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

import (
	"fmt"
	"log"
	"strconv"
	"strings"

	"golang.org/x/exp/slices"
)

type UnitState int

const (
	Paralysis UnitState = iota + 1
	Poison
	Panic
	Rage
	Ward
)

type Attack struct {
	Damage int
	Range  int
}

func (a *Attack) String() string {
	if a.Range == 1 {
		return fmt.Sprintf("%d", a.Damage)
	}
	return fmt.Sprintf("%d range %d", a.Damage, a.Range)
}

func parseAttack(attack string) Attack {
	tokens := strings.Split(attack, " ")
	a, err := strconv.Atoi(tokens[0])
	if err != nil {
		log.Fatalf("Attack %s has no valid Damage value\n", attack)
	}

	r := 1
	if len(tokens) == 3 {
		r, err = strconv.Atoi(tokens[2])
		if err != nil {
			log.Fatalf("Attack %s has no valid Range value\n", attack)
		}
	}
	return Attack{a, r}
}

type Unit struct {
	PermanentBase
	Health      int
	Movement    int
	Attack      Attack
	Upkeep      int
	FullActions []*FullActionPrototype
	FreeActions []*FreeActionPrototype
	States      []UnitState
	// Effects []Effects
	AvailMoveActions   int
	AvailAttackActions int
}

func NewUnit(cardPath string, tile *Tile, owner *Player) *Unit {
	card := NewCard(cardPath)

	u := &Unit{
		NewPermanentBase(card, tile, owner),
		card.Values["health"].(int),
		card.Values["movement"].(int),
		parseAttack(card.Values["attack"].(string)),
		card.Values["upkeep"].(int),
		[]*FullActionPrototype{},
		[]*FreeActionPrototype{},
		[]UnitState{},
		1,
		1,
	}

	tile.Permanent = u
	return u
}

func (u *Unit) move(s *State, tile *Tile) {
	if !slices.Contains(u.MoveRangeTiles(s.Map), tile) {
		log.Panicf("Unit %s at %v can not move to %v", u.Card.Name, u.Tile.Position, tile.Position)
	}
	if tile.Permanent != nil {
		log.Panicf("Unit %s at %v can not move to occupied %v", u.Card.Name, u.Tile.Position, tile.Position)
	}

	u.Tile.Permanent = nil
	u.Tile = tile
}

func (u *Unit) MoveRangeTiles(m *Map) []*Tile {
	tiles := []*Tile{}
	for _, pos := range PositionsInRange(u.Tile.Position, u.Movement, false) {
		tile := m.TileAt(pos)
		if u.IsAvailableTile(tile) {
			tiles = append(tiles, tile)
		}
	}
	return tiles
}

func (u *Unit) AttackableTiles(m *Map) []*Tile {
	return TilesInRange(m, u, u.Attack.Range)
}

func (u *Unit) AttackablePermanents(m *Map) []Permanent {
	permanents := []Permanent{}
	for _, t := range u.AttackableTiles(m) {
		if t.Permanent != nil && t.Permanent.Attackable() {
			permanents = append(permanents, t.Permanent)
		}
	}
	return permanents
}

func (u *Unit) IsAvailableTile(tile *Tile) bool {
	return tile.IsFree()
}

func (u *Unit) Fight(p Permanent) {
	p.AddDamage(u.Attack.Damage)
}

func (u *Unit) IsDestroyed() bool {
	return u.PermanentBase.Damage >= u.Health
}

func (u *Unit) Attackable() bool {
	return true
}

func (u *Unit) HasFullAction() bool {
	return len(u.FullActions) > 0
}

func (u *Unit) FullAction() {
}

func (u *Unit) GetAvailActionPrototypes() []ActionPrototype {
	prototypes := []ActionPrototype{}
	if u.AvailMoveActions > 0 {
		prototypes = append(prototypes, NewMoveActionPrototype(u))
	}

	if u.AvailAttackActions > 0 {
		prototypes = append(prototypes, NewAttackActionPrototype(u))
	}

	for _, p := range u.FullActions {
		prototypes = append(prototypes, p)
	}

	for _, p := range u.FreeActions {
		prototypes = append(prototypes, p)
	}

	return prototypes
}