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|
package game
import (
"log"
"regexp"
"strconv"
"strings"
)
type dynamicCardImplementation struct {
card *Card
spawnTilesFunc func(*State, *Player) []*Tile
genFullActions func(*Unit) []*FullAction
genFreeActions func(Permanent) []*FreeAction
targetDesc TargetDesc
_stateBasedActions func(*State, Permanent)
_additionalSpawnsFor func(Permanent, CardType) []*Tile
_onEntering func(*Tile)
_onLeaving func(*Tile)
_onPlay func(*PlayAction)
_onETB func(*State, Permanent)
_onPile func(Permanent)
_onUnpile func(Permanent)
_onDrop func(Permanent)
}
func (impl *dynamicCardImplementation) spawnTiles(s *State, p *Player) []*Tile {
if impl.spawnTilesFunc != nil {
return impl.spawnTilesFunc(s, p)
}
return nil
}
func (impl *dynamicCardImplementation) fullActions(u *Unit) []*FullAction {
if impl.genFullActions != nil {
return impl.genFullActions(u)
}
return nil
}
func (impl *dynamicCardImplementation) freeActions(p Permanent) []*FreeAction {
if impl.genFreeActions != nil {
return impl.genFreeActions(p)
}
return nil
}
func (impl *dynamicCardImplementation) playTargets() TargetDesc {
return impl.targetDesc
}
func (impl *dynamicCardImplementation) stateBasedActions(s *State, p Permanent) {
if impl._stateBasedActions != nil {
impl._stateBasedActions(s, p)
}
}
func (impl *dynamicCardImplementation) additionalSpawnsFor(p Permanent, ct CardType) []*Tile {
if impl._additionalSpawnsFor != nil {
return impl._additionalSpawnsFor(p, ct)
}
return nil
}
func (impl *dynamicCardImplementation) onEntering(t *Tile) {
if impl._onEntering != nil {
impl._onEntering(t)
}
}
func (impl *dynamicCardImplementation) onLeaving(t *Tile) {
if impl._onLeaving != nil {
impl._onLeaving(t)
}
}
func (impl *dynamicCardImplementation) onPlay(a *PlayAction) {
if impl._onPlay != nil {
impl._onPlay(a)
}
}
func (impl *dynamicCardImplementation) onETB(s *State, p Permanent) {
if impl._onETB != nil {
impl._onETB(s, p)
}
}
func (impl *dynamicCardImplementation) onPile(p Permanent) {
if impl._onPile != nil {
impl._onPile(p)
}
}
func (impl *dynamicCardImplementation) onUnpile(p Permanent) {
if impl._onUnpile != nil {
impl._onUnpile(p)
}
}
func (impl *dynamicCardImplementation) onDrop(p Permanent) {
if impl._onDrop != nil {
impl._onDrop(p)
}
}
func newParsedCardImplementation(c *Card) *dynamicCardImplementation {
impl := &dynamicCardImplementation{card: c}
for _, effect := range c.getEffects() {
impl.parseEffect(effect)
}
for _, fullAction := range c.getCanonicalValues("full_action") {
impl.parseFullAction(fullAction)
}
return impl
}
func (impl *dynamicCardImplementation) parseEffect(effect string) {
if strings.Contains(effect, "can be played") {
impl.parsePlayModification(effect)
}
}
func (impl *dynamicCardImplementation) parseFullAction(fullAction string) {
var resolveProtos []ActionFuncPrototype
gainRessourceRegex := regexp.MustCompile(`gain [1-9][0-9]* resource`)
if find := gainRessourceRegex.Find([]byte(fullAction)); find != nil {
tokens := strings.SplitN(string(find), " ", 3)
gain, err := strconv.Atoi(tokens[1])
if err != nil {
log.Panicf("Failed to parse resource gain full action: %s", err)
}
resolveProto := func(a Action) ActionResolveFunc {
u := a.Source().(*Unit)
return func(*State) {
u.controller.gainResource(gain)
}
}
resolveProtos = append(resolveProtos, resolveProto)
}
if resolveProtos != nil {
impl.genFullActions = func(u *Unit) []*FullAction {
fullActions := make([]*FullAction, 0, len(resolveProtos))
for _, proto := range resolveProtos {
fullActions = append(fullActions, newFullAction(u, proto, ""))
}
return fullActions
}
}
}
func parseUnitConstrain(constrain string) func(ctx interface{}, u *Unit) bool {
enemy := strings.Contains(constrain, "enemy")
if enemy {
return func(ctx interface{}, e *Unit) bool {
p := ctx.(*Player)
return p.IsEnemy(e.Controller())
}
} else {
log.Println("Only enemy unit constrains are implemented yet")
}
return nil
}
func parseLocation(location string) func(interface{}, *State) []*Tile {
r := -1
var what string
if strings.Contains(location, "on") {
r = 0
tokens := strings.SplitN(location, "on ", 2)
what = tokens[1]
} else if strings.Contains(location, "next to") {
r = 1
tokens := strings.SplitN(location, "next to ", 2)
what = tokens[1]
} else if strings.Contains(location, "in range") {
tokens := strings.SplitN(location, "in range ", 2)
afterRangePattern := tokens[1]
var rangeStr string
tokens = strings.SplitN(afterRangePattern, " ", 2)
rangeStr, what = tokens[0], tokens[1]
var err error
r, err = strconv.Atoi(rangeStr)
if err != nil {
log.Panicf("Unsupported range pattern \"%s\" in \"%s\"", "range "+rangeStr, location)
}
}
if r == -1 || what == "" {
return nil
}
if strings.Contains(what, "unit") {
constrainFunc := parseUnitConstrain(what)
if constrainFunc != nil {
return func(ctx interface{}, s *State) []*Tile {
origins := s.Map.FilterTiles(func(t *Tile) bool {
if t.Permanent != nil &&
t.Permanent.Card().Type == CardTypes.Unit &&
constrainFunc(ctx, t.Permanent.(*Unit)) {
return true
}
return false
})
if r == 0 {
return origins
} else {
tiles := []*Tile{}
for _, origin := range origins {
tiles = append(tiles, TilesInRangeFromOrigin(s.Map, origin.Position, r)...)
}
return tiles
}
}
}
}
log.Println("Only unit location constrains are implemented yet")
return nil
}
func (impl *dynamicCardImplementation) parsePlayModification(effect string) {
tokens := strings.SplitN(effect, " can be played ", 2)
log.Println(tokens)
what, how := tokens[0], tokens[1]
if what == strings.ToLower(impl.card.Name) {
if locationFunc := parseLocation(how); locationFunc != nil {
impl.spawnTilesFunc = func(p *State, s *Player) []*Tile { return locationFunc(s, p) }
} else {
log.Println("Play modification other than locations are not implemented ")
}
} else {
log.Println(effect)
log.Println("Play modification for other cards are not implemented")
}
}
|