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
+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
}