Example #1
0
func (gameWrapper *GameWrapper) verifyValidMove(unitId int, player *game.Player, locations []game.Location) error {
	if len(locations) < 1 {
		message := "must supply more than zero locations"
		logger.Warnf(message)
		return errors.New(message)
	}

	tiles := make([]game.Terrain, len(locations))
	terrain := gameWrapper.world.GetTerrain()
	for i, location := range locations {
		tiles[i] = terrain[location.GetX()][location.GetY()]
	}
	for _, location := range locations[1:] {
		err := gameWrapper.world.IsUnitAtLocation(location)
		if err != nil {
			logger.Warn(err)
			return errors.New(fmt.Sprintf("Cannot pass through units at (%d, %d)", location.GetX(), location.GetY()))
		}
	}
	unit, err := gameWrapper.world.GetAndVerifyOwnedUnit(player, unitId)
	if err != nil {
		return err
	}
	return game.ValidMove(unit.GetMovement().GetDistance(), unit.GetMovement(), tiles, locations)
}
Example #2
0
func (world *World) IsUnitAtLocation(location Location) error {
	_, ok := world.unitMap[location]
	if ok {
		logger.Warn(world.unitMap)
		return errors.New(fmt.Sprintf("There is a unit at the  location (%d, %d)", location.x, location.y))
	} else {
		return nil
	}
}
Example #3
0
func DamageUnit(attacker *Unit, index int, defender *Unit) (bool, error) {
	if len(attacker.attacks) > index {
		alive, err := defender.receiveDamage(calculateDamage(attacker.attacks[index], defender.armor))
		logger.Info("Defender is %t still alive with %d health", alive, defender.health)
		return alive, err
	} else {
		logger.Warn("Player does not have %d attacks (has %d)", index, len(attacker.attacks))
		return true, errors.New("Player does not have that many attacks")
	}
}
Example #4
0
func (world *World) GetUnitAtLocation(location Location) (*Unit, error) {
	unit, ok := world.unitMap[location]
	if ok {
		return unit, nil
	} else {
		message := fmt.Sprintf("No unit located at (%d, %d)", location.x, location.y)
		logger.Warn(message)
		return nil, errors.New(message)
	}
}
Example #5
0
func (world *World) GetUnitFromId(unitId int) (*Unit, error) {
	unit, ok := world.units[unitId]
	if ok {
		return unit, nil
	} else {
		message := fmt.Sprintf("No unit with id %d", unitId)
		logger.Warn(message)
		return nil, errors.New(message)
	}
}