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package game
import (
"strings"
)
type TileType int
const (
neutral TileType = iota + 1
tower
house
farm
street
spawn
docks
store
)
func (t TileType) String() string {
switch t {
case neutral:
return "neutral"
case tower:
return "tower"
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 ""
}
var TileTypes = struct {
Neutral TileType
Tower TileType
House TileType
Farm TileType
Street TileType
Spawn TileType
Docks TileType
Store TileType
}{
Neutral: neutral,
Tower: tower,
House: house,
Farm: farm,
Street: street,
Spawn: spawn,
Docks: docks,
Store: store,
}
var TileNames = map[string]TileType{
"neutral": neutral,
"tower": tower,
"house": house,
"farm": farm,
"street": street,
"spawn": spawn,
"docks": docks,
"store": store,
}
type Tile struct {
Position Position
Permanent Permanent
Type TileType
Water bool
Raw string
}
func INVALID_TILE() Tile {
return Tile{INVALID_POSITION(), nil, 0, false, ""}
}
func NewTileFromString(t string, pos Position) (Tile, error) {
tile := strings.ToLower(t)
tokens := strings.Split(tile, " ")
tileType, found := TileNames[tokens[0]]
if !found {
if strings.Contains(tile, "spawn") {
tileType = spawn
}
}
water := strings.Contains(tile, "water")
return Tile{pos, nil, tileType, water, t}, nil
}
func (t *Tile) IsFree() bool {
return t.Permanent == nil
}
func (t *Tile) IsAvailableForCard(card *Card) bool {
if t.Water && !card.hasMovementEffect("swimming") {
return false
}
if !t.Water && card.hasMovementEffect("swimming") {
return false
}
return t.IsFree()
}
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
}
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