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+349
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package game
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import (
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"errors"
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"fmt"
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"math/rand"
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"time"
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)
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type PlayerState struct {
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ID string
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Nickname string
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IsBot bool
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Hand []*Card
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SkillZone []*Card
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ChallengeZone []*Card
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IsExited bool
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InfectedActive bool
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}
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type Engine struct {
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Players []*PlayerState
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HarmonyZone []*Card
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CurrentTurn int
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Phase string
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TurnPhase string
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HarmonyTarget int
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Setting GameSetting
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SelectedCard *Card
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SelectedBy string
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Effect *EffectState
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rng *rand.Rand
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}
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func NewEngine(playerIDs []string, nicknames []string, botFlags []bool, playerCount int) *Engine {
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e := &Engine{
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Phase: "dealing",
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rng: rand.New(rand.NewSource(time.Now().UnixNano())),
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}
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for i, pid := range playerIDs {
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e.Players = append(e.Players, &PlayerState{
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ID: pid, Nickname: nicknames[i], IsBot: botFlags[i],
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})
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}
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return e
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}
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func (e *Engine) Deal() {
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deck, setting := BuildDeck(len(e.Players))
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e.Setting = setting
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e.HarmonyTarget = setting.HarmonyTarget
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idx := 0
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for idx < len(deck) {
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for _, p := range e.Players {
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if idx >= len(deck) {
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break
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}
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p.Hand = append(p.Hand, deck[idx])
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idx++
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}
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}
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e.CurrentTurn = e.findStartingPlayer()
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e.Phase = "playing"
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e.TurnPhase = "select_card"
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e.startTurn()
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}
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func (e *Engine) findStartingPlayer() int {
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for i, p := range e.Players {
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for _, c := range p.Hand {
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if c.TypeID == "student_council_president" {
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return i
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}
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}
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}
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return e.rng.Intn(len(e.Players))
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}
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func (e *Engine) startTurn() {
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if e.CheckInfectedEffect() {
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e.TurnPhase = "effect_resolving"
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} else {
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e.TurnPhase = "select_card"
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}
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}
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func (e *Engine) CurrentPlayer() *PlayerState {
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if e.CurrentTurn < 0 || e.CurrentTurn >= len(e.Players) {
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return nil
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}
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return e.Players[e.CurrentTurn]
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}
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func (e *Engine) GetPlayer(id string) *PlayerState {
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for _, p := range e.Players {
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if p.ID == id {
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return p
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}
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}
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return nil
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}
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func (e *Engine) SelectCard(playerID, cardUID string) error {
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if e.Phase != "playing" || e.TurnPhase != "select_card" {
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return errors.New("cannot select card now")
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}
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cp := e.CurrentPlayer()
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if cp == nil || cp.ID != playerID {
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return errors.New("not your turn")
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}
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for _, c := range cp.Hand {
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if c.UID == cardUID {
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if IsUnusable(c.TypeID) {
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return fmt.Errorf("「%s」无法被使用", c.Name)
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}
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e.SelectedCard = c
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e.SelectedBy = playerID
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e.TurnPhase = "select_action"
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return nil
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}
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}
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return errors.New("card not in hand")
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}
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func (e *Engine) ConfirmAction(playerID, action string, targetPlayerID string) error {
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if e.Phase != "playing" {
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return errors.New("not playing")
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}
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cp := e.CurrentPlayer()
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if cp == nil || cp.ID != playerID {
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return errors.New("not your turn")
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}
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if e.SelectedCard == nil {
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return errors.New("no card selected")
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}
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switch action {
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case "skill":
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return e.doSkill(cp)
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case "harmony":
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return e.doHarmony(cp)
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case "challenge":
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if e.TurnPhase == "select_action" && targetPlayerID == "" {
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e.TurnPhase = "select_target"
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return nil
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}
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return e.doChallenge(cp, targetPlayerID)
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}
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return errors.New("unknown action")
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}
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func (e *Engine) doSkill(p *PlayerState) error {
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card := e.SelectedCard
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e.removeFromHand(p, card.UID)
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p.SkillZone = append(p.SkillZone, card)
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e.SelectedCard = nil
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e.SelectedBy = ""
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if e.triggerEffect(p, card) {
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e.TurnPhase = "effect_resolving"
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return nil
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}
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e.finishTurn(p)
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return nil
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}
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func (e *Engine) doHarmony(p *PlayerState) error {
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card := e.SelectedCard
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e.removeFromHand(p, card.UID)
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e.HarmonyZone = append(e.HarmonyZone, card)
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e.SelectedCard = nil
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e.SelectedBy = ""
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e.finishTurn(p)
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return nil
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}
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func (e *Engine) doChallenge(p *PlayerState, targetID string) error {
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if targetID == "" || targetID == p.ID {
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return errors.New("invalid challenge target")
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}
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target := e.GetPlayer(targetID)
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if target == nil {
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return errors.New("target not found")
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}
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card := e.SelectedCard
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e.removeFromHand(p, card.UID)
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target.ChallengeZone = append(target.ChallengeZone, card)
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e.SelectedCard = nil
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e.SelectedBy = ""
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e.finishTurn(p)
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return nil
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}
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func (e *Engine) finishTurn(p *PlayerState) {
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if len(p.Hand) <= 1 {
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p.IsExited = true
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}
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if e.allExited() {
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e.Phase = "all_exited"
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e.TurnPhase = ""
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return
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}
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e.advanceTurn()
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e.startTurn()
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}
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func (e *Engine) advanceTurn() {
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n := len(e.Players)
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next := (e.CurrentTurn + 1) % n
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for i := 0; i < n; i++ {
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if !e.Players[next].IsExited {
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e.CurrentTurn = next
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return
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}
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next = (next + 1) % n
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}
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}
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func (e *Engine) allExited() bool {
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for _, p := range e.Players {
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if !p.IsExited {
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return false
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}
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}
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return true
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}
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func (e *Engine) removeFromHand(p *PlayerState, uid string) {
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for i, c := range p.Hand {
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if c.UID == uid {
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p.Hand = append(p.Hand[:i], p.Hand[i+1:]...)
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return
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}
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}
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}
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func (e *Engine) IsEffectResolving() bool {
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return e.Effect != nil && e.Effect.Active
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}
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func (e *Engine) EffectNeedsResponseFrom(playerID string) bool {
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if !e.IsEffectResolving() {
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return false
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}
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ef := e.Effect
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if ef.ChoiceType == "all_select_card" {
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_, done := ef.PendingResponses[playerID]
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p := e.GetPlayer(playerID)
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return !done && p != nil && !p.IsExited && len(p.Hand) > 0
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}
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return ef.WaitingFor == playerID
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}
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func (e *Engine) BotAutoPlay(playerID string) (string, string) {
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p := e.GetPlayer(playerID)
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if p == nil || !p.IsBot || p.IsExited {
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return "", ""
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}
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var playable []*Card
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for _, c := range p.Hand {
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if !IsUnusable(c.TypeID) {
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playable = append(playable, c)
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}
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}
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if len(playable) == 0 {
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return "", ""
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}
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card := playable[e.rng.Intn(len(playable))]
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e.SelectedCard = card
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e.SelectedBy = playerID
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roll := e.rng.Intn(10)
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if roll < 4 {
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return "harmony", ""
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} else if roll < 7 {
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return "skill", ""
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} else {
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var targets []string
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for _, o := range e.Players {
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if o.ID != playerID && !o.IsExited {
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targets = append(targets, o.ID)
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}
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}
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if len(targets) == 0 {
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return "harmony", ""
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}
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return "challenge", targets[e.rng.Intn(len(targets))]
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}
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}
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func (e *Engine) BotAutoEffectResponse(playerID string) map[string]interface{} {
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ef := e.Effect
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if ef == nil || !ef.Active {
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return nil
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}
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p := e.GetPlayer(playerID)
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if p == nil {
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return nil
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}
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resp := make(map[string]interface{})
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switch ef.ChoiceType {
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case "view_cards":
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resp["ok"] = true
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case "select_player":
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if targets, ok := ef.ChoiceData["targets"].([]map[string]interface{}); ok && len(targets) > 0 {
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resp["player_id"] = targets[e.rng.Intn(len(targets))]["player_id"]
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}
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case "select_card_from_hand", "all_select_card":
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if len(p.Hand) > 0 {
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playable := p.Hand
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var filtered []*Card
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for _, c := range playable {
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if !IsUnusable(c.TypeID) {
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filtered = append(filtered, c)
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}
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}
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if len(filtered) > 0 {
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playable = filtered
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}
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resp["card_uid"] = playable[e.rng.Intn(len(playable))].UID
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}
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case "select_skill_card":
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if cards, ok := ef.ChoiceData["cards"].([]map[string]interface{}); ok && len(cards) > 0 {
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resp["card_uid"] = cards[e.rng.Intn(len(cards))]["uid"]
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}
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case "select_challenge_card":
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if cards, ok := ef.ChoiceData["cards"].([]map[string]interface{}); ok && len(cards) > 0 {
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c := cards[e.rng.Intn(len(cards))]
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resp["card_uid"] = c["uid"]
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resp["owner_id"] = c["owner_id"]
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}
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case "select_harmony_card":
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if cards, ok := ef.ChoiceData["cards"].([]map[string]interface{}); ok && len(cards) > 0 {
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resp["card_uid"] = cards[e.rng.Intn(len(cards))]["uid"]
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}
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case "yes_no":
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resp["yes"] = e.rng.Intn(2) == 0
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case "select_option":
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if opts, ok := ef.ChoiceData["options"].([]map[string]interface{}); ok && len(opts) > 0 {
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resp["value"] = opts[e.rng.Intn(len(opts))]["value"]
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} else if opts2, ok := ef.ChoiceData["options"].([]interface{}); ok && len(opts2) > 0 {
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if m, ok := opts2[e.rng.Intn(len(opts2))].(map[string]interface{}); ok {
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resp["value"] = m["value"]
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}
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}
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}
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return resp
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}
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