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types.go
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types.go
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package santase
import (
"math/rand"
"sort"
)
// Suit represents one of the four suits a card can have.
type Suit int
// Clubs(♣), Diamonds(♦), Hearts(♥) and Spades(♠).
const (
Clubs Suit = iota
Diamonds
Hearts
Spades
)
var suitStrings = map[Suit]string{
Clubs: "♣",
Diamonds: "♦",
Hearts: "♥",
Spades: "♠",
}
func (s Suit) String() string {
if str, ok := suitStrings[s]; ok {
return str
}
return "invalid"
}
// Rank represents one of the ranks a card can have.
type Rank int
// Nine(9), Jack(J), Queen(Q), King(K), Ten(10) and Ace(A).
const (
Nine Rank = iota
Jack
Queen
King
Ten
Ace
)
var rankStrings = map[Rank]string{
Nine: "9",
Jack: "J",
Queen: "Q",
King: "K",
Ten: "10",
Ace: "A",
}
func (r Rank) String() string {
if str, ok := rankStrings[r]; ok {
return str
}
return "invalid"
}
// Card is represented by a suit and a rank.
type Card struct {
Suit Suit
Rank Rank
}
// NewCard initializes a new Card by its suit and rank.
func NewCard(rank Rank, suit Suit) Card {
return Card{
Rank: rank,
Suit: suit,
}
}
func (c Card) String() string {
return c.Rank.String() + c.Suit.String()
}
// AllCards is a utility slice containing all valid cards in the game.
var AllCards = []Card{
NewCard(Nine, Clubs),
NewCard(Jack, Clubs),
NewCard(Queen, Clubs),
NewCard(King, Clubs),
NewCard(Ten, Clubs),
NewCard(Ace, Clubs),
NewCard(Nine, Diamonds),
NewCard(Jack, Diamonds),
NewCard(Queen, Diamonds),
NewCard(King, Diamonds),
NewCard(Ten, Diamonds),
NewCard(Ace, Diamonds),
NewCard(Nine, Hearts),
NewCard(Jack, Hearts),
NewCard(Queen, Hearts),
NewCard(King, Hearts),
NewCard(Ten, Hearts),
NewCard(Ace, Hearts),
NewCard(Nine, Spades),
NewCard(Jack, Spades),
NewCard(Queen, Spades),
NewCard(King, Spades),
NewCard(Ten, Spades),
NewCard(Ace, Spades),
}
// Hand represents a collection of up to 6 different cards that a player may hold.
type Hand map[Card]struct{}
// NewHand initializes a new Hand.
//
// The cards in the hand can be passed as variadic parameters
// to the function or can be later added with AddCard.
//
// If too many cards are passed a panic will occur.
func NewHand(cards ...Card) Hand {
if len(cards) > 6 {
panic("too many cards given")
}
result := make(map[Card]struct{})
for _, card := range cards {
result[card] = struct{}{}
}
return result
}
// AddCard adds the passed card to the hand.
//
// If the card is already in the hand this is a noop.
//
// If the hand has 6 cards already a panic will occur.
func (h *Hand) AddCard(c Card) {
if len(*h) == 6 {
panic("hand has 6 cards already")
}
(*h)[c] = struct{}{}
}
// HasCard checks if a card is in the hand.
func (h *Hand) HasCard(c Card) bool {
_, ok := (*h)[c]
return ok
}
// RemoveCard removes a card from the hand.
//
// If the passed card is not in the hand this is a noop.
func (h *Hand) RemoveCard(c Card) {
delete(*h, c)
}
// Clone returns a (deep) copy of the hand.
func (h *Hand) Clone() Hand {
hand := NewHand()
for card := range *h {
hand.AddCard(card)
}
return hand
}
// ToSlice converts the hand to a slice of cards.
func (h *Hand) ToSlice() []Card {
result := make([]Card, 0, len(*h))
for card := range *h {
result = append(result, card)
}
return result
}
// GetValidResponses returns a new hand containing only the
// cards that would be a valid response if the game is closed.
func (h *Hand) GetValidResponses(played Card, trump Suit) Hand {
var allowedResponses []Card
for card := range *h {
if card.Suit == played.Suit && card.Rank > played.Rank {
allowedResponses = append(allowedResponses, card)
}
}
if allowedResponses == nil {
for card := range *h {
if card.Suit == played.Suit {
allowedResponses = append(allowedResponses, card)
}
}
}
if allowedResponses == nil && played.Suit != trump {
for card := range *h {
if card.Suit == trump {
allowedResponses = append(allowedResponses, card)
}
}
}
if allowedResponses == nil {
return h.Clone()
}
return NewHand(allowedResponses...)
}
// GetRandomCard returns a card chosen at random from the hand.
func (h *Hand) GetRandomCard() Card {
i := rand.Intn(len(*h))
var card Card
for card = range *h {
if i == 0 {
break
}
i--
}
return card
}
func (h Hand) String() string {
var cards []Card
for card := range h {
cards = append(cards, card)
}
sort.Slice(cards, func(i, j int) bool {
return cards[i].Suit < cards[j].Suit || (cards[i].Suit == cards[j].Suit && cards[i].Rank < cards[j].Rank)
})
result := "{ "
for _, card := range cards {
result += card.String() + " "
}
result += "}"
return result
}
// Pile represents a collection of (different) cards.
//
// Unlike Hand there is no constraint on the number of cards in a Pile
type Pile map[Card]struct{}
// NewPile initializes a new empty Pile.
func NewPile() Pile {
return make(map[Card]struct{})
}
// AddCard adds the passed card to the pile.
//
// If the card is already in the pile this is a noop.
func (p *Pile) AddCard(c Card) {
(*p)[c] = struct{}{}
}
// HasCard checks if a card is in the pile.
func (p *Pile) HasCard(c Card) bool {
_, ok := (*p)[c]
return ok
}
// RemoveCard removes a card from the pile.
//
// If the passed card is not in the pile this is a noop.
func (p *Pile) RemoveCard(c Card) {
delete(*p, c)
}
// Clone returns a (deep) copy of the pile.
func (p *Pile) Clone() Pile {
pile := NewPile()
for card := range *p {
pile.AddCard(card)
}
return pile
}
// ToSlice converts the pile to a slice of cards.
func (p *Pile) ToSlice() []Card {
result := make([]Card, 0, len(*p))
for card := range *p {
result = append(result, card)
}
return result
}
func (p Pile) String() string {
result := "{ "
for card := range p {
result += card.String() + " "
}
result += "}"
return result
}
// Move contains the information for a move that a player.
// in the game chooses to play
//
// Each move has a card that is played (places on the table).
// Additionally a move can be an announcement (if the player
// has king and queen of matching suit), can switch the trump
// card (if valid) and can close the game (if valid).
type Move struct {
Card Card
IsAnnouncement bool
SwitchTrumpCard bool
CloseGame bool
}
// Agent represents a player in the game and is used to
// to determine which move is to be played by the AI.
//
// Game uses such agents to choose what move the AI plays.
// The GetMove() method will be called when it is the AI's
// turn to play. A pointer to the game state will be passed
// so the agent can obtain relevant information needed to
// determine its move.
//
// Agent is also an extension point that can be used to
// create different bots.
//
// See packages in "github.com/nvlbg/santase-ai/agents" for examples of
// how agents can be implemented.
type Agent interface {
GetMove(*Game) Move
}