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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,
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue