Files
tic-tac-toe/plugins/games/rules.go
Vishesh 'ironeagle' Bangotra 0562d1e0c9 feat(battleship): add full placement/battle phases + metadata support + action-based moves
- Added Battleship Fleet definition (carrier, battleship, cruiser, submarine, destroyer)
- Implemented action-based MovePayload (`action: "place" | "shoot"`)
- Added placement and shot validation (ValidatePlacementMove, ValidateShotMove)
- Added ApplyPlacement and ApplyShot with correct ship placement + hit/miss logic
- Added pX_placed, pX_ready tracking and phase switching (placement → battle)
- Added Metadata field to MatchState (for phase/ready tracking)
- Updated MatchInit to initialize placement phase and readiness flags
- Updated MatchLoop to enforce turn order only during battle phase
- Added debug logging for state broadcasts
- Fixed protobuf dependency marking as indirect
2025-12-03 21:00:38 +05:30

52 lines
1.7 KiB
Go

package games
import "localrepo/plugins/structs"
// MovePayload is the decoded payload sent from clients.
// It is intentionally untyped (map[string]interface{}) so each game
// can define its own move structure (e.g., row/col, coordinate, action type, etc.)
type MovePayload struct {
Action string `json:"action"` // "place" or "shoot"
Data map[string]interface{} `json:"data"`
}
// GameRules defines a generic interface for match logic.
//
// Each game (TicTacToe, Battleship, Chess, etc.) must implement this interface.
// The Nakama match handler delegates all game-specific behavior to these methods.
type GameRules interface {
// Number of players needed to start.
MaxPlayers() int
// Assign symbols/colors/pieces at start.
AssignPlayerSymbols(players []*structs.Player)
// Apply a move.
// Returns: (changed, gameOver, winnerIndex)
ApplyMove(
state *structs.MatchState,
playerIdx int,
payload MovePayload,
) (changed bool, gameOver bool, winnerIdx int, keepTurn bool)
// If a player leaves, who wins?
// Return:
// >=0 → winner index
// -1 → draw
// -2 → invalid
ForfeitWinner(state *structs.MatchState, leaverIndex int) int
// InitBoards initializes all the boards required for the game.
//
// This is called AFTER all players have joined the match.
//
// Examples:
// - TicTacToe → 1 board shared by both players: {"tictactoe": 3x3}
// - Battleship → 2 boards per player:
// {"p0_ships":10x10, "p0_shots":10x10, "p1_ships":..., "p1_shots":...}
//
// The returned map is stored in MatchState.Boards.
InitBoards(players []*structs.Player, cfg GameConfiguration) map[string]*structs.Board
}