Add lobby and pack concept.
This commit is contained in:
@@ -17,8 +17,11 @@ func testGame(t *testing.T) (*Game, *Player, *Player) {
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if err != nil {
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t.Fatal(err)
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}
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if err := g.StartGame(); err != nil {
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t.Fatal(err)
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}
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if g.Phase != PhaseShop {
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t.Fatalf("expected shop phase after both players join, got %s", g.Phase)
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t.Fatalf("expected shop phase after the game starts, got %s", g.Phase)
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}
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// Pin the (otherwise random) priority token to seat 0 so tests are
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// deterministic: seat 0 shops first and wins battle simultaneity races.
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@@ -635,6 +638,9 @@ func TestPriorityTokenInitialAssignment(t *testing.T) {
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if _, err := g.AddPlayer("Bob"); err != nil {
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t.Fatal(err)
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}
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if err := g.StartGame(); err != nil {
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t.Fatal(err)
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}
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if g.PrioritySeat < 0 || g.PrioritySeat >= len(g.Players) {
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t.Fatalf("priority token should start on a real seat, got %d", g.PrioritySeat)
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}
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+15
-4
@@ -482,12 +482,23 @@ func (g *Game) newCardID() string {
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return fmt.Sprintf("c%d", g.NextCardID)
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}
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// buildShopDecks creates all six tier decks (unshuffled).
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// packTiers returns the pet and food templates for a pack, tier by tier. Only
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// the Turtle pack has real data today; the other (not-yet-playable) packs fall
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// back to it so this is the single seam future packs plug their cards into.
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func packTiers(pack string) (*[MaxRounds][]petTemplate, *[MaxRounds][]foodTemplate) {
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switch pack {
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default: // turtle (and the placeholder packs, until they ship)
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return &petTiers, &foodTiers
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}
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}
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// buildShopDecks creates all six tier decks (unshuffled) for the game's pack.
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func (g *Game) buildShopDecks() {
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pets, foods := packTiers(g.Pack)
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g.ShopDecks = make([][]Card, MaxRounds)
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for tierIdx := range petTiers {
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for tierIdx := range pets {
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var deck []Card
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for _, t := range petTiers[tierIdx] {
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for _, t := range pets[tierIdx] {
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for _, suit := range t.Suits {
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deck = append(deck, Card{
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ID: g.newCardID(),
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@@ -501,7 +512,7 @@ func (g *Game) buildShopDecks() {
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})
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}
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}
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for _, f := range foodTiers[tierIdx] {
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for _, f := range foods[tierIdx] {
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for range f.Copies {
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deck = append(deck, Card{
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ID: g.newCardID(),
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+71
-7
@@ -84,8 +84,11 @@ type PendingTrade struct {
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// Game is the complete authoritative state. It is a pure state machine: no
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// goroutines, no clocks, no I/O. Callers are responsible for locking.
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type Game struct {
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ID string `json:"id"`
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Code string `json:"code"`
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ID string `json:"id"`
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Code string `json:"code"`
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// Pack is the selected card pack (see packs.go). Chosen in the lobby by
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// the host; determines which cards fill the shop decks.
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Pack string `json:"pack"`
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Phase Phase `json:"phase"`
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Round int `json:"round"` // 1-based
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Players []*Player `json:"players"`
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@@ -168,18 +171,27 @@ func New() *Game {
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g := &Game{
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ID: randomID(16),
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Code: randomCode(),
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Pack: DefaultPack,
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Phase: PhaseLobby,
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WinnerSeat: -1,
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}
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g.buildDecks()
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return g
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}
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// buildDecks (re)creates and shuffles the shop decks for the current pack.
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// Called on creation and whenever the pack changes, so ShopDecks always match
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// g.Pack and are ready the moment the game starts.
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func (g *Game) buildDecks() {
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g.buildShopDecks()
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for i := range g.ShopDecks {
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shuffle(g.ShopDecks[i])
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}
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return g
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}
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// AddPlayer seats a new player during the lobby phase and returns them (with
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// their secret token). The game starts automatically once full.
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// their secret token). The host starts the game explicitly once the lobby is
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// ready (see StartGame).
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func (g *Game) AddPlayer(name string) (*Player, error) {
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if g.Phase != PhaseLobby {
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return nil, fmt.Errorf("%w: game already started", ErrWrongPhase)
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@@ -197,9 +209,6 @@ func (g *Game) AddPlayer(name string) (*Player, error) {
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Seat: len(g.Players),
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}
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g.Players = append(g.Players, p)
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if len(g.Players) == MaxPlayers {
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g.start()
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}
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return p, nil
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}
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@@ -216,6 +225,61 @@ func (g *Game) AddBot(name string, level float64) (*Player, error) {
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return p, nil
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}
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// SetPack changes the game's card pack during the lobby and rebuilds the shop
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// decks to match. Only playable packs may be selected.
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func (g *Game) SetPack(packID string) error {
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if g.Phase != PhaseLobby {
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return fmt.Errorf("%w: game already started", ErrWrongPhase)
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}
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pack, ok := packByID(packID)
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if !ok {
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return fmt.Errorf("%w: unknown pack", ErrInvalidAction)
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}
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if !pack.Playable {
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return fmt.Errorf("%w: that pack isn't available yet", ErrInvalidAction)
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}
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g.Pack = pack.ID
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g.buildDecks()
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return nil
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}
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// RemovePlayer drops a seat from the lobby. The host (seat 0) can't be
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// removed. Remaining players are re-seated so seats stay contiguous.
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func (g *Game) RemovePlayer(targetID string) error {
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if g.Phase != PhaseLobby {
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return fmt.Errorf("%w: game already started", ErrWrongPhase)
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}
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idx := slices.IndexFunc(g.Players, func(p *Player) bool { return p.ID == targetID })
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if idx < 0 {
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return fmt.Errorf("%w: no such player", ErrInvalidAction)
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}
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if idx == 0 {
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return fmt.Errorf("%w: the host can't be removed", ErrInvalidAction)
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}
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g.Players = slices.Delete(g.Players, idx, idx+1)
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for i, p := range g.Players {
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p.Seat = i
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}
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return nil
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}
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// StartGame begins the match from the lobby once enough players are seated.
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// The shop decks are already built for g.Pack (see buildDecks); this just
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// validates and makes the transition.
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func (g *Game) StartGame() error {
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if g.Phase != PhaseLobby {
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return fmt.Errorf("%w: game already started", ErrWrongPhase)
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}
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if len(g.Players) < MinPlayers {
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return fmt.Errorf("%w: need at least %d players to start", ErrInvalidAction, MinPlayers)
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}
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if pack, ok := packByID(g.Pack); !ok || !pack.Playable {
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return fmt.Errorf("%w: that pack isn't available yet", ErrInvalidAction)
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}
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g.start()
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return nil
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}
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// PlayerByID returns the player, or nil.
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func (g *Game) PlayerByID(id string) *Player {
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for _, p := range g.Players {
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@@ -18,7 +18,7 @@ func deckIDs(p *Player, filter func(Card) bool) []string {
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func current(g *Game) *Player { return g.Players[g.Turn] }
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func TestLobbyStartsWhenFull(t *testing.T) {
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func TestLobbyManualStart(t *testing.T) {
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g := New()
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if g.Phase != PhaseLobby {
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t.Fatalf("new game should be in lobby, got %s", g.Phase)
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@@ -26,18 +26,26 @@ func TestLobbyStartsWhenFull(t *testing.T) {
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if _, err := g.AddPlayer("Alice"); err != nil {
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t.Fatal(err)
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}
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if g.Phase != PhaseLobby {
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t.Fatal("game should wait for second player")
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// One player isn't enough to start.
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if err := g.StartGame(); err == nil {
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t.Fatal("start should be rejected with fewer than MinPlayers")
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}
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if _, err := g.AddPlayer("Bob"); err != nil {
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t.Fatal(err)
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}
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if g.Phase != PhaseShop || g.Round != 1 {
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t.Fatalf("game should start round 1 shop, got phase=%s round=%d", g.Phase, g.Round)
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}
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if _, err := g.AddPlayer("Carol"); err == nil {
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t.Fatal("third player should be rejected while MaxPlayers=2")
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}
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// The lobby stays open until the host explicitly starts.
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if g.Phase != PhaseLobby {
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t.Fatalf("game should wait in the lobby for the host to start, got %s", g.Phase)
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}
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if err := g.StartGame(); err != nil {
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t.Fatal(err)
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}
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if g.Phase != PhaseShop || g.Round != 1 {
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t.Fatalf("game should start round 1 shop, got phase=%s round=%d", g.Phase, g.Round)
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}
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for _, p := range g.Players {
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if p.Coins != CoinsPerRound {
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t.Fatalf("player should start with %d coins", CoinsPerRound)
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@@ -0,0 +1,35 @@
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package game
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// Card packs are the selectable sets of pets and food a game is played with.
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// Only the Turtle pack ships with real card data today; Golden and Unicorn are
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// declared here as infrastructure (shown but not yet playable) so the lobby,
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// views, and deck-building all have a single source of truth to grow into.
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// PackInfo describes one selectable pack. Playable gates whether a lobby may
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// choose it and start a game with it.
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type PackInfo struct {
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ID string `json:"id"`
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Name string `json:"name"`
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Emoji string `json:"emoji"`
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Playable bool `json:"playable"`
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}
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// DefaultPack is the pack a freshly created game starts on.
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const DefaultPack = "turtle"
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// Packs is the ordered catalog of packs shown in the lobby.
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var Packs = []PackInfo{
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{ID: "turtle", Name: "Turtle Pack", Emoji: "🐢", Playable: true},
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{ID: "golden", Name: "Golden Pack", Emoji: "🥇", Playable: false},
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{ID: "unicorn", Name: "Unicorn Pack", Emoji: "🦄", Playable: false},
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}
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// packByID looks up a pack, returning false if the id is unknown.
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func packByID(id string) (PackInfo, bool) {
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for _, p := range Packs {
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if p.ID == id {
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return p, true
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}
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}
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return PackInfo{}, false
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}
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+15
-2
@@ -24,8 +24,16 @@ type View struct {
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Round int `json:"round"`
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MaxRounds int `json:"maxRounds"`
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MaxPets int `json:"maxPets"`
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YouSeat int `json:"youSeat"`
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Turn int `json:"turn"`
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// Pack is the selected card pack; Packs is the catalog of choices for the
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// lobby. HostSeat is the seat that controls the lobby (always 0 for now);
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// MinPlayers is how many seats must be filled before the host can start.
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Pack string `json:"pack"`
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Packs []PackInfo `json:"packs"`
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HostSeat int `json:"hostSeat"`
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MinPlayers int `json:"minPlayers"`
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MaxPlayers int `json:"maxPlayers"`
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YouSeat int `json:"youSeat"`
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Turn int `json:"turn"`
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// PrioritySeat is the seat currently holding the priority token.
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PrioritySeat int `json:"prioritySeat"`
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ShopRow []Card `json:"shopRow"`
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@@ -52,6 +60,11 @@ func (g *Game) ViewFor(playerID string) View {
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Round: g.Round,
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MaxRounds: MaxRounds,
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MaxPets: MaxPets,
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Pack: g.Pack,
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Packs: Packs,
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HostSeat: 0,
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MinPlayers: MinPlayers,
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MaxPlayers: MaxPlayers,
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YouSeat: -1,
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Turn: g.Turn,
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PrioritySeat: g.PrioritySeat,
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