Display debug enactables.

Includes some refactoring work to pull out common code and express the idea of "wait, which panel, exactly?".
This commit is contained in:
Kistaro Windrider 2023-04-15 17:17:51 -07:00
parent 6c3c936dbd
commit 54711b36a8
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8
3 changed files with 128 additions and 40 deletions

View File

@ -12,6 +12,12 @@ type Message interface {
fmt.Stringer
}
// Titled desccribes any type that returns a Message as a title, given a Player
// (which it may ignore).
type Titled[C StatsCollection] interface {
Title(*Player[C]) Message
}
type stringMessage string
func (s stringMessage) String() string {

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@ -313,6 +313,38 @@ func (p *Player[C]) HasUrgentCards() bool {
return false
}
// EnactableType is an enumeration representing a category of enactable thing.
// Debug actions, permanent actions, and cards behave equivalently in many ways,
// so EnactableType allows parts of the program to work with any of these and
// represent which one they apply to.
type EnactableType int
const (
// InvalidEnactable is an uninitialized EnactableType value with no meaning.
// Using it is generally an error. If you initialize EnactableType fields
// with this value when your program has not yet calculated what type of
// enactable will be used, CardSimEngine will be able to detect bugs where
// such a calcualation, inadvertently, does not come to any conclusion.
// Unlike NothingEnactable, there are no circumstances where this has a
// specific valid meaning.
InvalidEnactable = EnactableType(iota)
// NothingEnactable specifically represents not enacting anything. In some
// contexts, it's an error to use it; in others, it is a sentinel value
// for "do not enact anything". Unlike InvalidEnactable, this has a specific
// valid meaning, it's just that the meaning is specifically "nothing".
NothingEnactable
// CardEnactable refers to a card in the hand.
CardEnactable
// PermanentActionEnactable refers to an item in the permanent actions list.
PermanentActionEnactable
// DebugActionEnactable refers to an item in the debug actions list.
DebugActionEnactable
)
// EnactCardUnchecked executes a card choice, removes it from the hand, and
// decrements the ActionsRemaining. It does not check for conflicting Urgent
// cards or already being out of actions. If no such card or card choice

View File

@ -17,7 +17,7 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
for {
for p.CanAct() {
isCard, cardIdx, choiceIdx, err := pickNextAction(p)
actionType, cardIdx, choiceIdx, err := pickNextAction(p)
p.ReportError(err)
if IsSeriousError(err) {
if p.DebugLevel < 1 {
@ -26,10 +26,18 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
continue
}
var msg Message
if isCard {
switch actionType {
case CardEnactable:
msg, err = p.EnactCard(cardIdx, choiceIdx)
} else {
case DebugActionEnactable:
msg, err = p.EnactDebugActionUnchecked(cardIdx, choiceIdx)
case PermanentActionEnactable:
msg, err = p.EnactPermanentAction(cardIdx, choiceIdx)
case NothingEnactable:
continue
default:
msg = nil
err = fmt.Errorf("invalid enaction type in action loop: %d", actionType)
}
p.ReportError(err)
if IsSeriousError(err) {
@ -77,7 +85,7 @@ func wait() {
fmt.Scanln()
}
func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset, max int) {
func displayMainMenu[C StatsCollection](p *Player[C]) (debugOffset, actionsOffset, handOffset, max int) {
cls()
needsDivider := displayMessageSection(p)
if needsDivider {
@ -85,10 +93,14 @@ func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset
}
displayOnePanel(p, p.Prompt)
divider()
actionsOffset = displayStatsMenu(p)
if actionsOffset > 0 {
debugOffset = displayStatsMenu(p)
if debugOffset > 0 {
divider()
}
actionsOffset = displayDebugActionsMenu(p, debugOffset)
if actionsOffset > debugOffset {
fmt.Println()
}
handOffset = displayPermanentActionsMenu(p, actionsOffset)
if handOffset > actionsOffset {
fmt.Println()
@ -97,9 +109,9 @@ func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset
return // uses named return values
}
func pickNextAction[C StatsCollection](p *Player[C]) (isCard bool, cardIdx int, choiceIdx int, err error) {
func pickNextAction[C StatsCollection](p *Player[C]) (actionType EnactableType, cardIdx int, choiceIdx int, err error) {
for {
actionsOffset, handOffset, max := displayMainMenu(p)
debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
divider()
fmt.Printf("%d actions remaining.\n", p.ActionsRemaining)
@ -117,9 +129,8 @@ func pickNextAction[C StatsCollection](p *Player[C]) (isCard bool, cardIdx int,
case "s", "stat", "stats", "i", "info", "p", "panel", "panels", "infopanel", "infopanels":
statsMode(p)
case "a", "act", "actions":
var committed bool
isCard, cardIdx, choiceIdx, committed, err = actionsMode(p, true)
if committed {
actionType, cardIdx, choiceIdx, err = actionsMode(p, true)
if actionType != NothingEnactable {
return
}
case "q", "quit", "exit":
@ -132,21 +143,27 @@ func pickNextAction[C StatsCollection](p *Player[C]) (isCard bool, cardIdx int,
} else if i > max {
fmt.Println("That's not on this menu. If the menu is too big to read, choose a detail view.")
wait()
} else if i <= actionsOffset {
} else if i <= debugOffset {
cls()
displayOnePanel(p, p.InfoPanels[i-1])
wait()
} else if i <= actionsOffset {
i = i - debugOffset - 1
option, promptErr := promptCard(p, p.DebugActions[i])
if option >= 0 || IsSeriousError(promptErr) {
return DebugActionEnactable, i, option, promptErr
}
} else if i <= handOffset {
i = i - actionsOffset - 1
option, promptErr := promptCard(p, p.PermanentActions[i])
if option >= 0 || IsSeriousError(promptErr) {
return false, i, option, promptErr
return PermanentActionEnactable, i, option, promptErr
}
} else {
i = i - handOffset - 1
option, promptErr := promptCard(p, p.Hand[i])
if option >= 0 || IsSeriousError(promptErr) {
return true, i, option, nil
return CardEnactable, i, option, nil
}
}
}
@ -222,9 +239,7 @@ func displayStatsMenu[C StatsCollection](p *Player[C]) int {
}
fmt.Println("Info Panels")
fmt.Println("-----------")
for i, s := range p.InfoPanels {
fmt.Printf("[%2d]: %s\n", i+1, s.Title(p).String())
}
displayNumberedTitles(p, p.InfoPanels, 0)
return len(p.InfoPanels)
}
@ -234,22 +249,34 @@ func displayPermanentActionsMenu[C StatsCollection](p *Player[C], offset int) in
}
fmt.Println("Always Available")
fmt.Println("----------------")
for i, s := range p.PermanentActions {
fmt.Printf("[%2d]: %s\n", i+offset+1, s.Title(p))
}
displayNumberedTitles(p, p.PermanentActions, offset)
return offset + len(p.PermanentActions)
}
func displayDebugActionsMenu[C StatsCollection](p *Player[C], offset int) int {
if p.DebugLevel < 1 || len(p.DebugActions) == 0 {
return offset
}
fmt.Println("Debug Mode")
fmt.Println("----------")
displayNumberedTitles(p, p.DebugActions, offset)
return offset + len(p.DebugActions)
}
func displayHandMenu[C StatsCollection](p *Player[C], offset int) int {
if len(p.Hand) == 0 {
return offset
}
fmt.Println("Hand")
fmt.Println("----")
for i, s := range p.Hand {
displayNumberedTitles(p, p.Hand, offset)
return offset + len(p.Hand)
}
func displayNumberedTitles[C StatsCollection, T Titled[C]](p *Player[C], cards []T, offset int) {
for i, s := range cards {
fmt.Printf("[%2d]: %s\n", i+offset+1, s.Title(p))
}
return offset + len(p.Hand)
}
// promptCard asks the player to take an action on a card. Returns the option
@ -385,12 +412,16 @@ func statsMode[C StatsCollection](p *Player[C]) error {
}
}
func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, cardIdx, choiceIdx int, committed bool, err error) {
func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType EnactableType, cardIdx, choiceIdx int, err error) {
var errs ErrorCollector
for {
cls()
pOff := displayPermanentActionsMenu(p, 0)
if pOff > 0 {
dOff := displayDebugActionsMenu(p, 0)
if dOff > 0 {
fmt.Println()
}
pOff := displayPermanentActionsMenu(p, dOff)
if pOff > dOff {
fmt.Println()
}
max := displayHandMenu(p, pOff)
@ -400,7 +431,7 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
fmt.Println("That's a problem. The game is stuck.")
confirmQuit()
errs.Add(WarningStalemate)
return false, -1, -1, true, errs.Emit()
return NothingEnactable, -1, -1, errs.Emit()
}
fmt.Println()
@ -412,7 +443,7 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
input := getResponse()
switch input {
case "b", "back":
return false, -1, -1, false, errs.Emit()
return NothingEnactable, -1, -1, errs.Emit()
case "q", "quit":
confirmQuit()
default:
@ -423,19 +454,35 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
} else if v < 1 || v > max {
fmt.Println("That's not a card or action.")
wait()
} else if v <= pOff {
} else if v <= dOff {
v--
if canAct {
optIdx, err := promptCard(p, p.DebugActions[v])
errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) {
return DebugActionEnactable, v, optIdx, errs.Emit()
}
} else {
_, _, err := displayCard(p, p.DebugActions[v], false)
errs.Add(err)
if IsSeriousError(err) {
return DebugActionEnactable, -1, -1, errs.Emit()
}
wait()
}
} else if v <= pOff {
v = v - dOff - 1
if canAct {
optIdx, err := promptCard(p, p.PermanentActions[v])
errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) {
return false, v, optIdx, true, errs.Emit()
return PermanentActionEnactable, v, optIdx, errs.Emit()
}
} else {
_, _, err := displayCard(p, p.PermanentActions[v], false)
errs.Add(err)
if IsSeriousError(err) {
return false, -1, -1, true, errs.Emit()
return PermanentActionEnactable, -1, -1, errs.Emit()
}
wait()
}
@ -445,13 +492,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
optIdx, err := promptCard(p, p.Hand[v])
errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) {
return true, v, optIdx, false, errs.Emit()
return CardEnactable, v, optIdx, errs.Emit()
}
} else {
_, _, err := displayCard(p, p.Hand[v], false)
errs.Add(err)
if IsSeriousError(err) {
return false, -1, -1, false, errs.Emit()
return CardEnactable, -1, -1, errs.Emit()
}
wait()
}
@ -464,7 +511,7 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
func review[C StatsCollection](p *Player[C]) error {
var errs ErrorCollector
for {
actionsOffset, handOffset, max := displayMainMenu(p)
debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
divider()
fmt.Println("No actions remaining.")
fmt.Printf("(C)ontinue, review just (M)essages, (I)nfo Panels, (A)ctions, or an item (1-%d), or (Q)uit? > ", max)
@ -485,7 +532,7 @@ func review[C StatsCollection](p *Player[C]) error {
return errs.Emit()
}
case "a", "act", "actions":
_, _, _, _, err := actionsMode(p, false)
_, _, _, err := actionsMode(p, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
@ -498,14 +545,18 @@ func review[C StatsCollection](p *Player[C]) error {
i, err := strconv.Atoi(input)
if err != nil {
fmt.Println("Sorry, I don't understand.")
wait()
} else if i <= 0 || i > max {
fmt.Println("That's not on this menu. If the menu is too big to read, choose a detail view.")
wait()
} else if i <= actionsOffset {
} else if i <= debugOffset {
cls()
displayOnePanel(p, p.InfoPanels[i-1])
wait()
} else if i <= actionsOffset {
i = i - debugOffset - 1
_, _, err := displayCard(p, p.DebugActions[i], false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
} else if i <= handOffset {
i = i - actionsOffset - 1
_, _, err := displayCard(p, p.PermanentActions[i], false)
@ -513,7 +564,6 @@ func review[C StatsCollection](p *Player[C]) error {
if IsSeriousError(err) {
return errs.Emit()
}
wait()
} else {
i = i - handOffset - 1
_, _, err := displayCard(p, p.Hand[i], false)
@ -521,8 +571,8 @@ func review[C StatsCollection](p *Player[C]) error {
if IsSeriousError(err) {
return errs.Emit()
}
wait()
}
wait()
}
}
}