Add support for up to 6 players.

This commit is contained in:
Greyson Parrelli
2026-07-28 07:36:09 -04:00
parent e542118175
commit a4f5f6910d
38 changed files with 2306 additions and 713 deletions
+9 -2
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@@ -247,11 +247,18 @@ func immediateWeight(v *game.View) float64 {
if v.MaxRounds > 1 {
w += 0.60 * float64(v.Round-1) / float64(v.MaxRounds-1)
}
me := v.Players[v.YouSeat]
// How far behind the field the bot is. The yardstick is whoever is leading,
// not the sum of everyone — at a six-player table the title is a race
// against the front-runner, and summing would swamp the round term.
me := v.PlayerView(v.YouSeat)
best := 0
for _, p := range v.Players {
if p.Seat != v.YouSeat {
w += 0.08 * float64(p.Trophies-me.Trophies)
best = max(best, p.Trophies)
}
}
if me != nil {
w += 0.08 * float64(best-me.Trophies)
}
return min(max(w, 0.25), 1)
}
+70 -21
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@@ -32,24 +32,36 @@ func forcePlayable(id string) func() {
func playBotGamePack(t *testing.T, pack string, levelA, levelB float64) *game.Game {
t.Helper()
defer forcePlayable(pack)()
return playBotTable(t, []string{pack}, levelA, levelB)
}
// playBotTable drives a full game with a bot in every seat — one per level
// given, so it covers tables of two, four, or six — the same way the server
// would: observe on every state change, then act when input is owed. It fails
// the test if a bot ever produces an illegal action or the game stops making
// progress.
func playBotTable(t *testing.T, packs []string, levels ...float64) *game.Game {
t.Helper()
for _, pack := range packs {
defer forcePlayable(pack)()
}
g := game.New()
pa, err := g.AddBot("Bot A", levelA)
if err != nil {
t.Fatalf("AddBot A: %v", err)
bots := map[string]*Bot{}
mems := map[string]*Memory{}
for i, level := range levels {
p, err := g.AddBot(fmt.Sprintf("Bot %c", 'A'+i), level)
if err != nil {
t.Fatalf("AddBot %d: %v", i, err)
}
bots[p.ID] = New(level)
mems[p.ID] = &Memory{}
}
pb, err := g.AddBot("Bot B", levelB)
if err != nil {
t.Fatalf("AddBot B: %v", err)
}
if err := g.SetPack(pack); err != nil {
t.Fatalf("SetPack %s: %v", pack, err)
if err := g.SetPacks(packs); err != nil {
t.Fatalf("SetPacks %v: %v", packs, err)
}
if err := g.StartGame(); err != nil {
t.Fatalf("StartGame: %v", err)
}
bots := map[string]*Bot{pa.ID: New(levelA), pb.ID: New(levelB)}
mems := map[string]*Memory{pa.ID: {}, pb.ID: {}}
observe := func() {
for _, p := range g.Players {
@@ -128,6 +140,43 @@ func TestBotsFinishGames(t *testing.T) {
}
}
// TestBotsFinishMultiplayerGames plays complete four- and six-bot games on
// combined packs — the multiplayer setup the rulebook calls for. Beyond the
// usual "no illegal action" safety net, it exercises the bot against a rotating
// opponent (a different rival every round), several battles resolving in one
// round, and a card pool spanning more than one pack.
func TestBotsFinishMultiplayerGames(t *testing.T) {
tables := []struct {
name string
packs []string
levels []float64
}{
{"4p", []string{"turtle", "golden"}, []float64{1, 0.6, 0.25, 0.6}},
{"6p", []string{"turtle", "golden", "unicorn"}, []float64{1, 0.6, 0.25, 0, 1, 0.6}},
}
for _, tc := range tables {
t.Run(tc.name, func(t *testing.T) {
g := playBotTable(t, tc.packs, tc.levels...)
if g.Round != game.MaxRounds {
t.Errorf("game ended on round %d, want %d", g.Round, game.MaxRounds)
}
// Every seat should have fought all six rounds, so the trophies in
// play must add up to the six battles per seat-pair.
total := 0
for _, p := range g.Players {
total += p.Trophies
}
maxPossible := len(tc.levels) / 2 * (game.MaxRounds + 1) // round 6 pays double
if total > maxPossible {
t.Errorf("%d trophies awarded, only %d were available", total, maxPossible)
}
if len(g.WinnerSeats) == 0 {
t.Error("a finished game should name at least one winner")
}
})
}
}
// TestBotsFinishGoldenGame plays complete games on the Golden pack (tiers 1-3
// printed; 4-6 empty). It exercises the Trumpet/Golden Retriever/Cone Snail
// battle mechanics via SimulateBattle rollouts and the new shop effects, and
@@ -233,11 +282,11 @@ func assertModelMatches(t *testing.T, mem *Memory, opp *game.Player) {
want[c.Name]++
}
got := map[string]int{}
for _, c := range mem.Opp.Known {
for _, c := range mem.Opp(1).Known {
got[c.Name]++
}
if len(mem.Opp.Hidden) != 0 {
t.Errorf("model has %d hidden cards, want 0 (everything was public)", len(mem.Opp.Hidden))
if len(mem.Opp(1).Hidden) != 0 {
t.Errorf("model has %d hidden cards, want 0 (everything was public)", len(mem.Opp(1).Hidden))
}
for name, n := range want {
if got[name] != n {
@@ -306,8 +355,9 @@ func TestDecideShopNeverSellsLastPet(t *testing.T) {
Round: game.MaxRounds, // alpha == 1: score is win-now only
MaxRounds: game.MaxRounds,
MaxPets: game.MaxPets,
Pack: game.DefaultPack,
Packs: []string{game.DefaultPack},
YouSeat: 0,
YourOpponent: 1,
Turn: 0,
PrioritySeat: 0,
DeckCounts: make([]int, game.MaxRounds+1),
@@ -319,9 +369,8 @@ func TestDecideShopNeverSellsLastPet(t *testing.T) {
}
// Model a crushing opponent so every simulated battle is a loss.
mem := &Memory{}
mem.Opp.Seat = 1
for i := range 5 {
mem.Opp.Known = append(mem.Opp.Known,
mem.opp(1).Known = append(mem.opp(1).Known,
game.Card{ID: fmt.Sprintf("o%d", i), Kind: game.KindPet, Name: "Wall", Tier: 1, Power: 50})
}
@@ -360,8 +409,9 @@ func TestDecideShopKeepsHealthyBoard(t *testing.T) {
Round: 3, // mid-game: future value still carries real weight
MaxRounds: game.MaxRounds,
MaxPets: game.MaxPets,
Pack: game.DefaultPack,
Packs: []string{game.DefaultPack},
YouSeat: 0,
YourOpponent: 1,
Turn: 0,
PrioritySeat: 0,
DeckCounts: make([]int, game.MaxRounds+1),
@@ -379,9 +429,8 @@ func TestDecideShopKeepsHealthyBoard(t *testing.T) {
// A comparable opponent, so battles are genuinely competitive — selling is
// a real temptation, not a hopeless-position tie-break.
mem := &Memory{}
mem.Opp.Seat = 1
for i, n := range []string{"Dog", "Sheep", "Ant", "Cricket"} {
mem.Opp.Known = append(mem.Opp.Known, pet(fmt.Sprintf("o%d", i), n, 3, 3, game.SuitRed))
mem.opp(1).Known = append(mem.opp(1).Known, pet(fmt.Sprintf("o%d", i), n, 3, 3, game.SuitRed))
}
bot := New(1.0) // a capable bot should almost never make this trade
+22 -9
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@@ -36,9 +36,11 @@ func winScore(res *game.BattleResult, mySeat int) float64 {
default:
base = 0
}
// Survivors is indexed by battle side, not by seat.
mySide := res.Side(mySeat)
margin := 0
for seat, s := range res.Survivors {
if seat == mySeat {
for side, s := range res.Survivors {
if side == mySide {
margin += s
} else {
margin -= s
@@ -58,19 +60,30 @@ func (cx *ctx) winProb(myDeck []game.Card, oppDecks [][]game.Card, simsPer int)
total, n := 0.0, 0
for _, opp := range oppDecks {
for range simsPer {
var res *game.BattleResult
if cx.me.Seat == 0 {
res = game.SimulateBattle(cx.v.Round, cx.v.PrioritySeat, myDeck, opp, nil)
} else {
res = game.SimulateBattle(cx.v.Round, cx.v.PrioritySeat, opp, myDeck, nil)
}
total += winScore(res, cx.me.Seat)
// The bot's own deck always takes scratch seat 0, so a rollout reads
// the same however the real table happens to be seated.
res := game.SimulateBattle(cx.v.Round, cx.simFirstSeat(), myDeck, opp, nil)
total += winScore(res, 0)
n++
}
}
return total / float64(n)
}
// simFirstSeat picks who acts first in a rollout, with the bot at seat 0. Two
// players pass a priority token the bot can see, so it plans against the real
// one; bigger tables flip a coin for each battle, which the bot can't know in
// advance — it rolls too, and averages over both possibilities.
func (cx *ctx) simFirstSeat() int {
if len(cx.v.Players) == 2 {
if cx.v.PrioritySeat == cx.me.Seat {
return 0
}
return 1
}
return rand.IntN(2)
}
// keepValue ranks a single card's worth to the bot's future: what it loses
// by selling or trading it away. Temporary cards (apples) are nearly free to
// lose — they vanish after the next battle anyway.
+4 -1
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@@ -11,8 +11,11 @@ import (
// to spare, a loss that took most of the enemy down), but no margin, however
// lopsided, may ever raise a loss above a draw or a draw above a win.
func TestWinScoreMarginBreaksTiesNotVerdicts(t *testing.T) {
// Seat 0 fights seat 1, and is side 0 of the battle — Survivors and the
// other per-side slices are indexed by side, so the mapping has to be there
// for winScore to read the margin from the right end.
mk := func(winner, mine, theirs int) *game.BattleResult {
return &game.BattleResult{WinnerSeat: winner, Survivors: []int{mine, theirs}}
return &game.BattleResult{WinnerSeat: winner, Seats: []int{0, 1}, Survivors: []int{mine, theirs}}
}
decisiveWin := winScore(mk(0, 5, 0), 0)
+112 -58
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@@ -17,7 +17,11 @@ type Memory struct {
LastSeq int `json:"lastSeq"` // last event-log entry processed
LastBattleRound int `json:"lastBattleRound"` // last battle lineup ingested
PrevShopRow []game.Card `json:"prevShopRow"` // shop row at the previous observation
Opp OppModel `json:"opp"`
// Opps models every other seat at the table, keyed by seat. A bot fights a
// different opponent each round (see the rulebook's pairings), and every
// battle is played in the open, so it tracks the whole field rather than
// one rival.
Opps map[int]*OppModel `json:"opps,omitempty"`
}
// OppModel is the bot's belief about one opponent's deck. Known holds cards
@@ -30,6 +34,28 @@ type OppModel struct {
Hidden []HiddenCard `json:"hidden,omitempty"`
}
// opp returns the model for a seat, creating it on first sight.
func (m *Memory) opp(seat int) *OppModel {
if m.Opps == nil {
m.Opps = map[int]*OppModel{}
}
o, ok := m.Opps[seat]
if !ok {
o = &OppModel{Seat: seat}
m.Opps[seat] = o
}
return o
}
// Opp returns the bot's model of one seat. A seat it has never seen comes back
// empty rather than nil, so callers can read it unconditionally.
func (m *Memory) Opp(seat int) *OppModel {
if o, ok := m.Opps[seat]; ok {
return o
}
return &OppModel{Seat: seat}
}
// HiddenCard is a card the opponent holds that the bot has not seen. Name is
// set when the card was later named publicly (e.g. a trade pick revealed by
// its buy ability) — the suit still isn't known, but the stats are.
@@ -44,6 +70,14 @@ func LoadMemory(raw json.RawMessage) *Memory {
m := &Memory{}
if len(raw) > 0 {
_ = json.Unmarshal(raw, m)
// Notebooks written before the bot tracked a whole field held a single
// "opp"; file it under its seat.
var legacy struct {
Opp *OppModel `json:"opp"`
}
if json.Unmarshal(raw, &legacy) == nil && legacy.Opp != nil && len(m.Opps) == 0 {
m.Opps = map[int]*OppModel{legacy.Opp.Seat: legacy.Opp}
}
}
return m
}
@@ -64,112 +98,132 @@ func (m *Memory) Marshal() json.RawMessage {
// 1. new event-log entries, whose structured tags describe opponent shop
// actions (buys name the card, sells name what left, trades list the
// discarded trio, spawn entries count apples gained);
// 2. the latest battle's lineups, which reveal both decks in full and reset
// the model to ground truth every round (so any drift lasts one round);
// 3. the opponent's public deck size, as a reconciliation safety net.
// 2. the round's battle lineups, which reveal every deck in full and reset
// the models to ground truth every round (so any drift lasts one round);
// 3. each opponent's public deck size, as a reconciliation safety net.
//
// Every source is table-wide: the bot follows all its rivals, not only the one
// it happens to be paired against, because it will face each of them later.
func Observe(v *game.View, m *Memory) {
if v.YouSeat < 0 {
return
}
oppSeat := -1
for _, p := range v.Players {
if p.Seat != v.YouSeat {
oppSeat = p.Seat
break
}
isOpponent := func(seat int) bool {
return seat >= 0 && seat != v.YouSeat && v.PlayerView(seat) != nil
}
if oppSeat < 0 {
return
}
m.Opp.Seat = oppSeat
for _, e := range v.Log {
if e.Seq <= m.LastSeq {
continue
}
m.LastSeq = e.Seq
if e.Seat != oppSeat {
if !isOpponent(e.Seat) {
continue
}
opp := m.opp(e.Seat)
switch {
case e.Kind == game.LogBuy:
if c, ok := cardByID(m.PrevShopRow, e.Source); ok {
// An Avocado buy is set aside, not kept in the deck (Golden
// pack): don't add it to the deck model.
if c.Food != game.FoodAvocado {
m.Opp.Known = append(m.Opp.Known, c)
opp.Known = append(opp.Known, c)
}
} else if c, ok := templateByName(v.Pack, e.CardName); ok {
} else if c, ok := templateByName(v.Packs, e.CardName); ok {
if c.Food != game.FoodAvocado {
m.Opp.Known = append(m.Opp.Known, c)
opp.Known = append(opp.Known, c)
}
}
case e.Kind == game.LogSell:
m.removeOppCard(e.Source, e.CardName)
m.Opp.Known = append(m.Opp.Known, memApple(len(m.Opp.Known)))
opp.remove(e.Source, e.CardName)
opp.Known = append(opp.Known, memApple(len(opp.Known)))
case e.Kind == game.LogTrade:
for _, id := range e.Cards {
m.removeOppCard(id, "")
opp.remove(id, "")
}
case e.Kind == game.LogTradePick:
m.Opp.Hidden = append(m.Opp.Hidden,
opp.Hidden = append(opp.Hidden,
HiddenCard{Tier: min(e.Round+1, game.MaxRounds), Name: e.CardName})
case e.Spawn == "apple" && e.Kind == "":
n := max(e.Count, 1)
for range n {
m.Opp.Known = append(m.Opp.Known, memApple(len(m.Opp.Known)))
opp.Known = append(opp.Known, memApple(len(opp.Known)))
}
}
}
// Battle lineups are ground truth: rebuild the model from the opponent's
// revealed deck, minus temporary cards (they expire with the battle).
if v.Battle != nil && v.Battle.Round > m.LastBattleRound && oppSeat < len(v.Battle.Lineups) {
m.LastBattleRound = v.Battle.Round
m.Opp.Known = m.Opp.Known[:0]
m.Opp.Hidden = nil
for _, c := range v.Battle.Lineups[oppSeat] {
if !c.Temporary {
m.Opp.Known = append(m.Opp.Known, c)
// Battle lineups are ground truth: rebuild each opponent's model from their
// revealed deck, minus temporary cards (they expire with the battle). Every
// table's battle is public, so one round refreshes the whole field.
for _, b := range v.Battles {
if b == nil || b.Round <= m.LastBattleRound {
continue
}
for side, seat := range b.Seats {
if !isOpponent(seat) || side >= len(b.Lineups) {
continue
}
opp := m.opp(seat)
opp.Known = opp.Known[:0]
opp.Hidden = nil
for _, c := range b.Lineups[side] {
if !c.Temporary {
opp.Known = append(opp.Known, c)
}
}
}
}
for _, b := range v.Battles {
if b != nil {
m.LastBattleRound = max(m.LastBattleRound, b.Round)
}
}
// Reconcile with the public deck size. Skipped during the battle phase,
// where the live deck still holds temporaries the model excludes.
// Reconcile with the public deck sizes. Skipped during the battle phase,
// where the live decks still hold temporaries the models exclude.
if v.Phase == game.PhaseShop || v.Phase == game.PhaseArrange {
size := v.Players[slices.IndexFunc(v.Players, func(p game.PlayerView) bool { return p.Seat == oppSeat })].DeckSize
for len(m.Opp.Known)+len(m.Opp.Hidden) < size {
m.Opp.Hidden = append(m.Opp.Hidden, HiddenCard{Tier: v.Round})
}
for len(m.Opp.Known)+len(m.Opp.Hidden) > size {
if len(m.Opp.Hidden) > 0 {
m.Opp.Hidden = m.Opp.Hidden[:len(m.Opp.Hidden)-1]
} else {
m.Opp.Known = m.Opp.Known[:len(m.Opp.Known)-1]
for _, p := range v.Players {
if !isOpponent(p.Seat) {
continue
}
m.opp(p.Seat).reconcile(p.DeckSize, v.Round)
}
}
m.PrevShopRow = append(m.PrevShopRow[:0], v.ShopRow...)
}
// removeOppCard drops one card from the model: by exact ID when we tracked
// it, by name as a fallback (model-minted apples have synthetic IDs), and
// failing both, one hidden card — something we didn't know they had left.
func (m *Memory) removeOppCard(id, name string) {
if i := slices.IndexFunc(m.Opp.Known, func(c game.Card) bool { return c.ID == id }); i >= 0 {
m.Opp.Known = slices.Delete(m.Opp.Known, i, i+1)
// remove drops one card from the model: by exact ID when we tracked it, by
// name as a fallback (model-minted apples have synthetic IDs), and failing
// both, one hidden card — something we didn't know they had, now gone.
func (o *OppModel) remove(id, name string) {
if i := slices.IndexFunc(o.Known, func(c game.Card) bool { return c.ID == id }); i >= 0 {
o.Known = slices.Delete(o.Known, i, i+1)
return
}
if name != "" {
if i := slices.IndexFunc(m.Opp.Known, func(c game.Card) bool { return c.Name == name }); i >= 0 {
m.Opp.Known = slices.Delete(m.Opp.Known, i, i+1)
if i := slices.IndexFunc(o.Known, func(c game.Card) bool { return c.Name == name }); i >= 0 {
o.Known = slices.Delete(o.Known, i, i+1)
return
}
}
if len(m.Opp.Hidden) > 0 {
m.Opp.Hidden = m.Opp.Hidden[:len(m.Opp.Hidden)-1]
if len(o.Hidden) > 0 {
o.Hidden = o.Hidden[:len(o.Hidden)-1]
}
}
// reconcile forces the model to hold exactly size cards, the count everyone can
// see, padding with unknowns of the current tier or dropping the excess.
func (o *OppModel) reconcile(size, round int) {
for len(o.Known)+len(o.Hidden) < size {
o.Hidden = append(o.Hidden, HiddenCard{Tier: round})
}
for len(o.Known)+len(o.Hidden) > size {
if len(o.Hidden) > 0 {
o.Hidden = o.Hidden[:len(o.Hidden)-1]
} else {
o.Known = o.Known[:len(o.Known)-1]
}
}
}
@@ -185,15 +239,15 @@ func cardByID(cards []game.Card, id string) (game.Card, bool) {
return game.Card{}, false
}
// templateByName mints a reference copy of a named card from the pack's
// printed tier contents. The suit is whatever the first printed copy has —
// callers only rely on stats and effects.
func templateByName(pack, name string) (game.Card, bool) {
// templateByName mints a reference copy of a named card from the printed tier
// contents of the packs in play. The suit is whatever the first printed copy
// has — callers only rely on stats and effects.
func templateByName(packs []string, name string) (game.Card, bool) {
if name == "" {
return game.Card{}, false
}
for tier := 1; tier <= game.MaxRounds; tier++ {
for _, c := range game.TierContentsForPack(pack, tier) {
for _, c := range game.TierContentsForPacks(packs, tier) {
if c.Name == name {
return c, true
}
+21 -10
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@@ -19,27 +19,35 @@ type ctx struct {
}
func newCtx(v *game.View, m *Memory) *ctx {
cx := &ctx{v: v, m: m, me: &v.Players[v.YouSeat], oppSeat: m.Opp.Seat, pools: map[int][]game.Card{}}
cx := &ctx{v: v, m: m, me: v.PlayerView(v.YouSeat), oppSeat: v.YourOpponent, pools: map[int][]game.Card{}}
// The round's pairing says exactly who the bot is preparing for, so it
// plans against that one rival even at a six-player table. Falling back to
// any other seat keeps a malformed view from wedging the bot.
if cx.oppSeat == cx.me.Seat || cx.oppSeat < 0 {
// Memory hasn't observed yet (shouldn't happen in practice).
for _, p := range v.Players {
if p.Seat != v.YouSeat {
cx.oppSeat = p.Seat
break
}
}
}
return cx
}
// opp is the model of the opponent this round's battle is against.
func (cx *ctx) opp() *OppModel { return cx.m.Opp(cx.oppSeat) }
func (cx *ctx) nextSimID() string {
cx.simID++
return fmt.Sprintf("sim-%d", cx.simID)
}
// unseenPool lists the printed cards of a tier that the bot cannot account
// for anywhere it can see — its own deck, the opponent model, the shop row.
// for anywhere it can see — its own deck, every opponent model, the shop row.
// Hidden opponent cards are drawn from this pool, so the bot's guesses
// respect card counting without peeking at the real decks.
// respect card counting without peeking at the real decks. It counts against
// the whole table's known cards, and against the combined contents of every
// pack in play, which is what a human counting cards would be working from.
func (cx *ctx) unseenPool(tier int) []game.Card {
if pool, ok := cx.pools[tier]; ok {
return pool
@@ -53,14 +61,16 @@ func (cx *ctx) unseenPool(tier int) []game.Card {
for _, c := range cx.me.Deck {
note(c)
}
for _, c := range cx.m.Opp.Known {
note(c)
for _, opp := range cx.m.Opps {
for _, c := range opp.Known {
note(c)
}
}
for _, c := range cx.v.ShopRow {
note(c)
}
var pool []game.Card
for _, c := range game.TierContentsForPack(cx.v.Pack, tier) {
for _, c := range game.TierContentsForPacks(cx.v.Packs, tier) {
if seen[c.Name] > 0 {
seen[c.Name]--
continue
@@ -75,10 +85,11 @@ func (cx *ctx) unseenPool(tier int) []game.Card {
// known cards as-is, hidden cards drawn from the unseen pool of their tier
// (or their named template, when a pick was later revealed).
func (cx *ctx) sampleOppDeck() []game.Card {
deck := append([]game.Card(nil), cx.m.Opp.Known...)
for _, h := range cx.m.Opp.Hidden {
opp := cx.opp()
deck := append([]game.Card(nil), opp.Known...)
for _, h := range opp.Hidden {
var c game.Card
if t, ok := templateByName(cx.v.Pack, h.Name); ok {
if t, ok := templateByName(cx.v.Packs, h.Name); ok {
c = t
} else if pool := cx.unseenPool(h.Tier); len(pool) > 0 {
c = pool[rand.IntN(len(pool))]
+3 -4
View File
@@ -88,7 +88,7 @@ func (cx *ctx) applyTemplateShopEffects(deck []game.Card, c game.Card, trigger g
// with a sampled card of the current tier.
pool := cx.unseenPool(cx.v.Round)
if len(pool) == 0 {
pool = game.TierContentsForPack(cx.v.Pack, cx.v.Round)
pool = game.TierContentsForPacks(cx.v.Packs, cx.v.Round)
}
if len(pool) > 0 {
rc := pool[rand.IntN(len(pool))]
@@ -126,7 +126,7 @@ func (cx *ctx) applyTemplateShopEffects(deck []game.Card, c game.Card, trigger g
deck = slices.Delete(deck, worst, worst+1)
pool := cx.unseenPool(nextTier)
if len(pool) == 0 {
pool = game.TierContentsForPack(cx.v.Pack, nextTier)
pool = game.TierContentsForPacks(cx.v.Packs, nextTier)
}
if len(pool) > 0 {
rc := pool[rand.IntN(len(pool))]
@@ -370,7 +370,7 @@ func (b *Bot) decideShop(v *game.View, mem *Memory) *Action {
}
pool := cx.unseenPool(v.Round + 1)
if len(pool) == 0 {
pool = game.TierContentsForPack(v.Pack, v.Round+1)
pool = game.TierContentsForPacks(v.Packs, v.Round+1)
}
var decks [][]game.Card
for range 3 {
@@ -409,4 +409,3 @@ func (b *Bot) decideTradeChoose(v *game.View, mem *Memory) *Action {
b.score(cx, cands)
return b.pick(cands).act
}
+2 -2
View File
@@ -15,8 +15,8 @@ func playHeadToHead(t *testing.T, pack string, level0, level1 float64) int {
g := game.New()
pa, _ := g.AddBot("Bot A", level0)
pb, _ := g.AddBot("Bot B", level1)
if err := g.SetPack(pack); err != nil {
t.Fatalf("SetPack: %v", err)
if err := g.SetPacks([]string{pack}); err != nil {
t.Fatalf("SetPacks: %v", err)
}
if err := g.StartGame(); err != nil {
t.Fatalf("StartGame: %v", err)
+299 -231
View File
@@ -2,6 +2,7 @@ package game
import (
"fmt"
"slices"
)
// BattleUnit is a pet in play with its attached foods applied. Power
@@ -23,8 +24,8 @@ type BattleUnit struct {
// Ailments (Unicorn pack) are debuffs on this pet: Spooked lowers the
// damage it deals in a clash (min 0); Exposed raises the damage it takes on
// each hit. bakuGuard, when set, discards the first Ailment it would gain.
Spooked int `json:"spooked,omitempty"`
Exposed int `json:"exposed,omitempty"`
Spooked int `json:"spooked,omitempty"`
Exposed int `json:"exposed,omitempty"`
bakuGuard bool
}
@@ -179,29 +180,57 @@ type BattleEvent struct {
Text string `json:"text,omitempty"`
}
// BattleResult is the full, public record of one round's battle.
// BattleResult is the full, public record of one battle.
//
// A round runs one battle per pairing (see schedule.go), so a six-player round
// produces three of these. Everything inside a result is indexed by *side* —
// 0 or 1 within this battle — not by the player's seat at the table: Seats maps
// the two apart, and BattleEvent.Seat/Target are side indices too. WinnerSeat
// is the exception, and is a real seat, because it's the one field that means
// something outside the battle.
type BattleResult struct {
Round int `json:"round"`
StackSizes []int `json:"stackSizes"` // starting deck size per seat
// Lineups is each seat's arranged deck at battle start (top of deck
Round int `json:"round"`
// Seats are the two players fighting, in first-player order: Seats[0] holds
// priority and acts first when two effects would land simultaneously.
Seats []int `json:"seats"`
StackSizes []int `json:"stackSizes"` // starting deck size per side
// Lineups is each side's arranged deck at battle start (top of deck
// first). Public so players can review the whole matchup — including the
// opponent's cards — during and after the fight.
Lineups [][]Card `json:"lineups,omitempty"`
Events []BattleEvent `json:"events"`
WinnerSeat int `json:"winnerSeat"` // -1 = draw
WinnerSeat int `json:"winnerSeat"` // a seat at the table; -1 = draw
Trophies int `json:"trophies"` // awarded to the winner
// Survivors is each seat's remaining force at battle end: pets still in
// Survivors is each side's remaining force at battle end: pets still in
// play plus any never reached in the stack. The loser is 0. It measures how
// decisive the result was — the margin the AI uses to prefer a lineup that
// fights harder, even in a battle it can't win.
Survivors []int `json:"survivors,omitempty"`
// ManaAfter (Unicorn pack) is each seat's persistent Mana pool once the
// ManaAfter (Unicorn pack) is each side's persistent Mana pool once the
// battle ends; finalizeBattle writes it back to the players. NextRoundApples
// is apples each seat banked for next round's hand (Skeleton Dog).
// is apples each side banked for next round's hand (Skeleton Dog).
ManaAfter []int `json:"manaAfter,omitempty"`
NextRoundApples []int `json:"nextRoundApples,omitempty"`
}
// Side returns the battle-side index (0 or 1) for a seat at the table, or -1
// if that player wasn't in this battle. Use it to read any of the per-side
// slices above from a seat.
func (r *BattleResult) Side(seat int) int {
return slices.Index(r.Seats, seat)
}
// Has reports whether a seat fought in this battle.
func (r *BattleResult) Has(seat int) bool { return r.Side(seat) >= 0 }
// SeatOf returns the seat holding a side of this battle, or -1.
func (r *BattleResult) SeatOf(side int) int {
if side < 0 || side >= len(r.Seats) {
return -1
}
return r.Seats[side]
}
// setAsideRocks is a fainted pet's pending rock payout.
type setAsideRocks struct {
dice int
@@ -240,11 +269,11 @@ type battleSide struct {
shieldCards []Card // Turtle set-aside cards, parallel to shields
// --- Golden pack ---
trumpets int // ephemeral Trumpet pool (earned/spent in battle)
faintedHats map[Suit]bool // distinct suits among friendly fainted pets (Honduran White Bat)
grSummoned bool // Golden Retriever already summoned this battle
hitPrevent []int // Cone Snail: pending one-shot partial damage preventions
preventCards []Card // Cone Snail set-aside cards, parallel to hitPrevent
trumpets int // ephemeral Trumpet pool (earned/spent in battle)
faintedHats map[Suit]bool // distinct suits among friendly fainted pets (Honduran White Bat)
grSummoned bool // Golden Retriever already summoned this battle
hitPrevent []int // Cone Snail: pending one-shot partial damage preventions
preventCards []Card // Cone Snail set-aside cards, parallel to hitPrevent
beePlayRocks []setAsideRocks // Poison Dart Frog: rocks each time a Bee is played
feedOnPlay []feedAside // Giant Isopod: feed apples on each pet played
petsPlayed int // pets fielded so far (Komodo's "first pet")
@@ -324,10 +353,10 @@ func effectCount(e Effect, s *battleSide, u *BattleUnit, enemy *battleSide) int
return n
}
// resolveBattle simulates the battle from the players' arranged decks,
// records the event log, awards trophies, and moves to PhaseBattle.
// resolveBattles fights every pairing of the current round, records the event
// logs, and awards trophies.
//
// The battle is a stack machine: each side reveals cards off the top of
// Each battle is a stack machine: each side reveals cards off the top of
// their deck until a pet is in play (foods along the way attach to it; only
// the last-applied perk counts). If anyone can no longer field a pet the
// battle ends. Otherwise play effects resolve (rocks, strips, steals,
@@ -339,83 +368,119 @@ func effectCount(e Effect, s *battleSide, u *BattleUnit, enemy *battleSide) int
// attack manages to hurt. A clash that changes nothing ends the battle as a
// stalemate.
//
// resolveBattle is the orchestrator: it runs the (deterministic) simulation and
// publishes the completed result.
func (g *Game) resolveBattle() {
res := g.runBattle()
g.Battle = res
g.finalizeBattle(res)
}
// finalizeBattle applies the persistent effects of a completed battle: trophies,
// the priority token hand-off, the result log line, and clearing the per-round
// apples-in-play bank. Kept separate from runBattle, which mutates no persistent
// player state.
func (g *Game) finalizeBattle(res *BattleResult) {
n := len(g.Players)
winner := res.WinnerSeat
if winner >= 0 {
g.Players[winner].Trophies += res.Trophies
// Priority token: the winner hands it to the other player; a loser who
// held it keeps it; a draw leaves it put. (Two-player rule.)
if winner == g.PrioritySeat {
g.PrioritySeat = (winner + 1) % n
}
}
if winner < 0 {
g.addLog(LogEntry{Seat: -1, Icon: "⚔️", Kind: LogResult,
Text: fmt.Sprintf("Round %d battle ends in a draw.", g.Round)})
} else {
g.addLog(LogEntry{Seat: winner, Icon: "⚔️", Kind: LogResult,
Text: fmt.Sprintf("%s wins the round %d battle (+%d🏆).", g.Players[winner].Name, g.Round, res.Trophies)})
// resolveBattles is the orchestrator: it runs each (deterministic) simulation
// and publishes the completed results.
func (g *Game) resolveBattles() {
g.Battles = nil
for _, m := range g.Pairings() {
first, second := g.firstPlayer(m)
res := g.runBattle(first, second)
g.Battles = append(g.Battles, res)
g.finalizeBattle(res)
}
// Per-round bookkeeping that isn't tied to one battle: the temporary
// resources every player banked for the fight are spent now, win or lose.
for _, p := range g.Players {
p.PendingApplesInPlay = 0
p.PendingTrumpets = 0
}
}
// firstPlayer decides which half of a pairing acts first — the side that wins
// simultaneity races during the battle. Two players settle it with the
// priority token they pass between them; a bigger table flips for it, as the
// rulebook's "determine the First Player for each battle by flipping a gold
// token" asks.
func (g *Game) firstPlayer(m Matchup) (first, second int) {
if len(g.Players) == 2 {
if m[1] == g.PrioritySeat {
return m[1], m[0]
}
return m[0], m[1]
}
if randInt(2) == 1 {
return m[1], m[0]
}
return m[0], m[1]
}
// finalizeBattle applies the persistent effects of one completed battle:
// trophies, the round-win record, the priority token hand-off, and the result
// log line. Kept separate from runBattle, which mutates no persistent player
// state.
func (g *Game) finalizeBattle(res *BattleResult) {
winner := res.WinnerSeat
if winner >= 0 {
g.Players[winner].Trophies += res.Trophies
g.Players[winner].RoundWins = append(g.Players[winner].RoundWins, res.Round)
// Priority token (two-player rule): the winner hands it to the other
// player; a loser who held it keeps it; a draw leaves it put. At bigger
// tables the token instead walks the table each round (startShopRound).
if len(g.Players) == 2 && winner == g.PrioritySeat {
g.PrioritySeat = (winner + 1) % len(g.Players)
}
}
// The result line names the table it came from, since several resolve at once.
loser := res.SeatOf(0)
if loser == winner {
loser = res.SeatOf(1)
}
if winner < 0 {
g.addLog(LogEntry{Seat: -1, Icon: "⚔️", Kind: LogResult,
Text: fmt.Sprintf("%s vs %s ends in a draw.", g.seatName(res.SeatOf(0)), g.seatName(res.SeatOf(1)))})
} else {
g.addLog(LogEntry{Seat: winner, Icon: "⚔️", Kind: LogResult,
Text: fmt.Sprintf("%s beats %s (+%d🏆).", g.seatName(winner), g.seatName(loser), res.Trophies)})
}
for _, seat := range res.Seats {
p := g.Players[seat]
side := res.Side(seat)
// Unicorn pack: persist the Mana pool as it stood at battle's end, and
// bank any apples destined for next round's hand (Skeleton Dog).
if res.ManaAfter != nil && p.Seat < len(res.ManaAfter) {
p.Mana = res.ManaAfter[p.Seat]
if side < len(res.ManaAfter) {
p.Mana = res.ManaAfter[side]
}
if res.NextRoundApples != nil && p.Seat < len(res.NextRoundApples) {
p.NextRoundApples += res.NextRoundApples[p.Seat]
if side < len(res.NextRoundApples) {
p.NextRoundApples += res.NextRoundApples[side]
}
}
}
// runBattle plays the simulation to completion, returning the result. It
// mutates no persistent player state — that is finalizeBattle's job.
func (g *Game) runBattle() *BattleResult {
n := len(g.Players)
res := &BattleResult{Round: g.Round, WinnerSeat: -1, StackSizes: make([]int, n), Lineups: make([][]Card, n)}
// runBattle plays one pairing's simulation to completion, returning the
// result. It mutates no persistent player state — that is finalizeBattle's job.
//
// first and second are the seats fighting, first having priority. Everything
// below works in *side* indices — 0 is first, 1 is second — so the resolver
// only ever deals with two combatants no matter how big the table is; res.Seats
// maps back out. Read `seat` in this function as "side" throughout.
func (g *Game) runBattle(first, second int) *BattleResult {
const n = 2 // sides in a battle, not players at the table
seats := []int{first, second}
res := &BattleResult{Round: g.Round, WinnerSeat: -1, Seats: seats,
StackSizes: make([]int, n), Lineups: make([][]Card, n)}
sides := make([]*battleSide, n)
emit := func(ev BattleEvent) { res.Events = append(res.Events, ev) }
// pname is the owning player's display name for a seat, for log text.
pname := func(seat int) string { return g.Players[seat].Name }
// pname is the owning player's display name for a side, for log text.
pname := func(side int) string { return g.Players[seats[side]].Name }
for _, p := range g.Players {
for side, seat := range seats {
p := g.Players[seat]
s := &battleSide{stack: append([]Card(nil), p.Deck...), faintedHats: map[Suit]bool{}}
// Unicorn pack: the persistent Mana pool comes into battle (read-only
// here; written back by finalizeBattle so re-runs stay deterministic).
s.mana = p.Mana
sides[p.Seat] = s
res.StackSizes[p.Seat] = len(p.Deck)
res.Lineups[p.Seat] = append([]Card(nil), p.Deck...)
sides[side] = s
res.StackSizes[side] = len(p.Deck)
res.Lineups[side] = append([]Card(nil), p.Deck...)
}
// enemyOf returns the opposing side (two-player; generalizes later).
// enemyOf returns the opposing side.
enemyOf := func(seat int) *battleSide { return sides[(seat+1)%n] }
// seatOrder resolves the priority-token holder first, then everyone else.
// Reveals, queued play effects, and cross-side triggers all follow it, so
// when two pets would act simultaneously (e.g. both throwing rocks) the
// holder acts first — its rocks can faint the enemy pet before that pet's
// own queued rocks resolve.
seatOrder := make([]int, 0, n)
seatOrder = append(seatOrder, g.PrioritySeat)
for seat := range sides {
if seat != g.PrioritySeat {
seatOrder = append(seatOrder, seat)
}
}
// seatOrder resolves the first player before the second. Reveals, queued
// play effects, and cross-side triggers all follow it, so when two pets
// would act simultaneously (e.g. both throwing rocks) the first player acts
// first — its rocks can faint the enemy pet before that pet's own queued
// rocks resolve. Side 0 is the first player by construction.
seatOrder := []int{0, 1}
// startApple seeds one in-play apple onto a seat's first pet.
startApple := func(seat int) {
apple := g.newApple()
@@ -425,27 +490,28 @@ func (g *Game) runBattle() *BattleResult {
}
// Battle-prep effects that start apples in play (Monkey): they attach
// to the owner's first pet.
for _, p := range g.Players {
for side, seat := range seats {
p := g.Players[seat]
for _, c := range p.Deck {
for _, e := range c.Effects {
if e.Trigger == TriggerBattlePrep && e.Action == ActionApplesInPlay {
for range e.count() {
startApple(p.Seat)
startApple(side)
}
}
}
}
// Golden pack: apples-in-play banked by a sold Hercules Beetle this
// round (read-only here; finalizeBattle clears it once the battle ends,
// so re-runs bank the same amount).
// round (read-only here; resolveBattles clears it once the round's
// battles end, so re-runs bank the same amount).
for range p.PendingApplesInPlay {
startApple(p.Seat)
startApple(side)
}
// Bird of Paradise: start the battle with Trumpets in the pool.
if p.PendingTrumpets > 0 {
sides[p.Seat].trumpets += p.PendingTrumpets
emit(BattleEvent{Type: "trumpet", Seat: p.Seat, Count: p.PendingTrumpets,
Text: fmt.Sprintf("%s starts with %d Trumpet%s.", pname(p.Seat), p.PendingTrumpets, plural(p.PendingTrumpets))})
sides[side].trumpets += p.PendingTrumpets
emit(BattleEvent{Type: "trumpet", Seat: side, Count: p.PendingTrumpets,
Text: fmt.Sprintf("%s starts with %d Trumpet%s.", pname(side), p.PendingTrumpets, plural(p.PendingTrumpets))})
}
}
@@ -731,160 +797,160 @@ func (g *Game) runBattle() *BattleResult {
}
}
{
cause := fmt.Sprintf("%s's faint effect", u.Card.Name)
for _, e := range u.effects() {
if e.Trigger != TriggerFaint || !allowed(e, u) {
continue
}
if !spend(seat, e, u.Card.Name) {
continue
}
switch e.Action {
case ActionSummonTop:
target := seat
if e.Target == "enemy" {
target = (seat + 1) % n
cause := fmt.Sprintf("%s's faint effect", u.Card.Name)
for _, e := range u.effects() {
if e.Trigger != TriggerFaint || !allowed(e, u) {
continue
}
for range effectCount(e, s, u, enemyOf(seat)) {
summon(target, mintFor(e.Card), cause)
if !spend(seat, e, u.Card.Name) {
continue
}
case ActionSummonBottom:
for range effectCount(e, s, u, enemyOf(seat)) {
if e.Target == "all" {
for other := range sides {
summonBottom(other, mintFor(e.Card), cause)
switch e.Action {
case ActionSummonTop:
target := seat
if e.Target == "enemy" {
target = (seat + 1) % n
}
for range effectCount(e, s, u, enemyOf(seat)) {
summon(target, mintFor(e.Card), cause)
}
case ActionSummonBottom:
for range effectCount(e, s, u, enemyOf(seat)) {
if e.Target == "all" {
for other := range sides {
summonBottom(other, mintFor(e.Card), cause)
}
} else {
summonBottom(seat, mintFor(e.Card), cause)
}
} else {
summonBottom(seat, mintFor(e.Card), cause)
}
}
case ActionGainTrumpet:
gainTrumpets(seat, effectCount(e, s, u, enemyOf(seat)), cause)
case ActionDrainTrumpet:
es := enemyOf(seat)
lost := min(e.count(), es.trumpets)
if lost > 0 {
es.trumpets -= lost
emit(BattleEvent{Type: "trumpet", Seat: (seat + 1) % n, Count: -lost,
Text: fmt.Sprintf("%s drains %d Trumpet%s from the enemy.", cause, lost, plural(lost))})
}
case ActionPreventNextHit:
s.hitPrevent = append(s.hitPrevent, e.count())
s.preventCards = append(s.preventCards, u.Card)
setAside()
case ActionRecycleApples:
recycled := 0
for _, f := range u.Foods {
if f.Food == FoodApple && recycled < e.count() {
summon(seat, f, fmt.Sprintf("%s's faint effect", u.Card.Name))
recycled++
case ActionGainTrumpet:
gainTrumpets(seat, effectCount(e, s, u, enemyOf(seat)), cause)
case ActionDrainTrumpet:
es := enemyOf(seat)
lost := min(e.count(), es.trumpets)
if lost > 0 {
es.trumpets -= lost
emit(BattleEvent{Type: "trumpet", Seat: (seat + 1) % n, Count: -lost,
Text: fmt.Sprintf("%s drains %d Trumpet%s from the enemy.", cause, lost, plural(lost))})
}
}
case ActionRecyclePerkApples:
// Macaque: recycle up to Count apples, then the active perk on
// top (so the perk reveals first and re-attaches to the next pet).
recycled := 0
for _, f := range u.Foods {
if f.Food == FoodApple && recycled < e.count() {
summon(seat, f, cause)
recycled++
case ActionPreventNextHit:
s.hitPrevent = append(s.hitPrevent, e.count())
s.preventCards = append(s.preventCards, u.Card)
setAside()
case ActionRecycleApples:
recycled := 0
for _, f := range u.Foods {
if f.Food == FoodApple && recycled < e.count() {
summon(seat, f, fmt.Sprintf("%s's faint effect", u.Card.Name))
recycled++
}
}
}
if perk := u.activePerk(); perk != nil {
summon(seat, *perk, cause)
}
case ActionBeeRocks:
s.beePlayRocks = append(s.beePlayRocks, setAsideRocks{dice: e.count(), src: u.Card})
setAside()
case ActionFeedOnPlay:
s.feedOnPlay = append(s.feedOnPlay, feedAside{apples: e.count(), src: u.Card})
setAside()
case ActionGuardRetriever:
s.retrieverGuards = append(s.retrieverGuards, e.count())
setAside()
case ActionDelayedRocks:
s.oneShotRocks = append(s.oneShotRocks,
setAsideRocks{dice: e.count(), everyone: e.Target == "all", src: u.Card})
setAside()
case ActionRecurringRocks:
s.recurringRocks = append(s.recurringRocks,
setAsideRocks{dice: e.count(), src: u.Card})
setAside()
case ActionEnemyLastPetRocks:
s.lastPetRocks = append(s.lastPetRocks, lastPetVolley{dice: e.count(), src: u.Card})
setAside()
case ActionShieldNext:
s.shields += e.count()
s.shieldCards = append(s.shieldCards, u.Card)
setAside()
case ActionBeeAura:
s.beeBonus += e.count()
setAside()
case ActionPetAura:
s.petBonus += e.count()
setAside()
case ActionGainMana:
gainMana(seat, effectCount(e, s, u, enemyOf(seat)), cause)
case ActionAddAilment:
addAilment(seat, e.Ailment, effectCount(e, s, u, enemyOf(seat)), e.Target == "enemyDeck", cause)
case ActionNextRoundApple:
// Banked for next round's hand; surfaced then in the shop log
// rather than as a battle-board change now.
s.nextRoundApples += e.count()
case ActionNegateEnemyFaint:
s.negators = append(s.negators, u.Card)
setAside()
case ActionReviveSelf:
// Slime: put a plain copy back on top of the deck — no faint
// ability, so it can't loop. "Once per round" falls out of that.
revived := u.Card
revived.ID = g.newCardID()
revived.Effects = nil
revived.EffectText = ""
summon(seat, revived, cause)
case ActionAilmentToApples:
s.unicornGuards = append(s.unicornGuards, u.Card)
setAside()
case ActionSmallPetAura:
s.smallPetBonus += e.count()
setAside()
case ActionAilmentBoost:
s.ailmentBoost += e.count()
setAside()
case ActionManaFeedOnPlay:
s.manaFeed = append(s.manaFeed, feedAside{apples: e.count(), src: u.Card})
setAside()
case ActionReviveNextFaint:
s.fairyGuards = append(s.fairyGuards, u.Card)
setAside()
case ActionSummonFromDiscard:
// Chimera: add Count random cards from the FromTier discard pile as
// temporary copies on top of the deck.
pile := g.Discards[e.FromTier]
for range effectCount(e, s, u, enemyOf(seat)) {
if len(pile) == 0 {
break
case ActionRecyclePerkApples:
// Macaque: recycle up to Count apples, then the active perk on
// top (so the perk reveals first and re-attaches to the next pet).
recycled := 0
for _, f := range u.Foods {
if f.Food == FoodApple && recycled < e.count() {
summon(seat, f, cause)
recycled++
}
}
pick := pile[g.battleDraw(len(pile))]
copyC := pick
copyC.ID = g.newCardID()
copyC.Temporary = true
summon(seat, copyC, cause)
}
case ActionSummonFromTierDeck:
// Pixiu: a temporary copy of the top of the FromTier shop deck.
if e.FromTier >= 1 && e.FromTier <= len(g.ShopDecks) {
deck := g.ShopDecks[e.FromTier-1]
if len(deck) > 0 {
copyC := deck[0]
if perk := u.activePerk(); perk != nil {
summon(seat, *perk, cause)
}
case ActionBeeRocks:
s.beePlayRocks = append(s.beePlayRocks, setAsideRocks{dice: e.count(), src: u.Card})
setAside()
case ActionFeedOnPlay:
s.feedOnPlay = append(s.feedOnPlay, feedAside{apples: e.count(), src: u.Card})
setAside()
case ActionGuardRetriever:
s.retrieverGuards = append(s.retrieverGuards, e.count())
setAside()
case ActionDelayedRocks:
s.oneShotRocks = append(s.oneShotRocks,
setAsideRocks{dice: e.count(), everyone: e.Target == "all", src: u.Card})
setAside()
case ActionRecurringRocks:
s.recurringRocks = append(s.recurringRocks,
setAsideRocks{dice: e.count(), src: u.Card})
setAside()
case ActionEnemyLastPetRocks:
s.lastPetRocks = append(s.lastPetRocks, lastPetVolley{dice: e.count(), src: u.Card})
setAside()
case ActionShieldNext:
s.shields += e.count()
s.shieldCards = append(s.shieldCards, u.Card)
setAside()
case ActionBeeAura:
s.beeBonus += e.count()
setAside()
case ActionPetAura:
s.petBonus += e.count()
setAside()
case ActionGainMana:
gainMana(seat, effectCount(e, s, u, enemyOf(seat)), cause)
case ActionAddAilment:
addAilment(seat, e.Ailment, effectCount(e, s, u, enemyOf(seat)), e.Target == "enemyDeck", cause)
case ActionNextRoundApple:
// Banked for next round's hand; surfaced then in the shop log
// rather than as a battle-board change now.
s.nextRoundApples += e.count()
case ActionNegateEnemyFaint:
s.negators = append(s.negators, u.Card)
setAside()
case ActionReviveSelf:
// Slime: put a plain copy back on top of the deck — no faint
// ability, so it can't loop. "Once per round" falls out of that.
revived := u.Card
revived.ID = g.newCardID()
revived.Effects = nil
revived.EffectText = ""
summon(seat, revived, cause)
case ActionAilmentToApples:
s.unicornGuards = append(s.unicornGuards, u.Card)
setAside()
case ActionSmallPetAura:
s.smallPetBonus += e.count()
setAside()
case ActionAilmentBoost:
s.ailmentBoost += e.count()
setAside()
case ActionManaFeedOnPlay:
s.manaFeed = append(s.manaFeed, feedAside{apples: e.count(), src: u.Card})
setAside()
case ActionReviveNextFaint:
s.fairyGuards = append(s.fairyGuards, u.Card)
setAside()
case ActionSummonFromDiscard:
// Chimera: add Count random cards from the FromTier discard pile as
// temporary copies on top of the deck.
pile := g.Discards[e.FromTier]
for range effectCount(e, s, u, enemyOf(seat)) {
if len(pile) == 0 {
break
}
pick := pile[g.battleDraw(len(pile))]
copyC := pick
copyC.ID = g.newCardID()
copyC.Temporary = true
summon(seat, copyC, cause)
}
case ActionSummonFromTierDeck:
// Pixiu: a temporary copy of the top of the FromTier shop deck.
if e.FromTier >= 1 && e.FromTier <= len(g.ShopDecks) {
deck := g.ShopDecks[e.FromTier-1]
if len(deck) > 0 {
copyC := deck[0]
copyC.ID = g.newCardID()
copyC.Temporary = true
summon(seat, copyC, cause)
}
}
}
}
}
}
enemyReactions:
// Unicorn pack: a pre-existing Fairy recycles the fallen pet to the deck
// bottom (a fresh copy, so it re-enters later and can faint again).
@@ -1686,8 +1752,7 @@ func (g *Game) runBattle() *BattleResult {
continue // refill before any clash
}
// Clash. Two-player for now; >2-player battle pairings come later
// (the surrounding state is already per-seat).
// Clash: the two sides' pets trade blows. A is the first player's side.
ua, ub := sides[0].unit, sides[1].unit
// Unicorn pack: Spooked lowers a pet's clash attack (Exposed is applied
// to the defender inside hitUnit); a Manticore boosts enemy ailments.
@@ -1768,23 +1833,26 @@ func (g *Game) runBattle() *BattleResult {
}
}
// A single side that can still field a pet wins; anything else (everyone
// out, or a stalemate with pets on both sides) is a draw. We test canField,
// A single side that can still field a pet wins; anything else (both out,
// or a stalemate with pets on both sides) is a draw. We test canField,
// not unit, because the loop can break the instant one side runs out while
// the other's current pet has just fainted — that side still has pets left
// in its stack (it simply wasn't refilled) and is the rightful winner.
winner := -1
for seat, s := range sides {
for side, s := range sides {
if s.canField() {
if winner >= 0 {
winner = -1 // stalemate / >2-player safety
winner = -1 // both still standing: a stalemate draw
break
}
winner = seat
winner = side
}
}
res.WinnerSeat = winner
// The winner leaves this function as a seat at the table, the one piece of
// the result that means anything outside the battle.
if winner >= 0 {
res.WinnerSeat = seats[winner]
// The last round is worth double.
res.Trophies = 1
if g.Round == MaxRounds {
res.Trophies = 2
+7 -7
View File
@@ -96,7 +96,7 @@ func forceBattle(t *testing.T, g *Game, d1, d2 []Card) *BattleResult {
if g.Phase != PhaseBattle {
t.Fatalf("expected battle phase, got %s", g.Phase)
}
return g.Battle
return g.Battles[0]
}
func eventsOfType(res *BattleResult, typ string) []BattleEvent {
@@ -712,8 +712,8 @@ func TestPriorityTokenTransfer(t *testing.T) {
g, _, _ := testGame(t)
g.PrioritySeat = 0
forceBattle(t, g, []Card{g.pet("Champ", 9)}, []Card{g.pet("Chump", 1)})
if g.Battle.WinnerSeat != 0 {
t.Fatalf("seat 0 should win, got %d", g.Battle.WinnerSeat)
if g.Battles[0].WinnerSeat != 0 {
t.Fatalf("seat 0 should win, got %d", g.Battles[0].WinnerSeat)
}
if g.PrioritySeat != 1 {
t.Fatalf("winner should hand the token to the loser, priority=%d", g.PrioritySeat)
@@ -723,8 +723,8 @@ func TestPriorityTokenTransfer(t *testing.T) {
g, _, _ = testGame(t)
g.PrioritySeat = 1
forceBattle(t, g, []Card{g.pet("Champ", 9)}, []Card{g.pet("Chump", 1)})
if g.Battle.WinnerSeat != 0 {
t.Fatalf("seat 0 should win, got %d", g.Battle.WinnerSeat)
if g.Battles[0].WinnerSeat != 0 {
t.Fatalf("seat 0 should win, got %d", g.Battles[0].WinnerSeat)
}
if g.PrioritySeat != 1 {
t.Fatalf("a losing token holder should keep it, priority=%d", g.PrioritySeat)
@@ -734,8 +734,8 @@ func TestPriorityTokenTransfer(t *testing.T) {
g, _, _ = testGame(t)
g.PrioritySeat = 0
forceBattle(t, g, []Card{g.pet("A", 3)}, []Card{g.pet("B", 3)})
if g.Battle.WinnerSeat != -1 {
t.Fatalf("mutual KO should draw, got %d", g.Battle.WinnerSeat)
if g.Battles[0].WinnerSeat != -1 {
t.Fatalf("mutual KO should draw, got %d", g.Battles[0].WinnerSeat)
}
if g.PrioritySeat != 0 {
t.Fatalf("a draw should leave the token put, priority=%d", g.PrioritySeat)
+94 -73
View File
@@ -1291,98 +1291,119 @@ func packTiers(pack string) (*[MaxRounds][]petTemplate, *[MaxRounds][]foodTempla
}
}
// buildShopDecks creates all six tier decks (unshuffled) for the game's pack.
// buildShopDecks creates all six tier decks (unshuffled) from the game's
// selected packs. Combining packs is the rulebook's answer to seating more
// than two players: every pack's tier 1 cards shuffle together into one tier 1
// deck, its tier 2 cards into one tier 2 deck, and so on. A game on a single
// pack is just the one-element case.
func (g *Game) buildShopDecks() {
pets, foods := packTiers(g.Pack)
g.ShopDecks = make([][]Card, MaxRounds)
for tierIdx := range pets {
var deck []Card
for _, t := range pets[tierIdx] {
for _, suit := range t.Suits {
deck = append(deck, Card{
ID: g.newCardID(),
Kind: KindPet,
Name: t.Name,
Tier: tierIdx + 1,
Power: t.Power,
Suit: suit,
Effects: t.Effects,
EffectText: t.EffectText,
})
for _, pack := range g.packList() {
pets, foods := packTiers(pack)
for tierIdx := range pets {
deck := g.ShopDecks[tierIdx]
for _, t := range pets[tierIdx] {
for _, suit := range t.Suits {
deck = append(deck, Card{
ID: g.newCardID(),
Kind: KindPet,
Name: t.Name,
Tier: tierIdx + 1,
Power: t.Power,
Suit: suit,
Effects: t.Effects,
EffectText: t.EffectText,
})
}
}
}
for _, f := range foods[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,
})
for _, f := range foods[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,
})
}
}
g.ShopDecks[tierIdx] = deck
}
g.ShopDecks[tierIdx] = deck
}
}
// Catalog returns the default pack's representative cards.
func Catalog() []Card { return CatalogForPack(DefaultPack) }
// packList is the game's pack selection, defaulting to the base pack so a
// zero-value Game (scratch simulations, tests) still builds real decks.
func (g *Game) packList() []string {
if len(g.Packs) == 0 {
return []string{DefaultPack}
}
return g.Packs
}
// CatalogForPack returns one representative card for every pet and food in a
// pack, tier by tier, for the debug "buy any card" panel. IDs are name-based
// placeholders (not real instances); pets use their first printed suit.
func CatalogForPack(pack string) []Card {
pets, foods := packTiers(pack)
// Catalog returns the default pack's representative cards.
func Catalog() []Card { return CatalogForPacks([]string{DefaultPack}) }
// CatalogForPacks returns one representative card for every pet and food in
// the given packs, tier by tier, for the debug "buy any card" panel. IDs are
// name-based placeholders (not real instances); pets use their first printed
// suit. Cards are grouped by tier across all packs, matching how the shop
// decks combine.
func CatalogForPacks(packs []string) []Card {
var cards []Card
for tierIdx := range pets {
for _, t := range pets[tierIdx] {
suit := SuitRed
if len(t.Suits) > 0 {
suit = t.Suits[0]
for tierIdx := range MaxRounds {
for _, pack := range packs {
pets, foods := packTiers(pack)
for _, t := range pets[tierIdx] {
suit := SuitRed
if len(t.Suits) > 0 {
suit = t.Suits[0]
}
cards = append(cards, Card{
ID: "pet-" + t.Name, Kind: KindPet, Name: t.Name, Tier: tierIdx + 1,
Power: t.Power, Suit: suit, Effects: t.Effects, EffectText: t.EffectText,
})
}
for _, f := range foods[tierIdx] {
cards = append(cards, Card{
ID: "food-" + f.Name, Kind: KindFood, Name: f.Name, Tier: tierIdx + 1,
Food: f.Food, Perk: f.Perk, Effects: f.Effects, EffectText: f.EffectText,
})
}
cards = append(cards, Card{
ID: "pet-" + t.Name, Kind: KindPet, Name: t.Name, Tier: tierIdx + 1,
Power: t.Power, Suit: suit, Effects: t.Effects, EffectText: t.EffectText,
})
}
for _, f := range foods[tierIdx] {
cards = append(cards, Card{
ID: "food-" + f.Name, Kind: KindFood, Name: f.Name, Tier: tierIdx + 1,
Food: f.Food, Perk: f.Perk, Effects: f.Effects, EffectText: f.EffectText,
})
}
}
return cards
}
// cardByName mints a fresh instance of the named pet or food from the current
// pack's templates (pets take their first printed suit). Returns false if
// unknown.
// cardByName mints a fresh instance of the named pet or food from the
// templates of any pack in play (pets take their first printed suit). Returns
// false if unknown.
func (g *Game) cardByName(name string) (Card, bool) {
pets, foods := packTiers(g.Pack)
for tierIdx := range pets {
for _, t := range pets[tierIdx] {
if t.Name == name {
suit := SuitRed
if len(t.Suits) > 0 {
suit = t.Suits[0]
for _, pack := range g.packList() {
pets, foods := packTiers(pack)
for tierIdx := range pets {
for _, t := range pets[tierIdx] {
if t.Name == name {
suit := SuitRed
if len(t.Suits) > 0 {
suit = t.Suits[0]
}
return Card{
ID: g.newCardID(), Kind: KindPet, Name: t.Name, Tier: tierIdx + 1,
Power: t.Power, Suit: suit, Effects: t.Effects, EffectText: t.EffectText,
}, true
}
return Card{
ID: g.newCardID(), Kind: KindPet, Name: t.Name, Tier: tierIdx + 1,
Power: t.Power, Suit: suit, Effects: t.Effects, EffectText: t.EffectText,
}, true
}
}
for _, f := range foods[tierIdx] {
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,
}, true
for _, f := range foods[tierIdx] {
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,
}, true
}
}
}
}
+183 -54
View File
@@ -1,6 +1,7 @@
package game
import (
"cmp"
"crypto/rand"
"encoding/hex"
"encoding/json"
@@ -11,8 +12,8 @@ import (
"strings"
)
// Tunable rules. The engine supports any player count >= 2; MinPlayers /
// MaxPlayers gate when a lobby can start (2 for now, more later).
// Tunable rules. A game seats an even number of players (2, 4, or 6) so
// everyone has an opponent in every round's pairings; see schedule.go.
const (
MaxRounds = 6
CoinsPerRound = 3
@@ -20,7 +21,7 @@ const (
MaxPets = 5
TradeInCount = 3
MinPlayers = 2
MaxPlayers = 2
MaxPlayers = 6
)
// Phase is the game's top-level state.
@@ -37,15 +38,18 @@ const (
// Player holds everything about one seat. All fields are exported so a Game
// serializes to JSON for persistence.
type Player struct {
ID string `json:"id"`
Token string `json:"token"` // secret; never sent in views
Name string `json:"name"`
Seat int `json:"seat"`
Coins int `json:"coins"`
Deck []Card `json:"deck"`
Trophies int `json:"trophies"`
Ready bool `json:"ready"` // shop passed / arrange submitted / battle acknowledged
Connected bool `json:"connected"`
ID string `json:"id"`
Token string `json:"token"` // secret; never sent in views
Name string `json:"name"`
Seat int `json:"seat"`
Coins int `json:"coins"`
Deck []Card `json:"deck"`
Trophies int `json:"trophies"`
// RoundWins lists the rounds whose battle this player won, in order. The
// end-of-game tie-break counts back through it from the final round.
RoundWins []int `json:"roundWins,omitempty"`
Ready bool `json:"ready"` // shop passed / arrange submitted / battle acknowledged
Connected bool `json:"connected"`
// TripledThisRound records whether the player used the Triple (trade-in)
// action during the current round's shop (Bison's Battle Prep).
TripledThisRound bool `json:"tripledThisRound"`
@@ -77,7 +81,7 @@ type Player struct {
// ShopPeekedRound (Unicorn pack: Bigfoot) is the round the player last used
// Bigfoot's reveal (once per round); ShopPeek is the card they saw — a
// snapshot of the shop deck's top, shown only in that player's own view.
ShopPeekedRound int `json:"shopPeekedRound,omitempty"`
ShopPeekedRound int `json:"shopPeekedRound,omitempty"`
ShopPeek *Card `json:"shopPeek,omitempty"`
// IsBot marks a computer-controlled seat. The engine treats bots exactly
// like humans; the server drives their actions. BotLevel is the bot's
@@ -139,9 +143,10 @@ type PendingSacrifice struct {
type Game struct {
ID string `json:"id"`
Code string `json:"code"`
// Pack is the selected card pack (see packs.go). Chosen in the lobby by
// the host; determines which cards fill the shop decks.
Pack string `json:"pack"`
// Packs are the selected card packs (see packs.go). Chosen in the lobby by
// the host; their tier decks shuffle together to fill the shop. Seating
// more than two players requires more than one pack (see PacksNeeded).
Packs []string `json:"packs"`
Phase Phase `json:"phase"`
Round int `json:"round"` // 1-based
Players []*Player `json:"players"`
@@ -151,11 +156,13 @@ type Game struct {
// decks and later left a player's deck (sold, traded, sacrificed), keyed by
// tier. Chimera and Abomination draw from it. Temporary cards never enter.
Discards map[int][]Card `json:"discards,omitempty"`
Turn int `json:"turn"` // seat with the current shop turn
// PrioritySeat holds the priority token: that seat shops first each round
// and wins simultaneity races in battle. Assigned randomly at game start;
// a battle winner hands it to the loser, a loser keeps it, a draw leaves
// it put.
Turn int `json:"turn"` // seat with the current shop turn
// PrioritySeat holds the first-shopper token: that seat shops first this
// round. How it moves depends on the table size. With two players it is
// also the battle's priority token — assigned randomly at game start, then
// handed by a winner to the loser (a loser who holds it keeps it, a draw
// leaves it put). With more players it starts at seat A and passes one seat
// along every round, and each battle flips separately for its first player.
PrioritySeat int `json:"prioritySeat"`
Pending *PendingTrade `json:"pending,omitempty"`
// PendingReveal is an in-progress Cockatoo reveal (Golden pack); it blocks
@@ -164,9 +171,15 @@ type Game struct {
// PendingSacrifice is an in-progress Water of Youth choice (Unicorn pack);
// it blocks other shop actions on that seat until resolved, like Pending.
PendingSacrifice *PendingSacrifice `json:"pendingSacrifice,omitempty"`
Battle *BattleResult `json:"battle,omitempty"` // most recent battle
NextCardID int `json:"nextCardId"`
WinnerSeat int `json:"winnerSeat"` // set at gameover; -1 = tie
// Battles holds the most recent round's battles — one per pairing (see
// schedule.go), so two players produce one and six produce three. They are
// all public: everyone can replay every table.
Battles []*BattleResult `json:"battles,omitempty"`
NextCardID int `json:"nextCardId"`
// WinnerSeat is the outright winner at gameover, or -1 when the title is
// shared. WinnerSeats always lists every player holding it (see finish).
WinnerSeat int `json:"winnerSeat"`
WinnerSeats []int `json:"winnerSeats,omitempty"`
// Log is the running, human-readable event log shown across every phase.
Log []LogEntry `json:"log,omitempty"`
LogSeq int `json:"logSeq"` // last assigned entry sequence number
@@ -252,7 +265,7 @@ func New() *Game {
g := &Game{
ID: randomID(16),
Code: randomCode(),
Pack: DefaultPack,
Packs: []string{DefaultPack},
Phase: PhaseLobby,
WinnerSeat: -1,
}
@@ -260,6 +273,33 @@ func New() *Game {
return g
}
// gameJSON aliases Game so UnmarshalJSON can decode into it without recursing.
type gameJSON Game
// UnmarshalJSON decodes a persisted game, migrating states written before the
// game supported more than one pack (a single "pack" string) and before a
// round could hold more than one battle (a single "battle" object).
func (g *Game) UnmarshalJSON(data []byte) error {
aux := struct {
*gameJSON
LegacyPack string `json:"pack"`
LegacyBattle *BattleResult `json:"battle"`
}{gameJSON: (*gameJSON)(g)}
if err := json.Unmarshal(data, &aux); err != nil {
return err
}
if len(g.Packs) == 0 {
g.Packs = []string{cmp.Or(aux.LegacyPack, DefaultPack)}
}
if len(g.Battles) == 0 && aux.LegacyBattle != nil {
if len(aux.LegacyBattle.Seats) == 0 {
aux.LegacyBattle.Seats = []int{0, 1} // pre-pairing battles were always A vs B
}
g.Battles = []*BattleResult{aux.LegacyBattle}
}
return nil
}
// buildDecks (re)creates and shuffles the shop decks for the current pack.
// Called on creation and whenever the pack changes, so ShopDecks always match
// g.Pack and are ready the moment the game starts.
@@ -306,20 +346,19 @@ func (g *Game) AddBot(name string, level float64) (*Player, error) {
return p, nil
}
// SetPack changes the game's card pack during the lobby and rebuilds the shop
// decks to match. Only playable packs may be selected.
func (g *Game) SetPack(packID string) error {
// SetPacks changes the game's card packs during the lobby and rebuilds the
// shop decks to match. Only distinct, playable packs may be selected; how many
// are *required* depends on the final player count and is checked at start
// (see StartGame), so the host can pick packs and seats in either order.
func (g *Game) SetPacks(packIDs []string) error {
if g.Phase != PhaseLobby {
return fmt.Errorf("%w: game already started", ErrWrongPhase)
}
pack, ok := packByID(packID)
if !ok {
return fmt.Errorf("%w: unknown pack", ErrInvalidAction)
packs, err := validatePacks(packIDs)
if err != nil {
return err
}
if !pack.Playable {
return fmt.Errorf("%w: that pack isn't available yet", ErrInvalidAction)
}
g.Pack = pack.ID
g.Packs = packs
g.buildDecks()
return nil
}
@@ -344,23 +383,46 @@ func (g *Game) RemovePlayer(targetID string) error {
return nil
}
// StartGame begins the match from the lobby once enough players are seated.
// The shop decks are already built for g.Pack (see buildDecks); this just
// StartGame begins the match from the lobby once the seats and packs line up.
// The shop decks are already built for g.Packs (see buildDecks); this just
// validates and makes the transition.
func (g *Game) StartGame() error {
if g.Phase != PhaseLobby {
return fmt.Errorf("%w: game already started", ErrWrongPhase)
}
if len(g.Players) < MinPlayers {
n := len(g.Players)
if n < MinPlayers {
return fmt.Errorf("%w: need at least %d players to start", ErrInvalidAction, MinPlayers)
}
if pack, ok := packByID(g.Pack); !ok || !pack.Playable {
return fmt.Errorf("%w: that pack isn't available yet", ErrInvalidAction)
// Every round pairs players off, so the table has to be even. A lobby with
// an odd number of people fills the empty seat with a bot.
if !ValidPlayerCount(n) {
return fmt.Errorf("%w: %d players can't pair off — play with %s (add or remove a seat)",
ErrInvalidAction, n, joinCounts(PlayerCounts))
}
if _, err := validatePacks(g.Packs); err != nil {
return err
}
if need := PacksNeeded(n); len(g.Packs) < need {
return fmt.Errorf("%w: %d players needs at least %d packs shuffled together (%d selected)",
ErrInvalidAction, n, need, len(g.Packs))
}
g.start()
return nil
}
// joinCounts renders the legal player counts as "2, 4, or 6".
func joinCounts(counts []int) string {
parts := make([]string, len(counts))
for i, c := range counts {
parts[i] = fmt.Sprint(c)
}
if len(parts) < 2 {
return strings.Join(parts, "")
}
return strings.Join(parts[:len(parts)-1], ", ") + ", or " + parts[len(parts)-1]
}
// PlayerByID returns the player, or nil.
func (g *Game) PlayerByID(id string) *Player {
for _, p := range g.Players {
@@ -373,8 +435,16 @@ func (g *Game) PlayerByID(id string) *Player {
func (g *Game) start() {
g.Round = 1
// The priority token starts with a random seat.
g.PrioritySeat = randInt(len(g.Players))
// Two players share one token for both jobs, and it starts on a random
// seat. With more players the first-shopper token is a separate thing that
// simply starts at seat A and walks the table (see startShopRound), while
// each battle flips for its own first player.
if len(g.Players) == 2 {
g.PrioritySeat = randInt(len(g.Players))
} else {
g.PrioritySeat = 0
}
g.logf(-1, "🎴", "Game on — %d players, %s.", len(g.Players), PackNames(g.Packs))
g.startShopRound()
}
@@ -385,6 +455,12 @@ func (g *Game) startShopRound() {
g.Pending = nil
g.PendingReveal = nil
g.PendingSacrifice = nil
// With more than two players the first-shopper token starts on seat A and
// passes one seat along at the end of every round. (At two players it
// instead follows the battle results — see finalizeBattle.)
if len(g.Players) > 2 {
g.PrioritySeat = (g.Round - 1) % len(g.Players)
}
for _, p := range g.Players {
p.Coins = CoinsPerRound
p.Ready = false
@@ -1103,13 +1179,32 @@ func (g *Game) SubmitOrder(playerID string, orderedIDs []string) error {
return nil
}
// startBattle enters the battle phase and resolves it.
// startBattle enters the battle phase and resolves every pairing in it.
func (g *Game) startBattle() {
for _, p := range g.Players {
p.Ready = false
}
g.Phase = PhaseBattle
g.resolveBattle()
g.resolveBattles()
}
// seatName is a seat's display name, for log text.
func (g *Game) seatName(seat int) string {
if seat < 0 || seat >= len(g.Players) {
return "nobody"
}
return g.Players[seat].Name
}
// BattleFor returns the battle the given seat fought in the current round, or
// nil if there isn't one.
func (g *Game) BattleFor(seat int) *BattleResult {
for _, b := range g.Battles {
if b.Has(seat) {
return b
}
}
return nil
}
// AcknowledgeBattle marks the player done reviewing the battle. When all
@@ -1139,21 +1234,55 @@ func (g *Game) AcknowledgeBattle(playerID string) error {
return nil
}
// finish ends the game and decides the title. Most trophies wins. Ties are
// broken by counting back through the rounds as the rulebook asks: "if only
// one of the tied players won round 6, they are the winner. If still tied,
// look to round 5, etc." Players still level after every round has been
// considered had identical records and share the victory.
func (g *Game) finish() {
g.Phase = PhaseGameOver
best, bestSeat, tie := -1, -1, false
best := -1
for _, p := range g.Players {
switch {
case p.Trophies > best:
best, bestSeat, tie = p.Trophies, p.Seat, false
case p.Trophies == best:
tie = true
best = max(best, p.Trophies)
}
var tied []*Player
for _, p := range g.Players {
if p.Trophies == best {
tied = append(tied, p)
}
}
if tie {
g.WinnerSeat = -1
} else {
g.WinnerSeat = bestSeat
for round := MaxRounds; round > 0 && len(tied) > 1; round-- {
var won []*Player
for _, p := range tied {
if slices.Contains(p.RoundWins, round) {
won = append(won, p)
}
}
// A round only separates them if it split the field: if every remaining
// contender won it (or none did), it says nothing and we count back further.
if len(won) > 0 && len(won) < len(tied) {
tied = won
}
}
g.WinnerSeats = make([]int, len(tied))
for i, p := range tied {
g.WinnerSeats[i] = p.Seat
}
slices.Sort(g.WinnerSeats)
// WinnerSeat names an outright winner only; a shared title reads as -1.
g.WinnerSeat = -1
if len(g.WinnerSeats) == 1 {
g.WinnerSeat = g.WinnerSeats[0]
}
switch len(tied) {
case 1:
g.logf(tied[0].Seat, "👑", "%s wins the game with %d🏆!", tied[0].Name, best)
default:
names := make([]string, len(tied))
for i, p := range tied {
names[i] = p.Name
}
g.logf(-1, "🤝", "%s share the victory with %d🏆 each.", strings.Join(names, " and "), best)
}
}
+12 -4
View File
@@ -33,8 +33,16 @@ func TestLobbyManualStart(t *testing.T) {
if _, err := g.AddPlayer("Bob"); err != nil {
t.Fatal(err)
}
if _, err := g.AddPlayer("Carol"); err == nil {
t.Fatal("third player should be rejected while MaxPlayers=2")
// An odd table can't pair off, so a third player has to be matched by a
// fourth (or removed) before the host can start.
if _, err := g.AddPlayer("Carol"); err != nil {
t.Fatal(err)
}
if err := g.StartGame(); err == nil {
t.Fatal("start should be rejected with an odd number of players")
}
if err := g.RemovePlayer(g.Players[2].ID); err != nil {
t.Fatal(err)
}
// The lobby stays open until the host explicitly starts.
if g.Phase != PhaseLobby {
@@ -503,11 +511,11 @@ func TestFullGameFlow(t *testing.T) {
if g.Phase != PhaseBattle {
t.Fatalf("expected battle after both arrange, got %s", g.Phase)
}
if g.Battle.WinnerSeat != p1.Seat {
if g.Battles[0].WinnerSeat != p1.Seat {
t.Fatalf("round %d: seat 0 should win", round)
}
// The winner hands the token to the loser; a loser keeps it.
if wantPriority == g.Battle.WinnerSeat {
if wantPriority == g.Battles[0].WinnerSeat {
wantPriority = (wantPriority + 1) % len(g.Players)
}
for _, p := range g.Players {
+1 -1
View File
@@ -10,7 +10,7 @@ import "testing"
func goldenGame(t *testing.T) (*Game, *Player, *Player) {
t.Helper()
g := New()
g.Pack = "golden"
g.Packs = []string{"golden"}
g.buildDecks()
p1, err := g.AddPlayer("Alice")
if err != nil {
+415
View File
@@ -0,0 +1,415 @@
package game
import (
"fmt"
"slices"
"testing"
)
// pairKey names an unordered pairing, so a schedule can be checked for repeats
// regardless of which seat the book printed first.
func pairKey(m Matchup) string {
a, b := min(m[0], m[1]), max(m[0], m[1])
return fmt.Sprintf("%d-%d", a, b)
}
// TestPairingTablesAreWellFormed checks the transcribed rulebook tables against
// the properties they must have: every round seats everyone exactly once, and
// the opening rounds run a true round-robin (three rounds cover all six pairs
// at four players; five rounds cover all fifteen at six) before the schedule
// starts replaying earlier rounds to fill out the six.
func TestPairingTablesAreWellFormed(t *testing.T) {
for _, players := range PlayerCounts {
for round := 1; round <= MaxRounds; round++ {
ms := Pairings(players, round)
if len(ms) != players/2 {
t.Fatalf("%dp round %d: got %d battles, want %d", players, round, len(ms), players/2)
}
seen := map[int]bool{}
for _, m := range ms {
for _, seat := range m {
if seat < 0 || seat >= players {
t.Fatalf("%dp round %d: seat %d out of range", players, round, seat)
}
if seen[seat] {
t.Fatalf("%dp round %d: seat %d fights twice", players, round, seat)
}
seen[seat] = true
}
if m[0] == m[1] {
t.Fatalf("%dp round %d: seat %d paired with itself", players, round, m[0])
}
}
}
// The round-robin prefix: enough rounds to pair everyone with everyone,
// with no pairing used twice along the way.
robin := players - 1
if players == 2 {
robin = 1
}
distinct := map[string]bool{}
for round := 1; round <= robin; round++ {
for _, m := range Pairings(players, round) {
key := pairKey(m)
if distinct[key] {
t.Errorf("%dp: pairing %s repeats inside the first %d rounds", players, key, robin)
}
distinct[key] = true
}
}
if want := players * (players - 1) / 2; players > 2 && len(distinct) != want {
t.Errorf("%dp: first %d rounds cover %d pairings, want all %d", players, robin, len(distinct), want)
}
}
}
// TestOpponentOfMatchesPairings checks the seat-to-opponent lookup agrees with
// the table it reads, in both directions, for every seat and round.
func TestOpponentOfMatchesPairings(t *testing.T) {
for _, players := range PlayerCounts {
for round := 1; round <= MaxRounds; round++ {
for seat := range players {
opp := OpponentOf(players, round, seat)
if opp < 0 {
t.Fatalf("%dp round %d: seat %d has no opponent", players, round, seat)
}
if back := OpponentOf(players, round, opp); back != seat {
t.Errorf("%dp round %d: seat %d fights %d, but %d fights %d",
players, round, seat, opp, opp, back)
}
}
}
}
if got := OpponentOf(3, 1, 0); got != -1 {
t.Errorf("an unplayable table should have no pairings, got opponent %d", got)
}
}
// TestCombinedPacksShuffleTogether checks the rulebook's multi-pack rule: the
// packs' tier decks merge into one deck per tier, so a combined game's tier 1
// holds exactly the tier 1 cards of every pack chosen.
func TestCombinedPacksShuffleTogether(t *testing.T) {
sizeOf := func(packs ...string) []int {
g := &Game{Packs: packs}
g.buildShopDecks()
sizes := make([]int, MaxRounds)
for i, d := range g.ShopDecks {
sizes[i] = len(d)
}
return sizes
}
turtle, golden := sizeOf("turtle"), sizeOf("golden")
both := sizeOf("turtle", "golden")
for tier := range MaxRounds {
if want := turtle[tier] + golden[tier]; both[tier] != want {
t.Errorf("tier %d of the combined decks holds %d cards, want %d+%d=%d",
tier+1, both[tier], turtle[tier], golden[tier], want)
}
}
// Both packs' cards really are in the same deck, and every card is a
// distinct instance — two packs means two of everything, not shared IDs.
g := &Game{Packs: []string{"turtle", "golden"}}
g.buildShopDecks()
names, ids := map[string]bool{}, map[string]bool{}
for _, deck := range g.ShopDecks {
for _, c := range deck {
names[c.Name] = true
if ids[c.ID] {
t.Fatalf("duplicate card id %q across the combined decks", c.ID)
}
ids[c.ID] = true
}
}
for _, want := range []string{"Ant", "Cricket", "Groundhog", "Bulldog"} {
if !names[want] {
t.Errorf("combined Turtle+Golden decks are missing %s", want)
}
}
}
// TestStartGameRequiresEvenTableAndEnoughPacks pins the lobby rules: play
// happens in pairs, so the table must be even, and the rulebook asks for one
// pack per pair.
func TestStartGameRequiresEvenTableAndEnoughPacks(t *testing.T) {
newLobby := func(t *testing.T, players int, packs ...string) *Game {
t.Helper()
g := New()
if err := g.SetPacks(packs); err != nil {
t.Fatal(err)
}
for i := range players {
if _, err := g.AddPlayer(fmt.Sprintf("P%d", i)); err != nil {
t.Fatal(err)
}
}
return g
}
if err := newLobby(t, 3, "turtle", "golden").StartGame(); err == nil {
t.Error("three players can't pair off and should not start")
}
if err := newLobby(t, 5, "turtle", "golden", "unicorn").StartGame(); err == nil {
t.Error("five players can't pair off and should not start")
}
if err := newLobby(t, 4, "turtle").StartGame(); err == nil {
t.Error("four players on a single pack should not start")
}
if err := newLobby(t, 6, "turtle", "golden").StartGame(); err == nil {
t.Error("six players on two packs should not start")
}
if err := newLobby(t, 4, "turtle", "golden").StartGame(); err != nil {
t.Errorf("four players on two packs should start: %v", err)
}
if err := newLobby(t, 6, "turtle", "golden", "unicorn").StartGame(); err != nil {
t.Errorf("six players on three packs should start: %v", err)
}
// Two players may still combine packs if they want a deeper shop.
if err := newLobby(t, 2, "turtle", "unicorn").StartGame(); err != nil {
t.Errorf("two players should be free to combine packs: %v", err)
}
g := New()
if err := g.SetPacks([]string{"turtle", "turtle"}); err == nil {
t.Error("the same pack twice should be rejected")
}
if err := g.SetPacks(nil); err == nil {
t.Error("an empty pack selection should be rejected")
}
}
// TestMaxPlayersCapacity checks the lobby fills to six seats and no further.
func TestMaxPlayersCapacity(t *testing.T) {
g := New()
for i := range MaxPlayers {
if _, err := g.AddPlayer(fmt.Sprintf("P%d", i)); err != nil {
t.Fatalf("seating player %d: %v", i, err)
}
}
if _, err := g.AddPlayer("one too many"); err == nil {
t.Errorf("a %dth player should be turned away", MaxPlayers+1)
}
}
// startMulti builds a running game with the given number of seats, enough
// packs to cover it, and every player holding one plain pet so battles resolve.
func startMulti(t *testing.T, players int) *Game {
t.Helper()
g := New()
packs := []string{"turtle", "golden", "unicorn"}[:PacksNeeded(players)]
if err := g.SetPacks(packs); err != nil {
t.Fatal(err)
}
for i := range players {
if _, err := g.AddPlayer(fmt.Sprintf("P%d", i)); err != nil {
t.Fatal(err)
}
}
if err := g.StartGame(); err != nil {
t.Fatal(err)
}
return g
}
// playRound walks a started game through one full round: everyone passes the
// shop, submits their deck as-is, and acknowledges the battles.
func playRound(t *testing.T, g *Game) {
t.Helper()
for g.Phase == PhaseShop {
p := g.Players[g.Turn]
if err := g.Pass(p.ID); err != nil {
t.Fatalf("round %d: %s could not pass: %v", g.Round, p.Name, err)
}
}
if g.Phase != PhaseArrange {
t.Fatalf("round %d: shop should hand off to arrange, got %s", g.Round, g.Phase)
}
for _, p := range g.Players {
ids := make([]string, len(p.Deck))
for i, c := range p.Deck {
ids[i] = c.ID
}
if err := g.SubmitOrder(p.ID, ids); err != nil {
t.Fatalf("round %d: %s could not submit: %v", g.Round, p.Name, err)
}
}
if g.Phase != PhaseBattle {
t.Fatalf("round %d: arrange should hand off to battle, got %s", g.Round, g.Phase)
}
for _, p := range g.Players {
if err := g.AcknowledgeBattle(p.ID); err != nil {
t.Fatalf("round %d: %s could not acknowledge: %v", g.Round, p.Name, err)
}
}
}
// TestMultiplayerRoundFightsEveryPairing plays 4- and 6-player games end to end
// and checks each round resolves exactly the scheduled battles, that every
// player is in exactly one of them, and that the trophies handed out match the
// results recorded.
func TestMultiplayerRoundFightsEveryPairing(t *testing.T) {
for _, players := range []int{4, 6} {
t.Run(fmt.Sprintf("%dp", players), func(t *testing.T) {
g := startMulti(t, players)
awarded := make([]int, players)
for round := 1; round <= MaxRounds; round++ {
if g.Round != round {
t.Fatalf("expected round %d, got %d", round, g.Round)
}
want := Pairings(players, round)
playRound(t, g)
if len(g.Battles) != len(want) {
t.Fatalf("round %d resolved %d battles, want %d", round, len(g.Battles), len(want))
}
fought := map[int]bool{}
for i, b := range g.Battles {
if len(b.Seats) != 2 {
t.Fatalf("round %d battle %d has %d seats", round, i, len(b.Seats))
}
if got, wantKey := pairKey(Matchup{b.Seats[0], b.Seats[1]}), pairKey(want[i]); got != wantKey {
t.Errorf("round %d battle %d paired %s, want %s", round, i, got, wantKey)
}
for _, seat := range b.Seats {
if fought[seat] {
t.Errorf("round %d: seat %d fought twice", round, seat)
}
fought[seat] = true
}
if b.WinnerSeat >= 0 {
if !b.Has(b.WinnerSeat) {
t.Errorf("round %d: winner seat %d wasn't in the battle", round, b.WinnerSeat)
}
awarded[b.WinnerSeat] += b.Trophies
}
}
if len(fought) != players {
t.Errorf("round %d: %d of %d players fought", round, len(fought), players)
}
}
if g.Phase != PhaseGameOver {
t.Fatalf("game should be over after %d rounds, got %s", MaxRounds, g.Phase)
}
for _, p := range g.Players {
if p.Trophies != awarded[p.Seat] {
t.Errorf("%s holds %d trophies, but won %d", p.Name, p.Trophies, awarded[p.Seat])
}
if len(p.RoundWins) != countWins(g, p.Seat) {
t.Errorf("%s recorded %d round wins, want %d", p.Name, len(p.RoundWins), countWins(g, p.Seat))
}
}
})
}
}
// countWins is an independent tally of a seat's round wins, read back off the
// event log rather than the player record it is checking.
func countWins(g *Game, seat int) int {
n := 0
for _, e := range g.Log {
if e.Kind == LogResult && e.Seat == seat {
n++
}
}
return n
}
// TestFirstShopperTokenWalksTheTable checks the multiplayer shop order: the
// token starts on seat A and passes one seat along at the end of every round,
// and the round's shopping starts with whoever holds it.
func TestFirstShopperTokenWalksTheTable(t *testing.T) {
g := startMulti(t, 4)
for round := 1; round <= MaxRounds; round++ {
want := (round - 1) % len(g.Players)
if g.PrioritySeat != want {
t.Errorf("round %d: first shopper is seat %d, want %d", round, g.PrioritySeat, want)
}
if g.Turn != want {
t.Errorf("round %d: shopping starts at seat %d, want %d", round, g.Turn, want)
}
playRound(t, g)
}
}
// TestTieBreakCountsBackFromTheLastRound pins the rulebook's tie-break: level
// on trophies, the title goes to whoever won the latest round that separates
// them; identical records share it.
func TestTieBreakCountsBackFromTheLastRound(t *testing.T) {
// finishWith runs finish() over a table whose trophies and round wins are
// set directly, which is the only state the tie-break reads.
finishWith := func(records ...[]int) *Game {
g := &Game{Phase: PhaseBattle, Round: MaxRounds, WinnerSeat: -1}
for i, wins := range records {
trophies := 0
for _, r := range wins {
trophies++
if r == MaxRounds {
trophies++ // the final round is worth double
}
}
g.Players = append(g.Players, &Player{
Name: string(rune('A' + i)), Seat: i, Trophies: trophies, RoundWins: wins,
})
}
g.finish()
return g
}
// Different trophy counts need no tie-break at all.
if g := finishWith([]int{1, 2}, []int{3}); g.WinnerSeat != 0 {
t.Errorf("most trophies should win outright, got seat %d", g.WinnerSeat)
}
// Level on trophies: seat 1 took the final round, so it takes the title.
g := finishWith([]int{1, 2, 3}, []int{1, 2, MaxRounds})
if g.WinnerSeat != 1 {
t.Errorf("the round-%d winner should break the tie, got seat %d", MaxRounds, g.WinnerSeat)
}
// Neither won the last round, so the countback keeps going: both won round
// 3, which separates nobody, and round 2 decides it.
g = finishWith([]int{2, 3}, []int{1, 3})
if g.WinnerSeat != 0 {
t.Errorf("countback should reach round 2 and pick seat 0, got seat %d", g.WinnerSeat)
}
// Identical records share the victory.
g = finishWith([]int{1, 3}, []int{1, 3}, []int{2})
if g.WinnerSeat != -1 {
t.Errorf("an unbreakable tie should have no outright winner, got seat %d", g.WinnerSeat)
}
if want := []int{0, 1}; !slices.Equal(g.WinnerSeats, want) {
t.Errorf("shared victory listed %v, want %v", g.WinnerSeats, want)
}
}
// TestViewShowsEveryTableButKeepsSecrets checks a player's view of a six-player
// round: all three battles are public and replayable, their own is singled out,
// and nobody else's hand leaks.
func TestViewShowsEveryTableButKeepsSecrets(t *testing.T) {
g := startMulti(t, 6)
playRound(t, g)
me := g.Players[2]
v := g.ViewFor(me.ID)
if len(v.Battles) != 3 {
t.Fatalf("view shows %d battles, want all 3", len(v.Battles))
}
if v.Battle == nil || !v.Battle.Has(me.Seat) {
t.Fatal("the view should single out the battle the viewer fought")
}
for _, b := range v.Battles {
if len(b.Lineups) != 2 {
t.Errorf("a battle result should carry both sides' lineups, got %d", len(b.Lineups))
}
}
for _, pv := range v.Players {
if pv.Seat != me.Seat && pv.Deck != nil {
t.Errorf("seat %d's hand leaked into seat %d's view", pv.Seat, me.Seat)
}
}
// The pairings are printed in the rulebook, so they're public.
if v.YourOpponent != OpponentOf(6, v.Round, me.Seat) {
t.Errorf("view names opponent %d, schedule says %d", v.YourOpponent, OpponentOf(6, v.Round, me.Seat))
}
}
+75
View File
@@ -1,5 +1,10 @@
package game
import (
"fmt"
"strings"
)
// Card packs are the selectable sets of pets and food a game is played with.
// Turtle, Golden, and Unicorn all ship with full six-tier card data.
@@ -31,3 +36,73 @@ func packByID(id string) (PackInfo, bool) {
}
return PackInfo{}, false
}
// PacksNeeded is how many packs a game must combine to seat n players: the
// rulebook asks for at least 2 packs at 4 players and 3 at 6, i.e. one per
// pair. More packs than the minimum are always allowed — a deeper shop just
// means fewer repeated pets.
func PacksNeeded(players int) int {
if players < MinPlayers {
return 1
}
return players / 2
}
// sortPacks puts a pack selection into catalog order, so the same choice
// always reads the same way in views and logs.
func sortPacks(ids []string) []string {
out := make([]string, 0, len(ids))
for _, p := range Packs {
for _, id := range ids {
if id == p.ID {
out = append(out, p.ID)
break
}
}
}
return out
}
// validatePacks checks a pack selection: non-empty, known, playable, and free
// of duplicates. It returns the selection in catalog order.
func validatePacks(ids []string) ([]string, error) {
if len(ids) == 0 {
return nil, fmt.Errorf("%w: pick at least one pack", ErrInvalidAction)
}
seen := map[string]bool{}
for _, id := range ids {
pack, ok := packByID(id)
if !ok {
return nil, fmt.Errorf("%w: unknown pack %q", ErrInvalidAction, id)
}
if !pack.Playable {
return nil, fmt.Errorf("%w: the %s isn't available yet", ErrInvalidAction, pack.Name)
}
if seen[id] {
return nil, fmt.Errorf("%w: %s is selected twice", ErrInvalidAction, pack.Name)
}
seen[id] = true
}
return sortPacks(ids), nil
}
// PackNames renders a pack selection as a readable list ("Turtle Pack and
// Golden Pack") for log lines.
func PackNames(ids []string) string {
names := make([]string, 0, len(ids))
for _, id := range ids {
if p, ok := packByID(id); ok {
names = append(names, p.Name)
}
}
switch len(names) {
case 0:
return "no packs"
case 1:
return names[0]
case 2:
return names[0] + " and " + names[1]
default:
return strings.Join(names[:len(names)-1], ", ") + ", and " + names[len(names)-1]
}
}
+87
View File
@@ -0,0 +1,87 @@
package game
// Battle pairings for multiplayer games ("4 & 6 Player Mode" in the rulebook).
//
// Every round, players split into pairs and each pair fights its own battle.
// The pairings are a fixed table printed in the book — seats are lettered
// A, B, C… in seat order, so seat 0 is A. Both tables are transcribed
// literally rather than generated: each is a round-robin that runs out of
// fresh pairings before six rounds are up (three rounds exhaust four players,
// five rounds exhaust six), and the book's choice of which earlier rounds to
// replay for the remainder is a decision, not something a generator would
// reproduce.
// Matchup is one battle: the two seats that fight it. The order is the printed
// order and carries no meaning on its own — the first player of each battle is
// decided separately (a coin flip; see Game.startBattles).
type Matchup [2]int
// pairingTables maps a player count to its per-round pairings, indexed by
// round-1. Two players is the degenerate case: one pairing, every round.
var pairingTables = map[int][MaxRounds][]Matchup{
2: {
{{0, 1}}, // R1 A/B
{{0, 1}}, // R2 A/B
{{0, 1}}, // R3 A/B
{{0, 1}}, // R4 A/B
{{0, 1}}, // R5 A/B
{{0, 1}}, // R6 A/B
},
4: {
{{0, 1}, {2, 3}}, // R1 A/B C/D
{{0, 2}, {1, 3}}, // R2 A/C B/D
{{0, 3}, {1, 2}}, // R3 A/D B/C
{{0, 1}, {2, 3}}, // R4 A/B C/D
{{0, 2}, {1, 3}}, // R5 A/C B/D
{{0, 3}, {1, 2}}, // R6 A/D B/C
},
6: {
{{0, 1}, {2, 3}, {4, 5}}, // R1 A/B C/D E/F
{{0, 2}, {1, 4}, {3, 5}}, // R2 A/C B/E D/F
{{0, 3}, {1, 5}, {2, 4}}, // R3 A/D B/F C/E
{{0, 4}, {1, 3}, {2, 5}}, // R4 A/E B/D C/F
{{0, 5}, {1, 2}, {3, 4}}, // R5 A/F B/C D/E
{{0, 1}, {2, 3}, {4, 5}}, // R6 A/B C/D E/F
},
}
// PlayerCounts lists the player counts a game can be played at, in order. The
// game needs an even number of players so everyone has an opponent every
// round; a lobby with an odd number of humans fills the gap with bots.
var PlayerCounts = []int{2, 4, 6}
// ValidPlayerCount reports whether n players can start a game.
func ValidPlayerCount(n int) bool {
_, ok := pairingTables[n]
return ok
}
// Pairings returns the battles for a round (1-based) at the given player
// count, or nil if either is out of range. The returned slice is shared table
// data — treat it as read-only.
func Pairings(players, round int) []Matchup {
table, ok := pairingTables[players]
if !ok || round < 1 || round > MaxRounds {
return nil
}
return table[round-1]
}
// OpponentOf returns the seat that `seat` fights in the given round, or -1 if
// it has no battle (which the fixed tables never produce for a valid count).
func OpponentOf(players, round, seat int) int {
for _, m := range Pairings(players, round) {
switch seat {
case m[0]:
return m[1]
case m[1]:
return m[0]
}
}
return -1
}
// Pairings returns this round's battle pairings for the game's player count.
func (g *Game) Pairings() []Matchup {
return Pairings(len(g.Players), g.Round)
}
+19 -17
View File
@@ -1,15 +1,15 @@
package game
// SimulateBattle resolves a hypothetical two-player battle between the given
// arranged decks (top of deck first) and returns the result. It runs on a
// scratch game, so it never touches real state — callers (notably the AI
// player) can roll out as many what-if battles as they like. Dice rolls are
// random unless rollDie is non-nil.
func SimulateBattle(round, prioritySeat int, deckA, deckB []Card, rollDie func() int) *BattleResult {
// SimulateBattle resolves a hypothetical battle between the given arranged
// decks (top of deck first) and returns the result. deckA sits at seat 0 and
// deckB at seat 1; firstSeat (0 or 1) is the one holding priority. It runs on
// a scratch game and awards nothing, so it never touches real state — callers
// (notably the AI player) can roll out as many what-if battles as they like.
// Dice rolls are random unless rollDie is non-nil.
func SimulateBattle(round, firstSeat int, deckA, deckB []Card, rollDie func() int) *BattleResult {
g := &Game{
Round: round,
PrioritySeat: prioritySeat,
RollDie: rollDie,
Round: round,
RollDie: rollDie,
// Cards minted during the simulation (apples, bees) get IDs far away
// from real ones, purely to avoid confusion when reading results.
NextCardID: 1_000_000,
@@ -18,22 +18,24 @@ func SimulateBattle(round, prioritySeat int, deckA, deckB []Card, rollDie func()
{Name: "B", Seat: 1, Deck: append([]Card(nil), deckB...)},
},
}
g.startBattle()
return g.Battle
if firstSeat == 1 {
return g.runBattle(1, 0)
}
return g.runBattle(0, 1)
}
// TierContents returns the full printed contents of a tier's shop deck for the
// default pack. Cards carry placeholder IDs; they are reference data, not live
// instances.
func TierContents(tier int) []Card {
return TierContentsForPack(DefaultPack, tier)
return TierContentsForPacks([]string{DefaultPack}, tier)
}
// TierContentsForPack returns a pack's printed tier contents — public
// information from the box. Used by the AI, which decides from a View that
// names its pack.
func TierContentsForPack(pack string, tier int) []Card {
scratch := &Game{Pack: pack}
// TierContentsForPacks returns the printed tier contents of a pack selection,
// combined the way the shop decks combine them — public information from the
// boxes. Used by the AI, which decides from a View that names its packs.
func TierContentsForPacks(packs []string, tier int) []Card {
scratch := &Game{Packs: packs}
scratch.buildShopDecks()
if tier < 1 || tier > len(scratch.ShopDecks) {
return nil
+1 -1
View File
@@ -603,7 +603,7 @@ func TestSnakeRecurringRocks(t *testing.T) {
func TestWolverineStealsApples(t *testing.T) {
g, _, _ := testGame(t)
res := forceBattle(t, g,
[]Card{g.pet("Chip", 4), g.realPet(t, "Wolverine")}, // wolverine: 5
[]Card{g.pet("Chip", 4), g.realPet(t, "Wolverine")}, // wolverine: 5
[]Card{g.newApple(), g.newApple(), g.newApple(), g.newApple(), g.pet("Hoard", 2)}, // 2+4=6
)
// Chip (4) dies to Hoard (6); Hoard carries 4 damage (2 health).
+1 -1
View File
@@ -9,7 +9,7 @@ import "testing"
func unicornGame(t *testing.T) (*Game, *Player, *Player) {
t.Helper()
g := New()
g.Pack = "unicorn"
g.Packs = []string{"unicorn"}
g.buildDecks()
p1, err := g.AddPlayer("Alice")
if err != nil {
+69 -29
View File
@@ -3,16 +3,19 @@ package game
// PlayerView is what any player may know about a seat. Deck contents are
// only included for the viewer's own seat; opponents see counts.
type PlayerView struct {
ID string `json:"id"`
Name string `json:"name"`
Seat int `json:"seat"`
Coins int `json:"coins"`
Trophies int `json:"trophies"`
Ready bool `json:"ready"`
Connected bool `json:"connected"`
IsBot bool `json:"isBot,omitempty"`
DeckSize int `json:"deckSize"`
PetCount int `json:"petCount"`
ID string `json:"id"`
Name string `json:"name"`
Seat int `json:"seat"`
Coins int `json:"coins"`
Trophies int `json:"trophies"`
// RoundWins are the rounds this player won a battle in. Public — every
// result is — and what the end-of-game countback tie-break runs on.
RoundWins []int `json:"roundWins,omitempty"`
Ready bool `json:"ready"`
Connected bool `json:"connected"`
IsBot bool `json:"isBot,omitempty"`
DeckSize int `json:"deckSize"`
PetCount int `json:"petCount"`
// Avocados is the player's set-aside Avocado token count (Golden pack).
// Public: buying an Avocado is a public shop event.
Avocados int `json:"avocados,omitempty"`
@@ -40,21 +43,31 @@ type View struct {
Round int `json:"round"`
MaxRounds int `json:"maxRounds"`
MaxPets int `json:"maxPets"`
// Pack is the selected card pack; Packs is the catalog of choices for the
// lobby. HostSeat is the seat that controls the lobby (always 0 for now);
// MinPlayers is how many seats must be filled before the host can start.
Pack string `json:"pack"`
Packs []PackInfo `json:"packs"`
HostSeat int `json:"hostSeat"`
MinPlayers int `json:"minPlayers"`
MaxPlayers int `json:"maxPlayers"`
YouSeat int `json:"youSeat"`
Turn int `json:"turn"`
// PrioritySeat is the seat currently holding the priority token.
// Packs are the selected card packs, whose tiers shuffle together;
// PackCatalog is the list of choices for the lobby and PacksNeeded is how
// many the current table size requires. HostSeat is the seat that controls
// the lobby (always 0 for now); PlayerCounts lists the table sizes a game
// can start at.
Packs []string `json:"packs"`
PackCatalog []PackInfo `json:"packCatalog"`
PacksNeeded int `json:"packsNeeded"`
HostSeat int `json:"hostSeat"`
MinPlayers int `json:"minPlayers"`
MaxPlayers int `json:"maxPlayers"`
PlayerCounts []int `json:"playerCounts"`
YouSeat int `json:"youSeat"`
Turn int `json:"turn"`
// PrioritySeat is the seat holding the first-shopper token: it shops first
// this round (and, in a two-player game, also acts first in the battle).
PrioritySeat int `json:"prioritySeat"`
ShopRow []Card `json:"shopRow"`
DeckCounts []int `json:"deckCounts"` // remaining shop cards per tier
Players []PlayerView `json:"players"`
// Matchups are this round's battle pairings — public, since the schedule is
// printed in the rulebook. YourOpponent is the seat you face this round, or
// -1 outside a running game.
Matchups []Matchup `json:"matchups,omitempty"`
YourOpponent int `json:"yourOpponent"`
// Pending is included for everyone so opponents see a trade is in
// progress, but the revealed options are only shown to the trader.
Pending *PendingTrade `json:"pending,omitempty"`
@@ -65,8 +78,14 @@ type View struct {
// PendingSacrifice (Unicorn pack: Water of Youth) mirrors PendingReveal: the
// options (the buyer's own pets) are only sent to the buyer.
PendingSacrifice *PendingSacrifice `json:"pendingSacrifice,omitempty"`
Battle *BattleResult `json:"battle,omitempty"`
WinnerSeat int `json:"winnerSeat"`
// Battle is the viewer's own battle this round; Battles holds every table's,
// so a player can replay any of them. Both are public once resolved.
Battle *BattleResult `json:"battle,omitempty"`
Battles []*BattleResult `json:"battles,omitempty"`
// WinnerSeat is the outright winner at gameover (-1 when shared);
// WinnerSeats lists everyone holding the title.
WinnerSeat int `json:"winnerSeat"`
WinnerSeats []int `json:"winnerSeats,omitempty"`
// Log is the shared, public event log shown across every phase.
Log []LogEntry `json:"log,omitempty"`
// Debug is set by the server when its DEBUG flag is on, unlocking the
@@ -83,16 +102,21 @@ func (g *Game) ViewFor(playerID string) View {
Round: g.Round,
MaxRounds: MaxRounds,
MaxPets: MaxPets,
Pack: g.Pack,
Packs: Packs,
Packs: g.packList(),
PackCatalog: Packs,
PacksNeeded: PacksNeeded(len(g.Players)),
HostSeat: 0,
MinPlayers: MinPlayers,
MaxPlayers: MaxPlayers,
PlayerCounts: PlayerCounts,
YouSeat: -1,
YourOpponent: -1,
Turn: g.Turn,
PrioritySeat: g.PrioritySeat,
ShopRow: g.ShopRow,
WinnerSeat: g.WinnerSeat,
WinnerSeats: g.WinnerSeats,
Matchups: g.Pairings(),
Log: g.Log,
}
for _, deck := range g.ShopDecks {
@@ -105,6 +129,7 @@ func (g *Game) ViewFor(playerID string) View {
Seat: p.Seat,
Coins: p.Coins,
Trophies: p.Trophies,
RoundWins: p.RoundWins,
Ready: p.Ready,
Connected: p.Connected,
IsBot: p.IsBot,
@@ -115,6 +140,7 @@ func (g *Game) ViewFor(playerID string) View {
}
if p.ID == playerID {
v.YouSeat = p.Seat
v.YourOpponent = OpponentOf(len(g.Players), g.Round, p.Seat)
pv.Deck = p.Deck
pv.FirstBuyFree = p.FirstBuyFree
pv.BuysThisRound = p.BuysThisRound
@@ -144,9 +170,23 @@ func (g *Game) ViewFor(playerID string) View {
}
v.PendingSacrifice = &sac
}
// Battle results (lineups, events) are public once resolved. Keep the
// battle around during the following shop phase too, so late joiners /
// reconnects can still see the last result.
v.Battle = g.Battle
// Battle results (lineups, events) are public once resolved — every table's,
// not just your own, so players can watch how the rest of the field did.
// They stay around during the following shop phase too, so late joiners /
// reconnects can still see the last round.
v.Battles = g.Battles
if v.YouSeat >= 0 {
v.Battle = g.BattleFor(v.YouSeat)
}
return v
}
// PlayerView returns the view of one seat within a View, or nil.
func (v *View) PlayerView(seat int) *PlayerView {
for i := range v.Players {
if v.Players[i].Seat == seat {
return &v.Players[i]
}
}
return nil
}
+110
View File
@@ -96,3 +96,113 @@ func TestE2EBotGame(t *testing.T) {
}
t.Logf("reached phase %s; bot played its shop turns", v.Phase)
}
// TestE2EFourPlayerBotGame runs a four-seat game (one human, three bots) over
// the API and plays a full round. It's the multiplayer counterpart to
// TestE2EBotGame: the bot driver has to keep three seats moving through a
// shop that takes turns four ways, and the round has to resolve two battles at
// once rather than one.
func TestE2EFourPlayerBotGame(t *testing.T) {
st, err := store.Open(t.TempDir())
if err != nil {
t.Fatal(err)
}
defer st.Close()
srv := New(st, "", false)
ts := httptest.NewServer(srv.Handler())
defer ts.Close()
ctx, cancel := context.WithTimeout(context.Background(), 3*time.Minute)
defer cancel()
resp, err := http.Post(ts.URL+"/api/games", "application/json",
bytes.NewBufferString(`{"name":"Human"}`))
if err != nil {
t.Fatal(err)
}
var join joinResponse
if err := json.NewDecoder(resp.Body).Decode(&join); err != nil {
t.Fatal(err)
}
resp.Body.Close()
wsBase := "ws" + strings.TrimPrefix(ts.URL, "http")
ws, _, err := websocket.Dial(ctx,
wsBase+"/api/ws?game="+join.GameID+"&player="+join.PlayerID+"&token="+join.Token, nil)
if err != nil {
t.Fatal(err)
}
defer ws.Close(websocket.StatusNormalClosure, "")
if p := readState(t, ctx, ws).Phase; p != game.PhaseLobby {
t.Fatalf("phase = %s, want lobby on create", p)
}
// Four seats need two packs shuffled together, per the rulebook.
send(t, ctx, ws, map[string]any{"type": "setPacks", "packs": []string{"turtle", "golden"}})
for _, level := range []string{"easy", "medium", "hard"} {
send(t, ctx, ws, map[string]any{"type": "addBot", "difficulty": level})
}
send(t, ctx, ws, map[string]any{"type": "start"})
var v *game.View
deadline := time.Now().Add(2 * time.Minute)
for time.Now().Before(deadline) {
rctx, rcancel := context.WithTimeout(ctx, 20*time.Second)
v = readState(t, rctx, ws)
rcancel()
if v.Phase == game.PhaseLobby {
continue
}
if len(v.Players) != 4 {
t.Fatalf("expected 4 seats, got %d", len(v.Players))
}
// Play the human side: pass as soon as it's our turn, then submit our
// deck as-is. The round can only progress if the three bots take their
// own turns around us.
switch v.Phase {
case game.PhaseShop:
if v.Turn == v.YouSeat && !v.Players[v.YouSeat].Ready && v.Pending == nil &&
v.PendingReveal == nil && v.PendingSacrifice == nil {
send(t, ctx, ws, map[string]any{"type": "pass"})
}
case game.PhaseArrange:
if !v.Players[v.YouSeat].Ready {
ids := []string{}
for _, c := range v.Players[v.YouSeat].Deck {
ids = append(ids, c.ID)
}
send(t, ctx, ws, map[string]any{"type": "arrange", "order": ids})
}
case game.PhaseBattle:
goto resolved
}
}
t.Fatalf("never reached the battle phase; stuck in %s", v.Phase)
resolved:
// Every bot name should be distinct, or the table is unreadable.
names := map[string]bool{}
for _, p := range v.Players {
if names[p.Name] {
t.Errorf("two seats are both called %q", p.Name)
}
names[p.Name] = true
}
// Four players pair into two simultaneous battles, together seating everyone.
if len(v.Battles) != 2 {
t.Fatalf("round resolved %d battles, want 2", len(v.Battles))
}
fought := map[int]bool{}
for _, b := range v.Battles {
for _, seat := range b.Seats {
fought[seat] = true
}
}
if len(fought) != 4 {
t.Errorf("%d of 4 seats fought this round", len(fought))
}
if v.Battle == nil || !v.Battle.Has(v.YouSeat) {
t.Error("the view should single out the battle the human fought")
}
t.Logf("four-player round resolved: %d battles, seats %v", len(v.Battles), fought)
}
+38 -13
View File
@@ -2,6 +2,7 @@ package server
import (
"errors"
"fmt"
"log/slog"
"math/rand/v2"
"time"
@@ -10,19 +11,23 @@ import (
"github.com/greyson/super-auto-pets-board-game/internal/game"
)
// botDifficulty maps the API's difficulty names to a skill level and a
// table name for the bot. The levels are calibrated against a competent
// player (ai.competentLevel, ~0.60): easy loses ~95% of games to them, medium
// is an even match, and hard wins ~80% (see TestDiagWinRateCurve). Medium is
// pinned to the competent level itself; hard is the strongest bot the engine
// can field.
// botDifficulty maps the API's difficulty names to a skill level and a pool of
// table names. The levels are calibrated against a competent player
// (ai.competentLevel, ~0.60): easy loses ~95% of games to them, medium is an
// even match, and hard wins ~80% (see TestDiagWinRateCurve). Medium is pinned
// to the competent level itself; hard is the strongest bot the engine can
// field.
//
// A table can hold up to five bots, so each difficulty carries a list of names
// rather than one: the first unused name is taken, keeping every seat
// distinguishable while the name still hints at how hard it plays.
var botDifficulty = map[string]struct {
level float64
name string
names []string
}{
"easy": {0.25, "Robo Rookie"},
"medium": {0.60, "Robo Rival"},
"hard": {1.00, "Robo Ace"},
"easy": {0.25, []string{"Robo Rookie", "Bitsy", "Clunk", "Pip", "Sprocket"}},
"medium": {0.60, []string{"Robo Rival", "Gizmo", "Widget", "Rusty", "Cogsworth"}},
"hard": {1.00, []string{"Robo Ace", "Vex", "Apex", "Onyx", "Zenith"}},
}
// requireHost authorizes a lobby-management action: only the host (seat 0)
@@ -36,17 +41,37 @@ func requireHost(g *game.Game, playerID string) error {
}
// addBot seats a computer opponent for a difficulty name, translating the
// name to the engine's skill level. Capacity and phase are enforced by the
// engine's AddPlayer.
// name to the engine's skill level and giving it a name nobody at the table is
// already using. Capacity and phase are enforced by the engine's AddPlayer.
func addBot(g *game.Game, difficulty string) error {
bot, ok := botDifficulty[difficulty]
if !ok {
return errors.New("unknown bot difficulty")
}
_, err := g.AddBot(bot.name, bot.level)
_, err := g.AddBot(botName(g, bot.names), bot.level)
return err
}
// botName picks the first name in the pool that no seat has taken. If a host
// somehow exhausts the pool, it falls back to numbering the first name.
func botName(g *game.Game, pool []string) string {
taken := make(map[string]bool, len(g.Players))
for _, p := range g.Players {
taken[p.Name] = true
}
for _, name := range pool {
if !taken[name] {
return name
}
}
for n := 2; ; n++ {
name := fmt.Sprintf("%s %d", pool[0], n)
if !taken[name] {
return name
}
}
}
// commitLocked is the one path every game mutation goes through: bots update
// their memories from the new public state, the game is persisted, every
// client gets its view, and the next bot move (if any) is scheduled. Callers
+15 -6
View File
@@ -51,14 +51,23 @@ func (s *Server) Handler() http.Handler {
return mux
}
// handleCatalog returns every card in a pack (?pack=…, default Turtle), for the
// debug panel. Unknown packs fall back to the default.
// handleCatalog returns every card in the requested packs, for the debug panel
// and the event log's card previews. Packs come as a repeated or
// comma-separated ?pack= parameter and default to Turtle; unknown ids fall back
// to the default pack's cards.
func (s *Server) handleCatalog(w http.ResponseWriter, req *http.Request) {
pack := req.URL.Query().Get("pack")
if pack == "" {
pack = game.DefaultPack
var packs []string
for _, v := range req.URL.Query()["pack"] {
for _, id := range strings.Split(v, ",") {
if id = strings.TrimSpace(id); id != "" {
packs = append(packs, id)
}
}
}
writeJSON(w, game.CatalogForPack(pack))
if len(packs) == 0 {
packs = []string{game.DefaultPack}
}
writeJSON(w, game.CatalogForPacks(packs))
}
// room is one live game plus its connections.
+3 -3
View File
@@ -28,7 +28,7 @@ type clientMessage struct {
Pick int `json:"pick"` // tradeChoose
Order []string `json:"order"` // arrange
Name string `json:"name"` // debugAdd
Pack string `json:"pack"` // setPack
Packs []string `json:"packs"` // setPacks
Difficulty string `json:"difficulty"` // addBot
Target string `json:"target"` // removePlayer (player ID)
Card string `json:"card"` // revealChoose (Cockatoo): pet card id
@@ -123,9 +123,9 @@ func (s *Server) apply(r *room, c *client, msg clientMessage) {
g := r.game
var err error
switch msg.Type {
case "setPack":
case "setPacks":
if err = requireHost(g, c.playerID); err == nil {
err = g.SetPack(msg.Pack)
err = g.SetPacks(msg.Packs)
}
case "addBot":
if err = requireHost(g, c.playerID); err == nil {