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package game
import (
"golang.org/x/exp/slices"
)
// A WinCondition determines if there are winners using the current game state.
type WinCondition func(*LocalState) []*Player
// DummyWinCondition always return an empty winner slice.
func DummyWinCondition(*LocalState) []*Player {
return []*Player{}
}
// KingGame reports the winners of a game using kings.
func KingGame(s *LocalState) []*Player {
foundKings := map[*Player]struct{}{}
for _, u := range s.Units() {
if u.card.Name != "King" {
continue
}
foundKings[u.owner] = struct{}{}
}
if len(foundKings) == len(s.Players()) {
return []*Player{}
}
loosers := make([]*Player, 0, len(s.Players()))
copy(loosers, s.Players())
for p := range foundKings {
i := slices.Index(loosers, p)
loosers[i] = loosers[len(loosers)-1]
loosers = loosers[:len(loosers)-1]
}
winners := []*Player{}
for _, p := range s.Players() {
if !slices.Contains(loosers, p) {
winners = append(winners, p)
}
}
return winners
}
// DeathMatch returns the players without enemy &nits.
func DeathMatch(s *LocalState) []*Player {
winners := []*Player{}
for _, p := range s.players {
if len(s.EnemyUnits(p)) == 0 {
winners = append(winners, p)
}
}
return winners
}
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