/
board.go
81 lines (73 loc) · 1.38 KB
/
board.go
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package splendor
const (
MAX_PLAYERS = 4
)
type Board struct {
Skulls Skulls
Players []*Player
CurrentPlayer *Player
currentPlayerIndex int
}
func (b *Board) Initialize() {
b.Skulls = Skulls{
SBlack: 7,
SBlue: 7,
SGreen: 7,
SRed: 7,
SWhite: 7,
SGold: 5,
}
b.Players = make([]*Player, 4)
for i := 0; i < 4; i++ {
b.Players[i] = NewPlayer()
}
b.CurrentPlayer = b.Players[b.currentPlayerIndex]
}
func (b *Board) CheckSkulls(skulls ...SkullType) bool {
for _, st := range skulls {
if st == SGold {
return false
}
if b.Skulls[st] <= 0 {
return false
}
}
if b.CurrentPlayer.skulls.Count()+len(skulls) > 10 {
return false
}
switch len(skulls) {
case 1:
// if b.Skulls[skulls[0]] <= 0 {
// return false
// }
// return skulls[0] != SkullYellow
return true
case 2:
if b.Skulls[skulls[0]] < 4 {
return false
}
return skulls[0] == skulls[1]
case 3:
if skulls[0] == skulls[1] {
return false
}
if skulls[0] == skulls[2] {
return false
}
if skulls[1] == skulls[2] {
return false
}
return true
}
return false
}
func (b *Board) GetSkulls(skulls ...SkullType) {
if b.CheckSkulls(skulls...) {
for _, s := range skulls {
b.Skulls[s]--
}
b.CurrentPlayer.AddSkulls(skulls)
// b.currentPlayerIndex = (b.currentPlayerIndex + 1) % MAX_PLAYERS
b.CurrentPlayer = b.Players[b.currentPlayerIndex]
}
}