werewolves/werewolves-proto/src/game/night.rs

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use core::{num::NonZeroU8, ops::Not};
use std::collections::VecDeque;
use serde::{Deserialize, Serialize};
use werewolves_macros::Extract;
use super::Result;
use crate::{
diedto::DiedTo,
error::GameError,
game::{DateTime, Village},
message::night::{ActionPrompt, ActionResponse, ActionResult},
player::{Character, CharacterId, Protection},
role::{PreviousGuardianAction, Role, RoleBlock, RoleTitle},
};
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Night {
village: Village,
night: u8,
action_queue: VecDeque<(ActionPrompt, Character)>,
changes: Vec<NightChange>,
night_state: NightState,
}
#[derive(Debug, Clone, Serialize, Deserialize, Extract)]
pub enum NightChange {
RoleChange(CharacterId, RoleTitle),
HunterTarget {
source: CharacterId,
target: CharacterId,
},
Kill {
target: CharacterId,
died_to: DiedTo,
},
RoleBlock {
source: CharacterId,
target: CharacterId,
block_type: RoleBlock,
},
Shapeshift {
source: CharacterId,
},
Protection {
target: CharacterId,
protection: Protection,
},
}
struct ResponseOutcome {
pub result: ActionResult,
pub change: Option<NightChange>,
pub unless: Option<Unless>,
}
enum Unless {
TargetBlocked(CharacterId),
TargetsBlocked(CharacterId, CharacterId),
}
impl From<Unless> for ActionResult {
fn from(value: Unless) -> Self {
match value {
Unless::TargetBlocked(_) | Unless::TargetsBlocked(_, _) => ActionResult::RoleBlocked,
}
}
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[allow(clippy::large_enum_variant)]
enum NightState {
Active {
current_prompt: ActionPrompt,
current_char: CharacterId,
current_result: Option<ActionResult>,
},
Complete,
}
impl Night {
pub fn new(village: Village) -> Result<Self> {
let night = match village.date_time() {
DateTime::Day { number: _ } => return Err(GameError::NotNight),
DateTime::Night { number } => number,
};
let mut action_queue = village
.characters()
.into_iter()
.map(|c| c.night_action_prompt(&village).map(|prompt| (prompt, c)))
.collect::<Result<Box<[_]>>>()?
.into_iter()
.filter_map(|(prompt, char)| prompt.map(|p| (p, char)))
.collect::<Vec<_>>();
action_queue.sort_by(|(left_prompt, _), (right_prompt, _)| {
left_prompt
.partial_cmp(right_prompt)
.unwrap_or(core::cmp::Ordering::Equal)
});
let action_queue = VecDeque::from(action_queue);
let (current_prompt, current_char) = if night == 0 {
(
ActionPrompt::WolvesIntro {
wolves: village
.living_wolf_pack_players()
.into_iter()
.map(|w| (w.target(), w.role().title()))
.collect(),
},
village
.living_wolf_pack_players()
.into_iter()
.next()
.unwrap()
.character_id()
.clone(),
)
} else {
(
ActionPrompt::WolfPackKill {
living_villagers: village.living_villagers(),
},
village
.living_wolf_pack_players()
.into_iter()
.next()
.unwrap()
.character_id()
.clone(),
)
};
let night_state = NightState::Active {
current_char,
current_prompt,
current_result: None,
};
let mut changes = Vec::new();
if let Some(night_nz) = NonZeroU8::new(night) {
// TODO: prob should be an end-of-night thing
changes = village
.dead_characters()
.into_iter()
.filter_map(|c| c.died_to().map(|d| (c, d)))
.filter_map(|(c, d)| match c.role() {
Role::Hunter { target } => target.clone().map(|t| (c, t, d)),
_ => None,
})
.filter_map(|(c, t, d)| match d.date_time() {
DateTime::Day { number } => (number.get() == night).then_some((c, t)),
DateTime::Night { number: _ } => None,
})
.map(|(c, target)| NightChange::Kill {
target,
died_to: DiedTo::Hunter {
killer: c.character_id().clone(),
night: night_nz,
},
})
.collect();
}
Ok(Self {
night,
changes,
village,
night_state,
action_queue,
})
}
pub fn collect_completed(&self) -> Result<Village> {
if !matches!(self.night_state, NightState::Complete) {
return Err(GameError::NotEndOfNight);
}
let mut new_village = self.village.clone();
let changes = ChangesLookup(&self.changes);
for change in self.changes.iter() {
match change {
NightChange::RoleChange(character_id, role_title) => new_village
.character_by_id_mut(character_id)
.unwrap()
.role_change(*role_title, DateTime::Night { number: self.night })?,
NightChange::HunterTarget { source, target } => {
if let Role::Hunter { target: t } =
new_village.character_by_id_mut(source).unwrap().role_mut()
{
t.replace(target.clone());
}
if changes.killed(source).is_some()
&& changes.protected(source).is_none()
&& changes.protected(target).is_none()
{
new_village
.character_by_id_mut(target)
.unwrap()
.kill(DiedTo::Hunter {
killer: source.clone(),
night: NonZeroU8::new(self.night).unwrap(),
})
}
}
NightChange::Kill { target, died_to } => {
if let DiedTo::MapleWolf {
source,
night,
starves_if_fails: true,
} = died_to
&& changes.protected(target).is_some()
{
// kill maple first, then act as if they get their kill attempt
new_village
.character_by_id_mut(source)
.unwrap()
.kill(DiedTo::MapleWolfStarved { night: *night });
}
if let Some(prot) = changes.protected(target) {
match prot {
Protection::Guardian {
source,
guarding: true,
} => {
let kill_source = match died_to {
DiedTo::MapleWolfStarved { night } => {
new_village
.character_by_id_mut(target)
.unwrap()
.kill(DiedTo::MapleWolfStarved { night: *night });
continue;
}
DiedTo::Execution { day: _ } => unreachable!(),
DiedTo::MapleWolf {
source,
night: _,
starves_if_fails: _,
}
| DiedTo::Militia {
killer: source,
night: _,
}
| DiedTo::AlphaWolf {
killer: source,
night: _,
}
| DiedTo::Hunter {
killer: source,
night: _,
} => source.clone(),
DiedTo::Wolfpack { night: _ } => {
if let Some(wolf_to_kill) = new_village
.living_wolf_pack_players()
.into_iter()
.find(|w| matches!(w.role(), Role::Werewolf))
.map(|w| w.character_id().clone())
.or_else(|| {
new_village
.living_wolf_pack_players()
.into_iter()
.next()
.map(|w| w.character_id().clone())
})
{
wolf_to_kill
} else {
// No wolves? Game over?
continue;
}
}
DiedTo::Shapeshift { into: _, night: _ } => target.clone(),
DiedTo::Guardian {
killer: _,
night: _,
} => continue,
};
new_village.character_by_id_mut(&kill_source).unwrap().kill(
DiedTo::Guardian {
killer: source.clone(),
night: NonZeroU8::new(self.night).unwrap(),
},
);
new_village.character_by_id_mut(source).unwrap().kill(
DiedTo::Wolfpack {
night: NonZeroU8::new(self.night).unwrap(),
},
);
continue;
}
Protection::Guardian {
source: _,
guarding: false,
} => continue,
Protection::Protector { source: _ } => continue,
}
}
new_village
.character_by_id_mut(target)
.unwrap()
.kill(DiedTo::Wolfpack {
night: NonZeroU8::new(self.night).unwrap(),
});
}
NightChange::Shapeshift { source } => {
// TODO: shapeshift should probably notify immediately after it happens
if let Some(target) = changes.wolf_pack_kill_target()
&& changes.protected(target).is_none()
{
let ss = new_village.character_by_id_mut(source).unwrap();
match ss.role_mut() {
Role::Shapeshifter { shifted_into } => {
*shifted_into = Some(target.clone())
}
_ => unreachable!(),
}
ss.kill(DiedTo::Shapeshift {
into: target.clone(),
night: NonZeroU8::new(self.night).unwrap(),
});
let target = new_village.find_by_character_id_mut(target).unwrap();
target
.role_change(
RoleTitle::Werewolf,
DateTime::Night { number: self.night },
)
.unwrap();
}
}
NightChange::RoleBlock {
source: _,
target: _,
block_type: _,
}
| NightChange::Protection {
target: _,
protection: _,
} => {}
}
}
if new_village.is_game_over().is_none() {
new_village.to_day()?;
}
Ok(new_village)
}
pub fn received_response(&mut self, resp: ActionResponse) -> Result<ActionResult> {
if let (
NightState::Active {
current_prompt: ActionPrompt::WolvesIntro { wolves: _ },
current_char: _,
current_result,
},
ActionResponse::WolvesIntroAck,
) = (&mut self.night_state, &resp)
{
*current_result = Some(ActionResult::WolvesIntroDone);
return Ok(ActionResult::WolvesIntroDone);
}
match self.received_response_with_role_blocks(resp) {
Ok((result, Some(change))) => {
match &mut self.night_state {
NightState::Active {
current_prompt: _,
current_char: _,
current_result,
} => current_result.replace(result.clone()),
NightState::Complete => return Err(GameError::NightOver),
};
self.changes.push(change);
Ok(result)
}
Ok((result, None)) => {
match &mut self.night_state {
NightState::Active {
current_prompt: _,
current_char: _,
current_result,
} => {
current_result.replace(result.clone());
}
NightState::Complete => return Err(GameError::NightOver),
};
Ok(result)
}
Err(err) => Err(err),
}
}
fn received_response_with_role_blocks(
&self,
resp: ActionResponse,
) -> Result<(ActionResult, Option<NightChange>)> {
match self.received_response_inner(resp) {
Ok(ResponseOutcome {
result,
change,
unless: Some(Unless::TargetBlocked(unless_blocked)),
}) => {
if self.changes.iter().any(|c| match c {
NightChange::RoleBlock {
source: _,
target,
block_type: _,
} => target == &unless_blocked,
_ => false,
}) {
Ok((ActionResult::RoleBlocked, None))
} else {
Ok((result, change))
}
}
Ok(ResponseOutcome {
result,
change,
unless: Some(Unless::TargetsBlocked(unless_blocked1, unless_blocked2)),
}) => {
if self.changes.iter().any(|c| match c {
NightChange::RoleBlock {
source: _,
target,
block_type: _,
} => target == &unless_blocked1 || target == &unless_blocked2,
_ => false,
}) {
Ok((ActionResult::RoleBlocked, None))
} else {
Ok((result, change))
}
}
Ok(ResponseOutcome {
result,
change,
unless: None,
}) => Ok((result, change)),
Err(err) => Err(err),
}
}
fn received_response_inner(&self, resp: ActionResponse) -> Result<ResponseOutcome> {
let (current_prompt, current_char) = match &self.night_state {
NightState::Active {
current_prompt: _,
current_char: _,
current_result: Some(_),
} => return Err(GameError::NightNeedsNext),
NightState::Active {
current_prompt,
current_char,
current_result: None,
} => (current_prompt, current_char),
NightState::Complete => return Err(GameError::NightOver),
};
match (current_prompt, resp) {
(ActionPrompt::RoleChange { new_role }, ActionResponse::RoleChangeAck) => {
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::RoleChange(current_char.clone(), *new_role)),
unless: None,
})
}
(ActionPrompt::Seer { living_players }, ActionResponse::Seer(target)) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::Seer(
self.village
.character_by_id(&target)
.unwrap()
.role()
.alignment(),
),
change: None,
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Arcanist { living_players },
ActionResponse::Arcanist(target1, target2),
) => {
if !(living_players.iter().any(|p| p.character_id == target1)
&& living_players.iter().any(|p| p.character_id == target2))
{
return Err(GameError::InvalidTarget);
}
let target1_align = self
.village
.character_by_id(&target1)
.unwrap()
.role()
.alignment();
let target2_align = self
.village
.character_by_id(&target2)
.unwrap()
.role()
.alignment();
Ok(ResponseOutcome {
result: ActionResult::Arcanist {
same: target1_align == target2_align,
},
change: None,
unless: Some(Unless::TargetsBlocked(target1, target2)),
})
}
(ActionPrompt::Gravedigger { dead_players }, ActionResponse::Gravedigger(target)) => {
if !dead_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
let target_role = self.village.character_by_id(&target).unwrap().role();
Ok(ResponseOutcome {
result: ActionResult::GraveDigger(
matches!(
target_role,
Role::Shapeshifter {
shifted_into: Some(_)
}
)
.not()
.then(|| target_role.title()),
),
change: None,
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Hunter {
current_target: _,
living_players,
},
ActionResponse::Hunter(target),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::HunterTarget {
target: target.clone(),
source: current_char.clone(),
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(ActionPrompt::Militia { living_players }, ActionResponse::Militia(Some(target))) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
let night = if let Some(night) = NonZeroU8::new(self.night) {
night
} else {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
};
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: target.clone(),
died_to: DiedTo::Militia {
night,
killer: current_char.clone(),
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(ActionPrompt::Militia { living_players: _ }, ActionResponse::Militia(None)) => {
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
})
}
(
ActionPrompt::MapleWolf {
kill_or_die,
living_players,
},
ActionResponse::MapleWolf(Some(target)),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
let night = if let Some(night) = NonZeroU8::new(self.night) {
night
} else {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
};
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: target.clone(),
died_to: DiedTo::MapleWolf {
night,
source: current_char.clone(),
starves_if_fails: *kill_or_die,
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::MapleWolf {
kill_or_die: true,
living_players: _,
},
ActionResponse::MapleWolf(None),
) => {
let night = if let Some(night) = NonZeroU8::new(self.night) {
night
} else {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
};
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: current_char.clone(),
died_to: DiedTo::MapleWolfStarved { night },
}),
unless: None,
})
}
(
ActionPrompt::MapleWolf {
kill_or_die: false,
living_players: _,
},
ActionResponse::MapleWolf(None),
) => Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
}),
(
ActionPrompt::Guardian {
previous: Some(previous),
living_players,
},
ActionResponse::Guardian(target),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
let guarding = match previous {
PreviousGuardianAction::Protect(prev_target) => {
prev_target.character_id == target
}
PreviousGuardianAction::Guard(prev_target) => {
if prev_target.character_id == target {
return Err(GameError::InvalidTarget);
} else {
false
}
}
};
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Protection {
target: target.clone(),
protection: Protection::Guardian {
source: current_char.clone(),
guarding,
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Guardian {
previous: None,
living_players,
},
ActionResponse::Guardian(target),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Protection {
target: target.clone(),
protection: Protection::Guardian {
source: current_char.clone(),
guarding: false,
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::WolfPackKill { living_villagers },
ActionResponse::WolfPackKillVote(target),
) => {
let night = match NonZeroU8::new(self.night) {
Some(night) => night,
None => {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
}
};
if !living_villagers.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: target.clone(),
died_to: DiedTo::Wolfpack { night },
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(ActionPrompt::Shapeshifter, ActionResponse::Shapeshifter(true)) => {
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Shapeshift {
source: current_char.clone(),
}),
unless: None,
})
}
(
ActionPrompt::AlphaWolf {
living_villagers: _,
},
ActionResponse::AlphaWolf(None),
)
| (ActionPrompt::Shapeshifter, ActionResponse::Shapeshifter(false)) => {
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
})
}
(
ActionPrompt::AlphaWolf { living_villagers },
ActionResponse::AlphaWolf(Some(target)),
) => {
let night = match NonZeroU8::new(self.night) {
Some(night) => night,
None => {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
}
};
if !living_villagers.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: target.clone(),
died_to: DiedTo::AlphaWolf {
killer: current_char.clone(),
night,
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(ActionPrompt::DireWolf { living_players }, ActionResponse::Direwolf(target)) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::RoleBlock {
source: current_char.clone(),
target,
block_type: RoleBlock::Direwolf,
}),
unless: None,
})
}
(ActionPrompt::Protector { targets }, ActionResponse::Protector(target)) => {
if !targets.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Protection {
target: target.clone(),
protection: Protection::Protector {
source: current_char.clone(),
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
// For other responses that are invalid -- this allows the match to error
// if a new prompt is added
(ActionPrompt::RoleChange { new_role: _ }, _)
| (ActionPrompt::Seer { living_players: _ }, _)
| (ActionPrompt::Protector { targets: _ }, _)
| (ActionPrompt::Arcanist { living_players: _ }, _)
| (ActionPrompt::Gravedigger { dead_players: _ }, _)
| (
ActionPrompt::Hunter {
current_target: _,
living_players: _,
},
_,
)
| (ActionPrompt::Militia { living_players: _ }, _)
| (
ActionPrompt::MapleWolf {
kill_or_die: _,
living_players: _,
},
_,
)
| (
ActionPrompt::Guardian {
previous: _,
living_players: _,
},
_,
)
| (
ActionPrompt::WolfPackKill {
living_villagers: _,
},
_,
)
| (ActionPrompt::Shapeshifter, _)
| (
ActionPrompt::AlphaWolf {
living_villagers: _,
},
_,
)
| (ActionPrompt::DireWolf { living_players: _ }, _) => {
Err(GameError::InvalidMessageForGameState)
}
(ActionPrompt::WolvesIntro { wolves: _ }, _) => {
Err(GameError::InvalidMessageForGameState)
}
}
}
pub const fn village(&self) -> &Village {
&self.village
}
pub const fn current_result(&self) -> Option<&ActionResult> {
match &self.night_state {
NightState::Active {
current_prompt: _,
current_char: _,
current_result,
} => current_result.as_ref(),
NightState::Complete => None,
}
}
pub const fn current_prompt(&self) -> Option<&ActionPrompt> {
match &self.night_state {
NightState::Active {
current_prompt,
current_char: _,
current_result: _,
} => Some(current_prompt),
NightState::Complete => None,
}
}
pub const fn current_character_id(&self) -> Option<&CharacterId> {
match &self.night_state {
NightState::Active {
current_prompt: _,
current_char,
current_result: _,
} => Some(current_char),
NightState::Complete => None,
}
}
pub fn current_character(&self) -> Option<&Character> {
self.current_character_id()
.and_then(|id| self.village.character_by_id(id))
}
pub const fn complete(&self) -> bool {
matches!(self.night_state, NightState::Complete)
}
pub fn next(&mut self) -> Result<()> {
match &self.night_state {
NightState::Active {
current_prompt: _,
current_char: _,
current_result: Some(_),
} => {}
NightState::Active {
current_prompt: _,
current_char: _,
current_result: None,
} => return Err(GameError::AwaitingResponse),
NightState::Complete => return Err(GameError::NightOver),
}
if let Some((prompt, character)) = self.action_queue.pop_front() {
self.night_state = NightState::Active {
current_prompt: prompt,
current_char: character.character_id().clone(),
current_result: None,
};
} else {
self.night_state = NightState::Complete;
}
Ok(())
}
pub const fn changes(&self) -> &[NightChange] {
self.changes.as_slice()
}
}
struct ChangesLookup<'a>(&'a [NightChange]);
impl<'a> ChangesLookup<'a> {
pub fn killed(&self, target: &CharacterId) -> Option<&'a DiedTo> {
self.0.iter().find_map(|c| match c {
NightChange::Kill { target: t, died_to } => (t == target).then_some(died_to),
_ => None,
})
}
pub fn protected(&self, target: &CharacterId) -> Option<&'a Protection> {
self.0.iter().find_map(|c| match c {
NightChange::Protection {
target: t,
protection,
} => (t == target).then_some(protection),
_ => None,
})
}
pub fn wolf_pack_kill_target(&self) -> Option<&'a CharacterId> {
self.0.iter().find_map(|c| match c {
NightChange::Kill {
target,
died_to: DiedTo::Wolfpack { night: _ },
} => Some(target),
_ => None,
})
}
}