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package game
import (
"fmt"
"log"
)
type ActionPrototype interface {
Specialize(...interface{}) Action
String() string
}
type Action interface {
Declare(s *State)
Resolve(s *State)
String() string
}
type FastAction interface {
Action
FastDeclare(s *State)
}
type ActionBase struct {
Source interface{}
Card *Card
resolveFunc func(s *State)
desc string
}
func (a *ActionBase) Declare(s *State) {
if !s.Stack.IsEmpty() {
log.Fatalf("Slow action can not be declared while other actions are on the stack")
}
s.Stack.Push(a)
}
func (a *ActionBase) Resolve(s *State) {
a.resolveFunc(s)
}
func (a *ActionBase) String() string {
if p, ok := a.Source.(Permanent); ok {
return fmt.Sprintf("%s: %s %s", p.GetController().Name, p.GetTile().Position.String(), a.desc)
}
return fmt.Sprintf("%s %s", a.Source, a.desc)
}
type MoveActionPrototype struct {
Unit *Unit
}
func NewMoveActionPrototype(u *Unit) *MoveActionPrototype {
return &MoveActionPrototype{u}
}
func (proto *MoveActionPrototype) String() string {
return fmt.Sprintf("move %d", proto.Unit.Movement)
}
func (proto *MoveActionPrototype) Specialize(args ...interface{}) Action {
target := args[0].(*Tile)
u := proto.Unit
resolveFunc := func(s *State) {
u.move(s, target)
}
desc := fmt.Sprintf("-> %s", target.Position.String())
return &ActionBase{u, u.GetCard(), resolveFunc, desc}
}
type AttackActionPrototype struct {
Unit *Unit
}
func NewAttackActionPrototype(u *Unit) *AttackActionPrototype {
return &AttackActionPrototype{u}
}
func (proto *AttackActionPrototype) String() string {
return fmt.Sprintf("attack %s", proto.Unit.Attack.String())
}
func (proto *AttackActionPrototype) Specialize(args ...interface{}) Action {
target := args[0].(Permanent)
u := proto.Unit
resolveFunc := func(s *State) {
s.Fight(u, target)
}
desc := fmt.Sprintf("x %s", target.GetTile().Position.String())
return &ActionBase{u, u.GetCard(), resolveFunc, desc}
}
type FullActionPrototype struct {
Permanent Permanent
}
func (proto *FullActionPrototype) String() string {
return "full_action"
}
func (proto *FullActionPrototype) Specialize(args ...interface{}) Action {
p := proto.Permanent
resolveFunc := args[0].(func(s *State))
desc := "full_action"
return &ActionBase{p, p.GetCard(), resolveFunc, desc}
}
type FreeActionPrototype struct {
Permanent Permanent
}
func (proto *FreeActionPrototype) String() string {
return "free_action"
}
func (proto *FreeActionPrototype) Specialize(args ...interface{}) Action {
p := proto.Permanent
resolveFunc := args[0].(func(s *State))
desc := "free_action"
return &FreeAction{ActionBase{p, p.GetCard(), resolveFunc, desc}}
}
type FreeAction struct {
ActionBase
}
func (a *FreeAction) FastDeclare(s *State) {
s.Stack.Push(a)
}
func (a *FreeAction) Resolve(s *State) {
}
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