mirror of
https://github.com/HexCardGames/HexDeck.git
synced 2025-09-03 18:48:38 +02:00
195 lines
4.5 KiB
Go
195 lines
4.5 KiB
Go
package decks
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import (
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"strconv"
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"github.com/HexCardGames/HexDeck/types"
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"github.com/HexCardGames/HexDeck/utils"
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)
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type Classic struct {
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room *types.Room
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CardsPlayed []*ClassicCard
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CardsRemaining []*ClassicCard
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DirectionReversed bool
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ActivePlayer int
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}
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var ClassicColors = []string{"red", "yellow", "blue", "green"}
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func (deck *Classic) Init(room *types.Room) {
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deck.room = room
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deck.DirectionReversed = false
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deck.ActivePlayer = 0
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cards := make([]*ClassicCard, 108)
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offset := 0
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for i := 0; i < 4; i++ {
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color := ClassicColors[i]
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for j := 0; j < 19; j++ {
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cards[offset] = &ClassicCard{
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Symbol: strconv.Itoa((j + 1) % 10),
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Color: color,
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}
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offset += 1
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}
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for j := 0; j < 2; j++ {
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cards[offset] = &ClassicCard{Symbol: "action:skip", Color: color}
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cards[offset+1] = &ClassicCard{Symbol: "action:reverse", Color: color}
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cards[offset+2] = &ClassicCard{Symbol: "action:draw_2", Color: color}
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offset += 3
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}
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cards[offset] = &ClassicCard{Symbol: "action:wildcard", Color: "black"}
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cards[offset+1] = &ClassicCard{Symbol: "action:draw_4", Color: "black"}
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offset += 2
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}
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utils.ShuffleSlice(&cards)
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deck.CardsRemaining = cards
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deck.room.PlayersMutex.Lock()
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defer deck.room.PlayersMutex.Unlock()
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for _, player := range deck.room.Players {
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player.Mutex.Lock()
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defer player.Mutex.Unlock()
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deck.drawMany(player, 7)
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}
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}
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func (deck *Classic) SetRoom(room *types.Room) {
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deck.room = room
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}
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func (deck *Classic) IsEmpty() bool {
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return len(deck.CardsRemaining) == 0
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}
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func (deck *Classic) getTopCard() *ClassicCard {
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if len(deck.CardsPlayed) == 0 {
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return nil
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}
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return deck.CardsPlayed[len(deck.CardsPlayed)-1]
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}
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func (deck *Classic) GetTopCard() types.Card {
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return deck.getTopCard()
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}
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func (deck *Classic) drawCard(player *types.Player) types.Card {
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if deck.IsEmpty() {
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return nil
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}
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card := deck.CardsRemaining[0]
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deck.CardsRemaining = deck.CardsRemaining[1:]
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player.Cards = append(player.Cards, card)
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return card
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}
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func (deck *Classic) drawMany(player *types.Player, cards int) {
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for i := 0; i < cards; i++ {
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deck.drawCard(player)
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}
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}
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func (deck *Classic) getActivePlayer() int {
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return utils.Mod(deck.ActivePlayer, len(deck.room.Players))
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}
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func (deck *Classic) DrawCard() types.Card {
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// Can't draw another card before wildcard color is selected
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topCard := deck.getTopCard()
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if topCard != nil && topCard.Color == "black" {
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return nil
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}
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card := deck.drawCard(deck.room.Players[deck.getActivePlayer()])
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deck.nextPlayer()
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return card
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}
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func (deck *Classic) getNextPlayer() int {
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direction := 1
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if deck.DirectionReversed {
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direction = -1
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}
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return utils.Mod((deck.ActivePlayer + direction), len(deck.room.Players))
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}
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func (deck *Classic) nextPlayer() {
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deck.ActivePlayer = deck.getNextPlayer()
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}
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func (deck *Classic) CanPlay(card types.Card) bool {
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topCard := deck.getTopCard()
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checkCard := card.(*ClassicCard)
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if topCard == nil || checkCard == nil {
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return topCard == nil
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}
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return topCard.Color != "black" && (checkCard.Color == "black" || checkCard.Color == topCard.Color || checkCard.Symbol == topCard.Symbol)
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}
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func (deck *Classic) PlayCard(card types.Card) bool {
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if !deck.CanPlay(card) {
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return false
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}
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deckCard := card.(*ClassicCard)
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deck.CardsPlayed = append(deck.CardsPlayed, deckCard)
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if deckCard.Symbol == "action:skip" {
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deck.nextPlayer()
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} else if deckCard.Symbol == "action:draw_2" || deckCard.Symbol == "action:draw_4" {
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targetPlayer := deck.room.Players[deck.getNextPlayer()]
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amount := 2
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if deckCard.Symbol == "action:draw_4" {
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amount = 4
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}
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for range amount {
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card := deck.drawCard(targetPlayer)
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if card == nil {
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// TODO: Handle empty card deck
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break
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}
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}
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} else if deckCard.Symbol == "action:reverse" {
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deck.DirectionReversed = !deck.DirectionReversed
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}
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if deckCard.Color != "black" {
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deck.nextPlayer()
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}
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return true
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}
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func (deck *Classic) UpdatePlayedCard(cardData interface{}) types.Card {
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topCard := deck.getTopCard()
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if topCard.Color != "black" {
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return nil
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}
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updateData, ok := cardData.(map[string]interface{})
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if !ok {
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return nil
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}
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newColor, ok := updateData["Color"].(string)
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if !ok {
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return nil
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}
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for _, color := range ClassicColors {
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if newColor == color {
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deck.nextPlayer()
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topCard.Color = color
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return topCard
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}
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}
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return nil
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}
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func (deck *Classic) IsPlayerActive(target *types.Player) bool {
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return deck.room.Players[utils.Mod(deck.ActivePlayer, len(deck.room.Players))] == target
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}
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type ClassicCard struct {
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Symbol string
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Color string
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}
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