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package game
import (
"log"
)
type Stack struct {
gameState *LocalState
Actions []Action
}
func NewStack(s *LocalState) *Stack {
return &Stack{s, []Action{}}
}
func (s *Stack) IsEmpty() bool {
return len(s.Actions) == 0
}
func (s *Stack) push(a Action) {
s.Actions = append(s.Actions, a)
}
func (s *Stack) remove(a Action) {
for i, o := range s.Actions {
if o != a {
continue
}
s.Actions = append(s.Actions[:i], s.Actions[i+1:]...)
return
}
}
func (s *Stack) pop() {
l := len(s.Actions)
if l == 0 {
log.Panicf("Can not pop from empty stack")
}
a := s.Actions[l-1]
s.Actions = s.Actions[:l-1]
err := s.gameState.ValidateAction(a)
if err == nil {
s.gameState.ResolveAction(a)
}
resolvedActionEvent := newResolvedActionEvent(a, err)
s.gameState.fireEvent(resolvedActionEvent)
s.gameState.broadcastNotification(newResolvedActionNotification(a, err))
// Some action may be reused like full actions of permanents.
// Reset their target selection to allow possible reuse.
if t := a.Targets(); err == nil && t != nil {
t.ClearSelections()
}
}
func (s *Stack) resolve() []*Player {
for !s.IsEmpty() {
for {
passing, w := s.gameState.allPassing(false)
if len(w) > 0 {
return w
}
if passing {
break
}
}
s.pop()
w := s.gameState.stateBasedActions()
if len(w) > 0 {
return w
}
}
return nil
}
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