Implement priority token.

This commit is contained in:
Greyson Parrelli
2026-07-23 00:45:25 -04:00
parent 1c457c602a
commit b8775432b4
6 changed files with 280 additions and 39 deletions
+23 -3
View File
@@ -195,6 +195,18 @@ func (g *Game) resolveBattle() {
sides[p.Seat] = s
res.StackSizes[p.Seat] = len(p.Deck)
}
// 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)
}
}
// Battle-prep effects that start apples in play (Monkey): they attach
// to the owner's first pet.
for _, p := range g.Players {
@@ -399,7 +411,8 @@ func (g *Game) resolveBattle() {
// effects queue up and resolve after all reveals (simultaneous).
var plays []queuedPlay
newlyPlayed := make([]bool, n)
for seat, s := range sides {
for _, seat := range seatOrder {
s := sides[seat]
for s.unit == nil && len(s.stack) > 0 {
c := s.stack[0]
s.stack = s.stack[1:]
@@ -447,11 +460,12 @@ func (g *Game) resolveBattle() {
}
// Cross-side play triggers: Rhino rocks anyone who just played;
// Crocodile volleys when the enemy plays their last pet.
for seat := range sides {
for _, seat := range seatOrder {
if !newlyPlayed[seat] {
continue
}
for other, os := range sides {
for _, other := range seatOrder {
os := sides[other]
if other == seat {
continue
}
@@ -644,6 +658,12 @@ func (g *Game) resolveBattle() {
res.Trophies = 2
}
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; the
// "other player" is unambiguous only at n == 2.)
if winner == g.PrioritySeat {
g.PrioritySeat = (winner + 1) % n
}
}
g.Battle = res
+76
View File
@@ -20,6 +20,10 @@ func testGame(t *testing.T) (*Game, *Player, *Player) {
if g.Phase != PhaseShop {
t.Fatalf("expected shop phase after both players join, got %s", g.Phase)
}
// Pin the (otherwise random) priority token to seat 0 so tests are
// deterministic: seat 0 shops first and wins battle simultaneity races.
g.PrioritySeat = p1.Seat
g.Turn = p1.Seat
return g, p1, p2
}
@@ -620,3 +624,75 @@ func TestTemporariesExpireAfterBattle(t *testing.T) {
t.Fatalf("pets should survive the round: %+v", p1.Deck)
}
}
// TestPriorityTokenInitialAssignment checks the token starts on a real seat
// and that seat opens the shop.
func TestPriorityTokenInitialAssignment(t *testing.T) {
g := New()
if _, err := g.AddPlayer("Alice"); err != nil {
t.Fatal(err)
}
if _, err := g.AddPlayer("Bob"); err != nil {
t.Fatal(err)
}
if g.PrioritySeat < 0 || g.PrioritySeat >= len(g.Players) {
t.Fatalf("priority token should start on a real seat, got %d", g.PrioritySeat)
}
if g.Turn != g.PrioritySeat {
t.Fatalf("priority holder should open the shop: turn=%d priority=%d", g.Turn, g.PrioritySeat)
}
}
// TestPriorityWinsRockRace: two pets that both throw rocks on play would each
// kill the other, so whoever has priority throws first and survives. Flipping
// the token flips the winner, proving the token — not seat order — decides.
func TestPriorityWinsRockRace(t *testing.T) {
for _, priority := range []int{0, 1} {
g, _, _ := testGame(t)
g.RollDie = func() int { return 2 } // 3 dice = 6, lethal to a 2-power pet
g.PrioritySeat = priority
res := forceBattle(t, g,
[]Card{g.realPet(t, "Dolphin")},
[]Card{g.realPet(t, "Dolphin")})
if res.WinnerSeat != priority {
t.Fatalf("priority seat %d should win the rock race, winner=%d", priority, res.WinnerSeat)
}
}
}
// TestPriorityTokenTransfer: a winner who holds the token hands it to the
// loser; a loser who holds it keeps it; a draw leaves it put.
func TestPriorityTokenTransfer(t *testing.T) {
// Winner holds it -> passes to the loser.
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.PrioritySeat != 1 {
t.Fatalf("winner should hand the token to the loser, priority=%d", g.PrioritySeat)
}
// Loser holds it -> keeps it.
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.PrioritySeat != 1 {
t.Fatalf("a losing token holder should keep it, priority=%d", g.PrioritySeat)
}
// Draw -> token stays put. Equal-power pets trade lethal blows at once.
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.PrioritySeat != 0 {
t.Fatalf("a draw should leave the token put, priority=%d", g.PrioritySeat)
}
}
+9 -1
View File
@@ -84,6 +84,11 @@ type Game struct {
ShopDecks [][]Card `json:"shopDecks"` // index 0 = tier 1
ShopRow []Card `json:"shopRow"` // empty ID = empty slot
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.
PrioritySeat int `json:"prioritySeat"`
Pending *PendingTrade `json:"pending,omitempty"`
Battle *BattleResult `json:"battle,omitempty"` // most recent battle
NextCardID int `json:"nextCardId"`
@@ -199,6 +204,8 @@ 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))
g.startShopRound()
}
@@ -216,7 +223,8 @@ func (g *Game) startShopRound() {
for i := range g.ShopRow {
g.ShopRow[i] = g.drawFromTier(g.Round)
}
g.Turn = (g.Round - 1) % len(g.Players)
// The priority-token holder shops first.
g.Turn = g.PrioritySeat
}
// drawFromTier pops the top card of the given tier's deck (1-based tier).
+11 -2
View File
@@ -393,12 +393,17 @@ func TestFullGameFlow(t *testing.T) {
g, p1, p2 := testGame(t)
p1.Deck = append(p1.Deck, g.pet("Champ", 9))
p2.Deck = append(p2.Deck, g.pet("Chump", 1))
// testGame pins the priority token to seat 0, and seat 0 wins every
// battle, so the token moves to seat 1 after round 1 and stays there (a
// loser keeps it). Whoever holds it shops first.
wantPriority := p1.Seat
for round := 1; round <= MaxRounds; round++ {
if g.Round != round || g.Phase != PhaseShop {
t.Fatalf("expected shop of round %d, got round %d phase %s", round, g.Round, g.Phase)
}
if g.Turn != (round-1)%len(g.Players) {
t.Fatalf("round %d should rotate the starting player, turn=%d", round, g.Turn)
if g.PrioritySeat != wantPriority || g.Turn != wantPriority {
t.Fatalf("round %d: priority holder should shop first (want seat %d, priority=%d turn=%d)",
round, wantPriority, g.PrioritySeat, g.Turn)
}
for _, c := range g.ShopRow {
if c.ID != "" && c.Tier != round {
@@ -417,6 +422,10 @@ func TestFullGameFlow(t *testing.T) {
if g.Battle.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 {
wantPriority = (wantPriority + 1) % len(g.Players)
}
for _, p := range g.Players {
if err := g.AcknowledgeBattle(p.ID); err != nil {
t.Fatal(err)
+3
View File
@@ -25,6 +25,8 @@ type View struct {
MaxPets int `json:"maxPets"`
YouSeat int `json:"youSeat"`
Turn int `json:"turn"`
// PrioritySeat is the seat currently holding the priority token.
PrioritySeat int `json:"prioritySeat"`
ShopRow []Card `json:"shopRow"`
DeckCounts []int `json:"deckCounts"` // remaining shop cards per tier
Players []PlayerView `json:"players"`
@@ -46,6 +48,7 @@ func (g *Game) ViewFor(playerID string) View {
MaxPets: MaxPets,
YouSeat: -1,
Turn: g.Turn,
PrioritySeat: g.PrioritySeat,
ShopRow: g.ShopRow,
WinnerSeat: g.WinnerSeat,
}
+125
View File
@@ -0,0 +1,125 @@
package server
import (
"context"
"encoding/json"
"net/http/httptest"
"strings"
"testing"
"time"
"github.com/coder/websocket"
"github.com/greyson/super-auto-pets-board-game/internal/game"
"github.com/greyson/super-auto-pets-board-game/internal/store"
)
func readState(t *testing.T, ctx context.Context, ws *websocket.Conn) *game.View {
t.Helper()
for {
_, data, err := ws.Read(ctx)
if err != nil {
t.Fatalf("ws read: %v", err)
}
var m serverMessage
if err := json.Unmarshal(data, &m); err != nil {
t.Fatalf("unmarshal: %v", err)
}
if m.Type == "error" {
t.Logf("SERVER ERROR: %s", m.Error)
continue
}
if m.Type == "state" && m.State != nil {
return m.State
}
}
}
func send(t *testing.T, ctx context.Context, ws *websocket.Conn, v any) {
t.Helper()
data, _ := json.Marshal(v)
if err := ws.Write(ctx, websocket.MessageText, data); err != nil {
t.Fatalf("ws write: %v", err)
}
}
func TestE2EBattleAckReturnsToShop(t *testing.T) {
st, err := store.Open(t.TempDir())
if err != nil {
t.Fatal(err)
}
defer st.Close()
srv := New(st, "")
ts := httptest.NewServer(srv.Handler())
defer ts.Close()
base := ts.URL
wsBase := "ws" + strings.TrimPrefix(base, "http")
ctx, cancel := context.WithTimeout(context.Background(), 10*time.Second)
defer cancel()
// Directly build a game via the room to control decks, then drive acks
// over the wire the way the two browsers do.
g := game.New()
p1, _ := g.AddPlayer("Alice")
p2, _ := g.AddPlayer("Bob")
r := &room{game: g, conns: map[*client]struct{}{}}
srv.rooms[g.ID] = r
if err := st.Save(g); err != nil {
t.Fatal(err)
}
dialWS := func(pid, token string) *websocket.Conn {
u := wsBase + "/api/ws?game=" + g.ID + "&player=" + pid + "&token=" + token
c, _, err := websocket.Dial(ctx, u, nil)
if err != nil {
t.Fatalf("dial %s: %v", pid, err)
}
return c
}
ws1 := dialWS(p1.ID, p1.Token)
defer ws1.Close(websocket.StatusNormalClosure, "")
ws2 := dialWS(p2.ID, p2.Token)
defer ws2.Close(websocket.StatusNormalClosure, "")
// Force a battle under the lock.
r.mu.Lock()
g.Players[0].Deck = []game.Card{{ID: "c1", Kind: game.KindPet, Name: "A", Tier: 1, Power: 3, Suit: game.SuitRed}}
g.Players[1].Deck = []game.Card{{ID: "c2", Kind: game.KindPet, Name: "B", Tier: 1, Power: 1, Suit: game.SuitRed}}
g.Phase = game.PhaseArrange
g.Players[0].Ready = false
g.Players[1].Ready = false
g.SubmitOrder(p1.ID, []string{g.Players[0].Deck[0].ID})
g.SubmitOrder(p2.ID, []string{g.Players[1].Deck[0].ID})
r.broadcastLocked()
r.mu.Unlock()
readUntilPhase(t, ctx, ws1, game.PhaseBattle)
readUntilPhase(t, ctx, ws2, game.PhaseBattle)
// Both acknowledge.
send(t, ctx, ws1, map[string]string{"type": "ready"})
send(t, ctx, ws2, map[string]string{"type": "ready"})
// Each client should eventually observe the shop phase.
got1 := readUntilPhase(t, ctx, ws1, game.PhaseShop)
got2 := readUntilPhase(t, ctx, ws2, game.PhaseShop)
t.Logf("ws1 final phase=%s, ws2 final phase=%s", got1, got2)
}
func readUntilPhase(t *testing.T, ctx context.Context, ws *websocket.Conn, want game.Phase) game.Phase {
t.Helper()
deadline := time.Now().Add(3 * time.Second)
var last game.Phase
for time.Now().Before(deadline) {
rctx, cancel := context.WithTimeout(ctx, 2*time.Second)
v := readState(t, rctx, ws)
cancel()
last = v.Phase
if v.Phase == want {
return v.Phase
}
}
t.Fatalf("never reached %s; last=%s", want, last)
return last
}