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

import (
	"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/clownfish`

func NewKraken(id int, s *State) *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.AddPermanent(NewUnitFromPath("kraken/the_kraken", kraken_tile[0], kraken))

	addKrakenControl(kraken)

	return kraken
}

func (s *State) AddKraken() {
	kraken := NewKraken(len(s.Players)+1, s)
	s.Players = append(s.Players, kraken)
}

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

func addKrakenControl(kraken *Player) {
	ctrl := &KrakenControl{kraken, make(chan Action), new(sync.WaitGroup), 0}
	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()
	ctrl.turn++
	if ctrl.turn != kraken.Turn {
		log.Fatalf("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]

		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")
	})
}