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

import (
	"strings"
	"sync"

	"muhq.space/muhqs-game/go/log"
)

const (
	KRAKEN_NAME = "Kraken"
)

var KrakenDecklist = `2 kraken/angry_squid
2 kraken/chachalot
2 kraken/clownfish
2 kraken/deja_vu!
2 kraken/devour_the_poor!
2 kraken/dolphin
2 kraken/flying_dutchmen
2 kraken/frost_pylon
2 kraken/gigantic_hail
2 kraken/sailfish
2 kraken/sold_out!
2 kraken/suprise!
2 kraken/tentacle_slap
2 kraken/tides_change!
2 kraken/unholy_cannonball`

func NewKraken(id int, s *LocalState) *Player {
	kraken := NewPlayer(id, KRAKEN_NAME, NewDeck(), s)
	d := NewDeckFromDeckList(KrakenDecklist)
	d.Shuffle(s.Rand)
	kraken.Deck = d

	kraken.DrawPerTurn = 0

	kraken_tile := s.Map().FilterTiles(func(t *Tile) bool { return t.Raw == "the kraken" })
	if len(kraken_tile) != 1 {
		log.Fatal("No kraken tile found in Map()")
	}
	s.Map().WinCondition = BossGame(KRAKEN_NAME)

	s.addPermanent(NewUnitFromPath("kraken/the_kraken", kraken_tile[0], kraken))

	addKrakenControl(kraken)

	return kraken
}

func (s *LocalState) AddKraken() *Player {
	kraken := NewKraken(len(s.Players())+1, s)
	s.players = append(s.players, kraken)
	return kraken
}

type KrakenControl struct {
	kraken        *Player
	actions       chan Action
	syncGameState *sync.WaitGroup
	turn          int
	activeSuprise bool
}

func addKrakenControl(kraken *Player) {
	ctrl := &KrakenControl{
		kraken:        kraken,
		actions:       make(chan Action),
		syncGameState: new(sync.WaitGroup),
	}
	kraken.Ctrl = ctrl

	ctrl.syncGameState.Add(1)
	go func() {
		s := kraken.gameState
		for len(s.Map().WinCondition.check(s)) == 0 {
			ctrl.krakenTurn()
		}
	}()
}

func (c *KrakenControl) Player() *Player {
	return c.kraken
}

func (c *KrakenControl) SendAction(Action) error {
	return nil
}

func (c *KrakenControl) RecvNotification() (PlayerNotification, error) {
	var n PlayerNotification
	return n, nil
}

func (c *KrakenControl) Close() {
	close(c.actions)
}

func (ctrl *KrakenControl) awaitGameStateSync() {
	ctrl.syncGameState.Wait()
	ctrl.syncGameState.Add(1)
}

func (ctrl *KrakenControl) krakenTurn() {
	s := ctrl.kraken.gameState
	kraken := ctrl.kraken

	ctrl.activeSuprise = false

	ctrl.awaitGameStateSync()
	ctrl.turn++
	if ctrl.turn != kraken.Turn {
		log.Panicf("Ai turn out of sync %d != %d", ctrl.turn, kraken.Turn)
	}

	for {
		drawn := kraken.Deck.Draw(1)
		if len(drawn) == 0 {
			break
		}
		c := drawn[0]

		costs := c.BuyCosts.Costs(s)
		if costs > kraken.Resource {
			log.Info("Kraken discards because insufficient resource", "card", c.Name, "resource", kraken.Resource)
			kraken.DiscardPile.AddCard(c)
			break
		}
		kraken.Hand.AddCard(c)

		var costFunc ActionCostFunc = func(s *LocalState) bool {
			kraken.Resource -= costs
			return true
		}

		a := newPlayActionWithCostFunc(kraken, c, costFunc)
		err := selectRandomTargets(s.Rand, a.Targets())
		if err != nil {
			log.Info("Diacard because no target for", "card", c.Name)
			kraken.DiscardPile.AddCard(c)
			continue
		}

		ctrl.actions <- a
		ctrl.awaitGameStateSync()

		if c.IsPermanent() && ctrl.activeSuprise {
			ctrl.activeSuprise = false
		}
	}

	for _, u := range s.OwnUnits(kraken) {
		if u.card.Name == "The Kraken" {
			continue
		}
		unitAI := NewUnitAI(s, u)
		if unitAI == nil {
			continue
		}

		unitAI.promptAction()
		for a := range unitAI.actions {
			ctrl.actions <- a
			ctrl.awaitGameStateSync()
			unitAI.promptAction()
		}
	}

	ctrl.actions <- NewPassPriority(ctrl.kraken)
}

func (ctrl *KrakenControl) RecvAction() (Action, error) {
	s := ctrl.kraken.gameState
	kraken := ctrl.kraken
	if !s.IsActivePlayer(kraken) ||
		s.activePhase != Phases.ActionPhase || !s.stack.IsEmpty() {

		return NewPassPriority(ctrl.kraken), nil
	}

	ctrl.syncGameState.Done()
	return <-ctrl.actions, nil
}

func (ctrl *KrakenControl) SendNotification(n PlayerNotification) error {
	return nil
}

func (p *Player) IsKraken() bool {
	return p.Name == KRAKEN_NAME
}

func (s *LocalState) FindKraken() *Player {
	for _, p := range s.Players() {
		if p.IsKraken() {
			return p
		}
	}
	return nil
}

func (s *LocalState) KrakenSpawnTiles() []*Tile {
	kraken := s.FindKraken()
	if !kraken.Ctrl.(*KrakenControl).activeSuprise {
		return s.Map().FilterTiles(func(t *Tile) bool {
			return strings.Contains(t.Raw, "deep water spawn")
		})
	}

	spawns := []*Tile{}
	for _, u := range s.EnemyUnits(kraken) {
		spawns = append(spawns, TilesInRange(s.Map(), u, 1)...)
	}
	return spawns
}