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package game
import (
"fmt"
"slices"
)
// A WinCondition determines if there are winners using the current game state.
type WinCondition interface {
check(*LocalState) []*Player
String() string
}
type winCondition struct {
condition func(*LocalState) []*Player
desc string
}
func (w *winCondition) check(s *LocalState) []*Player {
return w.condition(s)
}
func (w *winCondition) String() string {
return w.desc
}
// DummyWinCondition always return an empty winner slice.
var DummyWinCondition = &winCondition{
condition: func(*LocalState) []*Player {
return []*Player{}
},
desc: "dummy wincondition",
}
func BossGame(name string) *winCondition {
return &winCondition{
condition: func(s *LocalState) []*Player {
bossFound := false
s.FilterUnits(func(u *Unit) bool {
if u.Card().Name == "The "+name {
bossFound = true
}
return false
})
var winners []*Player
if bossFound {
if winners = explicitWinners(s); len(winners) > 0 {
return winners
}
return singleConcessionWinner(s)
}
// No Boss was found
for _, p := range s.players {
if p.Name != name && !p.Conceded && !slices.Contains(winners, p) {
winners = append(winners, p)
}
}
return winners
},
desc: fmt.Sprintf("destroy the %s", name),
}
}
// KingGame reports all players without an enemy king.
var KingGame = &winCondition{
condition: func(s *LocalState) []*Player {
foundKings := map[*Player]struct{}{}
for _, u := range s.Units() {
if u.card.Name != "King" {
continue
}
foundKings[u.owner] = struct{}{}
}
var winners []*Player
if len(foundKings) == len(s.Players()) {
if winners = explicitWinners(s); len(winners) > 0 {
return winners
}
return singleConcessionWinner(s)
}
nPlayers := len(s.Players())
loosers := make([]*Player, nPlayers)
copy(loosers, s.Players())
for p := range foundKings {
// Considere players who have conceded as loosers
if p.Conceded {
continue
}
i := slices.Index(loosers, p)
loosers[i] = loosers[len(loosers)-1]
loosers = loosers[:len(loosers)-1]
}
if len(loosers) == len(s.Players()) {
return s.Players()
}
for _, p := range s.Players() {
if !slices.Contains(loosers, p) && !slices.Contains(winners, p) {
winners = append(winners, p)
}
}
return winners
},
desc: "Destroy the enemy King",
}
// DeathMatch returns the players without enemy units.
var DeathMatch = &winCondition{
condition: func(s *LocalState) []*Player {
winners := explicitWinners(s)
for _, p := range s.players {
if len(s.EnemyUnits(p)) == 0 && !slices.Contains(winners, p) {
winners = append(winners, p)
}
}
if len(winners) > 0 {
return winners
}
return singleConcessionWinner(s)
},
desc: "Destroy all enemy units",
}
// singleConcessionWinner returns the player left over after the rest conceded.
func singleConcessionWinner(s *LocalState) []*Player {
var winner *Player
for _, p := range s.players {
if p.Conceded {
continue
}
if winner == nil {
winner = p
// Two players have not conceded yet
} else {
return nil
}
}
return []*Player{winner}
}
// explicitWinners returns the players that explicitly won the game.
// Winning the game is sometimes possible without fulfilling a maps win condition,
// but by achieving some external condition (like Approach Supremacy!).
func explicitWinners(s *LocalState) []*Player {
winners := []*Player{}
for _, p := range s.players {
if p.Won {
winners = append(winners, p)
}
}
return winners
}
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