i have a plan but also realize event state computation CANNOT create events because itll evalulate many times
parent
c6ffa12354
commit
421331eb71
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@ -11,6 +11,7 @@ import (
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"slices"
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"strings"
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"time"
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"unicode"
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"github.com/google/uuid"
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)
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@ -172,7 +173,10 @@ type (
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ID string
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Started bool
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Completed time.Time
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Players map[string]PlayerState
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Players map[string]PlayerState
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Trial Trial
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}
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PlayerState struct {
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@ -210,6 +214,12 @@ type (
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Points int
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}
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Trial struct {
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Prosecutor string
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Killer string
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Word string
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}
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EventType int
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EventPlayerJoin struct {
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@ -249,6 +259,7 @@ type (
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EventCodenameTrial struct {
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Type EventType
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Timestamp time.Time
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Guilty bool
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}
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AllKillWords map[string]KillWords
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)
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@ -370,8 +381,6 @@ func (games Games) GameState(ctx context.Context, id string) (GameState, error)
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return result, err
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}
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var stateBeforeAccusal *GameState
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for _, event := range events {
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switch e := event.(type) {
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case EventPlayerJoin:
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@ -406,19 +415,43 @@ func (games Games) GameState(ctx context.Context, id string) (GameState, error)
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result.Players[k] = player
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}
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case EventCodenameAccusal:
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if stateBeforeAccusal == nil {
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stateBeforeAccusal = &result
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result = *stateBeforeAccusal
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if actual := result.Players[e.Killer].KillWords.Codename; !actual.Consumed {
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result.Trial.Prosecutor = e.Prosecutor
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result.Trial.Killer = e.Killer
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result.Trial.Word = e.Word
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return GameState{}, fmt.Errorf("not impl: accusal: %+v", e)
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guessed := e.Word
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if !basicallyTheSame(actual, guessed) {
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} else if err := games.CreateEventCodenameTrial(ctx, true); err != nil {
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return err
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}
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}
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case EventCodenameTrial:
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if stateBeforeAccusal != nil {
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result = *stateBeforeAccusal
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stateBeforeAccusal = nil
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if result.Trial == (Trial{}) {
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} else if e.Guilty {
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return GameState{}, fmt.Errorf("not impl: trial: guilty: %+v", e)
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} else {
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v := result.Players[result.Trial.Prosecutor]
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v.Killwords.Codename.Consumed = true
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v.Kills = append(v.Kills, Kill{
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Timestamp: e.Timestamp,
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Victim: result.Trial.Killer,
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KillWord: KillWord{
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Word: result.Trial.Word,
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Points: -200,
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},
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})
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result.Players[result.Trial.Prosecutor] = v
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return GameState{}, fmt.Errorf("not impl: trial: %+v", e)
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v = result.Players[result.Trial.Killer]
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v.KillWords.Codename.KillWord.Word = TODO
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return fmt.Errorf("creating state CANNOT create events because it will eval every loop")
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if err := games.CreateEventNotification(ctx, fmt.Sprintf(`%s accused the innocent %s of being %s. %s will get a new codename.`, prosecutorName, killerName, result.Trial.Word, killerName)); err != nil {
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return err
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}
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}
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result.Trial = Trial{}
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case EventGameReset:
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return games.GameState(ctx, e.ID)
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default:
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@ -429,6 +462,20 @@ func (games Games) GameState(ctx context.Context, id string) (GameState, error)
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return result, err
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}
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func basicallyTheSame(a, b string) bool {
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simplify := func(s string) string {
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s = strings.TrimSpace(strings.ToLower(s))
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s2 := ""
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for _, c := range s {
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if unicode.IsLetter(c) {
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s2 = fmt.Sprintf("%s%c", s2, c)
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}
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}
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return s2
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}
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return simplify(a) == simplify(b)
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}
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func (games Games) CreateGame(ctx context.Context, name string) (string, error) {
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var exists string
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if err := games.db.Query(ctx,
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@ -490,10 +537,7 @@ func (games Games) CreateEventAssignmentRotation(ctx context.Context, id string,
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},
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}
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prevAllKillWords := make(AllKillWords)
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for k, v := range state.Players {
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prevAllKillWords[k] = v.KillWords
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}
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prevAllKillWords := games.AllKillWords()
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event.AllKillWords = prevAllKillWords.ShuffleAssignees(killer, victim, word)
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event.AllKillWords = event.AllKillWords.FillKillWords()
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@ -501,6 +545,14 @@ func (games Games) CreateEventAssignmentRotation(ctx context.Context, id string,
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return games.createEvent(ctx, id, event)
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}
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func (playerState PlayerState) AllKillWords() AllKillWords {
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m := make(AllKillWords)
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for k, v := range state.Players {
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m[k] = v.KillWords
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}
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return m
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}
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func (games Games) CreateEventGameReset(ctx context.Context, gid string) error {
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state, err := games.GameState(ctx, gid)
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if err != nil {
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