Add support for up to 6 players.
This commit is contained in:
@@ -96,3 +96,113 @@ func TestE2EBotGame(t *testing.T) {
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}
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t.Logf("reached phase %s; bot played its shop turns", v.Phase)
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}
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// TestE2EFourPlayerBotGame runs a four-seat game (one human, three bots) over
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// the API and plays a full round. It's the multiplayer counterpart to
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// TestE2EBotGame: the bot driver has to keep three seats moving through a
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// shop that takes turns four ways, and the round has to resolve two battles at
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// once rather than one.
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func TestE2EFourPlayerBotGame(t *testing.T) {
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st, err := store.Open(t.TempDir())
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if err != nil {
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t.Fatal(err)
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}
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defer st.Close()
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srv := New(st, "", false)
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ts := httptest.NewServer(srv.Handler())
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defer ts.Close()
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ctx, cancel := context.WithTimeout(context.Background(), 3*time.Minute)
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defer cancel()
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resp, err := http.Post(ts.URL+"/api/games", "application/json",
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bytes.NewBufferString(`{"name":"Human"}`))
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if err != nil {
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t.Fatal(err)
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}
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var join joinResponse
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if err := json.NewDecoder(resp.Body).Decode(&join); err != nil {
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t.Fatal(err)
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}
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resp.Body.Close()
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wsBase := "ws" + strings.TrimPrefix(ts.URL, "http")
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ws, _, err := websocket.Dial(ctx,
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wsBase+"/api/ws?game="+join.GameID+"&player="+join.PlayerID+"&token="+join.Token, nil)
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if err != nil {
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t.Fatal(err)
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}
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defer ws.Close(websocket.StatusNormalClosure, "")
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if p := readState(t, ctx, ws).Phase; p != game.PhaseLobby {
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t.Fatalf("phase = %s, want lobby on create", p)
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}
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// Four seats need two packs shuffled together, per the rulebook.
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send(t, ctx, ws, map[string]any{"type": "setPacks", "packs": []string{"turtle", "golden"}})
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for _, level := range []string{"easy", "medium", "hard"} {
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send(t, ctx, ws, map[string]any{"type": "addBot", "difficulty": level})
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}
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send(t, ctx, ws, map[string]any{"type": "start"})
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var v *game.View
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deadline := time.Now().Add(2 * time.Minute)
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for time.Now().Before(deadline) {
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rctx, rcancel := context.WithTimeout(ctx, 20*time.Second)
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v = readState(t, rctx, ws)
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rcancel()
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if v.Phase == game.PhaseLobby {
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continue
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}
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if len(v.Players) != 4 {
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t.Fatalf("expected 4 seats, got %d", len(v.Players))
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}
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// Play the human side: pass as soon as it's our turn, then submit our
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// deck as-is. The round can only progress if the three bots take their
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// own turns around us.
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switch v.Phase {
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case game.PhaseShop:
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if v.Turn == v.YouSeat && !v.Players[v.YouSeat].Ready && v.Pending == nil &&
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v.PendingReveal == nil && v.PendingSacrifice == nil {
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send(t, ctx, ws, map[string]any{"type": "pass"})
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}
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case game.PhaseArrange:
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if !v.Players[v.YouSeat].Ready {
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ids := []string{}
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for _, c := range v.Players[v.YouSeat].Deck {
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ids = append(ids, c.ID)
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}
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send(t, ctx, ws, map[string]any{"type": "arrange", "order": ids})
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}
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case game.PhaseBattle:
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goto resolved
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}
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}
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t.Fatalf("never reached the battle phase; stuck in %s", v.Phase)
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resolved:
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// Every bot name should be distinct, or the table is unreadable.
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names := map[string]bool{}
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for _, p := range v.Players {
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if names[p.Name] {
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t.Errorf("two seats are both called %q", p.Name)
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}
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names[p.Name] = true
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}
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// Four players pair into two simultaneous battles, together seating everyone.
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if len(v.Battles) != 2 {
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t.Fatalf("round resolved %d battles, want 2", len(v.Battles))
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}
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fought := map[int]bool{}
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for _, b := range v.Battles {
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for _, seat := range b.Seats {
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fought[seat] = true
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}
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}
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if len(fought) != 4 {
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t.Errorf("%d of 4 seats fought this round", len(fought))
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}
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if v.Battle == nil || !v.Battle.Has(v.YouSeat) {
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t.Error("the view should single out the battle the human fought")
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}
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t.Logf("four-player round resolved: %d battles, seats %v", len(v.Battles), fought)
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}
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+38
-13
@@ -2,6 +2,7 @@ package server
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import (
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"errors"
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"fmt"
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"log/slog"
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"math/rand/v2"
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"time"
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@@ -10,19 +11,23 @@ import (
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"github.com/greyson/super-auto-pets-board-game/internal/game"
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)
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// botDifficulty maps the API's difficulty names to a skill level and a
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// table name for the bot. The levels are calibrated against a competent
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// player (ai.competentLevel, ~0.60): easy loses ~95% of games to them, medium
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// is an even match, and hard wins ~80% (see TestDiagWinRateCurve). Medium is
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// pinned to the competent level itself; hard is the strongest bot the engine
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// can field.
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// botDifficulty maps the API's difficulty names to a skill level and a pool of
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// table names. The levels are calibrated against a competent player
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// (ai.competentLevel, ~0.60): easy loses ~95% of games to them, medium is an
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// even match, and hard wins ~80% (see TestDiagWinRateCurve). Medium is pinned
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// to the competent level itself; hard is the strongest bot the engine can
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// field.
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//
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// A table can hold up to five bots, so each difficulty carries a list of names
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// rather than one: the first unused name is taken, keeping every seat
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// distinguishable while the name still hints at how hard it plays.
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var botDifficulty = map[string]struct {
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level float64
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name string
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names []string
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}{
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"easy": {0.25, "Robo Rookie"},
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"medium": {0.60, "Robo Rival"},
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"hard": {1.00, "Robo Ace"},
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"easy": {0.25, []string{"Robo Rookie", "Bitsy", "Clunk", "Pip", "Sprocket"}},
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"medium": {0.60, []string{"Robo Rival", "Gizmo", "Widget", "Rusty", "Cogsworth"}},
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"hard": {1.00, []string{"Robo Ace", "Vex", "Apex", "Onyx", "Zenith"}},
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}
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// requireHost authorizes a lobby-management action: only the host (seat 0)
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@@ -36,17 +41,37 @@ func requireHost(g *game.Game, playerID string) error {
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}
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// addBot seats a computer opponent for a difficulty name, translating the
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// name to the engine's skill level. Capacity and phase are enforced by the
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// engine's AddPlayer.
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// name to the engine's skill level and giving it a name nobody at the table is
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// already using. Capacity and phase are enforced by the engine's AddPlayer.
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func addBot(g *game.Game, difficulty string) error {
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bot, ok := botDifficulty[difficulty]
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if !ok {
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return errors.New("unknown bot difficulty")
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}
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_, err := g.AddBot(bot.name, bot.level)
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_, err := g.AddBot(botName(g, bot.names), bot.level)
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return err
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}
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// botName picks the first name in the pool that no seat has taken. If a host
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// somehow exhausts the pool, it falls back to numbering the first name.
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func botName(g *game.Game, pool []string) string {
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taken := make(map[string]bool, len(g.Players))
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for _, p := range g.Players {
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taken[p.Name] = true
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}
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for _, name := range pool {
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if !taken[name] {
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return name
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}
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}
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for n := 2; ; n++ {
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name := fmt.Sprintf("%s %d", pool[0], n)
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if !taken[name] {
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return name
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}
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}
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}
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// commitLocked is the one path every game mutation goes through: bots update
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// their memories from the new public state, the game is persisted, every
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// client gets its view, and the next bot move (if any) is scheduled. Callers
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@@ -51,14 +51,23 @@ func (s *Server) Handler() http.Handler {
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return mux
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}
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// handleCatalog returns every card in a pack (?pack=…, default Turtle), for the
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// debug panel. Unknown packs fall back to the default.
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// handleCatalog returns every card in the requested packs, for the debug panel
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// and the event log's card previews. Packs come as a repeated or
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// comma-separated ?pack= parameter and default to Turtle; unknown ids fall back
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// to the default pack's cards.
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func (s *Server) handleCatalog(w http.ResponseWriter, req *http.Request) {
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pack := req.URL.Query().Get("pack")
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if pack == "" {
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pack = game.DefaultPack
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var packs []string
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for _, v := range req.URL.Query()["pack"] {
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for _, id := range strings.Split(v, ",") {
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if id = strings.TrimSpace(id); id != "" {
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packs = append(packs, id)
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}
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}
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}
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writeJSON(w, game.CatalogForPack(pack))
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if len(packs) == 0 {
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packs = []string{game.DefaultPack}
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}
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writeJSON(w, game.CatalogForPacks(packs))
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}
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// room is one live game plus its connections.
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@@ -28,7 +28,7 @@ type clientMessage struct {
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Pick int `json:"pick"` // tradeChoose
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Order []string `json:"order"` // arrange
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Name string `json:"name"` // debugAdd
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Pack string `json:"pack"` // setPack
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Packs []string `json:"packs"` // setPacks
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Difficulty string `json:"difficulty"` // addBot
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Target string `json:"target"` // removePlayer (player ID)
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Card string `json:"card"` // revealChoose (Cockatoo): pet card id
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@@ -123,9 +123,9 @@ func (s *Server) apply(r *room, c *client, msg clientMessage) {
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g := r.game
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var err error
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switch msg.Type {
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case "setPack":
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case "setPacks":
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if err = requireHost(g, c.playerID); err == nil {
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err = g.SetPack(msg.Pack)
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err = g.SetPacks(msg.Packs)
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}
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case "addBot":
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if err = requireHost(g, c.playerID); err == nil {
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