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package engine
import (
"sakura/engine/pool"
)
type Game struct {
Shadow *pool.Pool
Distance *pool.Pool
Yin *Player
Yang *Player
Stack []IsCard
Actions map[InteractionID]Action
CurrentPlayer *Player
}
func (g *Game) propagate() {
g.Distance.OverflowsTo = g.Shadow
}
func NewGame() *Game {
g := &Game{
Shadow: pool.New(0, pool.Infinite),
Distance: pool.New(0, 10),
Actions: nil,
}
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.Actions = Interactions(&ShuffleDeck{
&BaseAction{
User: current,
BaseSource: nil,
},
}, &DrawCard{
&BaseAction{
User: current,
BaseSource: nil,
},
})
}
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