
},
{
Name: "Fish", Power: 2, Suits: []Suit{SuitYellow, SuitRed},
Effects: []Effect{{Trigger: TriggerTriple, Action: ActionGainApple}},
EffectText: "Triple: add an Apple to your hand",
},
}, },
{ // Tier 2 { // Tier 2
{"Crab", 3}, {"Swan", 2}, {"Hedgehog", 3}, {"Peacock", 4}, {
{"Flamingo", 3}, {"Rat", 2}, {"Shrimp", 2}, {"Spider", 3}, Name: "Worm", Power: 2, Suits: []Suit{SuitBlue, SuitYellow},
Effects: []Effect{{Trigger: TriggerBuy, Action: ActionGainApple, Count: 2}},
EffectText: "Buy: add 2 Apples to your hand",
},
{
Name: "Flamingo", Power: 1, Suits: []Suit{SuitRed, SuitYellow},
Effects: []Effect{{Trigger: TriggerFaint, Action: ActionSummonTop, Card: "apple", Count: 2}},
EffectText: "Faint: add 2 Apples on top of your deck",
},
{
Name: "Peacock", Power: 2, Suits: []Suit{SuitBlue, SuitRed},
Effects: []Effect{{Trigger: TriggerHurt, Action: ActionEatApple}},
EffectText: "Hurt: if this pet hasn't fainted, it eats 1 Apple",
},
{
Name: "Swan", Power: 1, Suits: []Suit{SuitRed, SuitBlue},
Effects: []Effect{{Trigger: TriggerTriple, Action: ActionRefreshGold, MinRound: 3}},
EffectText: "Triple: if it is round 3 or later, refresh a spent Gold",
},
{
Name: "Rat", Power: 4, Suits: []Suit{SuitRed, SuitYellow},
Effects: []Effect{{Trigger: TriggerFaint, Action: ActionSummonTop, Card: "bee", Target: "enemy"}},
EffectText: "Faint: add a Bee on top of the enemy deck",
},
{
Name: "Spider", Power: 2, Suits: []Suit{SuitYellow, SuitBlue},
Effects: []Effect{
{Trigger: TriggerFaint, Action: ActionSummonTop, Card: "bee"},
{Trigger: TriggerFaint, Action: ActionSummonTop, Card: "apple"},
},
EffectText: "Faint: add a Bee, then an Apple, on top of your deck",
},
}, },
{ // Tier 3 { // Tier 3
{"Dog", 4}, {"Badger", 4}, {"Camel", 3}, {"Giraffe", 3}, {
{"Kangaroo", 4}, {"Ox", 5}, {"Rabbit", 3}, {"Sheep", 4}, Name: "Dog", Power: 2, Suits: []Suit{SuitYellow, SuitBlue},
Effects: []Effect{{Trigger: TriggerPlay, Action: ActionEatApple, Per: PerFaintedBees}},
EffectText: "Play: eats 1 Apple for each friendly fainted Bee",
}, },
{ // Tier 4 {
{"Skunk", 5}, {"Hippo", 6}, {"Bison", 6}, {"Deer", 4}, Name: "Dolphin", Power: 2, Suits: []Suit{SuitBlue, SuitRed},
{"Squirrel", 4}, {"Whale", 5}, {"Worm", 4}, {"Penguin", 5}, Effects: []Effect{{Trigger: TriggerPlay, Action: ActionThrowRock, Count: 3}},
EffectText: "Play: throw 3 Rocks",
}, },
{ // Tier 5 {
{"Scorpion", 5}, {"Rhino", 7}, {"Monkey", 6}, {"Cow", 6}, Name: "Giraffe", Power: 2, Suits: []Suit{SuitRed, SuitBlue},
{"Seal", 6}, {"Shark", 7}, {"Turkey", 5}, {"Crocodile", 8}, Effects: []Effect{{Trigger: TriggerBattlePrep, Action: ActionGainApple, Count: 2}},
EffectText: "Battle Prep: add 2 Apples to your hand",
}, },
{ // Tier 6 {
{"Leopard", 8}, {"Boar", 9}, {"Fly", 7}, {"Gorilla", 9}, Name: "Camel", Power: 3, Suits: []Suit{SuitYellow, SuitBlue},
{"Mammoth", 10}, {"Snake", 8}, {"Tiger", 9}, {"Dragon", 10}, Effects: []Effect{{Trigger: TriggerHurt, Action: ActionSummonTop, Card: "apple"}},
EffectText: "Hurt: add an Apple on top of your deck",
}, },
{
Name: "Sheep", Power: 3, Suits: []Suit{SuitYellow, SuitRed},
Effects: []Effect{{Trigger: TriggerFaint, Action: ActionSummonTop, Card: "bee", Count: 2}},
EffectText: "Faint: add 2 Bees on top of your deck",
},
{
Name: "Dodo", Power: 3, Suits: []Suit{SuitRed, SuitBlue},
Effects: []Effect{{Trigger: TriggerFaint, Action: ActionRecycleApples, Count: 3}},
EffectText: "Faint: put up to 3 of this pet's Apples on top of your deck",
},
{
Name: "Badger", Power: 3, Suits: []Suit{SuitRed, SuitYellow},
Effects: []Effect{{Trigger: TriggerFaint, Action: ActionDelayedRocks, Count: 2}},
EffectText: "Faint: set aside — when you play your next pet, throw 2 Rocks at each active pet",
},
},
placeholderTier([6]string{"Skunk", "Hippo", "Bison", "Deer", "Squirrel", "Whale"},
[6]int{5, 6, 6, 4, 4, 5}),
placeholderTier([6]string{"Scorpion", "Rhino", "Monkey", "Cow", "Seal", "Shark"},
[6]int{5, 7, 6, 6, 6, 7}),
placeholderTier([6]string{"Leopard", "Boar", "Gorilla", "Mammoth", "Snake", "Tiger"},
[6]int{8, 9, 9, 10, 8, 9}),
}
// foodTiers defines the food cards mixed into each tier's shop deck.
var foodTiers = [MaxRounds][]foodTemplate{
{}, // Tier 1
{ // Tier 2
{
Name: "Honey", Food: FoodHoney, Copies: 2, Perk: true,
Effects: []Effect{{Trigger: TriggerFaint, Action: ActionSummonTop, Card: "bee"}},
EffectText: "Faint: add a Bee on top of your deck",
},
},
{ // Tier 3
{
Name: "Garlic", Food: FoodGarlic, Copies: 2, Perk: true,
Effects: []Effect{{Trigger: TriggerPassive, Action: ActionPreventDamage}},
EffectText: "Every attack that hits this pet deals 1 less damage",
},
},
{}, {}, {},
}
// placeholderTier mirrors tier 1's suit distribution (each suit appears on 4
// of the 12 cards) for pets whose real definitions aren't in yet.
func placeholderTier(names [6]string, powers [6]int) []petTemplate {
suitPairs := [6][]Suit{
{SuitBlue, SuitYellow},
{SuitRed, SuitBlue},
{SuitYellow, SuitBlue},
{SuitYellow, SuitRed},
{SuitRed, SuitBlue},
{SuitYellow, SuitRed},
}
tier := make([]petTemplate, 6)
for i := range names {
tier[i] = petTemplate{Name: names[i], Power: powers[i], Suits: suitPairs[i]}
}
return tier
} }
// newCardID mints a unique card ID within the game. // newCardID mints a unique card ID within the game.
@@ -91,17 +312,33 @@ func (g *Game) newCardID() string {
// buildShopDecks creates all six tier decks (unshuffled). // buildShopDecks creates all six tier decks (unshuffled).
func (g *Game) buildShopDecks() { func (g *Game) buildShopDecks() {
g.ShopDecks = make([][]Card, MaxRounds) g.ShopDecks = make([][]Card, MaxRounds)
for tierIdx, templates := range petTiers { for tierIdx := range petTiers {
deck := make([]Card, 0, len(templates)*copiesPerPet) var deck []Card
for i, t := range templates { for _, t := range petTiers[tierIdx] {
for range copiesPerPet { for _, suit := range t.Suits {
deck = append(deck, Card{ deck = append(deck, Card{
ID: g.newCardID(), ID: g.newCardID(),
Kind: KindPet, Kind: KindPet,
Name: t.Name, Name: t.Name,
Tier: tierIdx + 1, Tier: tierIdx + 1,
Power: t.Power, Power: t.Power,
Suit: suits[i%len(suits)], Suit: suit,
Effects: t.Effects,
EffectText: t.EffectText,
})
}
}
for _, f := range foodTiers[tierIdx] {
for range f.Copies {
deck = append(deck, Card{
ID: g.newCardID(),
Kind: KindFood,
Name: f.Name,
Tier: tierIdx + 1,
Food: f.Food,
Perk: f.Perk,
Effects: f.Effects,
EffectText: f.EffectText,
}) })
} }
} }
@@ -109,12 +346,27 @@ func (g *Game) buildShopDecks() {
} }
} }
// newApple mints an apple food card (from discarding, etc.). // newApple mints an apple food card. Apples are temporary: they vanish from
// the deck after the next battle.
func (g *Game) newApple() Card { func (g *Game) newApple() Card {
return Card{ return Card{
ID: g.newCardID(), ID: g.newCardID(),
Kind: KindFood, Kind: KindFood,
Name: "Apple", Name: "Apple",
Food: FoodApple, Food: FoodApple,
Temporary: true,
}
}
// newBee mints a bee: a temporary 1-power pet with no effect, summoned by
// other pets' effects. It counts as a pet while it exists (foods can attach
// to it in battle).
func (g *Game) newBee() Card {
return Card{
ID: g.newCardID(),
Kind: KindPet,
Name: "Bee",
Power: 1,
Temporary: true,
} }
} }
+71 -17
View File
@@ -85,6 +85,18 @@ type Game struct {
Battle *BattleResult `json:"battle,omitempty"` // most recent battle Battle *BattleResult `json:"battle,omitempty"` // most recent battle
NextCardID int `json:"nextCardId"` NextCardID int `json:"nextCardId"`
WinnerSeat int `json:"winnerSeat"` // set at gameover; -1 = tie WinnerSeat int `json:"winnerSeat"` // set at gameover; -1 = tie
// RollDie overrides the rock die (faces 0,0,1,1,2,2) for tests. Nil
// (including after loading from storage) means a fair random roll.
RollDie func() int `json:"-"`
}
// rollRockDie rolls one rock die: 0, 1, or 2 with equal probability.
func (g *Game) rollRockDie() int {
if g.RollDie != nil {
return g.RollDie()
}
return randInt(3)
} }
var ( var (
@@ -247,23 +259,25 @@ func (g *Game) Buy(playerID string, rowIdx int) error {
return fmt.Errorf("%w: no card in that shop slot", ErrInvalidAction) return fmt.Errorf("%w: no card in that shop slot", ErrInvalidAction)
} }
p.Coins-- p.Coins--
p.Deck = append(p.Deck, g.ShopRow[rowIdx]) bought := g.ShopRow[rowIdx]
p.Deck = append(p.Deck, bought)
g.ShopRow[rowIdx] = g.drawFromTier(g.Round) g.ShopRow[rowIdx] = g.drawFromTier(g.Round)
g.applyShopTrigger(p, bought, TriggerBuy)
g.advanceShopTurn() g.advanceShopTurn()
return nil return nil
} }
// Discard spends one coin to convert any number (>=1) of the player's cards // Sell spends one coin to sell any number (>=1) of the player's cards: each
// into that many apples. // becomes an apple, and Sell effects on the sold cards fire.
func (g *Game) Discard(playerID string, cardIDs []string) error { func (g *Game) Sell(playerID string, cardIDs []string) error {
p, err := g.requireShopTurn(playerID) p, err := g.requireShopTurn(playerID)
if err != nil { if err != nil {
return err return err
} }
if len(cardIDs) == 0 { if len(cardIDs) == 0 {
return fmt.Errorf("%w: choose at least one card to discard", ErrInvalidAction) return fmt.Errorf("%w: choose at least one card to sell", ErrInvalidAction)
} }
if err := g.convertToApples(p, cardIDs); err != nil { if err := g.sellCards(p, cardIDs); err != nil {
return err return err
} }
p.Coins-- p.Coins--
@@ -271,9 +285,27 @@ func (g *Game) Discard(playerID string, cardIDs []string) error {
return nil return nil
} }
// convertToApples removes the given cards from p's deck and adds one apple // applyShopTrigger fires a shop-time trigger (buy/sell/triple) on one card.
// per removed card. It validates before mutating. func (g *Game) applyShopTrigger(p *Player, c Card, trigger EffectTrigger) {
func (g *Game) convertToApples(p *Player, cardIDs []string) error { for _, e := range c.Effects {
if e.Trigger != trigger || g.Round < e.MinRound {
continue
}
switch e.Action {
case ActionGainApple:
for range e.count() {
p.Deck = append(p.Deck, g.newApple())
}
case ActionRefreshGold:
p.Coins = min(p.Coins+e.count(), CoinsPerRound)
}
}
}
// sellCards removes the given cards from p's deck, adds one apple per
// removed card, and fires the sold cards' Sell effects. It validates before
// mutating.
func (g *Game) sellCards(p *Player, cardIDs []string) error {
if hasDuplicates(cardIDs) { if hasDuplicates(cardIDs) {
return fmt.Errorf("%w: duplicate card", ErrInvalidAction) return fmt.Errorf("%w: duplicate card", ErrInvalidAction)
} }
@@ -282,11 +314,15 @@ func (g *Game) convertToApples(p *Player, cardIDs []string) error {
return fmt.Errorf("%w: card not in your deck", ErrInvalidAction) return fmt.Errorf("%w: card not in your deck", ErrInvalidAction)
} }
} }
sold := make([]Card, 0, len(cardIDs))
for _, id := range cardIDs { for _, id := range cardIDs {
p.Deck = slices.Delete(p.Deck, p.cardIndex(id), p.cardIndex(id)+1) idx := p.cardIndex(id)
sold = append(sold, p.Deck[idx])
p.Deck = slices.Delete(p.Deck, idx, idx+1)
} }
for range cardIDs { for _, c := range sold {
p.Deck = append(p.Deck, g.newApple()) p.Deck = append(p.Deck, g.newApple())
g.applyShopTrigger(p, c, TriggerSell)
} }
return nil return nil
} }
@@ -326,8 +362,11 @@ func (g *Game) TradeStart(playerID string, cardIDs []string) error {
return fmt.Errorf("%w: next tier deck is exhausted", ErrInvalidAction) return fmt.Errorf("%w: next tier deck is exhausted", ErrInvalidAction)
} }
// Validated; commit. // Validated; commit.
traded := make([]Card, 0, TradeInCount)
for _, id := range cardIDs { for _, id := range cardIDs {
p.Deck = slices.Delete(p.Deck, p.cardIndex(id), p.cardIndex(id)+1) idx := p.cardIndex(id)
traded = append(traded, p.Deck[idx])
p.Deck = slices.Delete(p.Deck, idx, idx+1)
} }
p.Coins-- p.Coins--
g.Pending = &PendingTrade{ g.Pending = &PendingTrade{
@@ -335,6 +374,10 @@ func (g *Game) TradeStart(playerID string, cardIDs []string) error {
Tier: nextTier, Tier: nextTier,
Options: [2]Card{g.drawFromTier(nextTier), g.drawFromTier(nextTier)}, Options: [2]Card{g.drawFromTier(nextTier), g.drawFromTier(nextTier)},
} }
// Triple effects fire on the traded-in cards themselves (e.g. Fish).
for _, c := range traded {
g.applyShopTrigger(p, c, TriggerTriple)
}
return nil return nil
} }
@@ -353,6 +396,8 @@ func (g *Game) TradeChoose(playerID string, pick int) error {
tierIdx := g.Pending.Tier - 1 tierIdx := g.Pending.Tier - 1
g.ShopDecks[tierIdx] = append(g.ShopDecks[tierIdx], other) g.ShopDecks[tierIdx] = append(g.ShopDecks[tierIdx], other)
g.Pending = nil g.Pending = nil
// Pets obtained via the Triple action trigger their Buy effects.
g.applyShopTrigger(p, chosen, TriggerBuy)
g.advanceShopTurn() g.advanceShopTurn()
return nil return nil
} }
@@ -398,9 +443,9 @@ func (g *Game) endShop() {
g.beginArrange() g.beginArrange()
} }
// CleanupDiscard performs the forced end-of-shop discard: the player must // CleanupSell performs the forced end-of-shop sale: the player must sell
// convert exactly their excess pets into apples. // exactly their excess pets (each becomes an apple; Sell effects fire).
func (g *Game) CleanupDiscard(playerID string, cardIDs []string) error { func (g *Game) CleanupSell(playerID string, cardIDs []string) error {
if g.Phase != PhaseCleanup { if g.Phase != PhaseCleanup {
return ErrWrongPhase return ErrWrongPhase
} }
@@ -413,7 +458,7 @@ func (g *Game) CleanupDiscard(playerID string, cardIDs []string) error {
return fmt.Errorf("%w: you are not over the pet limit", ErrInvalidAction) return fmt.Errorf("%w: you are not over the pet limit", ErrInvalidAction)
} }
if len(cardIDs) != excess { if len(cardIDs) != excess {
return fmt.Errorf("%w: discard exactly %d pets", ErrInvalidAction, excess) return fmt.Errorf("%w: sell exactly %d pets", ErrInvalidAction, excess)
} }
for _, id := range cardIDs { for _, id := range cardIDs {
idx := p.cardIndex(id) idx := p.cardIndex(id)
@@ -421,7 +466,7 @@ func (g *Game) CleanupDiscard(playerID string, cardIDs []string) error {
return fmt.Errorf("%w: pick pets from your deck", ErrInvalidAction) return fmt.Errorf("%w: pick pets from your deck", ErrInvalidAction)
} }
} }
if err := g.convertToApples(p, cardIDs); err != nil { if err := g.sellCards(p, cardIDs); err != nil {
return err return err
} }
p.Ready = true p.Ready = true
@@ -444,6 +489,11 @@ func (g *Game) beginArrange() {
g.Phase = PhaseArrange g.Phase = PhaseArrange
for _, p := range g.Players { for _, p := range g.Players {
p.Ready = false p.Ready = false
// Battle Prep effects fire now, before players order their cards
// (e.g. Giraffe hands out apples that can go into the deck order).
for _, c := range slices.Clone(p.Deck) {
g.applyShopTrigger(p, c, TriggerBattlePrep)
}
} }
} }
@@ -494,6 +544,10 @@ func (g *Game) AcknowledgeBattle(playerID string) error {
if !g.allReady() { if !g.allReady() {
return nil return nil
} }
// Temporary cards (apples, bees) expire once their battle has happened.
for _, pl := range g.Players {
pl.Deck = slices.DeleteFunc(pl.Deck, func(c Card) bool { return c.Temporary })
}
if g.Round >= MaxRounds { if g.Round >= MaxRounds {
g.finish() g.finish()
return nil return nil
+155 -17
View File
@@ -84,24 +84,60 @@ func TestTurnValidation(t *testing.T) {
} }
} }
func TestDiscardConvertsToApples(t *testing.T) { func TestSellConvertsToApples(t *testing.T) {
g, _, _ := testGame(t) g, _, _ := testGame(t)
p := current(g) p := current(g)
// Sell a plain pet (no sell effect) for exactly one apple.
plain := g.pet("Plain", 2)
p.Deck = append(p.Deck, plain)
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.PetCount() != 0 || len(p.Deck) != 1 || p.Deck[0].Food != FoodApple {
t.Fatalf("sold pet should become an apple: %+v", p.Deck)
}
}
func TestSellDuckAddsExtraApple(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
duck := g.tier1(t, "Duck")
p.Deck = append(p.Deck, duck)
if err := g.Sell(p.ID, []string{duck.ID}); err != nil {
t.Fatal(err)
}
apples := 0
for _, c := range p.Deck {
if c.Food == FoodApple {
apples++
}
}
if apples != 2 {
t.Fatalf("selling a Duck should yield 2 apples (1 base + 1 effect), got %d", apples)
}
}
func TestBuyOtterAddsApple(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
g.ShopRow[0] = g.tier1(t, "Otter")
if err := g.Buy(p.ID, 0); err != nil { if err := g.Buy(p.ID, 0); err != nil {
t.Fatal(err) t.Fatal(err)
} }
// Skip opponent back to p. hasOtter, apples := false, 0
if err := g.Buy(current(g).ID, 0); err != nil { for _, c := range p.Deck {
t.Fatal(err) if c.Name == "Otter" {
hasOtter = true
} }
if err := g.Discard(p.ID, deckIDs(p, Card.IsPet)); err != nil { if c.Food == FoodApple {
t.Fatal(err) apples++
} }
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 { if !hasOtter || apples != 1 {
t.Fatalf("discarded pet should become an apple: %+v", p.Deck) t.Fatalf("buying an Otter should also add an apple: %+v", p.Deck)
} }
} }
@@ -111,7 +147,7 @@ func TestTradeInThreeMatchingSuits(t *testing.T) {
// Hand p three same-suit tier-1 pets directly. // Hand p three same-suit tier-1 pets directly.
for range 3 { for range 3 {
c := g.pet("Fodder", 1) c := g.pet("Fodder", 1)
c.Suit = SuitMoon c.Suit = SuitBlue
p.Deck = append(p.Deck, c) p.Deck = append(p.Deck, c)
} }
nextDeckBefore := len(g.ShopDecks[1]) nextDeckBefore := len(g.ShopDecks[1])
@@ -150,11 +186,113 @@ func TestTradeInThreeMatchingSuits(t *testing.T) {
} }
} }
// Fish fires its Triple effect when traded in, and a pet received from the
// trade fires its Buy effect.
func TestTradeTriggersTripleAndBuyEffects(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
countApples := func() int {
n := 0
for _, c := range p.Deck {
if c.Food == FoodApple {
n++
}
}
return n
}
var ids []string
for range 3 {
f := g.tier1(t, "Fish")
f.Suit = SuitYellow
p.Deck = append(p.Deck, f)
ids = append(ids, f.ID)
}
if err := g.TradeStart(p.ID, ids); err != nil {
t.Fatal(err)
}
if countApples() != 3 {
t.Fatalf("each traded Fish should add an apple, got %d", countApples())
}
// Rig the revealed options so the chosen card is an Otter (Buy effect).
g.Pending.Options[0] = g.tier1(t, "Otter")
if err := g.TradeChoose(p.ID, 0); err != nil {
t.Fatal(err)
}
if countApples() != 4 {
t.Fatalf("trade-received Otter should fire its Buy effect, got %d apples", countApples())
}
}
func TestBuyWormAddsTwoApples(t *testing.T) {
g, _, _ := testGame(t)
p := current(g)
g.ShopRow[0] = g.realPet(t, "Worm")
if err := g.Buy(p.ID, 0); err != nil {
t.Fatal(err)
}
apples := 0
for _, c := range p.Deck {
if c.Food == FoodApple {
apples++
}
}
if apples != 2 {
t.Fatalf("buying a Worm should add 2 apples, got %d", apples)
}
}
// Swan's Triple refreshes a spent gold, but only from round 3 on.
func TestSwanTripleRefreshesGold(t *testing.T) {
for _, tc := range []struct {
round int
wantCoins int
}{
{round: 1, wantCoins: CoinsPerRound - 1}, // too early: coin stays spent
{round: 3, wantCoins: CoinsPerRound}, // refreshed (capped at 3)
} {
g, _, _ := testGame(t)
g.Round = tc.round
p := current(g)
var ids []string
for range 3 {
s := g.realPet(t, "Swan")
s.Suit = SuitRed
p.Deck = append(p.Deck, s)
ids = append(ids, s.ID)
}
if err := g.TradeStart(p.ID, ids); err != nil {
t.Fatal(err)
}
if p.Coins != tc.wantCoins {
t.Fatalf("round %d: coins after swan trade = %d, want %d", tc.round, p.Coins, tc.wantCoins)
}
}
}
// Giraffe's Battle Prep hands out apples the moment arranging begins.
func TestGiraffeBattlePrep(t *testing.T) {
g, p1, _ := testGame(t)
p1.Deck = append(p1.Deck, g.realPet(t, "Giraffe"))
spendAllCoins(t, g)
if g.Phase != PhaseArrange {
t.Fatalf("expected arrange, got %s", g.Phase)
}
apples := 0
for _, c := range p1.Deck {
if c.Food == FoodApple {
apples++
}
}
if apples != 2 {
t.Fatalf("giraffe should add 2 apples at battle prep, got %d", apples)
}
}
func TestTradeRequiresMatchingSuit(t *testing.T) { func TestTradeRequiresMatchingSuit(t *testing.T) {
g, _, _ := testGame(t) g, _, _ := testGame(t)
p := current(g) p := current(g)
a, b, c := g.pet("A", 1), g.pet("B", 1), g.pet("C", 1) a, b, c := g.pet("A", 1), g.pet("B", 1), g.pet("C", 1)
a.Suit, b.Suit, c.Suit = SuitSun, SuitSun, SuitMoon a.Suit, b.Suit, c.Suit = SuitRed, SuitRed, SuitBlue
p.Deck = append(p.Deck, a, b, c) p.Deck = append(p.Deck, a, b, c)
if err := g.TradeStart(p.ID, []string{a.ID, b.ID, c.ID}); err == nil { if err := g.TradeStart(p.ID, []string{a.ID, b.ID, c.ID}); err == nil {
t.Fatal("mismatched suits should be rejected") t.Fatal("mismatched suits should be rejected")
@@ -170,7 +308,7 @@ func TestTradeBlockedOnFinalRound(t *testing.T) {
p := current(g) p := current(g)
for range 3 { for range 3 {
c := g.pet("Fodder", 1) c := g.pet("Fodder", 1)
c.Suit = SuitMoon c.Suit = SuitBlue
p.Deck = append(p.Deck, c) p.Deck = append(p.Deck, c)
} }
if err := g.TradeStart(p.ID, deckIDs(p, nil)); err == nil { if err := g.TradeStart(p.ID, deckIDs(p, nil)); err == nil {
@@ -206,10 +344,10 @@ func TestForcedDiscardOverPetLimit(t *testing.T) {
t.Fatalf("player with %d pets must be forced to discard, got phase %s", MaxPets+2, g.Phase) t.Fatalf("player with %d pets must be forced to discard, got phase %s", MaxPets+2, g.Phase)
} }
// Wrong count rejected. // Wrong count rejected.
if err := g.CleanupDiscard(p1.ID, deckIDs(p1, Card.IsPet)[:1]); err == nil { if err := g.CleanupSell(p1.ID, deckIDs(p1, Card.IsPet)[:1]); err == nil {
t.Fatal("must discard exactly the excess") t.Fatal("must sell exactly the excess")
} }
if err := g.CleanupDiscard(p1.ID, deckIDs(p1, Card.IsPet)[:2]); err != nil { if err := g.CleanupSell(p1.ID, deckIDs(p1, Card.IsPet)[:2]); err != nil {
t.Fatal(err) t.Fatal(err)
} }
if p1.PetCount() != MaxPets { if p1.PetCount() != MaxPets {
@@ -313,7 +451,7 @@ func TestViewHidesSecrets(t *testing.T) {
// Pending trade options hidden from the opponent. // Pending trade options hidden from the opponent.
for range 3 { for range 3 {
c := g.pet("Fodder", 1) c := g.pet("Fodder", 1)
c.Suit = SuitLeaf c.Suit = SuitYellow
p1.Deck = append(p1.Deck, c) p1.Deck = append(p1.Deck, c)
} }
g.Turn = p1.Seat g.Turn = p1.Seat
+3 -3
View File
@@ -117,11 +117,11 @@ func (s *Server) apply(r *room, c *client, msg clientMessage) {
switch msg.Type { switch msg.Type {
case "buy": case "buy":
err = g.Buy(c.playerID, msg.Row) err = g.Buy(c.playerID, msg.Row)
case "discard": case "sell":
if g.Phase == game.PhaseCleanup { if g.Phase == game.PhaseCleanup {
err = g.CleanupDiscard(c.playerID, msg.Cards) err = g.CleanupSell(c.playerID, msg.Cards)
} else { } else {
err = g.Discard(c.playerID, msg.Cards) err = g.Sell(c.playerID, msg.Cards)
} }
case "trade": case "trade":
err = g.TradeStart(c.playerID, msg.Cards) err = g.TradeStart(c.playerID, msg.Cards)
+11 -3
View File
@@ -17,10 +17,18 @@ export function ArrangePhase({ view, you, send }: Props) {
const dragIndex = useRef<number | null>(null) const dragIndex = useRef<number | null>(null)
const locked = you.ready const locked = you.ready
// If the server-side deck changes (shouldn't during arrange, but be safe), // Resync only if the deck's actual contents changed — every broadcast
// resync. // creates a fresh array, and blindly resetting would wipe an in-progress
// ordering whenever the opponent acts.
useEffect(() => { useEffect(() => {
setOrder(you.deck ?? []) setOrder((prev) => {
const deck = you.deck ?? []
const ids = new Set(deck.map((c) => c.id))
if (prev.length === deck.length && prev.every((c) => ids.has(c.id))) {
return prev
}
return deck
})
}, [you.deck]) }, [you.deck])
function move(from: number, to: number) { function move(from: number, to: number) {
+189 -83
View File
@@ -1,95 +1,168 @@
import { useEffect, useMemo, useState } from 'react' import { useEffect, useMemo, useState } from 'react'
import type { BattleEvent, BattleUnit, ClientMessage, GameView } from '../types' import type { BattleEvent, Card, ClientMessage, GameView } from '../types'
import { CardView } from './CardView' import { CardView } from './CardView'
import { artFor } from '../petArt'
interface Props { interface Props {
view: GameView view: GameView
send: (msg: ClientMessage) => void send: (msg: ClientMessage) => void
} }
const STEP_MS = 1400 interface UnitVis {
card: Card
interface UnitState { foods: Card[]
unit: BattleUnit bonus: number
index: number
damage: number damage: number
dead: boolean // died in an earlier step (gone) dying: boolean
dying: boolean // died in the step just played (animate out)
} }
// applyEvents replays the first `step` events onto a seat's lineup. interface SideVis {
function applyEvents(view: GameView, seat: number, step: number): UnitState[] { stack: number
const battle = view.battle! pending: Card[] // revealed foods waiting for a pet
const events = battle.events ?? [] unit: UnitVis | null
const states: UnitState[] = (battle.lineups[seat] ?? []).map((u, i) => ({ }
unit: u,
index: i, // Milliseconds each event type stays on screen during playback.
damage: 0, const EVENT_MS: Record<BattleEvent['type'], number> = {
dead: false, reveal: 800,
dying: false, summon: 1000,
})) rock: 1200,
const seatPos = seat === 0 ? 0 : 1 clash: 1400,
for (let k = 0; k < step && k < events.length; k++) { eat: 1000,
}
// replay applies the first `upto` events to fresh stacks and returns each
// seat's visual state. Units that died in the last applied event are still
// present with dying=true so they can animate out.
function replay(events: BattleEvent[], stackSizes: number[], upto: number): SideVis[] {
const sides: SideVis[] = stackSizes.map((n) => ({ stack: n, pending: [], unit: null }))
for (let k = 0; k < upto && k < events.length; k++) {
for (const s of sides) {
if (s.unit?.dying) s.unit = null // clear last step's casualties
}
const ev = events[k] const ev = events[k]
const s = states[ev.units[seatPos]] switch (ev.type) {
if (!s) continue case 'reveal': {
s.damage = ev.damage[seatPos] const s = sides[ev.seat!]
if (ev.died[seatPos]) { s.stack--
s.dying = k === step - 1 const card = ev.card!
s.dead = k < step - 1 if (card.kind === 'food') {
s.pending.push(card)
} else {
s.unit = {
card,
foods: s.pending,
bonus: s.pending.filter((f) => f.food === 'apple').length,
damage: 0,
dying: false,
}
s.pending = []
}
break
}
case 'summon':
sides[ev.seat!].stack++
break
case 'rock': {
const u = sides[ev.target!].unit
if (u) {
u.damage = ev.damageAfter ?? u.damage
if (ev.targetDied) u.dying = true
}
break
}
case 'clash':
sides.forEach((s, seat) => {
if (!s.unit) return
s.unit.damage = ev.damage?.[seat] ?? s.unit.damage
if (ev.died?.[seat]) s.unit.dying = true
})
break
case 'eat': {
const u = sides[ev.seat!].unit
if (u) u.bonus = ev.bonus ?? u.bonus
break
} }
} }
return states }
return sides
} }
// BattlePhase plays back the battle log: front pets clash, damage numbers // BattlePhase plays back the battle log: cards flip off each deck, rocks
// fly, the fallen fade out, then the round result lands. // fly, pets clash, the fallen fade out, then the round result lands.
export function BattlePhase({ view, send }: Props) { export function BattlePhase({ view, send }: Props) {
const battle = view.battle! const battle = view.battle!
const events = battle.events ?? [] const events = battle.events ?? []
const [step, setStep] = useState(0) const [step, setStep] = useState(0)
const [acked, setAcked] = useState(false) const [acked, setAcked] = useState(false)
const done = step >= events.length const done = step >= events.length
const lastEvent = step > 0 ? events[step - 1] : null
useEffect(() => { useEffect(() => {
if (done) return if (done) return
const t = window.setTimeout(() => setStep((s) => s + 1), STEP_MS) const delay = EVENT_MS[events[step].type] ?? 1000
const t = window.setTimeout(() => setStep((s) => s + 1), delay)
return () => window.clearTimeout(t) return () => window.clearTimeout(t)
}, [step, done]) }, [step, done, events])
const sides = useMemo(
() => replay(events, battle.stackSizes, step),
[events, battle.stackSizes, step],
)
const youSeat = view.youSeat const youSeat = view.youSeat
const oppSeat = view.players.find((p) => p.seat !== youSeat)?.seat ?? 1 const oppSeat = view.players.find((p) => p.seat !== youSeat)?.seat ?? 1
const you = view.players[youSeat]
const opp = view.players[oppSeat]
const won = battle.winnerSeat === youSeat
const draw = battle.winnerSeat < 0
const yourLine = useMemo( function renderSide(seat: number, dir: 'left' | 'right') {
() => applyEvents(view, youSeat, step), const s = sides[seat]
[view, youSeat, step], const clashing = !done && lastEvent?.type === 'clash' && s.unit && !s.unit.dying
) const clashDying = lastEvent?.type === 'clash' && s.unit?.dying
const oppLine = useMemo( const rockVictim = lastEvent?.type === 'rock' && lastEvent.target === seat
() => applyEvents(view, oppSeat, step), const eating = lastEvent?.type === 'eat' && lastEvent.seat === seat
[view, oppSeat, step], const summoning = !done && lastEvent?.type === 'summon' && lastEvent.seat === seat
const revealing = !done && lastEvent?.type === 'reveal' && lastEvent.seat === seat
const stackEl = (
<div className="stackpile">
{s.stack > 0 ? (
<div className="card-back">
<span className="card-back-count">{s.stack}</span>
</div>
) : (
<div className="card-slot-empty stack-empty" />
)}
{summoning && lastEvent?.card && (
<div className="summon-pop">
<CardView card={lastEvent.card} size="sm" />
</div>
)}
</div>
) )
const lastEvent = step > 0 ? events[step - 1] : null const foodsEl = (
<div className="pending-foods">
{s.pending.map((f) => (
<span key={f.id} className="food-chip" title={f.name}>
{artFor(f.name)}
</span>
))}
</div>
)
function renderSide(line: UnitState[], side: 'left' | 'right', seat: number) { const unitEl = (
const seatPos = seat === 0 ? 0 : 1 <div className="battle-unit-zone">
const frontIdx = line.find((s) => !s.dead && !s.dying)?.index {s.unit && (
return (
<div className={`battle-side battle-side-${side}`}>
{line
.filter((s) => !s.dead)
.map((s) => {
const isFront = s.index === frontIdx
const clashing =
!done && lastEvent !== null && lastEvent.units[seatPos] === s.index
return (
<div <div
key={`${s.unit.card.id}-${clashing ? step : 'idle'}`} key={`${s.unit.card.id}-${clashing || rockVictim ? step : 'idle'}`}
className={[ className={[
'battle-unit', 'battle-unit',
clashing ? `clash-${side}` : '', clashing || clashDying ? `clash-${dir}` : '',
s.dying ? 'unit-dying' : '', s.unit.dying ? 'unit-dying' : '',
isFront && !s.dying ? 'is-front' : '', revealing ? 'unit-reveal' : '',
] ]
.filter(Boolean) .filter(Boolean)
.join(' ')} .join(' ')}
@@ -97,27 +170,48 @@ export function BattlePhase({ view, send }: Props) {
<CardView <CardView
card={s.unit.card} card={s.unit.card}
bonus={s.unit.bonus} bonus={s.unit.bonus}
damage={s.damage} damage={s.unit.damage}
dead={s.dying} dead={s.unit.dying}
/> />
{clashing && ( {s.unit.foods.length > 0 && (
<div className="unit-foods">
{s.unit.foods.map((f) => (
<span key={f.id} title={f.name}>
{artFor(f.name)}
</span>
))}
</div>
)}
{(lastEvent?.type === 'clash' || rockVictim) && !done && (
<div className="damage-pop"> <div className="damage-pop">
{lastEvent!.damage[seatPos] - {lastEvent?.type === 'rock'
prevDamage(events, step - 1, seatPos, s.index)} ? lastEvent.roll === 0
? 'miss!'
: `${lastEvent.roll}`
: `${clashDamageTaken(events, step - 1, seat)}`}
</div>
)}
{eating && <div className="eat-pop">🍎 +1</div>}
</div> </div>
)} )}
</div> </div>
) )
})}
return dir === 'left' ? (
<div className="battle-side">
{stackEl}
{foodsEl}
{unitEl}
</div>
) : (
<div className="battle-side">
{unitEl}
{foodsEl}
{stackEl}
</div> </div>
) )
} }
const you = view.players[youSeat]
const opp = view.players[oppSeat]
const won = battle.winnerSeat === youSeat
const draw = battle.winnerSeat < 0
return ( return (
<div className="battle"> <div className="battle">
<div className="battle-header"> <div className="battle-header">
@@ -136,11 +230,16 @@ export function BattlePhase({ view, send }: Props) {
</div> </div>
<div className="battlefield"> <div className="battlefield">
{renderSide(yourLine, 'left', youSeat)} {renderSide(youSeat, 'left')}
<div className="battle-center" aria-hidden> <div className="battle-center" aria-hidden>
{!done && lastEvent?.type === 'rock' && (
<div className={`rock-fly ${lastEvent.target === youSeat ? 'rock-fly-left' : 'rock-fly-right'}`}>
🪨
</div> </div>
{renderSide(oppLine, 'right', oppSeat)} )}
<span className="battle-center-bolt"></span>
</div>
{renderSide(oppSeat, 'right')}
</div> </div>
{done && ( {done && (
@@ -174,18 +273,25 @@ export function BattlePhase({ view, send }: Props) {
) )
} }
// prevDamage finds the damage a unit had before the given event, so the // clashDamageTaken computes how much damage a seat's pet took in the clash
// floating number shows just this clash's hit. // at event index `idx` (its damage total there minus its total beforehand).
function prevDamage( function clashDamageTaken(events: BattleEvent[], idx: number, seat: number): number {
events: BattleEvent[], const ev = events[idx]
upto: number, if (ev?.type !== 'clash') return 0
seatPos: number, const after = ev.damage?.[seat] ?? 0
unitIndex: number, // Walk back to the pet's damage before this clash.
): number { let before = 0
let dmg = 0 for (let k = idx - 1; k >= 0; k--) {
for (let k = 0; k < upto; k++) { const e = events[k]
const ev = events[k] if (e.type === 'reveal' && e.seat === seat && e.card?.kind === 'pet') break
if (ev.units[seatPos] === unitIndex) dmg = ev.damage[seatPos] if (e.type === 'rock' && e.target === seat) {
before = e.damageAfter ?? 0
break
} }
return dmg if (e.type === 'clash') {
before = e.damage?.[seat] ?? 0
break
}
}
return after - before
} }
+12 -10
View File
@@ -1,5 +1,5 @@
import type { Card } from '../types' import type { Card } from '../types'
import { artFor, SUIT_EMOJI } from '../petArt' import { artFor } from '../petArt'
interface Props { interface Props {
card: Card card: Card
@@ -13,8 +13,9 @@ interface Props {
dead?: boolean dead?: boolean
} }
// CardView renders one physical card: pets get a power badge and suit stamp, // CardView renders one physical card: pets get a power badge and a colored
// foods a description line. Battle mode layers on buffs and damage markers. // suit dot, foods a description line. Battle mode layers on buffs and damage
// markers.
export function CardView({ export function CardView({
card, card,
size = 'md', size = 'md',
@@ -45,24 +46,25 @@ export function CardView({
role={onClick ? 'button' : undefined} role={onClick ? 'button' : undefined}
> >
<div className="card-top"> <div className="card-top">
<span className="card-tier">T{card.tier || ''}</span> <span className="card-tier">{card.tier ? `T${card.tier}` : '·'}</span>
{card.suit && ( {card.suit && <span className={`suit-dot suit-${card.suit}`} title={`${card.suit} suit`} />}
<span className="card-suit" title={`Suit: ${card.suit}`}>
{SUIT_EMOJI[card.suit]}
</span>
)}
</div> </div>
<div className="card-art" aria-hidden> <div className="card-art" aria-hidden>
{artFor(card.name)} {artFor(card.name)}
</div> </div>
<div className="card-name">{card.name}</div> <div className="card-name">{card.name}</div>
{card.kind === 'pet' ? ( {card.kind === 'pet' ? (
<>
{card.effectText && <div className="card-effect">{card.effectText}</div>}
<div className="card-bottom"> <div className="card-bottom">
<span className={`card-power ${bonus > 0 ? 'is-buffed' : ''}`}>{power}</span> <span className={`card-power ${bonus > 0 ? 'is-buffed' : ''}`}>{power}</span>
{damage > 0 && !dead && <span className="card-damage">{damage}</span>} {damage > 0 && !dead && <span className="card-damage">{damage}</span>}
</div> </div>
</>
) : ( ) : (
<div className="card-food-text">+1 power</div> <div className="card-effect">
{card.effectText ?? (card.food === 'apple' ? '+1 power (this battle)' : '')}
</div>
)} )}
{selected && <div className="card-check"></div>} {selected && <div className="card-check"></div>}
</div> </div>
+14 -10
View File
@@ -1,7 +1,6 @@
import { useEffect, useState } from 'react' import { useEffect, useState } from 'react'
import type { Card, ClientMessage, GameView, PlayerView } from '../types' import type { Card, ClientMessage, GameView, PlayerView } from '../types'
import { CardView } from './CardView' import { CardView } from './CardView'
import { SUIT_EMOJI } from '../petArt'
interface Props { interface Props {
view: GameView view: GameView
@@ -55,12 +54,12 @@ export function ShopPhase({ view, you, send }: Props) {
{cleanup ? ( {cleanup ? (
excessPets > 0 ? ( excessPets > 0 ? (
<span className="status-hot"> <span className="status-hot">
Too many pets! Discard <strong>{excessPets}</strong> they become Too many pets! Sell <strong>{excessPets}</strong> they become
apples 🍎 apples 🍎
</span> </span>
) : ( ) : (
<span className="muted"> <span className="muted">
Waiting for {opponent?.name ?? 'opponent'} to discard down to{' '} Waiting for {opponent?.name ?? 'opponent'} to sell down to{' '}
{view.maxPets} pets {view.maxPets} pets
</span> </span>
) )
@@ -135,9 +134,9 @@ export function ShopPhase({ view, you, send }: Props) {
<button <button
className="btn btn-primary" className="btn btn-primary"
disabled={!cleanupReady} disabled={!cleanupReady}
onClick={() => act({ type: 'discard', cards: selected })} onClick={() => act({ type: 'sell', cards: selected })}
> >
Discard {excessPets} pet{excessPets > 1 ? 's' : ''} 🍎 Sell {excessPets} pet{excessPets > 1 ? 's' : ''} 🍎
</button> </button>
) )
) : ( ) : (
@@ -145,10 +144,10 @@ export function ShopPhase({ view, you, send }: Props) {
<button <button
className="btn btn-secondary" className="btn btn-secondary"
disabled={!myTurn || selected.length === 0} disabled={!myTurn || selected.length === 0}
onClick={() => act({ type: 'discard', cards: selected })} onClick={() => act({ type: 'sell', cards: selected })}
title="Convert selected cards into apples (+1 power each)" title="Convert selected cards into apples (+1 power each, this battle only)"
> >
Discard {selected.length > 0 ? selected.length : ''} 🍎 (1 🪙) Sell {selected.length > 0 ? selected.length : ''} 🍎 (1 🪙)
</button> </button>
<button <button
className="btn btn-secondary" className="btn btn-secondary"
@@ -156,8 +155,13 @@ export function ShopPhase({ view, you, send }: Props) {
onClick={() => act({ type: 'trade', cards: selected })} onClick={() => act({ type: 'trade', cards: selected })}
title="Trade 3 same-suit pets for a pick from the next tier" title="Trade 3 same-suit pets for a pick from the next tier"
> >
Trade 3 {sameSuit && selectedCards[0].suit ? SUIT_EMOJI[selectedCards[0].suit] : 'matching'} Tier{' '} Trade 3{' '}
{Math.min(view.round + 1, view.maxRounds)} (1 🪙) {sameSuit && selectedCards[0].suit ? (
<span className={`suit-dot suit-${selectedCards[0].suit}`} />
) : (
'matching'
)}{' '}
Tier {Math.min(view.round + 1, view.maxRounds)} (1 🪙)
</button> </button>
<button <button
className="btn btn-ghost" className="btn btn-ghost"
+10 -22
View File
@@ -1,35 +1,23 @@
import type { Suit } from './types'
const PET_EMOJI: Record<string, string> = { const PET_EMOJI: Record<string, string> = {
// Tier 1 // Tier 1
Ant: '🐜', Cricket: '🦗', Fish: '🐟', Horse: '🐴', Ant: '🐜', Cricket: '🦗', Duck: '🦆', Otter: '🦦', Mosquito: '🦟', Fish: '🐟',
Beaver: '🦫', Otter: '🦦', Pig: '🐷', Mosquito: '🦟',
// Tier 2 // Tier 2
Crab: '🦀', Swan: '🦢', Hedgehog: '🦔', Peacock: '🦚', Worm: '🪱', Flamingo: '🦩', Peacock: '🦚', Swan: '🦢', Rat: '🐀', Spider: '🕷️',
Flamingo: '🦩', Rat: '🐀', Shrimp: '🦐', Spider: '🕷️',
// Tier 3 // Tier 3
Dog: '🐶', Badger: '🦡', Camel: '🐫', Giraffe: '🦒', Dog: '🐶', Dolphin: '🐬', Giraffe: '🦒', Camel: '🐫', Sheep: '🐑', Dodo: '🦤', Badger: '🦡',
Kangaroo: '🦘', Ox: '🐂', Rabbit: '🐰', Sheep: '🐑',
// Tier 4 // Tier 4
Skunk: '🦨', Hippo: '🦛', Bison: '🦬', Deer: '🦌', Skunk: '🦨', Hippo: '🦛', Bison: '🦬', Deer: '🦌', Squirrel: '🐿️', Whale: '🐳',
Squirrel: '🐿️', Whale: '🐳', Worm: '🪱', Penguin: '🐧',
// Tier 5 // Tier 5
Scorpion: '🦂', Rhino: '🦏', Monkey: '🐒', Cow: '🐄', Scorpion: '🦂', Rhino: '🦏', Monkey: '🐒', Cow: '🐄', Seal: '🦭', Shark: '🦈',
Seal: '🦭', Shark: '🦈', Turkey: '🦃', Crocodile: '🐊',
// Tier 6 // Tier 6
Leopard: '🐆', Boar: '🐗', Fly: '🪰', Gorilla: '🦍', Leopard: '🐆', Boar: '🐗', Gorilla: '🦍', Mammoth: '🦣', Snake: '🐍', Tiger: '🐯',
Mammoth: '🦣', Snake: '🐍', Tiger: '🐯', Dragon: '🐉', // Summons & foods
// Foods Bee: '🐝',
Apple: '🍎', Apple: '🍎',
Honey: '🍯',
Garlic: '🧄',
} }
export function artFor(name: string): string { export function artFor(name: string): string {
return PET_EMOJI[name] ?? '🐾' return PET_EMOJI[name] ?? '🐾'
} }
export const SUIT_EMOJI: Record<Suit, string> = {
sun: '☀️',
moon: '🌙',
star: '⭐',
leaf: '🍃',
}
+239 -24
View File
@@ -436,30 +436,69 @@ h3 {
} }
.card-art { .card-art {
font-size: 3rem; font-size: 2.4rem;
line-height: 1.25; line-height: 1.2;
filter: drop-shadow(0 3px 2px rgba(0, 0, 0, 0.25)); filter: drop-shadow(0 3px 2px rgba(0, 0, 0, 0.25));
} }
.card-lg .card-art { .card-lg .card-art {
font-size: 3.6rem; font-size: 3rem;
} }
.card-sm .card-art { .card-sm .card-art {
font-size: 2.2rem; font-size: 1.8rem;
} }
.card-name { .card-name {
font-family: var(--font-display); font-family: var(--font-display);
font-size: 0.85rem; font-size: 0.8rem;
margin-top: auto; margin-top: 1px;
}
.card-effect {
font-size: 0.56rem;
line-height: 1.25;
font-weight: 700;
color: rgba(51, 35, 15, 0.75);
text-align: center;
padding: 0 2px;
overflow: hidden;
}
.card-lg .card-effect {
font-size: 0.62rem;
}
.card-sm .card-effect {
display: none;
} }
.card-bottom { .card-bottom {
display: flex; display: flex;
gap: 6px; gap: 6px;
align-items: center; align-items: center;
margin-top: 2px; margin-top: auto;
}
.suit-dot {
display: inline-block;
width: 13px;
height: 13px;
border-radius: 50%;
border: 2px solid rgba(0, 0, 0, 0.35);
vertical-align: middle;
}
.suit-red {
background: #e2483d;
}
.suit-blue {
background: #3d7de2;
}
.suit-yellow {
background: #f4c430;
} }
.card-power { .card-power {
@@ -490,17 +529,14 @@ h3 {
font-size: 0.8rem; font-size: 0.8rem;
} }
.card-food-text {
font-size: 0.72rem;
font-weight: 700;
color: #7a2e1e;
margin-top: 2px;
}
.card-food { .card-food {
background: linear-gradient(180deg, #ffe9e0, #ffd4c2); background: linear-gradient(180deg, #ffe9e0, #ffd4c2);
} }
.card-food .card-effect {
color: #7a2e1e;
}
.card-check { .card-check {
position: absolute; position: absolute;
top: -10px; top: -10px;
@@ -708,26 +744,123 @@ h3 {
} }
.battle-center { .battle-center {
position: relative;
font-size: 1.6rem; font-size: 1.6rem;
opacity: 0.5;
flex-shrink: 0; flex-shrink: 0;
display: grid;
place-items: center;
min-width: 2rem;
}
.battle-center-bolt {
opacity: 0.45;
} }
.battle-side { .battle-side {
display: flex; display: flex;
gap: 10px; gap: 12px;
align-items: center;
flex: 1; flex: 1;
min-width: 0; min-width: 0;
justify-content: center;
} }
/* Front units meet in the middle: left side is reversed so index 0 sits /* --- deck stacks --- */
next to the center. */
.battle-side-left { .stackpile {
flex-direction: row-reverse; position: relative;
flex-shrink: 0;
} }
.battle-side-right { .card-back {
flex-direction: row; width: 84px;
height: 116px;
border-radius: var(--card-radius);
border: 3px solid var(--cocoa);
background:
repeating-linear-gradient(
45deg,
#b3552b 0 10px,
#a34a22 10px 20px
);
box-shadow:
2px 2px 0 rgba(0, 0, 0, 0.25),
4px 4px 0 rgba(0, 0, 0, 0.15);
display: grid;
place-items: center;
}
.card-back-count {
font-family: var(--font-display);
font-size: 1.3rem;
color: var(--cream);
background: rgba(0, 0, 0, 0.35);
border-radius: 50%;
width: 38px;
height: 38px;
display: grid;
place-items: center;
}
.stack-empty {
width: 84px;
height: 116px;
}
@keyframes summon-pop {
0% {
opacity: 0;
transform: translateY(18px) scale(0.6);
}
30% {
opacity: 1;
transform: translateY(-14px) scale(1.05);
}
80% {
opacity: 1;
transform: translateY(-10px) scale(1);
}
100% {
opacity: 0;
transform: translateY(0) scale(0.7);
}
}
.summon-pop {
position: absolute;
top: -30px;
left: 50%;
margin-left: -42px;
z-index: 6;
animation: summon-pop 1000ms ease forwards;
pointer-events: none;
}
/* --- foods waiting for a pet --- */
.pending-foods {
display: flex;
flex-direction: column;
gap: 2px;
font-size: 1.3rem;
min-width: 1.5rem;
}
.unit-foods {
display: flex;
justify-content: center;
gap: 2px;
font-size: 1rem;
margin-top: 4px;
}
/* --- the pet in play --- */
.battle-unit-zone {
min-width: 100px;
min-height: 150px;
display: grid;
place-items: center;
} }
.battle-unit { .battle-unit {
@@ -740,8 +873,90 @@ h3 {
height: 132px; height: 132px;
} }
.battle-unit.is-front .card { @keyframes unit-reveal {
outline: 3px solid rgba(255, 207, 92, 0.6); from {
opacity: 0;
transform: rotateY(90deg) scale(0.8);
}
to {
opacity: 1;
transform: rotateY(0) scale(1);
}
}
.battle-unit.unit-reveal {
animation: unit-reveal 500ms ease;
}
@keyframes rock-fly-right {
0% {
opacity: 0;
transform: translateX(-70px) translateY(-10px) rotate(0);
}
20% {
opacity: 1;
}
100% {
opacity: 1;
transform: translateX(70px) translateY(4px) rotate(360deg);
}
}
@keyframes rock-fly-left {
0% {
opacity: 0;
transform: translateX(70px) translateY(-10px) rotate(0);
}
20% {
opacity: 1;
}
100% {
opacity: 1;
transform: translateX(-70px) translateY(4px) rotate(-360deg);
}
}
.rock-fly {
position: absolute;
font-size: 1.4rem;
z-index: 7;
pointer-events: none;
}
.rock-fly-right {
animation: rock-fly-right 700ms ease-in forwards;
}
.rock-fly-left {
animation: rock-fly-left 700ms ease-in forwards;
}
@keyframes eat-pop {
0% {
opacity: 0;
transform: translate(-50%, 6px) scale(0.6);
}
30% {
opacity: 1;
transform: translate(-50%, -14px) scale(1.2);
}
100% {
opacity: 0;
transform: translate(-50%, -34px) scale(1);
}
}
.eat-pop {
position: absolute;
top: 0;
left: 50%;
font-family: var(--font-display);
font-size: 1rem;
color: #7be495;
text-shadow: 0 2px 0 rgba(0, 0, 0, 0.5);
animation: eat-pop 1000ms ease forwards;
pointer-events: none;
z-index: 5;
} }
@keyframes clash-left { @keyframes clash-left {
+21 -17
View File
@@ -1,6 +1,6 @@
// Mirrors of the Go view types (internal/game/view.go). // Mirrors of the Go view types (internal/game/view.go).
export type Suit = 'sun' | 'moon' | 'star' | 'leaf' export type Suit = 'red' | 'blue' | 'yellow'
export type CardKind = 'pet' | 'food' export type CardKind = 'pet' | 'food'
export type Phase = 'lobby' | 'shop' | 'cleanup' | 'arrange' | 'battle' | 'gameover' export type Phase = 'lobby' | 'shop' | 'cleanup' | 'arrange' | 'battle' | 'gameover'
@@ -8,11 +8,14 @@ export interface Card {
id: string id: string
kind: CardKind kind: CardKind
name: string name: string
tier: number tier?: number
power?: number power?: number
suit?: Suit suit?: Suit
effect?: string effects?: unknown[]
effectText?: string
food?: string food?: string
perk?: boolean
temporary?: boolean
} }
export interface PlayerView { export interface PlayerView {
@@ -34,24 +37,25 @@ export interface PendingTrade {
options: [Card, Card] options: [Card, Card]
} }
export interface BattleUnit {
card: Card
foods: Card[] | null
bonus: number
damage: number
}
export interface BattleEvent { export interface BattleEvent {
type: 'clash' type: 'reveal' | 'summon' | 'rock' | 'clash' | 'eat'
units: number[] seat?: number
damage: number[] target?: number
died: boolean[] card?: Card
// clash
damage?: number[]
died?: boolean[]
// rock
roll?: number
damageAfter?: number
targetDied?: boolean
// eat
bonus?: number
} }
export interface BattleResult { export interface BattleResult {
round: number round: number
lineups: BattleUnit[][] stackSizes: number[]
wastedFoods: (Card[] | null)[]
events: BattleEvent[] | null events: BattleEvent[] | null
winnerSeat: number winnerSeat: number
trophies: number trophies: number
@@ -76,7 +80,7 @@ export interface GameView {
export type ClientMessage = export type ClientMessage =
| { type: 'buy'; row: number } | { type: 'buy'; row: number }
| { type: 'discard'; cards: string[] } | { type: 'sell'; cards: string[] }
| { type: 'trade'; cards: string[] } | { type: 'trade'; cards: string[] }
| { type: 'tradeChoose'; pick: number } | { type: 'tradeChoose'; pick: number }
| { type: 'pass' } | { type: 'pass' }