-
Notifications
You must be signed in to change notification settings - Fork 0
/
constructor.go
158 lines (119 loc) · 3.8 KB
/
constructor.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
package oapi
import (
"time"
"github.com/google/uuid"
)
func WsResponseFromType(typ WsResponseType, eventTime time.Time) *WsResponse {
return &WsResponse{
Type: typ,
EventTime: eventTime,
}
}
func NewWsResponseConnected(eventTime time.Time, playerID uuid.UUID) (*WsResponse, error) {
b := WsResponseBodyConnected{
PlayerId: playerID,
}
res := WsResponseFromType(WsResponseTypeConnected, eventTime)
if err := res.Body.FromWsResponseBodyConnected(b); err != nil {
return nil, err
}
return res, nil
}
func NewWsResponseGameStarted(eventTime time.Time, players []Player) (*WsResponse, error) {
b := WsResponseBodyGameStarted{
Players: players,
}
res := WsResponseFromType(WsResponseTypeGameStarted, eventTime)
if err := res.Body.FromWsResponseBodyGameStarted(b); err != nil {
return nil, err
}
return res, nil
}
func NewWsResponseLifeChanged(eventTime time.Time, playerID uuid.UUID, cardType *CardType, newLife float32) (*WsResponse, error) {
b := WsResponseBodyLifeChanged{
PlayerId: playerID,
CardType: cardType,
NewLife: newLife,
}
res := WsResponseFromType(WsResponseTypeLifeChanged, eventTime)
if err := res.Body.FromWsResponseBodyLifeChanged(b); err != nil {
return nil, err
}
return res, nil
}
func NewWsResponseRailCreated(eventTime time.Time, newRail, parentRail RailIndex, attackerID, targetID uuid.UUID, cardType CardType) (*WsResponse, error) {
b := WsResponseBodyRailCreated{
NewRail: newRail,
ParentRail: parentRail,
AttackerId: attackerID,
TargetId: targetID,
CardType: cardType,
}
res := WsResponseFromType(WsResponseTypeRailCreated, eventTime)
if err := res.Body.FromWsResponseBodyRailCreated(b); err != nil {
return nil, err
}
return res, nil
}
func NewWsResponseRailMerged(eventTime time.Time, childRail, parentRail RailIndex, playerID uuid.UUID, cardType CardType) (*WsResponse, error) {
b := WsResponseBodyRailMerged{
ChildRail: childRail,
ParentRail: parentRail,
PlayerId: playerID,
CardType: cardType,
}
res := WsResponseFromType(WsResponseTypeRailMerged, eventTime)
if err := res.Body.FromWsResponseBodyRailMerged(b); err != nil {
return nil, err
}
return res, nil
}
func NewWsResponseBlockCreated(eventTime time.Time, attackerID uuid.UUID, targetID uuid.UUID, cardType CardType, railIndex int, delay int, attack float32) (*WsResponse, error) {
b := WsResponseBodyBlockCreated{
AttackerId: attackerID,
TargetId: targetID,
CardType: cardType,
RailIndex: railIndex,
Delay: delay,
Attack: attack,
}
res := WsResponseFromType(WsResponseTypeBlockCreated, eventTime)
if err := res.Body.FromWsResponseBodyBlockCreated(b); err != nil {
return nil, err
}
return res, nil
}
func NewWsResponseBlockCanceled(eventTime time.Time, targetID uuid.UUID, rail RailIndex, cardType *CardType) (*WsResponse, error) {
b := WsResponseBodyBlockCanceled{
TargetId: targetID,
RailIndex: rail,
CardType: cardType,
}
res := WsResponseFromType(WsResponseTypeBlockCanceled, eventTime)
if err := res.Body.FromWsResponseBodyBlockCanceled(b); err != nil {
return nil, err
}
return res, nil
}
func NewWsResponseBlockCrashed(eventTime time.Time, targetID uuid.UUID, rail RailIndex, cardType *CardType) (*WsResponse, error) {
b := WsResponseBodyBlockCrashed{
TargetId: targetID,
RailIndex: rail,
CardType: cardType,
}
res := WsResponseFromType(WsResponseTypeBlockCrashed, eventTime)
if err := res.Body.FromWsResponseBodyBlockCrashed(b); err != nil {
return nil, err
}
return res, nil
}
func NewWsResponseGameOverred(eventTime time.Time, playerID uuid.UUID) (*WsResponse, error) {
b := WsResponseBodyGameOverred{
PlayerId: playerID,
}
res := WsResponseFromType(WsResponseTypeGameOverred, eventTime)
if err := res.Body.FromWsResponseBodyGameOverred(b); err != nil {
return nil, err
}
return res, nil
}