2023-03-27 06:40:44 +00:00
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package cardsim
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2023-04-02 03:52:46 +00:00
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import (
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"errors"
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"math/rand"
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)
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var (
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ErrUncooperativeCards = errors.New("a milion cards refused to join the hand")
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WarningStalemate = errors.New("no actions can be taken")
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)
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2023-03-27 06:40:44 +00:00
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2023-04-01 20:32:25 +00:00
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// Player stores all gameplay state for one player at a specific point in time.
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// Game-specific data is stored in Stats.
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//
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// Player is a generic type -- see https://go.dev/blog/intro-generics for more
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// information on how these work. Think of "Player" as a "type of type" --
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// when you create one, you tell it what kind of data it needs to keep for
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// the simulation itself, and each Player that works with a different kind of
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// data is a different kind of Player and the compiler will help you with that.
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// This is the same idea as "slice of something" or "map from something to
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// something" -- different kinds of Players are different from each other and
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// "know" what type of data they use, so the compiler can tell you if you're
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// using the wrong type.
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//
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// Generic types have to use a placeholder to represent the type (or types --
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// consider maps, which have both keys and values) that will be more specific
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// when the type is actually used. They're called "type parameters", like
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// function parameters, because they're the same kind of idea. A function puts
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// its parameters into variables so you can write a function that works with
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// whatever data it gets; a generic type takes type parameters and represents
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// them with type placeholders so you can write a *type* that works with
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// whatever specific other types it gets.
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//
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// Just like function parameters have a type that says what kind of data the
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// function works with, type parameters have a "type constraint" that says what
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// kind of types the generic type works with. Go already has a familiar way
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// to express the idea of "what a type has to do": `interface`. In Go, type
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// constraints are just interfaces.
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//
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// But wait, why use generics at all? Can't we just use an interface in the
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// normal way instead of doing this thing? Well, yes, we could, but then the
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// compiler doesn't know that the "real types" for things matching these
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// interfaces all have to actually be the same type. The compiler will stop
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// you from putting an `Orange` into a `[]Apple`, but it wouldn't stop you from
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// putting a `Fruit` into a `[]Fruit` because, well, of course it wouldn't,
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// they're the same type.
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//
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// Different simulation games made with `cardsim` are different. Rules made for
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// simulating the economy of a kobold colony and mine wouldn't work at all with
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// data for a simulation about three flocks of otter-gryphons having a
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// territory conflict over a river full of fish. By using generics, the compiler
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// can recognize functions and data and types intended for different simulation
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// games and prevent you from using the wrong one, when it wouldn't be able to
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// if all this stuff was written for "some simulation game, don't care what".
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//
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// Generic interfaces (like `Card[C]`, `Rule[C]`, `InfoPanel[C]`, and more)
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// don't mean you have to write generics of your own. It's exactly the opposite!
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// Because the interface has this extra type in it, you only need to implement
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// the specific kind of interface that works with your game. There's more detail
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// on this in the comment on `Rule[C]`.
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2023-03-27 06:40:44 +00:00
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type Player[C StatsCollection] struct {
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// Stats stores simulation-specific state.
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Stats C
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// Name stores the player's name.
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Name string
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// Rand is a source of randomness that other components can use.
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Rand rand.Rand
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Deck *Deck[C]
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Hand []Card[C]
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TurnNumber int
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State GameState
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// HandLimit is number of cards to draw to at the start of each turn.
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// If the player has more cards than this already, none will be drawn,
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// but the player will keep them all.
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//
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// If this is 0 or less and the player has no cards in hand, no permanent
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// actions available, and must take an action, the game ends in stalemate.
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HandLimit int
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// ActionsPerTurn is what ActionsRemaining resets to at the start of each
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// turn. If this is 0 or less at the start of a turn, the game ends in
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// stalemate. Activating a card or permanent action spends an action, but
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// the card or action itself can counter this by changing the player's
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// ActionsRemaining by giving the action back -- or force the turn to
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// progress immediately to simulation by setting it to 0.
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ActionsPerTurn int
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ActionsRemaining int
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// PermanentActions are an "extra hand" of cards that are not discarded when used.
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PermanentActions []Card[C]
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// InfoPanels lists informational views available to the player. The Prompt
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// is the InfoPanel shown before the main action menu.
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InfoPanels []InfoPanel[C]
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Prompt InfoPanel[C]
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// Rules are the simulation rules executed every turn after the player has
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// run out of remaining actions. See `RuleCollection`'s documentation for
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// more information about how rule execution works.
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Rules *RuleCollection[C]
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// Temporary messages are shown *before* the Prompt. They're cleared just
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// before executing rules for the turn, so rules adding to TemporaryMessages
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// are creating messages that will show up for the next turn. Temporary
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// panels are cleared out at the same time as temporary messages; when
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// available, they are listed separately from standard panels (before them).
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2023-04-01 19:30:39 +00:00
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TemporaryMessages []Message
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TemporaryPanels []InfoPanel[C]
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2023-04-01 20:32:25 +00:00
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2023-04-02 03:04:20 +00:00
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// DebugLevel stores how verbose the game should be about errors. If this
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// is greater than 0, invisible stats will usually be shown to the player
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// (this is up to individual info panels, though). If this is -1 or lower,
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// warning messages will not be displayed.
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2023-04-01 20:32:25 +00:00
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DebugLevel int
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2023-03-27 06:40:44 +00:00
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}
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// GameState represents various states a player's Game can be in.
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type GameState int
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const (
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// The game has not started.
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GameUninitialized = GameState(iota)
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// The game is ready to play.
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GameActive
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// The game is over and the player has lost.
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GameLost
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// The game is over and the player has won.
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GameWon
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// The game is over because of an error.
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GameCrashed
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// The game is over because the player cannot take any actions.
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GameStalled
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)
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// Over returns whether this state represents a game that is over.
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func (g GameState) Over() bool {
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return g == GameLost || g == GameWon || g == GameCrashed || g == GameStalled
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}
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2023-04-02 03:52:46 +00:00
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// ChapterBreak apends a chapter break to p.TemporaryMessages, unless it is
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// empty or the most recent non-nil message is already a chapter break.
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func (p *Player[C]) ChapterBreak() {
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for i := len(p.TemporaryMessages) - 1; i >= 0; i-- {
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m := p.TemporaryMessages[i]
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if IsSpecialMessage(m, ChapterBreak) {
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return
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}
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if p.TemporaryMessages[i] != nil {
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p.TemporaryMessages = append(p.TemporaryMessages, ChapterBreak)
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return
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}
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}
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// No non-nil messages -- nothing to do.
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}
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// SectionBreak apends a section break to p.TemporaryMessages, unless it is
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// empty or the most recent non-nil message is already a section/chapter break.
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func (p *Player[C]) SectionBreak() {
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for i := len(p.TemporaryMessages) - 1; i >= 0; i-- {
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m := p.TemporaryMessages[i]
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if IsSpecialMessage(m, ChapterBreak) || IsSpecialMessage(m, SectionBreak) {
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return
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}
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if m != nil {
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p.TemporaryMessages = append(p.TemporaryMessages, SectionBreak)
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return
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}
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}
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// No non-nil messages -- nothing to do.
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}
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// Simulate executes the simulation up to the start of the next turn. If the
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// simulation crashes, the game state becomes GameCrashed. This returns any
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// generated errors; if the debugging mode is 0 or greater, they also become
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// temporary messages for the next turn.
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func (p *Player[C]) Simulate() error {
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var errs ErrorCollector
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p.TemporaryMessages = nil
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p.TemporaryPanels = nil
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errs.Add(p.Rules.Run(p))
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errs.Add(p.StartNextTurn())
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if errs.HasFailure() {
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p.State = GameCrashed
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}
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if p.DebugLevel > 0 && !errs.IsEmpty() {
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p.ChapterBreak()
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p.TemporaryMessages = append(p.TemporaryMessages, Msgf("%d errors and warnings:", len(errs.Errs)))
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for i, e := range errs.Errs {
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yikes := " "
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if IsSeriousError(e) {
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yikes = "!"
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}
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p.TemporaryMessages = append(p.TemporaryMessages, Msgf("%s[%d]:\t%v", yikes, i, e))
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}
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}
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return errs.Emit()
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}
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// StartNextTurn increments the turn counter, resets the action counter,
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// and draws back up to full. If the player cannot take any actions after
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// drawing is complete, the game stalls. (If a drawn card would like to
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// force the player to take no actions for a turn, the best approach is to
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// make that card Urgent and make it reset ActionsRemaining to 0 after it runs.)
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func (p *Player[C]) StartNextTurn() error {
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var errs ErrorCollector
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p.TurnNumber++
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p.ActionsRemaining = p.ActionsPerTurn
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errs.Add(p.FillHand())
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if len(p.Hand)+len(p.PermanentActions) == 0 {
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p.State = GameStalled
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errs.Add(Warningf("%w: no cards in hand, no permanent actions", WarningStalemate))
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}
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if p.ActionsRemaining == 0 {
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p.State = GameStalled
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errs.Add(Warningf("%w: 0 actions available in the turn", WarningStalemate))
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}
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return errs.Emit()
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}
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// FillHand draws up to the hand limit, informing cards that they have been
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// drawn. If more than a million cards refuse to enter the hand, this crashes
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// with ErrUncooperativeCards. If the deck does not have enough cards, this
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// returns WarningTooFewCards.
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func (p *Player[C]) FillHand() error {
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failureLimit := 1000000
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for failureLimit > 0 && p.Deck.Len() > 0 && len(p.Hand) < p.HandLimit {
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c := p.Deck.Draw()
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if c.Drawn(p) {
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p.Hand = append(p.Hand, c)
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} else {
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failureLimit--
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}
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}
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if len(p.Hand) >= p.HandLimit {
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return nil
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}
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if failureLimit <= 0 {
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return ErrUncooperativeCards
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}
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return WarningTooFewCards
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}
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