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|
package game
import (
"image/color"
"log"
"strings"
"sync"
)
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`
var KrakenDecklist = `2 kraken/frost_pylon`
func NewKraken(id int, s *State, c color.Color) *Player {
kraken := NewPlayer(id, KRAKEN_NAME, NewDeck(), s, c)
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.AddPermanent(NewUnitFromPath("kraken/the_kraken", kraken_tile[0], kraken))
addKrakenControl(kraken)
return kraken
}
type KrakenControl struct {
kraken *Player
actions chan Action
syncGameState *sync.WaitGroup
}
func addKrakenControl(kraken *Player) {
ctrl := &KrakenControl{kraken, make(chan Action), new(sync.WaitGroup)}
kraken.Ctrl = ctrl
ctrl.syncGameState.Add(1)
go func() {
s := kraken.gameState
for len(s.Map.WinCondition(s)) == 0 {
ctrl.krakenTurn()
}
}()
}
func (ctrl *KrakenControl) awaitGameStateSync() {
ctrl.syncGameState.Wait()
ctrl.syncGameState.Add(1)
}
func (ctrl *KrakenControl) krakenTurn() {
s := ctrl.kraken.gameState
kraken := ctrl.kraken
ctrl.awaitGameStateSync()
for {
drawn := kraken.Deck.Draw(1)
if len(drawn) == 0 {
break
}
c := drawn[0]
if c.BuyCost > kraken.Resource {
log.Println("Kraken discards", c.Name, "because resource to low", kraken.Resource)
kraken.DiscardPile.AddCard(c)
break
}
kraken.Hand.AddCard(c)
costFunc := func(s *State) bool {
kraken.Resource -= c.BuyCost
return true
}
// TODO: select targets
var targets interface{}
if c.IsPermanent() {
spawns := s.AvailableSpawnTiles(kraken, c)
if len(spawns) == 0 {
log.Println("No spawn available for", c.Name)
kraken.DiscardPile.AddCard(c)
continue
}
idx := 0
if len(spawns) > 1 {
idx = s.Rand.Intn(len(spawns) - 1)
}
targets = spawns[idx].Position
}
ctrl.actions <- NewPlayActionWithSpecialCosts(kraken, c, targets, costFunc)
ctrl.awaitGameStateSync()
}
for _, u := range s.OwnUnits(kraken) {
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 {
s := ctrl.kraken.gameState
kraken := ctrl.kraken
if !s.IsActivePlayer(kraken) ||
s.ActivePhase != Phases.ActionPhase || !s.Stack.IsEmpty() {
return NewPassPriority(ctrl.kraken)
}
ctrl.syncGameState.Done()
return <-ctrl.actions
}
func (ctrl *KrakenControl) SendNotification(n PlayerNotification) {
}
func (p *Player) IsKraken() bool {
return p.Name == KRAKEN_NAME
}
func (s *State) FindKraken() *Player {
for _, p := range s.Players {
if p.IsKraken() {
return p
}
}
return nil
}
func (s *State) KrakenSpawnTiles() []*Tile {
return s.Map.FilterTiles(func(t *Tile) bool {
return strings.Contains(t.Raw, "deep water spawn")
})
}
|