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path: root/go/game/attack.go
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package game

import (
	"fmt"
	"log"
	"strconv"
	"strings"
)

// Attack contains all damage values for each attackable range.
// The damage value for range 1 is stored at index 0, the value for range 2 at index 1 and so on.
type Attack struct {
	attacks []int
}

// INVALID_ATTACK reports if there are no attackable ranges.
func INVALID_ATTACK(a Attack) bool {
	return len(a.attacks) == 0
}

// MaxRange returns the biggest attackable range.
func (a Attack) MaxRange() int {
	return len(a.attacks)
}

// DamageInRange returns the damage in a certain range.
func (a Attack) DamageInRange(r int) int {
	if r > a.MaxRange() {
		return 0
	}

	return a.attacks[r-1]
}

// Ranged reports if the attack has more range than 1.
func (a Attack) Ranged() bool {
	return a.MaxRange() > 1
}

// Extend increases the MaxRange by amount.
func (a *Attack) Extend(amount int) {
	d := a.DamageInRange(a.MaxRange())
	for range amount {
		a.attacks = append(a.attacks, d)
	}
}

// Shorten decreases the MaxRange by amount.
func (a *Attack) Shorten(amount int) {
	a.attacks = a.attacks[:len(a.attacks)-amount]
}

func (a Attack) String() string {
	if INVALID_ATTACK(a) {
		return "invalid attack"
	}

	if len(a.attacks) == 1 {
		return fmt.Sprintf("%d", a.attacks[0])
	}

	r := a.MaxRange()
	return fmt.Sprintf("%d range %d", a.DamageInRange(r), r)
}

func parseAttack(attack any) Attack {
	if damage, ok := attack.(int); ok {
		return Attack{[]int{damage}}
	}

	attackStr := attack.(string)
	tokens := strings.Split(attackStr, " ")
	a, err := strconv.Atoi(tokens[0])
	// TODO: think about panicking here
	if err != nil {
		log.Panicf("Attack %s has no valid Damage value\n", attackStr)
	}

	r := 1
	if len(tokens) == 3 {
		r, err = strconv.Atoi(tokens[2])
		if err != nil {
			log.Panicf("Attack %s has no valid Range value\n", attackStr)
		}
	}

	attacks := make([]int, 0, r)
	for range r {
		attacks = append(attacks, a)
	}

	return Attack{attacks}
}