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utils.go
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package shed
import (
"os"
"sort"
"github.com/minaorangina/shed/deck"
"github.com/minaorangina/shed/protocol"
)
type SpyGame struct {
startCalled bool
}
func (g *SpyGame) AwaitingResponse() protocol.Cmd {
return protocol.Null
}
func (g *SpyGame) Start(playerIDs []string) error {
g.startCalled = true
return nil
}
func (g *SpyGame) Next() ([]OutboundMessage, error) {
return nil, nil
}
func (g *SpyGame) ReceiveResponse(messages []InboundMessage) ([]OutboundMessage, error) {
return nil, nil
}
func messagesToInitialCards(messages []InboundMessage) map[string]InitialCards {
reorganised := map[string]InitialCards{}
for _, msg := range messages {
reorganised[msg.PlayerID] = InitialCards{
Seen: msg.Seen,
Hand: msg.Hand,
}
}
return reorganised
}
func namesToPlayers(names []string) Players {
ps := []Player{}
for _, n := range names {
player := NewTestPlayer(NewID(), n, os.Stdin, os.Stdout)
ps = append(ps, player)
}
return ps
}
func playersToNames(players Players) []string {
names := []string{}
for _, p := range players {
names = append(names, p.Name())
}
return names
}
func playerInfoToPlayers(playerInfo []PlayerInfo) Players {
ps := []Player{}
for _, info := range playerInfo {
ps = append(ps, NewTestPlayer(info.PlayerID, info.Name, os.Stdin, os.Stdout))
}
return NewPlayers(ps...)
}
func gameEngineWithPlayers() GameEngine {
ge, _ := NewGameEngine(GameEngineOpts{
GameID: "theid",
CreatorID: "some-user-id",
Players: SomePlayers(),
Game: NewShed(ShedOpts{}),
})
return ge
}
func buildOpponents(playerID string, playerCards map[string]*PlayerCards) []Opponent {
opponents := []Opponent{}
for id, pc := range playerCards {
if id != playerID {
opponents = append(opponents, Opponent{
PlayerID: id, Seen: pc.Seen,
})
}
}
return opponents
}
// NewTestGameStore is a convenience function for creating InMemoryGameStore in tests
func NewTestGameStore(
games map[string]GameEngine,
pendingPlayers map[string][]PlayerInfo,
) *InMemoryGameStore {
if games == nil {
games = map[string]GameEngine{}
}
if pendingPlayers == nil {
pendingPlayers = map[string][]PlayerInfo{}
}
return &InMemoryGameStore{
Games: games,
PendingPlayers: pendingPlayers,
}
}
func setToIntSlice(set map[int]struct{}) []int {
s := []int{}
for key := range set {
s = append(s, key)
}
sort.Ints(s)
return s
}
func setToCardSlice(set map[deck.Card]struct{}) []deck.Card {
s := []deck.Card{}
for key := range set {
s = append(s, key)
}
return s
}
func cardSliceToSet(s []deck.Card) map[deck.Card]struct{} {
set := map[deck.Card]struct{}{}
for _, key := range s {
set[key] = struct{}{}
}
return set
}
func cardsUnique(cards []deck.Card) bool {
seen := map[deck.Card]struct{}{}
for _, c := range cards {
if _, ok := seen[c]; ok {
return false
}
seen[c] = struct{}{}
}
return true
}
func sliceContainsString(haystack []string, needle string) bool {
var found bool
for _, h := range haystack {
if needle == h {
found = true
break
}
}
return found
}