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package engine
import (
"sakura/engine/pool"
)
type Turn struct {
Player *Player
ActionTaken bool
Actions []Action
}
type Game struct {
Shadow *pool.Pool
Distance *pool.Pool
Yin *Player
Yang *Player
Stack []IsCard
Actions []Action
CurrentPlayer *Player
History []Turn
}
func (g *Game) propagate() {
g.Distance.OverflowsTo = g.Shadow
}
func NewGame() *Game {
g := &Game{
Shadow: pool.New(0, pool.Infinite),
Distance: pool.New(10, 10),
}
g.Yin = NewPlayer(g)
g.Yang = NewPlayer(g)
g.propagate()
g.NextTurn()
return g
}
var Tie = &Player{}
func (g *Game) Winner() *Player {
if g.Yin.Life.Value <= 0 && g.Yang.Life.Value <= 0 {
return Tie
}
if g.Yin.Life.Value <= 0 {
return g.Yang
}
if g.Yang.Life.Value <= 0 {
return g.Yin
}
return nil
}
func (g *Game) NextTurn() {
current := g.CurrentPlayer.Opponent(g)
g.CurrentPlayer = current
g.History = append(g.History, Turn{
Player: current,
ActionTaken: false,
})
g.Actions = Interactions(ShuffleDeckAction(g),DrawCardAction(g)),
}
func (g *Game) CurrentTurn() Turn {
return g.History[len(g.History) - 1]
}
func (g *Game) ActionToHistory(a Action) {
thisTurn := g.History[len(g.History)-1]
thisTurn.Actions = append(thisTurn.Actions, a)
}
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