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path: root/game/actions.go
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package game

import "fmt"

func (ctx *Context) RollDice() {
	ctx.EventPop()

	// Roll Dice
	diceRoll1 := ctx.Random.Int32N(6) + 1
	diceRoll2 := ctx.Random.Int32N(6) + 1
	total := diceRoll1 + diceRoll2

	ctx.Turn.Log = append(ctx.Turn.Log, fmt.Sprintf(LogRolled, total))

	ctx.Turn.NumDiceRolled++
	ctx.Turn.DiceRollsRemaining--

	if diceRoll1 == diceRoll2 {
		ctx.Turn.RolledDoubles = true
		ctx.Turn.DiceRollsRemaining++

		ctx.RemovePlayerFromJail(ctx.Turn.Current)

		ctx.Turn.EventStack = append(ctx.Turn.EventStack, EventRollDice)
	}

	if ctx.Turn.NumDiceRolled >= 3 {
		ctx.PutPlayerInJail(ctx.Turn.Current)
	}

	ctx.Turn.MoveQueue = append(ctx.Turn.MoveQueue, total)
}

func (ctx *Context) Buy() {
	ctx.EventPop()

	playerID := ctx.Turn.Current
	player := ctx.Players.Alive[playerID.Index()]
	prop := ColorProperties[BoardSpaces[player.CurrentSpaceID.Index()].SubIndexID]

	for i, p := range ctx.Properties.Owners {
		if p.SpaceID == player.CurrentSpaceID {
			ctx.Properties.Owners[i].OwnerID = playerID
		}
	}

	ctx.AdjustPlayerMoney(playerID, -prop.Price)
}

func (ctx *Context) EndTurn() {
	ctx.EventPop()
	nextTurnPlayerID := PlayerID{ID: (ctx.Turn.Current.ID + 1) % int32(len(ctx.Players.Alive))}
	ctx.Turn = initTurn(nextTurnPlayerID, !ctx.PlayerCanMove(nextTurnPlayerID))
	// TODO: send options list to the next player
}