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

import (
	"log"
	"regexp"
	"strconv"
	"strings"
)

type parsedCardImplementation struct {
	card           *Card
	spawnTilesFunc func(*State, *Player) []*Tile
	genFullActions func(*Unit) []*FullAction
	genFreeActions func(Permanent) []*FreeAction
}

func (impl *parsedCardImplementation) spawnTiles(s *State, p *Player) []*Tile {
	if impl.spawnTilesFunc != nil {
		return impl.spawnTilesFunc(s, p)
	}
	return nil
}

func (impl *parsedCardImplementation) fullActions(u *Unit) []*FullAction {
	if impl.genFullActions != nil {
		return impl.genFullActions(u)
	}
	return nil
}

func (impl *parsedCardImplementation) freeActions(p Permanent) []*FreeAction {
	if impl.genFreeActions != nil {
		return impl.genFreeActions(p)
	}
	return nil
}

func newParsedCardImplementation(c *Card) *parsedCardImplementation {
	impl := &parsedCardImplementation{card: c}
	for _, effect := range c.getEffects() {
		impl.parseEffect(effect)
	}

	for _, fullAction := range c.getCanonicalValues("full_action") {
		impl.parseFullAction(fullAction)
	}

	return impl
}

func (impl *parsedCardImplementation) parseEffect(effect string) {
	if strings.Contains(effect, "can be played") {
		impl.parsePlayModification(effect)
	}
}

func (impl *parsedCardImplementation) 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.Fatalf("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.Fatalf("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 *parsedCardImplementation) 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")
	}
}