Implement a very crude "game" as a test. Also updates Player.
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@ -49,7 +49,8 @@ type CardOption[C StatsCollection] interface {
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// a warning, the game crashes.
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//
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// After an option is enacted, the card is deleted. If a card should be
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// repeatable, Enact must return it to the deck (on every option).
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// repeatable, Enact must return it to the deck (on every option) or
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// the card needs to reinsert itself with its Then function.
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Enact(p *Player[C]) (Message, error)
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// Enabled returns whether this option can curently be enacted.
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@ -63,7 +64,8 @@ type BasicCard[C StatsCollection] struct {
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IsUrgent bool
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CardText Message
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CardOptions []CardOption[C]
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AfterOption func(p *Player[C], option CardOption[C]) error
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// AfterOption is given the card itself as its first argument.
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AfterOption func(c Card[C], p *Player[C], option CardOption[C]) error
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}
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// Title implements Card.
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@ -91,7 +93,7 @@ func (b *BasicCard[C]) Then(p *Player[C], option CardOption[C]) error {
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if b.AfterOption == nil {
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return nil
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}
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return b.AfterOption(p, option)
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return b.AfterOption(b, p, option)
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}
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// Drawn implements Card.
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@ -260,18 +260,34 @@ func (p *Player[C]) StartNextTurn() error {
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return errs.Emit()
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}
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// Draw draws a card into the hand, informing the card that it has been drawn.
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// If more than a million cards refuse to enter the hand, this crashes with
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// ErrUncooperativeCards. If the deck does not have enough cards, this
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// returns WarningTooFewCards.
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func (p *Player[C]) Draw() error {
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for attempts := 0; attempts < 1000000; attempts++ {
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if p.Deck.Len() == 0 {
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return WarningTooFewCards
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}
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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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return nil
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}
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}
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return ErrUncooperativeCards
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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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var lastErr error
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for p.Deck.Len() > 0 && len(p.Hand) < p.HandLimit {
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lastErr = p.Draw()
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if IsSeriousError(lastErr) {
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return lastErr
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}
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}
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@ -279,10 +295,6 @@ func (p *Player[C]) FillHand() error {
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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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