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positioncollection.go
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positioncollection.go
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package lowcode
import (
"fmt"
"log/slog"
"os"
"github.com/bytedance/sonic"
"github.com/bytedance/sonic/ast"
"github.com/zhs007/goutils"
"github.com/zhs007/slotsgamecore7/asciigame"
sgc7game "github.com/zhs007/slotsgamecore7/game"
sgc7plugin "github.com/zhs007/slotsgamecore7/plugin"
"github.com/zhs007/slotsgamecore7/sgc7pb"
"google.golang.org/protobuf/proto"
"gopkg.in/yaml.v2"
)
const PositionCollectionTypeName = "positionCollection"
type PositionCollectionType int
const (
PCTypeNormal PositionCollectionType = 0
PCTypeNonRepeatable PositionCollectionType = 1
)
func parsePositionCollectionType(strType string) PositionCollectionType {
if strType == "nonRepeatable" {
return PCTypeNonRepeatable
}
return PCTypeNormal
}
type PositionCollectionData struct {
BasicComponentData
Pos []int
}
// OnNewGame -
func (positionCollectionData *PositionCollectionData) OnNewGame(gameProp *GameProperty, component IComponent) {
positionCollectionData.BasicComponentData.OnNewGame(gameProp, component)
positionCollection := component.(*PositionCollection)
positionCollectionData.Pos = nil
positionCollectionData.Pos = append(positionCollectionData.Pos, positionCollection.Config.InitPositions...)
}
// // OnNewStep -
// func (positionCollectionData *PositionCollectionData) OnNewStep(gameProp *GameProperty, component IComponent) {
// positionCollectionData.BasicComponentData.OnNewStep(gameProp, component)
// }
// Clone
func (positionCollectionData *PositionCollectionData) Clone() IComponentData {
target := &PositionCollectionData{
BasicComponentData: positionCollectionData.CloneBasicComponentData(),
}
target.Pos = make([]int, len(positionCollectionData.Pos))
copy(target.Pos, positionCollectionData.Pos)
return target
}
// BuildPBComponentData
func (positionCollectionData *PositionCollectionData) BuildPBComponentData() proto.Message {
pbcd := &sgc7pb.PositionCollectionData{
BasicComponentData: positionCollectionData.BuildPBBasicComponentData(),
}
for _, s := range positionCollectionData.Pos {
pbcd.Pos = append(pbcd.Pos, int32(s))
}
return pbcd
}
// GetPos -
func (positionCollectionData *PositionCollectionData) GetPos() []int {
return positionCollectionData.Pos
}
// HasPos -
func (positionCollectionData *PositionCollectionData) HasPos(x int, y int) bool {
return goutils.IndexOfInt2Slice(positionCollectionData.Pos, x, y, 0) >= 0
}
// AddPos -
func (positionCollectionData *PositionCollectionData) AddPos(x int, y int) {
positionCollectionData.Pos = append(positionCollectionData.Pos, x, y)
}
// PositionCollectionConfig - configuration for PositionCollection feature
type PositionCollectionConfig struct {
BasicComponentConfig `yaml:",inline" json:",inline"`
StrType string `yaml:"type" json:"type"` // type
Type PositionCollectionType `yaml:"-" json:"-"` // type
InitPositions []int `yaml:"initPositions" json:"initPositions"` // 初始化
ForeachComponent string `yaml:"foreachComponent" json:"foreachComponent"` // foreach
Children []string `yaml:"-" json:"-"` //
}
// SetLinkComponent
func (cfg *PositionCollectionConfig) SetLinkComponent(link string, componentName string) {
if link == "next" {
cfg.DefaultNextComponent = componentName
} else if link == "foreach" {
cfg.ForeachComponent = componentName
}
}
// PositionCollection - 也是一个非常特殊的组件,symbol集合
type PositionCollection struct {
*BasicComponent `json:"-"`
Config *PositionCollectionConfig `json:"config"`
}
// Init -
func (positionCollection *PositionCollection) Init(fn string, pool *GamePropertyPool) error {
data, err := os.ReadFile(fn)
if err != nil {
goutils.Error("PositionCollection.Init:ReadFile",
slog.String("fn", fn),
goutils.Err(err))
return err
}
cfg := &PositionCollectionConfig{}
err = yaml.Unmarshal(data, cfg)
if err != nil {
goutils.Error("PositionCollection.Init:Unmarshal",
slog.String("fn", fn),
goutils.Err(err))
return err
}
return positionCollection.InitEx(cfg, pool)
}
// InitEx -
func (positionCollection *PositionCollection) InitEx(cfg any, pool *GamePropertyPool) error {
positionCollection.Config = cfg.(*PositionCollectionConfig)
positionCollection.Config.ComponentType = PositionCollectionTypeName
positionCollection.Config.Type = parsePositionCollectionType(positionCollection.Config.StrType)
positionCollection.onInit(&positionCollection.Config.BasicComponentConfig)
return nil
}
// // OnNewGame -
// func (symbolCollection2 *SymbolCollection2) OnNewGame(gameProp *GameProperty) error {
// cd := gameProp.MapComponentData[symbolCollection2.Name].(*SymbolCollection2Data)
// cd.OnNewGame()
// cd.SymbolCodes = append(cd.SymbolCodes, symbolCollection2.Config.InitSymbolCodes...)
// return nil
// }
// playgame
func (positionCollection *PositionCollection) OnPlayGame(gameProp *GameProperty, curpr *sgc7game.PlayResult, gp *GameParams, plugin sgc7plugin.IPlugin,
cmd string, param string, ps sgc7game.IPlayerState, stake *sgc7game.Stake, prs []*sgc7game.PlayResult, icd IComponentData) (string, error) {
// symbolCollection2.onPlayGame(gameProp, curpr, gp, plugin, cmd, param, ps, stake, prs)
nc := positionCollection.onStepEnd(gameProp, curpr, gp, "")
return nc, nil
}
// AddPos -
func (positionCollection *PositionCollection) AddPos(icd IComponentData, x int, y int) {
if positionCollection.Config.Type == PCTypeNonRepeatable {
if icd.HasPos(x, y) {
return
}
}
icd.AddPos(x, y)
}
// OnAsciiGame - outpur to asciigame
func (positionCollection *PositionCollection) OnAsciiGame(gameProp *GameProperty, pr *sgc7game.PlayResult, lst []*sgc7game.PlayResult,
mapSymbolColor *asciigame.SymbolColorMap, icd IComponentData) error {
cd := icd.(*PositionCollectionData)
if len(cd.Pos) > 0 {
fmt.Printf("pos is %v\n", cd.Pos)
}
return nil
}
// // OnStats
// func (positionCollection *PositionCollection) OnStats(feature *sgc7stats.Feature, stake *sgc7game.Stake, lst []*sgc7game.PlayResult) (bool, int64, int64) {
// return false, 0, 0
// }
// NewComponentData -
func (positionCollection *PositionCollection) NewComponentData() IComponentData {
return &PositionCollectionData{}
}
// OnGameInited - on game inited
func (positionCollection *PositionCollection) OnGameInited(components *ComponentList) error {
if positionCollection.Config.ForeachComponent != "" {
positionCollection.Config.Children = components.GetAllLinkComponents(positionCollection.Config.ForeachComponent)
}
return nil
}
// IsForeach -
func (positionCollection *PositionCollection) IsForeach() bool {
return true
}
// GetAllLinkComponents - get all link components
func (positionCollection *PositionCollection) GetAllLinkComponents() []string {
return []string{positionCollection.Config.DefaultNextComponent, positionCollection.Config.ForeachComponent}
}
// GetChildLinkComponents - get next link components
func (positionCollection *PositionCollection) GetChildLinkComponents() []string {
return []string{positionCollection.Config.ForeachComponent}
}
func NewPositionCollection(name string) IComponent {
return &PositionCollection{
BasicComponent: NewBasicComponent(name, 0),
}
}
// "type": "nonRepeatable"
// "initPositions": [
//
// [
// 1,
// 1
// ]
//
// ]
type jsonPositionCollection struct {
Type string `json:"type"` // type
InitPositions [][]int `json:"initPositions"` // initPositions
}
func (jcfg *jsonPositionCollection) build() *PositionCollectionConfig {
cfg := &PositionCollectionConfig{
StrType: jcfg.Type,
}
for _, arr := range jcfg.InitPositions {
cfg.InitPositions = append(cfg.InitPositions, arr[0]-1, arr[1]-1)
}
// cfg.UseSceneV3 = true
return cfg
}
func parsePositionCollection(gamecfg *BetConfig, cell *ast.Node) (string, error) {
cfg, label, _, err := getConfigInCell(cell)
if err != nil {
goutils.Error("parsePositionCollection:getConfigInCell",
goutils.Err(err))
return "", err
}
buf, err := cfg.MarshalJSON()
if err != nil {
goutils.Error("parsePositionCollection:MarshalJSON",
goutils.Err(err))
return "", err
}
data := &jsonPositionCollection{}
err = sonic.Unmarshal(buf, data)
if err != nil {
goutils.Error("parsePositionCollection:Unmarshal",
goutils.Err(err))
return "", err
}
cfgd := data.build()
gamecfg.mapConfig[label] = cfgd
gamecfg.mapBasicConfig[label] = &cfgd.BasicComponentConfig
ccfg := &ComponentConfig{
Name: label,
Type: PositionCollectionTypeName,
}
gamecfg.Components = append(gamecfg.Components, ccfg)
return label, nil
}