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package views
import (
"fmt"
"math/rand"
"github.com/boozec/rahanna/internal/api/database"
"github.com/boozec/rahanna/pkg/p2p"
"github.com/boozec/rahanna/pkg/ui/multiplayer"
"github.com/charmbracelet/bubbles/list"
tea "github.com/charmbracelet/bubbletea"
"github.com/notnil/chess"
)
// UpdateMovesListMsg is a message to update the moves list
type UpdateMovesListMsg struct{}
// ChessMoveMsg is a message containing a received chess move.
type ChessMoveMsg string
type SendNewTurnMsg struct{}
type SaveTurnMsg string
type item struct {
title string
}
func (i item) Title() string { return i.title }
func (i item) Description() string { return "" }
func (i item) FilterValue() string { return i.title }
func (m *GameModel) getMoves() tea.Cmd {
m.network.AddReceiveFunction(func(msg p2p.Message) {
gm := multiplayer.GameMove{
Source: msg.Source,
Type: msg.Type,
Payload: msg.Payload,
}
m.incomingMoves <- gm
})
return func() tea.Msg {
move := <-m.incomingMoves
switch multiplayer.MoveType(string(move.Type)) {
case multiplayer.AbandonGameMessage:
return EndGameMsg{abandoned: true}
case multiplayer.DefineTurnMessage:
return SaveTurnMsg(string(move.Payload))
case multiplayer.RestoreGameMessage:
return SendRestoreMsg(move.Source)
case multiplayer.RestoreAckGameMessage:
return RestoreMoves(string(move.Payload))
default:
return ChessMoveMsg(string(move.Payload))
}
}
}
func (m *GameModel) updateMovesListCmd() tea.Cmd {
return func() tea.Msg {
return UpdateMovesListMsg{}
}
}
func (m GameModel) handleUpdateMovesListMsg() GameModel {
if m.isMyTurn() && m.game != nil {
var items []list.Item
for _, move := range m.chessGame.ValidMoves() {
var promo string
if move.Promo().String() != "" {
promo = " " + move.Promo().String()
}
items = append(
items,
item{title: fmt.Sprintf("%s → %s%s", move.S1().String(), move.S2().String(), promo)},
)
}
m.availableMovesList.SetItems(items)
m.availableMovesList.Title = "Choose a move"
m.availableMovesList.Select(0)
m.availableMovesList.SetShowFilter(true)
m.availableMovesList.SetFilteringEnabled(true)
m.availableMovesList.ResetFilter()
}
return m
}
func (m GameModel) handleDefineTurnMsg() (GameModel, tea.Cmd) {
cmds := []tea.Cmd{m.getMoves(), m.updateMovesListCmd()}
switch m.game.Type {
case database.SingleGameType:
if m.network.Me() == m.playerPeer(1) {
m.turn = m.playerPeer(2)
} else {
m.turn = m.playerPeer(1)
}
case database.PairGameType:
switch m.game.MoveChoose {
case database.SequentialChooseType:
switch m.network.Me() {
case m.playerPeer(1):
m.turn = m.playerPeer(2)
case m.playerPeer(2):
m.turn = m.playerPeer(3)
case m.playerPeer(3):
m.turn = m.playerPeer(4)
case m.playerPeer(4):
m.turn = m.playerPeer(1)
}
case database.RandomChooseType:
var players []int
switch m.network.Me() {
case m.playerPeer(1):
players = []int{2, 4}
case m.playerPeer(3):
players = []int{2, 4}
case m.playerPeer(2):
players = []int{1, 3}
case m.playerPeer(4):
players = []int{1, 3}
}
m.turn = m.playerPeer(players[rand.Intn(len(players))])
default:
panic("should not be here")
}
}
m.network.SendAll([]byte(string(multiplayer.DefineTurnMessage)), []byte(string(m.turn)))
return m, tea.Batch(cmds...)
}
func (m GameModel) handleSaveTurnMsg(msg SaveTurnMsg) (GameModel, tea.Cmd) {
cmds := []tea.Cmd{m.getMoves(), m.updateMovesListCmd()}
m.turn = p2p.NetworkID(msg)
return m, tea.Batch(cmds...)
}
func (m GameModel) handleChessMoveMsg(msg ChessMoveMsg) (GameModel, tea.Cmd) {
m.err = m.chessGame.MoveStr(string(msg))
cmds := []tea.Cmd{m.getMoves(), m.updateMovesListCmd()}
if m.chessGame.Outcome() != chess.NoOutcome {
cmds = append(cmds, m.endGame(m.chessGame.Outcome().String(), false))
}
return m, tea.Batch(cmds...)
}
func (m GameModel) sendNewTurnCmd() tea.Cmd {
return func() tea.Msg {
return SendNewTurnMsg{}
}
}
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