refactor: rename game package to connect4, drop Game prefix from types
Rename game/ -> connect4/ to avoid c4/game stutter. Drop redundant
Game prefix from exported types (GameStore -> Store, GameInstance ->
Instance, GameStatus -> Status). Rename NATS subjects from game.{id}
to connect4.{id}. URL routes unchanged.
This commit is contained in:
98
connect4/logic.go
Normal file
98
connect4/logic.go
Normal file
@@ -0,0 +1,98 @@
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// Package connect4 implements Connect 4 game logic, state management, and persistence.
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package connect4
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// DropPiece attempts to drop a piece in the given column.
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// Returns (row placed, success).
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func (g *Game) DropPiece(col, playerColor int) (int, bool) {
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if col < 0 || col > 6 {
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return -1, false
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}
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if g.CurrentTurn != playerColor {
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return -1, false
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}
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if g.Status != StatusInProgress {
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return -1, false
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}
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// Find lowest empty row in column
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for row := 5; row >= 0; row-- {
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if g.Board[row][col] == 0 {
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g.Board[row][col] = playerColor
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return row, true
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}
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}
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return -1, false // Column full
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}
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// CheckWin checks if the last move at (row, col) created a win.
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func (g *Game) CheckWin(row, col int) bool {
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color := g.Board[row][col]
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directions := [][2]int{
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{0, 1}, // Horizontal
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{1, 0}, // Vertical
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{1, 1}, // Diagonal down-right
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{1, -1}, // Diagonal down-left
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}
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for _, dir := range directions {
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cells := g.countLine(row, col, dir[0], dir[1], color)
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if len(cells) >= 4 {
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g.Status = StatusWon
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g.WinningCells = cells[:4]
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return true
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}
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}
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return false
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}
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func (g *Game) countLine(row, col, dr, dc, color int) [][2]int {
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cells := [][2]int{{row, col}}
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// Count in positive direction
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for r, c := row+dr, col+dc; r >= 0 && r < 6 && c >= 0 && c < 7; r, c = r+dr, c+dc {
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if g.Board[r][c] != color {
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break
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}
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cells = append(cells, [2]int{r, c})
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}
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// Count in negative direction
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for r, c := row-dr, col-dc; r >= 0 && r < 6 && c >= 0 && c < 7; r, c = r-dr, c-dc {
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if g.Board[r][c] != color {
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break
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}
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cells = append(cells, [2]int{r, c})
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}
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return cells
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}
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// CheckDraw checks if board is full with no winner.
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func (g *Game) CheckDraw() bool {
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for col := 0; col < 7; col++ {
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if g.Board[0][col] == 0 {
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return false
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}
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}
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g.Status = StatusDraw
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return true
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}
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// SwitchTurn alternates the current turn.
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func (g *Game) SwitchTurn() {
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if g.CurrentTurn == 1 {
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g.CurrentTurn = 2
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} else {
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g.CurrentTurn = 1
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}
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}
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// IsWinningCell checks if a cell is part of the winning line.
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func (g *Game) IsWinningCell(row, col int) bool {
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for _, cell := range g.WinningCells {
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if cell[0] == row && cell[1] == col {
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return true
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}
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}
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return false
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}
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126
connect4/persist.go
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126
connect4/persist.go
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@@ -0,0 +1,126 @@
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package connect4
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import (
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"context"
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"github.com/ryanhamamura/c4/db/repository"
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"github.com/ryanhamamura/c4/player"
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"github.com/rs/zerolog/log"
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)
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func (gi *Instance) save() error {
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err := saveGame(gi.queries, gi.game)
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if err != nil {
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log.Error().Err(err).Str("game_id", gi.game.ID).Msg("failed to save game")
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}
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return err
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}
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func (gi *Instance) savePlayer(p *Player, slot int) error {
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err := saveGamePlayer(gi.queries, gi.game.ID, p, slot)
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if err != nil {
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log.Error().Err(err).Str("game_id", gi.game.ID).Int("slot", slot).Msg("failed to save game player")
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}
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return err
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}
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// saveGame persists the game state via upsert.
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func saveGame(queries *repository.Queries, g *Game) error {
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var winnerUserID *string
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if g.Winner != nil && g.Winner.UserID != nil {
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winnerUserID = g.Winner.UserID
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}
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var winningCells *string
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if wc := g.WinningCellsToJSON(); wc != "" {
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winningCells = &wc
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}
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return queries.UpsertGame(context.Background(), repository.UpsertGameParams{
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ID: g.ID,
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Board: g.BoardToJSON(),
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CurrentTurn: int64(g.CurrentTurn),
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Status: int64(g.Status),
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WinnerUserID: winnerUserID,
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WinningCells: winningCells,
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RematchGameID: g.RematchGameID,
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})
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}
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func saveGamePlayer(queries *repository.Queries, gameID string, p *Player, slot int) error {
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var userID, guestPlayerID *string
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if p.UserID != nil {
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userID = p.UserID
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} else {
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id := string(p.ID)
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guestPlayerID = &id
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}
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return queries.CreateGamePlayer(context.Background(), repository.CreateGamePlayerParams{
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GameID: gameID,
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UserID: userID,
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GuestPlayerID: guestPlayerID,
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Nickname: p.Nickname,
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Color: int64(p.Color),
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Slot: int64(slot),
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})
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}
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func loadGame(queries *repository.Queries, id string) (*Game, error) {
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row, err := queries.GetGame(context.Background(), id)
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if err != nil {
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return nil, err
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}
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return gameFromRow(row)
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}
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func loadGamePlayers(queries *repository.Queries, id string) ([]*Player, error) {
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rows, err := queries.GetGamePlayers(context.Background(), id)
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if err != nil {
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return nil, err
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}
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return playersFromRows(rows), nil
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}
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func gameFromRow(row *repository.Game) (*Game, error) {
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g := &Game{
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ID: row.ID,
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CurrentTurn: int(row.CurrentTurn),
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Status: Status(row.Status),
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}
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if err := g.BoardFromJSON(row.Board); err != nil {
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return nil, err
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}
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if row.WinningCells != nil {
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_ = g.WinningCellsFromJSON(*row.WinningCells)
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}
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if row.RematchGameID != nil {
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g.RematchGameID = row.RematchGameID
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}
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return g, nil
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}
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func playersFromRows(rows []*repository.GamePlayer) []*Player {
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players := make([]*Player, 0, len(rows))
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for _, row := range rows {
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p := &Player{
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Nickname: row.Nickname,
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Color: int(row.Color),
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}
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if row.UserID != nil {
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p.UserID = row.UserID
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p.ID = player.ID(*row.UserID)
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} else if row.GuestPlayerID != nil {
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p.ID = player.ID(*row.GuestPlayerID)
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}
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players = append(players, p)
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}
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return players
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}
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225
connect4/store.go
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225
connect4/store.go
Normal file
@@ -0,0 +1,225 @@
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package connect4
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import (
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"context"
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"sync"
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"github.com/ryanhamamura/c4/db/repository"
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"github.com/ryanhamamura/c4/player"
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)
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type PlayerSession struct {
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Player *Player
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}
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type Store struct {
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games map[string]*Instance
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gamesMu sync.RWMutex
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queries *repository.Queries
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notifyFunc func(gameID string)
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}
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func NewStore(queries *repository.Queries) *Store {
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return &Store{
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games: make(map[string]*Instance),
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queries: queries,
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}
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}
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func (s *Store) SetNotifyFunc(f func(gameID string)) {
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s.notifyFunc = f
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}
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func (s *Store) makeNotify(gameID string) func() {
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return func() {
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if s.notifyFunc != nil {
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s.notifyFunc(gameID)
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}
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}
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}
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func (s *Store) Create() *Instance {
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id := player.GenerateID(4)
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gi := NewInstance(id)
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gi.queries = s.queries
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gi.notify = s.makeNotify(id)
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s.gamesMu.Lock()
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s.games[id] = gi
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s.gamesMu.Unlock()
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if s.queries != nil {
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gi.save() //nolint:errcheck
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}
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return gi
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}
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func (s *Store) Get(id string) (*Instance, bool) {
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s.gamesMu.RLock()
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gi, ok := s.games[id]
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s.gamesMu.RUnlock()
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if ok {
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return gi, true
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}
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if s.queries == nil {
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return nil, false
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}
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g, err := loadGame(s.queries, id)
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if err != nil || g == nil {
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return nil, false
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}
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players, _ := loadGamePlayers(s.queries, id)
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for _, p := range players {
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switch p.Color {
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case 1:
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g.Players[0] = p
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case 2:
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g.Players[1] = p
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}
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}
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gi = &Instance{
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game: g,
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queries: s.queries,
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notify: s.makeNotify(id),
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}
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s.gamesMu.Lock()
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s.games[id] = gi
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s.gamesMu.Unlock()
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return gi, true
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}
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func (s *Store) Delete(id string) error {
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s.gamesMu.Lock()
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delete(s.games, id)
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s.gamesMu.Unlock()
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if s.queries != nil {
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return s.queries.DeleteGame(context.Background(), id)
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}
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return nil
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}
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type Instance struct {
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game *Game
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gameMu sync.RWMutex
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notify func()
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queries *repository.Queries
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}
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func NewInstance(id string) *Instance {
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return &Instance{
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game: NewGame(id),
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notify: func() {},
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}
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}
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func (gi *Instance) ID() string {
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gi.gameMu.RLock()
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defer gi.gameMu.RUnlock()
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return gi.game.ID
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}
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func (gi *Instance) Join(ps *PlayerSession) bool {
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gi.gameMu.Lock()
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defer gi.gameMu.Unlock()
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var slot int
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if gi.game.Players[0] == nil {
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ps.Player.Color = 1
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gi.game.Players[0] = ps.Player
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slot = 0
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} else if gi.game.Players[1] == nil {
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ps.Player.Color = 2
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gi.game.Players[1] = ps.Player
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gi.game.Status = StatusInProgress
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slot = 1
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} else {
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return false
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}
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if gi.queries != nil {
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gi.savePlayer(ps.Player, slot) //nolint:errcheck
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gi.save() //nolint:errcheck
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}
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gi.notify()
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return true
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}
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func (gi *Instance) GetGame() *Game {
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gi.gameMu.RLock()
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defer gi.gameMu.RUnlock()
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return gi.game
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}
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func (gi *Instance) GetPlayerColor(pid player.ID) int {
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gi.gameMu.RLock()
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defer gi.gameMu.RUnlock()
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for _, p := range gi.game.Players {
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if p != nil && p.ID == pid {
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return p.Color
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}
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}
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return 0
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}
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func (gi *Instance) CreateRematch(s *Store) *Instance {
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gi.gameMu.Lock()
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defer gi.gameMu.Unlock()
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if !gi.game.IsFinished() || gi.game.RematchGameID != nil {
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return nil
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}
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newGI := s.Create()
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newID := newGI.ID()
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gi.game.RematchGameID = &newID
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if gi.queries != nil {
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if err := gi.save(); err != nil {
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s.Delete(newID) //nolint:errcheck
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gi.game.RematchGameID = nil
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return nil
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}
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}
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gi.notify()
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return newGI
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}
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func (gi *Instance) DropPiece(col int, playerColor int) bool {
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gi.gameMu.Lock()
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defer gi.gameMu.Unlock()
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row, ok := gi.game.DropPiece(col, playerColor)
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if !ok {
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return false
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}
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if gi.game.CheckWin(row, col) {
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for _, p := range gi.game.Players {
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if p != nil && p.Color == playerColor {
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gi.game.Winner = p
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break
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}
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}
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} else if gi.game.CheckDraw() {
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// Status already set by CheckDraw
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} else {
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gi.game.SwitchTurn()
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}
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if gi.queries != nil {
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gi.save() //nolint:errcheck
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}
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gi.notify()
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return true
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}
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71
connect4/types.go
Normal file
71
connect4/types.go
Normal file
@@ -0,0 +1,71 @@
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package connect4
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import (
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"encoding/json"
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"github.com/ryanhamamura/c4/player"
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)
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type Player struct {
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ID player.ID
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UserID *string // UUID for authenticated users, nil for guests
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Nickname string
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Color int // 1 = Red, 2 = Yellow
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}
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type Status int
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const (
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StatusWaitingForPlayer Status = iota
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StatusInProgress
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StatusWon
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StatusDraw
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)
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type Game struct {
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ID string
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Board [6][7]int // 6 rows, 7 columns; 0=empty, 1=red, 2=yellow
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Players [2]*Player // Index 0 = creator (Red), Index 1 = joiner (Yellow)
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CurrentTurn int // 1 or 2 (matches player color)
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Status Status
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Winner *Player
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WinningCells [][2]int // Coordinates of winning 4 cells for highlighting
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RematchGameID *string // ID of the rematch game, if one was created
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}
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func NewGame(id string) *Game {
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return &Game{
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ID: id,
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Board: [6][7]int{},
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CurrentTurn: 1, // Red goes first
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Status: StatusWaitingForPlayer,
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}
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}
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func (g *Game) IsFinished() bool {
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return g.Status == StatusWon || g.Status == StatusDraw
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}
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func (g *Game) BoardToJSON() string {
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data, _ := json.Marshal(g.Board)
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return string(data)
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}
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func (g *Game) BoardFromJSON(data string) error {
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return json.Unmarshal([]byte(data), &g.Board)
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}
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func (g *Game) WinningCellsToJSON() string {
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if g.WinningCells == nil {
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return ""
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}
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data, _ := json.Marshal(g.WinningCells)
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return string(data)
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}
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func (g *Game) WinningCellsFromJSON(data string) error {
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if data == "" {
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return nil
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}
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return json.Unmarshal([]byte(data), &g.WinningCells)
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}
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Reference in New Issue
Block a user