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10 changed files with 3567 additions and 0 deletions
548
internal/engine/game.go
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548
internal/engine/game.go
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package engine
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import (
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"errors"
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"fmt"
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"log"
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"math/rand"
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"sort"
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"sync"
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"time"
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)
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type Suit string
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const (
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Hearts Suit = "hearts"
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Diamonds Suit = "diamonds"
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Spades Suit = "spades"
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Clubs Suit = "clubs"
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)
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type Value string
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const (
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Seven Value = "7"
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Eight Value = "8"
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Nine Value = "9"
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Ten Value = "10"
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Under Value = "under"
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Upper Value = "upper"
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King Value = "king"
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Ace Value = "ace"
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)
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type Card struct {
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Suit Suit `json:"suit"`
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Value Value `json:"value"`
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}
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type Player struct {
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ID string `json:"id"`
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Name string `json:"name"`
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Hand []Card `json:"hand"`
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}
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type GameState string
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const (
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Waiting GameState = "waiting"
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Playing GameState = "playing"
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Ended GameState = "ended"
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)
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// ActiveRule describes a custom rule applied to this room.
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type ActiveRule struct {
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Description string `json:"description"`
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ProposedBy string `json:"proposed_by"`
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}
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type Game struct {
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ID string `json:"id"`
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Players []*Player `json:"players"`
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Deck []Card `json:"-"`
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DiscardPile []Card `json:"discard_pile"`
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CurrentPlayer int `json:"current_player_index"`
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ActiveSuit Suit `json:"active_suit"`
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PenaltyCards int `json:"penalty_cards"`
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SkipNext bool `json:"skip_next"`
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Direction int `json:"direction"` // 1 = clockwise, -1 = counter-clockwise
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State GameState `json:"state"`
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Winner *Player `json:"winner"`
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PendingChoice *PendingChoice `json:"pending_choice,omitempty"`
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ActiveRules []ActiveRule `json:"active_rules"`
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Mu sync.RWMutex `json:"-"`
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script *ScriptRuntime
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}
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// PendingChoice is a UI prompt the current player must resolve before turn can continue.
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type PendingChoice struct {
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PlayerID string `json:"player_id"`
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Prompt string `json:"prompt"`
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Options []string `json:"options"`
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}
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func NewGame(id, scriptSrc string) (*Game, error) {
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if scriptSrc == "" {
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scriptSrc = DefaultScript
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}
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rt, err := NewScriptRuntime(scriptSrc)
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if err != nil {
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return nil, err
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}
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return &Game{
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ID: id,
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State: Waiting,
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Deck: createDeck(),
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script: rt,
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}, nil
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}
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func (g *Game) ScriptSource() string {
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if g.script == nil {
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return DefaultScript
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}
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return g.script.Source()
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}
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func createDeck() []Card {
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suits := []Suit{Hearts, Diamonds, Spades, Clubs}
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values := []Value{Seven, Eight, Nine, Ten, Under, Upper, King, Ace}
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deck := make([]Card, 0, 32)
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for _, s := range suits {
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for _, v := range values {
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deck = append(deck, Card{Suit: s, Value: v})
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}
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}
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r := rand.New(rand.NewSource(time.Now().UnixNano()))
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r.Shuffle(len(deck), func(i, j int) { deck[i], deck[j] = deck[j], deck[i] })
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return deck
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}
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func (g *Game) AddPlayer(id, name string) error {
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g.Mu.Lock()
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defer g.Mu.Unlock()
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if g.State != Waiting {
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return errors.New("game already started")
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}
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if len(g.Players) >= 4 {
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return errors.New("game full")
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}
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for _, p := range g.Players {
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if p.ID == id {
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return nil
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}
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}
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g.Players = append(g.Players, &Player{ID: id, Name: name, Hand: []Card{}})
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return nil
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}
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func (g *Game) Start() error {
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g.Mu.Lock()
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defer g.Mu.Unlock()
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if len(g.Players) < 2 {
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return errors.New("not enough players")
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}
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if g.State == Playing {
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return errors.New("already started")
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}
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g.Deck = createDeck()
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for _, p := range g.Players {
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p.Hand = []Card{}
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}
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g.DiscardPile = nil
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g.PenaltyCards = 0
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g.SkipNext = false
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g.Direction = 1
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g.Winner = nil
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g.PendingChoice = nil
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for i := 0; i < 4; i++ {
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for _, p := range g.Players {
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c, err := g.drawCard()
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if err != nil {
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return err
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}
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p.Hand = append(p.Hand, c)
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}
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}
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firstCard, err := g.drawCard()
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if err != nil {
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return err
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}
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for firstCard.Value == Upper {
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g.Deck = append(g.Deck, firstCard)
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r := rand.New(rand.NewSource(time.Now().UnixNano()))
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r.Shuffle(len(g.Deck), func(i, j int) { g.Deck[i], g.Deck[j] = g.Deck[j], g.Deck[i] })
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firstCard, err = g.drawCard()
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if err != nil {
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return err
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}
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}
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g.DiscardPile = []Card{firstCard}
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g.ActiveSuit = firstCard.Suit
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g.State = Playing
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g.CurrentPlayer = 0
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state := g.buildState(g.Players[0], firstCard.Suit)
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res, err := g.script.OnPlayed([]Card{firstCard}, state)
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if err != nil {
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log.Printf("script onPlayed error on first card: %v", err)
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} else {
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g.PenaltyCards = res.PenaltyCards
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g.SkipNext = res.SkipNext
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g.ActiveSuit = res.ActiveSuit
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}
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return nil
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}
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func (g *Game) drawCard() (Card, error) {
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if len(g.Deck) == 0 && len(g.DiscardPile) <= 1 {
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return Card{}, errors.New("no cards available to draw")
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}
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if len(g.Deck) == 0 {
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top := g.DiscardPile[len(g.DiscardPile)-1]
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g.Deck = g.DiscardPile[:len(g.DiscardPile)-1]
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g.DiscardPile = []Card{top}
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r := rand.New(rand.NewSource(time.Now().UnixNano()))
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r.Shuffle(len(g.Deck), func(i, j int) { g.Deck[i], g.Deck[j] = g.Deck[j], g.Deck[i] })
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}
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if len(g.Deck) == 0 {
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return Card{}, errors.New("no cards available to draw")
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}
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card := g.Deck[len(g.Deck)-1]
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g.Deck = g.Deck[:len(g.Deck)-1]
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return card, nil
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}
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// PlayCards plays a single selected card from the current player's hand.
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// chosenSuit is used when an Upper is played.
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func (g *Game) PlayCards(playerID string, cardIndices []int, chosenSuit Suit) error {
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g.Mu.Lock()
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defer g.Mu.Unlock()
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if g.State != Playing {
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return errors.New("game not in playing state")
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}
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if len(cardIndices) == 0 {
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return errors.New("no cards selected")
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}
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if len(cardIndices) != 1 {
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return errors.New("only one card can be played per turn")
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}
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if g.PendingChoice != nil {
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return errors.New("resolve pending choice first")
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}
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p := g.Players[g.CurrentPlayer]
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if p.ID != playerID {
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return errors.New("not your turn")
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}
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// Validate all indices.
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seen := make(map[int]bool)
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for _, idx := range cardIndices {
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if idx < 0 || idx >= len(p.Hand) {
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return fmt.Errorf("invalid card index %d", idx)
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}
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if seen[idx] {
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return fmt.Errorf("duplicate card index %d", idx)
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}
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seen[idx] = true
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}
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// Sort descending so removal by index is safe.
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sorted := make([]int, len(cardIndices))
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copy(sorted, cardIndices)
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sort.Sort(sort.Reverse(sort.IntSlice(sorted)))
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// Collect the cards in the exact order selected by the player.
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// This allows scripts to reason about sequence-sensitive combos.
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cards := make([]Card, len(cardIndices))
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for i, idx := range cardIndices {
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cards[i] = p.Hand[idx]
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}
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top := g.DiscardPile[len(g.DiscardPile)-1]
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state := g.buildState(p, chosenSuit)
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// Ask script whether the play is legal.
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ok, err := g.script.CanPlay(cards, top, state)
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if err != nil {
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log.Printf("script canPlay error: %v", err)
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ok = false
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}
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if !ok {
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return errors.New("cannot play these cards")
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}
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// Remove cards from hand (highest index first to preserve lower indices).
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for _, idx := range sorted {
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p.Hand = append(p.Hand[:idx], p.Hand[idx+1:]...)
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}
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// Place cards on discard pile.
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for _, c := range cards {
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g.DiscardPile = append(g.DiscardPile, c)
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}
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// Apply side-effects.
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res, err := g.script.OnPlayed(cards, state)
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if err != nil {
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log.Printf("script onPlayed error: %v", err)
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} else {
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if err := g.applyScriptStateMutation(res); err != nil {
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return err
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}
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if res.InstantWin {
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g.State = Ended
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g.Winner = p
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return nil
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}
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}
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if len(p.Hand) == 0 {
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g.State = Ended
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g.Winner = p
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return nil
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}
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if res.ExtraTurn {
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// current player goes again — don't advance
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return nil
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}
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if res.ChoicePrompt != "" && len(res.ChoiceOptions) > 0 {
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g.PendingChoice = &PendingChoice{
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PlayerID: p.ID,
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Prompt: res.ChoicePrompt,
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Options: res.ChoiceOptions,
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}
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return nil
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}
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g.nextTurn()
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return nil
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}
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// PlayCard is a convenience wrapper for playing a single card.
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func (g *Game) PlayCard(playerID string, cardIdx int, chosenSuit Suit) error {
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return g.PlayCards(playerID, []int{cardIdx}, chosenSuit)
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}
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func (g *Game) Draw(playerID string) error {
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g.Mu.Lock()
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defer g.Mu.Unlock()
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if g.State != Playing {
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return errors.New("game not in playing state")
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}
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if g.PendingChoice != nil {
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return errors.New("resolve pending choice first")
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}
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p := g.Players[g.CurrentPlayer]
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if p.ID != playerID {
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return errors.New("not your turn")
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}
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if g.PenaltyCards > 0 {
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for i := 0; i < g.PenaltyCards; i++ {
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c, err := g.drawCard()
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if err != nil {
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return err
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}
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p.Hand = append(p.Hand, c)
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}
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g.PenaltyCards = 0
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} else if g.SkipNext {
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g.SkipNext = false
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} else {
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c, err := g.drawCard()
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if err != nil {
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return err
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}
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p.Hand = append(p.Hand, c)
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}
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g.nextTurn()
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return nil
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}
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// ApplyChoice resolves a pending post-play choice for the current player.
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func (g *Game) ApplyChoice(playerID, choice string) error {
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g.Mu.Lock()
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defer g.Mu.Unlock()
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if g.State != Playing {
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return errors.New("game not in playing state")
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}
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if g.PendingChoice == nil {
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return errors.New("no pending choice")
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}
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if g.PendingChoice.PlayerID != playerID {
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return errors.New("not your choice")
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}
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valid := false
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for _, o := range g.PendingChoice.Options {
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if o == choice {
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valid = true
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break
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}
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}
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if !valid {
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return errors.New("invalid choice option")
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}
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p := g.Players[g.CurrentPlayer]
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state := g.buildState(p, g.ActiveSuit)
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res, err := g.script.OnChoice(choice, state)
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if err != nil {
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log.Printf("script onChoice error: %v", err)
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}
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if err := g.applyScriptStateMutation(res); err != nil {
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return err
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}
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if res.InstantWin {
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g.State = Ended
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g.Winner = p
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g.PendingChoice = nil
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return nil
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}
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if res.SetDiscardIdx {
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if res.DiscardIdx < 0 || res.DiscardIdx >= len(p.Hand) {
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return errors.New("invalid discard index")
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}
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extra := p.Hand[res.DiscardIdx]
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p.Hand = append(p.Hand[:res.DiscardIdx], p.Hand[res.DiscardIdx+1:]...)
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g.DiscardPile = append(g.DiscardPile, extra)
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extraState := g.buildState(p, g.ActiveSuit)
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extraRes, err := g.script.OnPlayed([]Card{extra}, extraState)
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if err != nil {
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log.Printf("script onPlayed error on extra discard: %v", err)
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} else {
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g.PenaltyCards = extraRes.PenaltyCards
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g.SkipNext = extraRes.SkipNext
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if extraRes.ActiveSuit != "" {
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g.ActiveSuit = extraRes.ActiveSuit
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}
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if extraRes.SetReverseDir {
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g.Direction = 1
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if extraRes.ReverseDir {
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g.Direction = -1
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}
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}
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if extraRes.InstantWin {
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g.State = Ended
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g.Winner = p
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g.PendingChoice = nil
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return nil
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}
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if len(p.Hand) == 0 {
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g.State = Ended
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g.Winner = p
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g.PendingChoice = nil
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return nil
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}
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if extraRes.ChoicePrompt != "" && len(extraRes.ChoiceOptions) > 0 {
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g.PendingChoice = &PendingChoice{
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PlayerID: p.ID,
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Prompt: extraRes.ChoicePrompt,
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Options: extraRes.ChoiceOptions,
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}
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return nil
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}
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if extraRes.ExtraTurn {
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g.PendingChoice = nil
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return nil
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}
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}
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}
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if len(p.Hand) == 0 {
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g.State = Ended
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g.Winner = p
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g.PendingChoice = nil
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return nil
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}
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g.PendingChoice = nil
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if res.ExtraTurn {
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return nil
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}
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g.nextTurn()
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return nil
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}
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func (g *Game) applyScriptStateMutation(res OnPlayedResult) error {
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g.PenaltyCards = res.PenaltyCards
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g.SkipNext = res.SkipNext
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if res.ActiveSuit != "" {
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g.ActiveSuit = res.ActiveSuit
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}
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if res.SetReverseDir {
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g.Direction = 1
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if res.ReverseDir {
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g.Direction = -1
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}
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}
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if res.SetPlayerHands {
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if len(res.PlayerHands) != len(g.Players) {
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return errors.New("playerHands length mismatch")
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}
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for i := range g.Players {
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h := make([]Card, len(res.PlayerHands[i]))
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copy(h, res.PlayerHands[i])
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g.Players[i].Hand = h
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}
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}
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if res.SetDiscardPile {
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if len(res.DiscardPile) == 0 {
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return errors.New("discard pile cannot be empty")
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}
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pile := make([]Card, len(res.DiscardPile))
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copy(pile, res.DiscardPile)
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g.DiscardPile = pile
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}
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if res.SetDeck {
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deck := make([]Card, len(res.Deck))
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copy(deck, res.Deck)
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g.Deck = deck
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}
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if res.SetCurrentPlayer {
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if res.CurrentPlayer < 0 || res.CurrentPlayer >= len(g.Players) {
|
||||
return errors.New("invalid currentPlayerIndex")
|
||||
}
|
||||
g.CurrentPlayer = res.CurrentPlayer
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Game) nextTurn() {
|
||||
n := len(g.Players)
|
||||
g.CurrentPlayer = ((g.CurrentPlayer+g.Direction)%n + n) % n
|
||||
}
|
||||
|
||||
// buildState constructs the GameScriptState for the current moment.
|
||||
// chosenSuit is the suit the player selected (for Upper plays).
|
||||
func (g *Game) buildState(p *Player, chosenSuit Suit) GameScriptState {
|
||||
handCopy := make([]Card, len(p.Hand))
|
||||
copy(handCopy, p.Hand)
|
||||
|
||||
counts := make([]int, len(g.Players))
|
||||
for i, pl := range g.Players {
|
||||
counts[i] = len(pl.Hand)
|
||||
}
|
||||
|
||||
return GameScriptState{
|
||||
ActiveSuit: g.ActiveSuit,
|
||||
PenaltyCards: g.PenaltyCards,
|
||||
SkipNext: g.SkipNext,
|
||||
ChosenSuit: chosenSuit,
|
||||
Hand: handCopy,
|
||||
PlayerCount: len(g.Players),
|
||||
HandCounts: counts,
|
||||
Direction: g.Direction,
|
||||
}
|
||||
}
|
||||
273
internal/engine/game_test.go
Normal file
273
internal/engine/game_test.go
Normal file
|
|
@ -0,0 +1,273 @@
|
|||
package engine
|
||||
|
||||
import "testing"
|
||||
|
||||
func TestStartReinitializesEndedGameWithSamePlayers(t *testing.T) {
|
||||
g, err := NewGame("room-1", DefaultScript)
|
||||
if err != nil {
|
||||
t.Fatalf("NewGame failed: %v", err)
|
||||
}
|
||||
if err := g.AddPlayer("p1", "Alice"); err != nil {
|
||||
t.Fatalf("AddPlayer p1 failed: %v", err)
|
||||
}
|
||||
if err := g.AddPlayer("p2", "Bob"); err != nil {
|
||||
t.Fatalf("AddPlayer p2 failed: %v", err)
|
||||
}
|
||||
|
||||
if err := g.Start(); err != nil {
|
||||
t.Fatalf("first Start failed: %v", err)
|
||||
}
|
||||
if g.State != Playing {
|
||||
t.Fatalf("expected state=%q, got %q", Playing, g.State)
|
||||
}
|
||||
|
||||
g.Mu.Lock()
|
||||
g.State = Ended
|
||||
g.Winner = g.Players[0]
|
||||
g.Mu.Unlock()
|
||||
|
||||
if err := g.Start(); err != nil {
|
||||
t.Fatalf("restart Start failed: %v", err)
|
||||
}
|
||||
if g.State != Playing {
|
||||
t.Fatalf("expected restarted state=%q, got %q", Playing, g.State)
|
||||
}
|
||||
if g.Winner != nil {
|
||||
t.Fatalf("winner should be reset on restart")
|
||||
}
|
||||
if len(g.Players) != 2 {
|
||||
t.Fatalf("expected players to be preserved, got %d", len(g.Players))
|
||||
}
|
||||
}
|
||||
|
||||
func TestStartFailsWithNotEnoughPlayers(t *testing.T) {
|
||||
g, err := NewGame("room-2", DefaultScript)
|
||||
if err != nil {
|
||||
t.Fatalf("NewGame failed: %v", err)
|
||||
}
|
||||
if err := g.AddPlayer("p1", "Alice"); err != nil {
|
||||
t.Fatalf("AddPlayer failed: %v", err)
|
||||
}
|
||||
|
||||
if err := g.Start(); err == nil {
|
||||
t.Fatalf("expected Start to fail with one player")
|
||||
}
|
||||
}
|
||||
|
||||
func TestDrawWhenDeckAndDiscardAreExhaustedDoesNotPanic(t *testing.T) {
|
||||
g, err := NewGame("room-3", DefaultScript)
|
||||
if err != nil {
|
||||
t.Fatalf("NewGame failed: %v", err)
|
||||
}
|
||||
g.Players = []*Player{{ID: "p1", Name: "Alice"}, {ID: "p2", Name: "Bob"}}
|
||||
g.State = Playing
|
||||
g.CurrentPlayer = 0
|
||||
g.Deck = nil
|
||||
g.DiscardPile = []Card{{Suit: Hearts, Value: Seven}}
|
||||
|
||||
defer func() {
|
||||
if r := recover(); r != nil {
|
||||
t.Fatalf("Draw panicked with exhausted deck/discard: %v", r)
|
||||
}
|
||||
}()
|
||||
|
||||
err = g.Draw("p1")
|
||||
if err == nil {
|
||||
t.Fatalf("expected Draw to return an error when no cards are available")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPlayCardsRejectsMultipleSelection(t *testing.T) {
|
||||
g, err := NewGame("room-5", DefaultScript)
|
||||
if err != nil {
|
||||
t.Fatalf("NewGame failed: %v", err)
|
||||
}
|
||||
g.Players = []*Player{{ID: "p1", Name: "Alice"}, {ID: "p2", Name: "Bob"}}
|
||||
g.State = Playing
|
||||
g.CurrentPlayer = 0
|
||||
g.ActiveSuit = Hearts
|
||||
g.DiscardPile = []Card{{Suit: Hearts, Value: Nine}}
|
||||
g.Players[0].Hand = []Card{{Suit: Hearts, Value: King}, {Suit: Hearts, Value: Ace}}
|
||||
|
||||
if err := g.PlayCards("p1", []int{0, 1}, Hearts); err == nil {
|
||||
t.Fatalf("expected multi-card play to be rejected")
|
||||
}
|
||||
}
|
||||
|
||||
func TestPendingChoiceBlocksTurnUntilChoiceApplied(t *testing.T) {
|
||||
script := `
|
||||
function canPlay(cards, topCard, state) {
|
||||
return cards.length === 1;
|
||||
}
|
||||
|
||||
function onPlayed(cards, state) {
|
||||
return {
|
||||
penaltyCards: state.penaltyCards,
|
||||
skipNext: state.skipNext,
|
||||
activeSuit: cards[0].suit,
|
||||
choicePrompt: "Pick mode",
|
||||
choiceOptions: ["keep", "reverse"]
|
||||
};
|
||||
}
|
||||
|
||||
function onChoice(choice, state) {
|
||||
return {
|
||||
penaltyCards: state.penaltyCards,
|
||||
skipNext: state.skipNext,
|
||||
activeSuit: state.activeSuit,
|
||||
reverseDir: choice === "reverse"
|
||||
};
|
||||
}
|
||||
`
|
||||
|
||||
g, err := NewGame("room-6", script)
|
||||
if err != nil {
|
||||
t.Fatalf("NewGame failed: %v", err)
|
||||
}
|
||||
g.Players = []*Player{{ID: "p1", Name: "Alice"}, {ID: "p2", Name: "Bob"}}
|
||||
g.State = Playing
|
||||
g.CurrentPlayer = 0
|
||||
g.ActiveSuit = Hearts
|
||||
g.Direction = 1
|
||||
g.DiscardPile = []Card{{Suit: Hearts, Value: Seven}}
|
||||
g.Players[0].Hand = []Card{{Suit: Hearts, Value: Nine}, {Suit: Clubs, Value: Ten}}
|
||||
g.Players[1].Hand = []Card{{Suit: Clubs, Value: Nine}}
|
||||
|
||||
if err := g.PlayCards("p1", []int{0}, Hearts); err != nil {
|
||||
t.Fatalf("PlayCards failed: %v", err)
|
||||
}
|
||||
if g.PendingChoice == nil {
|
||||
t.Fatalf("expected pending choice")
|
||||
}
|
||||
if g.CurrentPlayer != 0 {
|
||||
t.Fatalf("turn should not advance before choice")
|
||||
}
|
||||
if err := g.Draw("p1"); err == nil {
|
||||
t.Fatalf("draw should be blocked while choice is pending")
|
||||
}
|
||||
|
||||
if err := g.ApplyChoice("p1", "reverse"); err != nil {
|
||||
t.Fatalf("ApplyChoice failed: %v", err)
|
||||
}
|
||||
if g.PendingChoice != nil {
|
||||
t.Fatalf("pending choice should be cleared")
|
||||
}
|
||||
if g.Direction != -1 {
|
||||
t.Fatalf("expected reverse direction after choice")
|
||||
}
|
||||
}
|
||||
|
||||
func TestOnChoiceCanDiscardExtraCardByIndex(t *testing.T) {
|
||||
script := `
|
||||
function canPlay(cards, topCard, state) {
|
||||
return cards.length === 1;
|
||||
}
|
||||
|
||||
function onPlayed(cards, state) {
|
||||
var c = cards[0];
|
||||
var out = {
|
||||
penaltyCards: state.penaltyCards,
|
||||
skipNext: state.skipNext,
|
||||
activeSuit: c.suit
|
||||
};
|
||||
if (c.value === "king") {
|
||||
out.choicePrompt = "Discard extra?";
|
||||
out.choiceOptions = ["yes", "no"];
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
function onChoice(choice, state) {
|
||||
var out = {
|
||||
penaltyCards: state.penaltyCards,
|
||||
skipNext: state.skipNext,
|
||||
activeSuit: state.activeSuit
|
||||
};
|
||||
if (choice === "yes") out.discardIndex = 0;
|
||||
return out;
|
||||
}
|
||||
`
|
||||
|
||||
g, err := NewGame("room-7", script)
|
||||
if err != nil {
|
||||
t.Fatalf("NewGame failed: %v", err)
|
||||
}
|
||||
g.Players = []*Player{{ID: "p1", Name: "Alice"}, {ID: "p2", Name: "Bob"}}
|
||||
g.State = Playing
|
||||
g.CurrentPlayer = 0
|
||||
g.ActiveSuit = Hearts
|
||||
g.Direction = 1
|
||||
g.DiscardPile = []Card{{Suit: Hearts, Value: Nine}}
|
||||
g.Players[0].Hand = []Card{{Suit: Hearts, Value: King}, {Suit: Clubs, Value: Ten}}
|
||||
g.Players[1].Hand = []Card{{Suit: Spades, Value: Seven}}
|
||||
|
||||
if err := g.PlayCards("p1", []int{0}, Hearts); err != nil {
|
||||
t.Fatalf("PlayCards failed: %v", err)
|
||||
}
|
||||
if g.PendingChoice == nil {
|
||||
t.Fatalf("expected pending choice after king")
|
||||
}
|
||||
if len(g.Players[0].Hand) != 1 {
|
||||
t.Fatalf("expected one remaining card before choice, got %d", len(g.Players[0].Hand))
|
||||
}
|
||||
|
||||
if err := g.ApplyChoice("p1", "yes"); err != nil {
|
||||
t.Fatalf("ApplyChoice failed: %v", err)
|
||||
}
|
||||
if len(g.Players[0].Hand) != 0 {
|
||||
t.Fatalf("expected extra card to be discarded, hand=%d", len(g.Players[0].Hand))
|
||||
}
|
||||
if g.State != Ended || g.Winner == nil || g.Winner.ID != "p1" {
|
||||
t.Fatalf("expected player to win after discarding last card")
|
||||
}
|
||||
}
|
||||
|
||||
func TestOnPlayedCanReplaceHandsAndDiscardPile(t *testing.T) {
|
||||
script := `
|
||||
function canPlay(cards, topCard, state) {
|
||||
return cards.length === 1;
|
||||
}
|
||||
|
||||
function onPlayed(cards, state) {
|
||||
var me = state.hand.slice();
|
||||
if (me.length > 0) me = me.slice(1);
|
||||
return {
|
||||
penaltyCards: 0,
|
||||
skipNext: false,
|
||||
activeSuit: "clubs",
|
||||
playerHands: [me, []],
|
||||
playedPile: [{ suit: "clubs", value: "10" }],
|
||||
currentPlayerIndex: 1
|
||||
};
|
||||
}
|
||||
`
|
||||
|
||||
g, err := NewGame("room-8", script)
|
||||
if err != nil {
|
||||
t.Fatalf("NewGame failed: %v", err)
|
||||
}
|
||||
g.Players = []*Player{{ID: "p1", Name: "Alice"}, {ID: "p2", Name: "Bob"}}
|
||||
g.State = Playing
|
||||
g.CurrentPlayer = 0
|
||||
g.ActiveSuit = Hearts
|
||||
g.DiscardPile = []Card{{Suit: Hearts, Value: Nine}}
|
||||
g.Deck = []Card{{Suit: Spades, Value: Seven}}
|
||||
g.Players[0].Hand = []Card{{Suit: Hearts, Value: Ace}, {Suit: Clubs, Value: King}}
|
||||
g.Players[1].Hand = []Card{{Suit: Diamonds, Value: Ten}}
|
||||
|
||||
if err := g.PlayCards("p1", []int{0}, Hearts); err != nil {
|
||||
t.Fatalf("PlayCards failed: %v", err)
|
||||
}
|
||||
if g.ActiveSuit != Clubs {
|
||||
t.Fatalf("expected active suit clubs, got %q", g.ActiveSuit)
|
||||
}
|
||||
if len(g.DiscardPile) != 1 || g.DiscardPile[0].Suit != Clubs || g.DiscardPile[0].Value != Ten {
|
||||
t.Fatalf("discard pile was not replaced by script")
|
||||
}
|
||||
if len(g.Players[1].Hand) != 0 {
|
||||
t.Fatalf("expected player 2 hand replaced to empty")
|
||||
}
|
||||
if g.CurrentPlayer != 1 {
|
||||
t.Fatalf("expected current player override to 1, got %d", g.CurrentPlayer)
|
||||
}
|
||||
}
|
||||
408
internal/engine/script.go
Normal file
408
internal/engine/script.go
Normal file
|
|
@ -0,0 +1,408 @@
|
|||
package engine
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log"
|
||||
"strconv"
|
||||
|
||||
"github.com/dop251/goja"
|
||||
)
|
||||
|
||||
// DefaultScript implements the standard Prší rules.
|
||||
//
|
||||
// Script contract — every rules script MUST export canPlay/onPlayed.
|
||||
// onChoice is optional; if missing, default no-op behaviour is used.
|
||||
//
|
||||
// canPlay(cards, topCard, state) → bool
|
||||
// onPlayed(cards, state) → OnPlayedResult
|
||||
// onChoice(choice, state) → OnPlayedResult
|
||||
//
|
||||
// cards – array of { suit, value } objects the player wants to play.
|
||||
//
|
||||
// Engine enforces exactly one card, so cards.length is always 1.
|
||||
//
|
||||
// topCard – { suit, value } — current top of the discard pile
|
||||
// state – see GameScriptState below
|
||||
//
|
||||
// onPlayed return object (all fields optional — omitted fields keep their current value):
|
||||
//
|
||||
// penaltyCards number — new accumulated draw penalty
|
||||
// skipNext bool — new skip flag
|
||||
// activeSuit string — new active suit
|
||||
// instantWin bool — current player wins immediately
|
||||
// extraTurn bool — current player gets an additional turn
|
||||
// reverseDir bool — toggle turn-order direction (false = clockwise, true = counter-clockwise)
|
||||
// choicePrompt string — optional UI prompt shown to current player
|
||||
// choiceOptions string[] — allowed answer options for that prompt
|
||||
// discardIndex number — optional index of one extra card to discard from current hand
|
||||
// playerHands Card[][] — optional full replacement of all players' hands
|
||||
// discardPile Card[] — optional full replacement of played/discard pile
|
||||
// playedPile Card[] — alias for discardPile
|
||||
// deck Card[] — optional full replacement of draw deck
|
||||
// currentPlayerIndex number — optional current player override
|
||||
const DefaultScript = `
|
||||
// ── Standard Prší rules ───────────────────────────────────────────────
|
||||
|
||||
function canPlay(cards, topCard, state) {
|
||||
if (cards.length !== 1) return false;
|
||||
|
||||
var card = cards[0];
|
||||
|
||||
if (state.penaltyCards > 0) return card.value === "7";
|
||||
if (state.skipNext) return card.value === "ace";
|
||||
if (card.value === "upper") return true;
|
||||
|
||||
return card.suit === state.activeSuit || card.value === topCard.value;
|
||||
}
|
||||
|
||||
function onPlayed(cards, state) {
|
||||
var card = cards[0];
|
||||
var result = {
|
||||
penaltyCards: 0,
|
||||
skipNext: false,
|
||||
activeSuit: card.suit
|
||||
};
|
||||
|
||||
if (card.value === "7") {
|
||||
result.penaltyCards = state.penaltyCards + 2;
|
||||
} else if (card.value === "ace") {
|
||||
result.skipNext = true;
|
||||
result.activeSuit = card.suit;
|
||||
} else if (card.value === "upper") {
|
||||
result.activeSuit = state.chosenSuit || card.suit;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
function onChoice(choice, state) {
|
||||
return {
|
||||
penaltyCards: state.penaltyCards,
|
||||
skipNext: state.skipNext,
|
||||
activeSuit: state.activeSuit
|
||||
};
|
||||
}
|
||||
`
|
||||
|
||||
// GameScriptState is the rich context object passed into every JS function call.
|
||||
type GameScriptState struct {
|
||||
ActiveSuit Suit
|
||||
PenaltyCards int
|
||||
SkipNext bool
|
||||
ChosenSuit Suit
|
||||
Hand []Card // acting player's full hand (including cards being played)
|
||||
PlayerCount int
|
||||
HandCounts []int // cards held by each player, in seat order
|
||||
Direction int // 1 = clockwise, -1 = counter-clockwise
|
||||
}
|
||||
|
||||
// OnPlayedResult carries every mutation onPlayed() can request.
|
||||
// All fields are optional; the engine only applies what the script explicitly returns.
|
||||
type OnPlayedResult struct {
|
||||
PenaltyCards int
|
||||
SkipNext bool
|
||||
ActiveSuit Suit
|
||||
InstantWin bool // current player wins immediately
|
||||
ExtraTurn bool // current player takes another turn
|
||||
SetReverseDir bool // whether to apply the ReverseDir value
|
||||
ReverseDir bool // new direction: false=CW, true=CCW (only used when SetReverseDir=true)
|
||||
ChoicePrompt string
|
||||
ChoiceOptions []string
|
||||
SetDiscardIdx bool
|
||||
DiscardIdx int
|
||||
SetPlayerHands bool
|
||||
PlayerHands [][]Card
|
||||
SetDiscardPile bool
|
||||
DiscardPile []Card
|
||||
SetDeck bool
|
||||
Deck []Card
|
||||
SetCurrentPlayer bool
|
||||
CurrentPlayer int
|
||||
}
|
||||
|
||||
// ScriptRuntime holds a compiled goja VM. NOT goroutine-safe.
|
||||
type ScriptRuntime struct {
|
||||
vm *goja.Runtime
|
||||
source string
|
||||
}
|
||||
|
||||
func NewScriptRuntime(source string) (*ScriptRuntime, error) {
|
||||
vm := goja.New()
|
||||
if _, err := vm.RunString(source); err != nil {
|
||||
return nil, fmt.Errorf("script compile error: %w", err)
|
||||
}
|
||||
for _, fn := range []string{"canPlay", "onPlayed"} {
|
||||
if _, ok := goja.AssertFunction(vm.Get(fn)); !ok {
|
||||
return nil, fmt.Errorf("script is missing required function %q", fn)
|
||||
}
|
||||
}
|
||||
return &ScriptRuntime{vm: vm, source: source}, nil
|
||||
}
|
||||
|
||||
func (sr *ScriptRuntime) Source() string { return sr.source }
|
||||
|
||||
// CanPlay calls JS canPlay(cards, topCard, state) → bool.
|
||||
func (sr *ScriptRuntime) CanPlay(cards []Card, topCard Card, state GameScriptState) (bool, error) {
|
||||
fn, ok := goja.AssertFunction(sr.vm.Get("canPlay"))
|
||||
if !ok {
|
||||
return false, fmt.Errorf("canPlay not found")
|
||||
}
|
||||
result, err := fn(goja.Undefined(), sr.cardsVal(cards), sr.cardVal(topCard), sr.stateVal(state))
|
||||
if err != nil {
|
||||
return false, err
|
||||
}
|
||||
return result.ToBoolean(), nil
|
||||
}
|
||||
|
||||
// OnPlayed calls JS onPlayed(cards, state) and returns structured mutations.
|
||||
func (sr *ScriptRuntime) OnPlayed(cards []Card, state GameScriptState) (OnPlayedResult, error) {
|
||||
defaults := OnPlayedResult{
|
||||
PenaltyCards: state.PenaltyCards,
|
||||
SkipNext: state.SkipNext,
|
||||
ActiveSuit: state.ActiveSuit,
|
||||
}
|
||||
fn, ok := goja.AssertFunction(sr.vm.Get("onPlayed"))
|
||||
if !ok {
|
||||
return defaults, fmt.Errorf("onPlayed not found")
|
||||
}
|
||||
res, err := fn(goja.Undefined(), sr.cardsVal(cards), sr.stateVal(state))
|
||||
if err != nil {
|
||||
return defaults, err
|
||||
}
|
||||
return sr.parseResult(res, defaults), nil
|
||||
}
|
||||
|
||||
// OnChoice calls JS onChoice(choice, state) and returns structured mutations.
|
||||
func (sr *ScriptRuntime) OnChoice(choice string, state GameScriptState) (OnPlayedResult, error) {
|
||||
defaults := OnPlayedResult{
|
||||
PenaltyCards: state.PenaltyCards,
|
||||
SkipNext: state.SkipNext,
|
||||
ActiveSuit: state.ActiveSuit,
|
||||
}
|
||||
fn, ok := goja.AssertFunction(sr.vm.Get("onChoice"))
|
||||
if !ok {
|
||||
return defaults, nil
|
||||
}
|
||||
res, err := fn(goja.Undefined(), sr.vm.ToValue(choice), sr.stateVal(state))
|
||||
if err != nil {
|
||||
return defaults, err
|
||||
}
|
||||
return sr.parseResult(res, defaults), nil
|
||||
}
|
||||
|
||||
// ── Value builders ────────────────────────────────────────────────────────────
|
||||
|
||||
func (sr *ScriptRuntime) cardVal(c Card) goja.Value {
|
||||
return sr.vm.ToValue(map[string]string{"suit": string(c.Suit), "value": string(c.Value)})
|
||||
}
|
||||
|
||||
func (sr *ScriptRuntime) cardsVal(cards []Card) goja.Value {
|
||||
objs := make([]interface{}, len(cards))
|
||||
for i, c := range cards {
|
||||
objs[i] = map[string]string{"suit": string(c.Suit), "value": string(c.Value)}
|
||||
}
|
||||
return sr.vm.ToValue(objs)
|
||||
}
|
||||
|
||||
func (sr *ScriptRuntime) stateVal(s GameScriptState) goja.Value {
|
||||
hand := make([]interface{}, len(s.Hand))
|
||||
for i, c := range s.Hand {
|
||||
hand[i] = map[string]string{"suit": string(c.Suit), "value": string(c.Value)}
|
||||
}
|
||||
counts := make([]interface{}, len(s.HandCounts))
|
||||
for i, n := range s.HandCounts {
|
||||
counts[i] = n
|
||||
}
|
||||
return sr.vm.ToValue(map[string]interface{}{
|
||||
"activeSuit": string(s.ActiveSuit),
|
||||
"penaltyCards": s.PenaltyCards,
|
||||
"skipNext": s.SkipNext,
|
||||
"chosenSuit": string(s.ChosenSuit),
|
||||
"hand": hand,
|
||||
"playerCount": s.PlayerCount,
|
||||
"handCounts": counts,
|
||||
"direction": s.Direction,
|
||||
})
|
||||
}
|
||||
|
||||
// ── Result parser — uses goja's own object API, not Export(). ─────────────────
|
||||
// This is robust regardless of how the LLM wrote the return statement.
|
||||
|
||||
func (sr *ScriptRuntime) parseResult(v goja.Value, defaults OnPlayedResult) OnPlayedResult {
|
||||
if goja.IsNull(v) || goja.IsUndefined(v) {
|
||||
return defaults
|
||||
}
|
||||
obj := v.ToObject(sr.vm)
|
||||
if obj == nil {
|
||||
return defaults
|
||||
}
|
||||
out := defaults
|
||||
|
||||
if p := objGet(sr.vm, obj, "penaltyCards"); p != nil {
|
||||
out.PenaltyCards = int(p.ToInteger())
|
||||
}
|
||||
if s := objGet(sr.vm, obj, "skipNext"); s != nil {
|
||||
out.SkipNext = s.ToBoolean()
|
||||
}
|
||||
if a := objGet(sr.vm, obj, "activeSuit"); a != nil {
|
||||
if str := a.String(); str != "" && str != "undefined" {
|
||||
out.ActiveSuit = Suit(str)
|
||||
}
|
||||
}
|
||||
if w := objGet(sr.vm, obj, "instantWin"); w != nil {
|
||||
out.InstantWin = w.ToBoolean()
|
||||
}
|
||||
if e := objGet(sr.vm, obj, "extraTurn"); e != nil {
|
||||
out.ExtraTurn = e.ToBoolean()
|
||||
}
|
||||
if rd := objGet(sr.vm, obj, "reverseDir"); rd != nil {
|
||||
out.ReverseDir = rd.ToBoolean()
|
||||
out.SetReverseDir = true
|
||||
}
|
||||
if cp := objGet(sr.vm, obj, "choicePrompt"); cp != nil {
|
||||
out.ChoicePrompt = cp.String()
|
||||
}
|
||||
if co := objGet(sr.vm, obj, "choiceOptions"); co != nil {
|
||||
if arr := co.ToObject(sr.vm); arr != nil {
|
||||
var opts []string
|
||||
for i := 0; ; i++ {
|
||||
v := arr.Get(fmt.Sprintf("%d", i))
|
||||
if v == nil || goja.IsUndefined(v) || goja.IsNull(v) {
|
||||
break
|
||||
}
|
||||
opts = append(opts, v.String())
|
||||
}
|
||||
out.ChoiceOptions = opts
|
||||
}
|
||||
}
|
||||
if di := objGet(sr.vm, obj, "discardIndex"); di != nil {
|
||||
out.DiscardIdx = int(di.ToInteger())
|
||||
out.SetDiscardIdx = true
|
||||
}
|
||||
if ph := objGet(sr.vm, obj, "playerHands"); ph != nil {
|
||||
if hands, ok := sr.parseHands(ph); ok {
|
||||
out.PlayerHands = hands
|
||||
out.SetPlayerHands = true
|
||||
}
|
||||
}
|
||||
if dp := objGet(sr.vm, obj, "discardPile"); dp != nil {
|
||||
if pile, ok := sr.parseCards(dp); ok {
|
||||
out.DiscardPile = pile
|
||||
out.SetDiscardPile = true
|
||||
}
|
||||
}
|
||||
if pp := objGet(sr.vm, obj, "playedPile"); pp != nil {
|
||||
if pile, ok := sr.parseCards(pp); ok {
|
||||
out.DiscardPile = pile
|
||||
out.SetDiscardPile = true
|
||||
}
|
||||
}
|
||||
if dk := objGet(sr.vm, obj, "deck"); dk != nil {
|
||||
if deck, ok := sr.parseCards(dk); ok {
|
||||
out.Deck = deck
|
||||
out.SetDeck = true
|
||||
}
|
||||
}
|
||||
if cp := objGet(sr.vm, obj, "currentPlayerIndex"); cp != nil {
|
||||
out.CurrentPlayer = int(cp.ToInteger())
|
||||
out.SetCurrentPlayer = true
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
// objGet returns the named property of obj, or nil if it is absent/undefined/null.
|
||||
func objGet(vm *goja.Runtime, obj *goja.Object, key string) goja.Value {
|
||||
v := obj.Get(key)
|
||||
if v == nil || goja.IsUndefined(v) || goja.IsNull(v) {
|
||||
return nil
|
||||
}
|
||||
_ = vm // kept for potential future use
|
||||
_ = log.Writer
|
||||
return v
|
||||
}
|
||||
|
||||
func (sr *ScriptRuntime) parseHands(v goja.Value) ([][]Card, bool) {
|
||||
obj := v.ToObject(sr.vm)
|
||||
if obj == nil {
|
||||
return nil, false
|
||||
}
|
||||
length := obj.Get("length")
|
||||
if length == nil || goja.IsUndefined(length) || goja.IsNull(length) {
|
||||
return nil, false
|
||||
}
|
||||
n := int(length.ToInteger())
|
||||
if n < 0 {
|
||||
return nil, false
|
||||
}
|
||||
hands := make([][]Card, n)
|
||||
for i := 0; i < n; i++ {
|
||||
entry := obj.Get(strconv.Itoa(i))
|
||||
cards, ok := sr.parseCards(entry)
|
||||
if !ok {
|
||||
return nil, false
|
||||
}
|
||||
hands[i] = cards
|
||||
}
|
||||
return hands, true
|
||||
}
|
||||
|
||||
func (sr *ScriptRuntime) parseCards(v goja.Value) ([]Card, bool) {
|
||||
obj := v.ToObject(sr.vm)
|
||||
if obj == nil {
|
||||
return nil, false
|
||||
}
|
||||
length := obj.Get("length")
|
||||
if length == nil || goja.IsUndefined(length) || goja.IsNull(length) {
|
||||
return nil, false
|
||||
}
|
||||
n := int(length.ToInteger())
|
||||
if n < 0 {
|
||||
return nil, false
|
||||
}
|
||||
cards := make([]Card, n)
|
||||
for i := 0; i < n; i++ {
|
||||
entry := obj.Get(strconv.Itoa(i))
|
||||
card, ok := sr.parseCard(entry)
|
||||
if !ok {
|
||||
return nil, false
|
||||
}
|
||||
cards[i] = card
|
||||
}
|
||||
return cards, true
|
||||
}
|
||||
|
||||
func (sr *ScriptRuntime) parseCard(v goja.Value) (Card, bool) {
|
||||
obj := v.ToObject(sr.vm)
|
||||
if obj == nil {
|
||||
return Card{}, false
|
||||
}
|
||||
sv := obj.Get("suit")
|
||||
vv := obj.Get("value")
|
||||
if sv == nil || vv == nil || goja.IsUndefined(sv) || goja.IsNull(sv) || goja.IsUndefined(vv) || goja.IsNull(vv) {
|
||||
return Card{}, false
|
||||
}
|
||||
card := Card{Suit: Suit(sv.String()), Value: Value(vv.String())}
|
||||
if !isValidSuit(card.Suit) || !isValidValue(card.Value) {
|
||||
return Card{}, false
|
||||
}
|
||||
return card, true
|
||||
}
|
||||
|
||||
func isValidSuit(s Suit) bool {
|
||||
switch s {
|
||||
case Hearts, Diamonds, Spades, Clubs:
|
||||
return true
|
||||
default:
|
||||
return false
|
||||
}
|
||||
}
|
||||
|
||||
func isValidValue(v Value) bool {
|
||||
switch v {
|
||||
case Seven, Eight, Nine, Ten, Under, Upper, King, Ace:
|
||||
return true
|
||||
default:
|
||||
return false
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue