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package game
import (
"errors"
"fmt"
"log"
"strings"
"sync"
)
// A Draft coordinating drafting among multiple players and bots.
// TODO: support P variable in draft description.
type Draft struct {
players []*Player
cardsPerPack int
packSize int
packsPerPlayer int
sets []SetIdentifier
}
var (
ErrMissingDraftSets = errors.New("missing draft sets")
ErrInvalidDraft = errors.New("invalid draft")
)
type ErrParseDraftDesc struct {
err error
}
func (err ErrParseDraftDesc) Error() string {
return err.err.Error()
}
func NewDraftFromDesc(players []*Player, desc string) (*Draft, error) {
if !strings.ContainsRune(desc, ':') {
return nil, ErrMissingDraftSets
}
var setList string
s := strings.Split(desc, ":")
desc, setList = s[0], s[1]
if sets, err := SetListToSets(setList); err != nil {
return nil, err
} else {
return NewDraft(players, desc, sets)
}
}
func NewDraft(players []*Player, desc string, sets []SetIdentifier) (*Draft, error) {
d := &Draft{players: players, sets: sets}
err := d.parseDesc(desc)
log.Printf("created new draft %v\n", d)
return d, err
}
func (d *Draft) parseDesc(desc string) error {
// strings.ReplaceAll(desc, "P", fmt.Sprintf("%d", len(d.players)))
_, err := fmt.Sscanf(desc, "%dx[%d;%d]", &d.packsPerPlayer, &d.cardsPerPack, &d.packSize)
if err != nil {
return ErrParseDraftDesc{err}
}
return nil
}
func (d *Draft) Valid() bool {
required := d.cardsPerPack * len(d.players)
return d.packSize > required
}
func (d *Draft) PackSize() int {
return d.packSize
}
func (d *Draft) PacksPerPlayer() int {
return d.packsPerPlayer
}
func (d *Draft) CardsPerPack() int {
return d.cardsPerPack
}
func (d *Draft) PlayerNames() []string {
n := make([]string, 0, len(d.players))
for _, p := range d.players {
n = append(n, p.Name)
}
return n
}
func (d *Draft) Desc() string {
return fmt.Sprintf("%dx[%d;%d]", d.packsPerPlayer, d.cardsPerPack, d.packSize)
}
func (d *Draft) Sets() []SetIdentifier {
return d.sets
}
// PreparePacks returns enough random packs suitable to run the draft.
func (d *Draft) PreparePacks() []PileOfCards {
pool := NewPileOfCards()
requiredCards := d.packsPerPlayer * d.packSize
for pool.Size() < requiredCards {
for _, set := range d.sets {
setDeck := NewDeck()
for _, c := range NewDeckFromCardPaths(set.CardPaths()).Cards() {
if c.IsBuyable() {
setDeck.AddCard(c)
}
}
setDeck.MoveInto(pool)
}
}
nPlayers := len(d.players)
packs := make([]PileOfCards, 0, nPlayers*d.packsPerPlayer)
for range nPlayers * d.packsPerPlayer {
pack := NewRandomPackFromPool(pool, d.packSize)
packs = append(packs, pack)
}
return packs
}
// DealRound concurrently prompts the players for the current pick.
// The pack `i` and the pick `j` determine who is prompted with a specific pack.
func (d *Draft) DealRound(i, j int, packs []PileOfCards) {
nPlayers := len(d.players)
var wg sync.WaitGroup
wg.Add(nPlayers)
for k, player := range d.players {
go func() {
pack := packs[i*nPlayers+(k+j)%nPlayers]
pickPrompt := newDraftPickPrompt(pack)
log.Printf("prompt %s for a pick from pack %d\n", player.Name, i*nPlayers+(k+j)%nPlayers)
pick, err := prompt(player.Ctrl, pickPrompt)
// select a random card on error
if err != nil {
pick = newRandomDraftPick(player, pickPrompt)
}
pick.resolve(player.gameState)
wg.Done()
}()
}
wg.Wait()
}
// Run executes the draft.
// This method only returns after the draft has finished.
func (d *Draft) Run() {
packs := d.PreparePacks()
nPlayers := len(d.players)
log.Printf("%d %d %d\n", d.packsPerPlayer, d.cardsPerPack, len(d.players))
for i := range d.packsPerPlayer {
for j := range d.cardsPerPack * nPlayers {
d.DealRound(i, j, packs)
}
}
}
func (d *Draft) AddPlayer(p *Player) {
if p.Ctrl == nil {
log.Fatal("added player without control")
}
d.players = append(d.players, p)
}
// AddPlayerReplacingAI adds a player to the draft replacing the first encountered AI.
func (d *Draft) AddPlayerReplacingAI(new *Player) {
if new.Ctrl == nil {
log.Fatal("added player without control")
}
// try to replace AI
for i, p := range d.players {
if _, ok := p.Ctrl.(*randomDraftAiCtrl); ok {
d.players[i] = new
return
}
}
d.players = append(d.players, new)
}
func (d *Draft) Players() []*Player {
return d.players
}
type randomDraftAiCtrl struct {
ai *Player
pack PileOfCards
}
func (ctrl *randomDraftAiCtrl) Player() *Player {
return ctrl.ai
}
func (ctrl *randomDraftAiCtrl) Close() {
}
func (ctrl *randomDraftAiCtrl) SendNotification(n PlayerNotification) error {
if n.Valid() && n.Notification == DraftPickPrompt {
ctrl.pack = n.Context.(PileOfCards)
}
return nil
}
func (ctrl *randomDraftAiCtrl) RecvNotification() (n PlayerNotification, err error) { return }
func (ctrl *randomDraftAiCtrl) SendAction(Action) error {
return nil
}
func (ctrl *randomDraftAiCtrl) RecvAction() (Action, error) {
return NewDraftPick(ctrl.ai, ctrl.pack, ctrl.pack.RandomCard()), nil
}
func (d *Draft) AddRandomAi() {
p := &Player{Id: -1, Name: "randomDraftAI", Deck: NewDeck()}
p.Ctrl = &randomDraftAiCtrl{ai: p}
d.players = append(d.players, p)
}
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