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|
package game
import (
"errors"
"fmt"
"strings"
)
type TileType int
const (
neutral TileType = iota + 1
tower
gate
wall
house
farm
street
spawn
docks
store
)
func (t TileType) String() string {
switch t {
case neutral:
return "neutral"
case tower:
return "tower"
case wall:
return "wall"
case gate:
return "gate"
case house:
return "house"
case farm:
return "farm"
case street:
return "street"
case spawn:
return "spawn"
case docks:
return "docks"
case store:
return "store"
}
return ""
}
func (t TileType) IsFortification() bool {
return t == TileTypes.Wall || t == TileTypes.Gate || t == TileTypes.Tower
}
var TileTypes = struct {
Neutral TileType
Tower TileType
Wall TileType
Gate TileType
House TileType
Farm TileType
Street TileType
Spawn TileType
Docks TileType
Store TileType
}{
Neutral: neutral,
Tower: tower,
Wall: wall,
Gate: gate,
House: house,
Farm: farm,
Street: street,
Spawn: spawn,
Docks: docks,
Store: store,
}
var TileNames = map[string]TileType{
"neutral": neutral,
"tower": tower,
"wall": wall,
"gate": gate,
"house": house,
"farm": farm,
"street": street,
"spawn": spawn,
"docks": docks,
"store": store,
}
var farmEffect areaEffect = newGrantFullActionEffect("misc/farmer",
func(a Action) ActionResolveFunc {
u := a.Source().(*Unit)
return func(s *LocalState) {
controller := u.Controller()
controller.gainResource(3)
}
}, "gain 3 resource", "farmAction")
var towerEffect areaEffect = newDynamicAreaEffect(
func(p Permanent) {
var u *Unit
var ok bool
if u, ok = p.(*Unit); !ok {
return
}
if u.Attack.MaxRange() < 2 {
return
}
u.Attack.Extend(1)
},
func(p Permanent) {
var u *Unit
var ok bool
if u, ok = p.(*Unit); !ok {
return
}
if u.Attack.MaxRange() < 3 {
return
}
u.Attack.Shorten(1)
},
)
type Tile struct {
Position Position
Permanent Permanent
Type TileType
Water bool
Raw string
effects []areaEffect
}
func (t *Tile) String() string {
return fmt.Sprintf("%v", t.Position)
}
func INVALID_TILE() Tile {
return Tile{Position: INVALID_POSITION()}
}
var ErrInvalidTileName = errors.New("unknown tile name")
func NewTileFromString(raw string, pos Position) (Tile, error) {
tile := strings.ToLower(raw)
tokens := strings.Split(tile, " ")
tileType, found := TileNames[tokens[0]]
if !found {
if strings.Contains(tile, "spawn") {
tileType = spawn
}
}
water := strings.Contains(tile, "water")
t := Tile{Position: pos, Type: tileType, Water: water, Raw: raw}
switch tileType {
case TileTypes.Farm:
t.effects = append(t.effects, farmEffect)
case TileTypes.Tower:
t.effects = append(t.effects, towerEffect)
}
return t, nil
}
func (t *Tile) IsFree() bool {
return t.Permanent == nil
}
func (t *Tile) IsSuitableForCard(card *Card) bool {
if t.Water && !card.hasPlacementConstrain("swimming") {
return false
}
if !t.Water && card.hasPlacementConstrain("swimming") {
return false
}
if t.Type == TileTypes.Wall {
return false
}
return true
}
func (t *Tile) IsAvailableForCard(card *Card) bool {
if t.IsFree() {
return t.IsSuitableForCard(card)
}
x, err := t.Permanent.Card().getXEffect("crew")
if err != nil {
return false
}
if len(t.Permanent.Pile()) == x.x {
return false
}
return true
}
func (t *Tile) OnDiagonal(other *Tile) bool {
p1, p2 := t.Position, other.Position
return p1.X == p2.X-1 && p1.Y == p2.Y-1 ||
p1.X == p2.X+1 && p1.Y == p2.Y-1 ||
p1.X == p2.X+1 && p1.Y == p2.Y+1 ||
p1.X == p2.X-1 && p1.Y == p2.Y+1
}
func (t *Tile) entering(p Permanent) {
t.Permanent = p
if t.Type == TileTypes.Store {
p.Controller().addKnownStore(t.Position)
}
for _, effect := range t.effects {
effect.onEntering(p)
}
}
func (t *Tile) leaving(p Permanent) {
t.Permanent = nil
for _, effect := range t.effects {
effect.onLeaving(p)
}
}
func (t *Tile) addEffect(effect areaEffect) {
t.effects = append(t.effects, effect)
// Apply effect to the current Permanent
if t.Permanent != nil {
effect.onEntering(t.Permanent)
}
}
func (t *Tile) removeEffect(effect areaEffect) {
for i, e := range t.effects {
if e == effect {
t.effects[i] = t.effects[len(t.effects)-1]
t.effects = t.effects[:len(t.effects)-1]
break
}
}
// Remove effect from the current Permanent
if t.Permanent != nil {
effect.onLeaving(t.Permanent)
}
}
func (t *Tile) Neutralize() {
if t.Type == TileTypes.Farm {
t.removeEffect(farmEffect)
}
t.Type = TileTypes.Neutral
t.Water = false
}
|