382 lines
11 KiB
Go
382 lines
11 KiB
Go
package game
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// BattleUnit is a pet in play with its attached foods applied. Power
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// (attack) is unaffected by damage; a unit dies when Damage >= Power.
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type BattleUnit struct {
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Card Card `json:"card"`
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Foods []Card `json:"foods,omitempty"`
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Bonus int `json:"bonus"` // total power added by foods (and eating)
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Damage int `json:"damage"` // damage markers accumulated this battle
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}
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func (u *BattleUnit) Power() int { return u.Card.Power + u.Bonus }
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func (u *BattleUnit) Alive() bool { return u.Damage < u.Power() }
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// activePerk returns the perk this unit benefits from: only the
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// last-applied perk counts when several are attached.
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func (u *BattleUnit) activePerk() *Card {
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for i := len(u.Foods) - 1; i >= 0; i-- {
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if u.Foods[i].Perk {
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return &u.Foods[i]
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}
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}
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return nil
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}
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// effects returns the unit's live effects: its own plus its active perk's.
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func (u *BattleUnit) effects() []Effect {
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effs := u.Card.Effects
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if perk := u.activePerk(); perk != nil {
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effs = append(append([]Effect(nil), effs...), perk.Effects...)
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}
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return effs
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}
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// prevention totals the unit's passive per-attack damage reduction (Garlic).
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func (u *BattleUnit) prevention() int {
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total := 0
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for _, e := range u.effects() {
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if e.Trigger == TriggerPassive && e.Action == ActionPreventDamage {
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total += e.count()
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}
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}
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return total
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}
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// takeHit applies one attack of the given strength and returns the damage
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// actually dealt after prevention.
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func (u *BattleUnit) takeHit(amount int) int {
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if amount <= 0 {
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return 0
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}
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dealt := max(0, amount-u.prevention())
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u.Damage += dealt
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return dealt
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}
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// isBee reports whether a card is a summoned Bee.
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func isBee(c Card) bool { return c.IsPet() && c.Name == "Bee" }
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// BattleEvent is one step of the battle, in order, for clients to animate.
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type BattleEvent struct {
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// "reveal": Seat flipped Card off their stack (food or pet).
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// "summon": an effect put Card on top of Seat's stack.
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// "rock": Seat's pet threw rocks at Target's pet in play.
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// "clash": the pets in play traded blows.
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// "eat": Seat's pet ate apples; Bonus is its new total.
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Type string `json:"type"`
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Seat int `json:"seat,omitempty"`
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Target int `json:"target,omitempty"`
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Card *Card `json:"card,omitempty"`
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// clash: per-seat damage totals / deaths after the exchange.
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Damage []int `json:"damage,omitempty"`
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Died []bool `json:"died,omitempty"`
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// rock: dice total rolled and the target pet's resulting state.
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Roll int `json:"roll"`
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DamageAfter int `json:"damageAfter,omitempty"`
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TargetDied bool `json:"targetDied,omitempty"`
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// eat: the pet's power bonus after eating.
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Bonus int `json:"bonus,omitempty"`
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}
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// BattleResult is the full, public record of one round's battle. Only what
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// was revealed appears in Events; the rest of the winner's stack stays
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// hidden.
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type BattleResult struct {
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Round int `json:"round"`
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StackSizes []int `json:"stackSizes"` // starting deck size per seat
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Events []BattleEvent `json:"events"`
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WinnerSeat int `json:"winnerSeat"` // -1 = draw
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Trophies int `json:"trophies"` // awarded to the winner
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}
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// battleSide is one seat's live state during the simulation.
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type battleSide struct {
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stack []Card // remaining face-down cards, top first
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pending []Card // foods revealed and waiting for a pet
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unit *BattleUnit
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beesFainted int // friendly bees fainted so far (Dog)
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delayedRocks []int // set-aside Badgers: rocks to throw when the next pet plays
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}
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// queuedPlay is a play-time effect waiting to resolve after reveals.
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type queuedPlay struct {
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seat int
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unit *BattleUnit // the pet whose play queued this (must still be in play for eats)
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effect Effect
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badger bool // delayedRocks payout: hits EVERY active pet, own included
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}
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// resolveBattle simulates the battle from the players' arranged decks,
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// records the event log, awards trophies, and moves to PhaseBattle.
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//
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// The battle is a stack machine: each side reveals cards off the top of
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// their deck until a pet is in play (foods along the way attach to it; only
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// the last-applied perk counts). If anyone can no longer field a pet the
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// battle ends. Otherwise play effects resolve — rocks roll dice (faces
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// 0,0,1,1,2,2) and can faint a pet before the clash. Then the two pets deal
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// their full Power to each other simultaneously as damage markers; a pet
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// with Damage >= Power faints, firing Faint effects. Survivors that took
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// damage fire Hurt effects. Garlic prevents 1 damage from every attack that
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// hits its pet; a clash that deals no damage to anyone ends the battle as a
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// stalemate.
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func (g *Game) resolveBattle() {
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n := len(g.Players)
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res := &BattleResult{Round: g.Round, WinnerSeat: -1, StackSizes: make([]int, n)}
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sides := make([]*battleSide, n)
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for _, p := range g.Players {
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sides[p.Seat] = &battleSide{stack: append([]Card(nil), p.Deck...)}
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res.StackSizes[p.Seat] = len(p.Deck)
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}
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emit := func(ev BattleEvent) { res.Events = append(res.Events, ev) }
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summon := func(seat int, c Card) {
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s := sides[seat]
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s.stack = append([]Card{c}, s.stack...)
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emit(BattleEvent{Type: "summon", Seat: seat, Card: &c})
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}
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// faint fires the unit's faint effects (its own and its perk's) in
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// effect order, and tracks fainted bees.
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faint := func(seat int, u *BattleUnit) {
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if isBee(u.Card) {
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sides[seat].beesFainted++
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}
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for _, e := range u.effects() {
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if e.Trigger != TriggerFaint {
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continue
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}
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switch e.Action {
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case ActionSummonTop:
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target := seat
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if e.Target == "enemy" {
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target = (seat + 1) % n
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}
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for range e.count() {
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if e.Card == "bee" {
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summon(target, g.newBee())
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} else {
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summon(target, g.newApple())
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}
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}
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case ActionRecycleApples:
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recycled := 0
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for _, f := range u.Foods {
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if f.Food == FoodApple && recycled < e.count() {
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summon(seat, f)
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recycled++
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}
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}
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case ActionDelayedRocks:
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sides[seat].delayedRocks = append(sides[seat].delayedRocks, e.count())
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}
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}
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}
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// hurt fires Hurt effects on a pet that was damaged and survived.
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hurt := func(seat int, u *BattleUnit) {
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if !u.Alive() {
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return
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}
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for _, e := range u.effects() {
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if e.Trigger != TriggerHurt {
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continue
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}
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switch e.Action {
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case ActionEatApple:
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for range e.count() {
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u.Foods = append(u.Foods, g.newApple())
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u.Bonus++
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}
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emit(BattleEvent{Type: "eat", Seat: seat, Bonus: u.Bonus})
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case ActionSummonTop:
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for range e.count() {
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if e.Card == "bee" {
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summon(seat, g.newBee())
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} else {
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summon(seat, g.newApple())
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}
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}
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}
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}
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}
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// throwRocks rolls `dice` rock dice against one target's pet, handling
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// prevention, death (with faint), and hurt. Reports whether it killed.
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throwRocks := func(from, target, dice int) (killed bool) {
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tu := sides[target].unit
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if tu == nil {
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return false
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}
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roll := 0
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for range dice {
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roll += g.rollRockDie()
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}
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dealt := tu.takeHit(roll)
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died := !tu.Alive()
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emit(BattleEvent{
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Type: "rock", Seat: from, Target: target, Roll: roll,
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DamageAfter: tu.Damage, TargetDied: died,
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})
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if died {
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faint(target, tu)
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sides[target].unit = nil
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return true
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}
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if dealt > 0 {
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hurt(target, tu)
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}
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return false
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}
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// The exchange loop terminates: every clash kills at least one pet or
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// is a detected stalemate, and summons are finite. The guard is just
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// insurance as effects get richer.
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for range 10_000 {
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// Reveal until every side has a pet in play or runs out. Play
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// effects queue up and resolve after all reveals (simultaneous).
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var plays []queuedPlay
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for seat, s := range sides {
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for s.unit == nil && len(s.stack) > 0 {
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c := s.stack[0]
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s.stack = s.stack[1:]
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emit(BattleEvent{Type: "reveal", Seat: seat, Card: &c})
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if c.IsFood() {
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s.pending = append(s.pending, c)
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continue
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}
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u := &BattleUnit{Card: c, Foods: s.pending}
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for _, f := range s.pending {
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if f.Food == FoodApple {
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u.Bonus++
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}
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}
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s.pending = nil
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s.unit = u
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// Set-aside Badgers pay out when the next pet plays,
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// before that pet's own play effects.
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for _, dice := range s.delayedRocks {
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plays = append(plays, queuedPlay{seat: seat, unit: u, badger: true,
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effect: Effect{Action: ActionThrowRock, Count: dice}})
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}
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s.delayedRocks = nil
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for _, e := range u.effects() {
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if e.Trigger == TriggerPlay {
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plays = append(plays, queuedPlay{seat: seat, unit: u, effect: e})
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}
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}
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}
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}
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// Battle over? A side that couldn't field a pet is out; no further
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// effects resolve.
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anyOut := false
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for _, s := range sides {
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if s.unit == nil {
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anyOut = true
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}
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}
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if anyOut {
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break
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}
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// Resolve play effects. Rocks land before the clash and can faint
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// pets outright.
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rockDeath := false
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for _, q := range plays {
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switch q.effect.Action {
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case ActionThrowRock:
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if q.badger {
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// At EACH active pet, the owner's own included.
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for seat := range sides {
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if throwRocks(q.seat, seat, q.effect.count()) {
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rockDeath = true
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}
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}
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} else {
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target := -1
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for off := 1; off < n; off++ {
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cand := (q.seat + off) % n
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if sides[cand].unit != nil {
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target = cand
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break
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}
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}
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if target >= 0 && throwRocks(q.seat, target, q.effect.count()) {
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rockDeath = true
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}
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}
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case ActionEatApple:
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// Skip if the eater already died (e.g. to Badger rocks).
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if sides[q.seat].unit != q.unit {
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continue
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}
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count := q.effect.count()
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if q.effect.Per == PerFaintedBees {
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count *= sides[q.seat].beesFainted
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}
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if count > 0 {
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for range count {
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q.unit.Foods = append(q.unit.Foods, g.newApple())
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q.unit.Bonus++
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}
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emit(BattleEvent{Type: "eat", Seat: q.seat, Bonus: q.unit.Bonus})
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}
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}
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}
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if rockDeath {
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continue // refill before any clash
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}
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// Clash. Two-player for now; >2-player battle pairings come later
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// (the surrounding state is already per-seat).
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ua, ub := sides[0].unit, sides[1].unit
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dealtA := ua.takeHit(ub.Power())
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dealtB := ub.takeHit(ua.Power())
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emit(BattleEvent{
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Type: "clash",
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Damage: []int{ua.Damage, ub.Damage},
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Died: []bool{!ua.Alive(), !ub.Alive()},
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})
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if ua.Alive() && ub.Alive() && dealtA == 0 && dealtB == 0 {
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break // stalemate: nothing can ever change
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}
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dealt := []int{dealtA, dealtB}
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for seat, u := range []*BattleUnit{ua, ub} {
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if !u.Alive() {
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faint(seat, u)
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sides[seat].unit = nil
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} else if dealt[seat] > 0 {
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hurt(seat, u)
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}
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}
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}
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// A single side still holding a pet in play wins; anything else
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// (everyone out, or a stalemate with pets on both sides) is a draw.
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winner := -1
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for seat, s := range sides {
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if s.unit != nil {
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if winner >= 0 {
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winner = -1 // stalemate / >2-player safety
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break
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}
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winner = seat
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}
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}
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res.WinnerSeat = winner
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if winner >= 0 {
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res.Trophies = 1
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if g.Round == MaxRounds {
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res.Trophies = 2
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}
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g.Players[winner].Trophies += res.Trophies
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}
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g.Battle = res
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g.Phase = PhaseBattle
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for _, p := range g.Players {
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p.Ready = false
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}
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}
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