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

import (
	"log"
)

type Stack struct {
	gameState *State
	Actions   []Action
}

func NewStack(s *State) *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) 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 {
		a.resolve(s.gameState)
		// Some action may be reused like full actions of permanents.
		// Reset their target selection to allow possible reuse.
		if t := a.Targets(); t != nil {
			t.ClearSelections()
		}
	}
	log.Println("Resolved", a, err)
	s.gameState.broadcastNotification(newResolvedActionNotification(a, err))
}

func (s *Stack) resolve() {
	for !s.IsEmpty() {
		s.gameState.allPassing(false)
		s.pop()
		s.gameState.stateBasedActions()
	}
}