216 lines
6.7 KiB
Go
216 lines
6.7 KiB
Go
package ai
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import (
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"encoding/json"
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"fmt"
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"slices"
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"github.com/greyson/super-auto-pets-board-game/internal/game"
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)
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// Memory is the bot's private notebook: everything it has legitimately
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// learned from public information, carried between turns (and, serialized
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// into the game state, across server restarts). It is the bot's substitute
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// for a human player's attention — nothing in here is unavailable to a human
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// watching the same screen.
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type Memory struct {
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LastSeq int `json:"lastSeq"` // last event-log entry processed
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LastBattleRound int `json:"lastBattleRound"` // last battle lineup ingested
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PrevShopRow []game.Card `json:"prevShopRow"` // shop row at the previous observation
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Opp OppModel `json:"opp"`
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}
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// OppModel is the bot's belief about one opponent's deck. Known holds cards
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// it has actually seen there (battle lineups reveal entire decks each round;
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// shop buys are public); Hidden counts cards it knows exist but has never
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// seen — trade-in picks, whose tier is public but whose identity is not.
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type OppModel struct {
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Seat int `json:"seat"`
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Known []game.Card `json:"known"`
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Hidden []HiddenCard `json:"hidden,omitempty"`
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}
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// HiddenCard is a card the opponent holds that the bot has not seen. Name is
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// set when the card was later named publicly (e.g. a trade pick revealed by
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// its buy ability) — the suit still isn't known, but the stats are.
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type HiddenCard struct {
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Tier int `json:"tier"`
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Name string `json:"name,omitempty"`
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}
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// LoadMemory decodes a bot's stored memory; a nil or corrupt blob yields a
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// fresh one (the model self-heals from the next battle lineup anyway).
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func LoadMemory(raw json.RawMessage) *Memory {
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m := &Memory{}
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if len(raw) > 0 {
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_ = json.Unmarshal(raw, m)
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}
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return m
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}
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// Marshal encodes the memory for storage on the bot's Player.
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func (m *Memory) Marshal() json.RawMessage {
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raw, err := json.Marshal(m)
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if err != nil {
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return nil
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}
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return raw
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}
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// Observe updates the memory from the bot's latest view. The server calls
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// this on every state change, so consecutive observations are one action
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// apart. It reads three public sources, in order:
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//
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// 1. new event-log entries, whose structured tags describe opponent shop
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// actions (buys name the card, sells name what left, trades list the
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// discarded trio, spawn entries count apples gained);
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// 2. the latest battle's lineups, which reveal both decks in full and reset
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// the model to ground truth every round (so any drift lasts one round);
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// 3. the opponent's public deck size, as a reconciliation safety net.
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func Observe(v *game.View, m *Memory) {
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if v.YouSeat < 0 {
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return
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}
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oppSeat := -1
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for _, p := range v.Players {
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if p.Seat != v.YouSeat {
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oppSeat = p.Seat
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break
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}
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}
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if oppSeat < 0 {
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return
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}
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m.Opp.Seat = oppSeat
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for _, e := range v.Log {
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if e.Seq <= m.LastSeq {
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continue
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}
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m.LastSeq = e.Seq
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if e.Seat != oppSeat {
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continue
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}
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switch {
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case e.Kind == game.LogBuy:
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if c, ok := cardByID(m.PrevShopRow, e.Source); ok {
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// An Avocado buy is set aside, not kept in the deck (Golden
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// pack): don't add it to the deck model.
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if c.Food != game.FoodAvocado {
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m.Opp.Known = append(m.Opp.Known, c)
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}
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} else if c, ok := templateByName(v.Pack, e.CardName); ok {
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if c.Food != game.FoodAvocado {
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m.Opp.Known = append(m.Opp.Known, c)
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}
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}
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case e.Kind == game.LogSell:
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m.removeOppCard(e.Source, e.CardName)
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m.Opp.Known = append(m.Opp.Known, memApple(len(m.Opp.Known)))
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case e.Kind == game.LogTrade:
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for _, id := range e.Cards {
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m.removeOppCard(id, "")
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}
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case e.Kind == game.LogTradePick:
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m.Opp.Hidden = append(m.Opp.Hidden,
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HiddenCard{Tier: min(e.Round+1, game.MaxRounds), Name: e.CardName})
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case e.Spawn == "apple" && e.Kind == "":
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n := max(e.Count, 1)
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for range n {
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m.Opp.Known = append(m.Opp.Known, memApple(len(m.Opp.Known)))
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}
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}
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}
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// Battle lineups are ground truth: rebuild the model from the opponent's
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// revealed deck, minus temporary cards (they expire with the battle).
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if v.Battle != nil && v.Battle.Round > m.LastBattleRound && oppSeat < len(v.Battle.Lineups) {
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m.LastBattleRound = v.Battle.Round
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m.Opp.Known = m.Opp.Known[:0]
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m.Opp.Hidden = nil
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for _, c := range v.Battle.Lineups[oppSeat] {
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if !c.Temporary {
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m.Opp.Known = append(m.Opp.Known, c)
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}
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}
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}
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// Reconcile with the public deck size. Skipped during the battle phase,
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// where the live deck still holds temporaries the model excludes.
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if v.Phase == game.PhaseShop || v.Phase == game.PhaseArrange {
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size := v.Players[slices.IndexFunc(v.Players, func(p game.PlayerView) bool { return p.Seat == oppSeat })].DeckSize
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for len(m.Opp.Known)+len(m.Opp.Hidden) < size {
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m.Opp.Hidden = append(m.Opp.Hidden, HiddenCard{Tier: v.Round})
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}
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for len(m.Opp.Known)+len(m.Opp.Hidden) > size {
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if len(m.Opp.Hidden) > 0 {
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m.Opp.Hidden = m.Opp.Hidden[:len(m.Opp.Hidden)-1]
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} else {
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m.Opp.Known = m.Opp.Known[:len(m.Opp.Known)-1]
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}
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}
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}
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m.PrevShopRow = append(m.PrevShopRow[:0], v.ShopRow...)
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}
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// removeOppCard drops one card from the model: by exact ID when we tracked
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// it, by name as a fallback (model-minted apples have synthetic IDs), and
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// failing both, one hidden card — something we didn't know they had left.
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func (m *Memory) removeOppCard(id, name string) {
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if i := slices.IndexFunc(m.Opp.Known, func(c game.Card) bool { return c.ID == id }); i >= 0 {
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m.Opp.Known = slices.Delete(m.Opp.Known, i, i+1)
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return
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}
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if name != "" {
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if i := slices.IndexFunc(m.Opp.Known, func(c game.Card) bool { return c.Name == name }); i >= 0 {
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m.Opp.Known = slices.Delete(m.Opp.Known, i, i+1)
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return
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}
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}
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if len(m.Opp.Hidden) > 0 {
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m.Opp.Hidden = m.Opp.Hidden[:len(m.Opp.Hidden)-1]
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}
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}
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func cardByID(cards []game.Card, id string) (game.Card, bool) {
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if id == "" {
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return game.Card{}, false
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}
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for _, c := range cards {
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if c.ID == id {
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return c, true
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}
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}
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return game.Card{}, false
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}
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// templateByName mints a reference copy of a named card from the pack's
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// printed tier contents. The suit is whatever the first printed copy has —
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// callers only rely on stats and effects.
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func templateByName(pack, name string) (game.Card, bool) {
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if name == "" {
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return game.Card{}, false
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}
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for tier := 1; tier <= game.MaxRounds; tier++ {
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for _, c := range game.TierContentsForPack(pack, tier) {
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if c.Name == name {
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return c, true
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}
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}
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}
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return game.Card{}, false
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}
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// memApple mints an apple for the opponent model. The ID is synthetic — it
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// only needs to not collide with real card IDs.
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func memApple(n int) game.Card {
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return game.Card{
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ID: fmt.Sprintf("mem-apple-%d", n),
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Kind: game.KindFood,
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Name: "Apple",
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Food: game.FoodApple,
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Temporary: true,
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}
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}
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