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chgsymbol.go
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chgsymbol.go
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package lowcode
import (
"log/slog"
"os"
"github.com/zhs007/goutils"
"github.com/zhs007/slotsgamecore7/asciigame"
sgc7game "github.com/zhs007/slotsgamecore7/game"
sgc7plugin "github.com/zhs007/slotsgamecore7/plugin"
"gopkg.in/yaml.v2"
)
const ChgSymbolTypeName = "chgSymbol"
// ChgSymbolNodeConfig -
type ChgSymbolNodeConfig struct {
X int `yaml:"x" json:"x"`
Y int `yaml:"y" json:"y"`
Symbol string `yaml:"symbol" json:"symbol"`
SymbolCode int `yaml:"symbolCode" json:"symbolCode"`
}
// ChgSymbolConfig - configuration for ChgSymbol feature
type ChgSymbolConfig struct {
BasicComponentConfig `yaml:",inline" json:",inline"`
Nodes []*ChgSymbolNodeConfig `yaml:"nodes" json:"nodes"`
}
type ChgSymbol struct {
*BasicComponent `json:"-"`
Config *ChgSymbolConfig `json:"config"`
}
// Init -
func (chgSymbol *ChgSymbol) Init(fn string, pool *GamePropertyPool) error {
data, err := os.ReadFile(fn)
if err != nil {
goutils.Error("ChgSymbol.Init:ReadFile",
slog.String("fn", fn),
goutils.Err(err))
return err
}
cfg := &ChgSymbolConfig{}
err = yaml.Unmarshal(data, cfg)
if err != nil {
goutils.Error("ChgSymbol.Init:Unmarshal",
slog.String("fn", fn),
goutils.Err(err))
return err
}
return chgSymbol.InitEx(cfg, pool)
}
// InitEx -
func (chgSymbol *ChgSymbol) InitEx(cfg any, pool *GamePropertyPool) error {
chgSymbol.Config = cfg.(*ChgSymbolConfig)
chgSymbol.Config.ComponentType = ChgSymbolTypeName
for _, v := range chgSymbol.Config.Nodes {
v.SymbolCode = pool.DefaultPaytables.MapSymbols[v.Symbol]
}
chgSymbol.onInit(&chgSymbol.Config.BasicComponentConfig)
return nil
}
// playgame
func (chgSymbol *ChgSymbol) OnPlayGame(gameProp *GameProperty, curpr *sgc7game.PlayResult, gp *GameParams, plugin sgc7plugin.IPlugin,
cmd string, param string, ps sgc7game.IPlayerState, stake *sgc7game.Stake, prs []*sgc7game.PlayResult, cd IComponentData) (string, error) {
// chgSymbol.onPlayGame(gameProp, curpr, gp, plugin, cmd, param, ps, stake, prs)
bcd := cd.(*BasicComponentData)
gs := chgSymbol.GetTargetScene3(gameProp, curpr, prs, 0)
cgs := gs.CloneEx(gameProp.PoolScene)
// cgs := gs.Clone()
for _, v := range chgSymbol.Config.Nodes {
cgs.Arr[v.X][v.Y] = v.SymbolCode
}
chgSymbol.AddScene(gameProp, curpr, cgs, bcd)
nc := chgSymbol.onStepEnd(gameProp, curpr, gp, "")
// gp.AddComponentData(chgSymbol.Name, cd)
// symbolMulti.BuildPBComponent(gp)
return nc, nil
}
// OnAsciiGame - outpur to asciigame
func (chgSymbol *ChgSymbol) OnAsciiGame(gameProp *GameProperty, pr *sgc7game.PlayResult, lst []*sgc7game.PlayResult, mapSymbolColor *asciigame.SymbolColorMap, cd IComponentData) error {
bcd := cd.(*BasicComponentData)
if len(bcd.UsedScenes) > 0 {
asciigame.OutputScene("after ChgSymbol", pr.Scenes[bcd.UsedScenes[0]], mapSymbolColor)
}
return nil
}
// // OnStats
// func (chgSymbol *ChgSymbol) OnStats(feature *sgc7stats.Feature, stake *sgc7game.Stake, lst []*sgc7game.PlayResult) (bool, int64, int64) {
// return false, 0, 0
// }
func NewChgSymbol(name string) IComponent {
return &ChgSymbol{
BasicComponent: NewBasicComponent(name, 1),
}
}