Documentation
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Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Game ¶
type Game struct {
ID string `json:"id"` // Channel ID
Name string `name:"name"` // channel name when created
StartedAt *time.Time `json:"started_at"`
Players []string `json:"players"`
}
func UnmarshalGameString ¶
func (*Game) MarshalGameString ¶
type GameEntry ¶
type GameEntry struct {
ID string `json:"id"`
GameID string `json:"game_id"`
PlayerID string `json:"player_id"`
Roll int `json:"roll"`
AssignedTo string `json:"assigned_to"`
Status string `json:"status"` // TODO: what statuses can we have?
CreatedDate *time.Time `json:"created_date"`
ReconciledDate *time.Time `json:"reconciled_date"`
}
type Session ¶
type SessionEntry ¶
type SessionEntry struct {
ID string
SessionRollID string
PlayerID string
Roll int
AssignedTo string
Completed bool
}
func (*SessionEntry) Complete ¶
func (se *SessionEntry) Complete()
func (*SessionEntry) IsComplete ¶
func (se *SessionEntry) IsComplete() bool
func (*SessionEntry) String ¶
func (se *SessionEntry) String() string
type SessionRoll ¶
type SessionRoll struct {
ID string
SessionID string
Type RollType
Players []*Player // players involved in this roll
Entries []*SessionEntry
}
func (*SessionRoll) HasPlayer ¶
func (sr *SessionRoll) HasPlayer(playerID string) *Player
func (*SessionRoll) HasPlayerEntry ¶
func (sr *SessionRoll) HasPlayerEntry(playerID string) *SessionEntry
func (*SessionRoll) IsComplete ¶
func (sr *SessionRoll) IsComplete() bool
func (*SessionRoll) IsLoser ¶
func (sr *SessionRoll) IsLoser(input *SessionEntry) bool
LoserEntires the entries that have the lowest score
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