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

import (
	"fmt"
	"log"
	"math/rand"
	"strings"
)

type Draft struct {
	players        []*Player
	cardsPerPack   int
	packSize       int
	packsPerPlayer int
	sets           []SetIdentifier
}

func NewDraftFromDesc(players []*Player, desc string) *Draft {
	var setList string
	s := strings.Split(desc, ":")
	desc, setList = s[0], s[1]
	if sets, err := SetListToSets(setList); err != nil {
		log.Fatal(err)
	} else {

		return NewDraft(players, desc, sets)
	}
	// not reachable
	return nil
}

func NewDraft(players []*Player, desc string, sets []SetIdentifier) *Draft {
	d := &Draft{players: players, sets: sets}
	d.parseDesc(desc)
	log.Printf("created new draft %v\n", d)
	return d
}

func (d *Draft) parseDesc(desc string) {
	fmt.Sscanf(desc, "%dx[%d;%d]", &d.packsPerPlayer, &d.cardsPerPack, &d.packSize)
}

func (d *Draft) Valid() bool {
	if d.packSize < d.cardsPerPack*len(d.players) {
		return false
	}
	return true
}

// run the draft
// This method only returns after the draft has finished.
func (d *Draft) Run() {
	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 len(d.players) * d.packsPerPlayer {
		pack := NewRandomPackFromPool(pool, d.packSize)
		packs = append(packs, pack)
	}

	log.Printf("%d %d %d\n", d.packsPerPlayer, d.cardsPerPack, len(d.players))
	for i := range d.packsPerPlayer {
		for j := range d.cardsPerPack * len(d.players) {
			for k, player := range d.players {
				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 := prompt(player.Ctrl, pickPrompt)
				pick.resolve(player.gameState)
			}
		}
	}
}

func (d *Draft) AddPlayer(p *Player) {
	if p.Ctrl == nil {
		log.Fatal("added player without control")
	}
	d.players = append(d.players, p)
}

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) {
	ctrl.pack = n.Context.(PileOfCards)
}

func (ctrl *randomDraftAiCtrl) RecvAction() Action {
	availCards := ctrl.pack.Cards()
	var pick int
	if n := len(availCards); n > 1 {
		pick = rand.Intn(n - 1)
	} else {
		pick = 0
	}
	return NewDraftPick(ctrl.ai, ctrl.pack, availCards[pick])
}

func (d *Draft) AddRandomAi() {
	p := &Player{Id: -1, Name: "randomDraftAI", Deck: NewDeck()}
	p.Ctrl = &randomDraftAiCtrl{ai: p}
	d.players = append(d.players, p)
}