Implement standard debuggers.

These debug actions are added to all players by default.
This commit is contained in:
Kistaro Windrider 2023-04-15 19:16:08 -07:00
parent 22c4718faf
commit 74fac625f2
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8
6 changed files with 241 additions and 14 deletions

View File

@ -101,6 +101,54 @@ func (b *BasicCard[C]) Drawn(_ *Player[C]) bool {
return true
}
// A PanelCard is a Card that takes its title and text from an InfoPanel,
// while options, urgency, and the post-option callback are specified
// (like a BasicCard). It never does anything in particular when drawn.
//
// Omitting all options yields an inactionable card, which can be displayed
// but not played. This can be useful for adding an info panel as a debug action.
type PanelCard[C StatsCollection] struct {
Panel InfoPanel[C]
IsUrgent bool
CardOptions []CardOption[C]
// AfterOption is given the card itself as its first argument.
AfterOption func(c Card[C], p *Player[C], option CardOption[C]) error
}
// Title implements Card.
func (c *PanelCard[C]) Title(p *Player[C]) Message {
return c.Panel.Title(p)
}
// Urgent implements Card.
func (c *PanelCard[C]) Urgent(_ *Player[C]) bool {
return c.IsUrgent
}
// EventText implements Card.
func (c *PanelCard[C]) EventText(p *Player[C]) (Message, error) {
msgs, err := c.Panel.Info(p)
return MultiMessage(msgs), err
}
// Options implements Card.
func (c *PanelCard[C]) Options(_ *Player[C]) ([]CardOption[C], error) {
return c.CardOptions, nil
}
// Then implements Card.
func (c *PanelCard[C]) Then(p *Player[C], option CardOption[C]) error {
if c.AfterOption == nil {
return nil
}
return c.AfterOption(c, p, option)
}
// Drawn implements Card.
func (c *PanelCard[C]) Drawn(_ *Player[C]) bool {
return true
}
// A BasicOption is a CardOption with fixed text, effects, and output.
// It's always enabled.
type BasicOption[C StatsCollection] struct {
@ -151,3 +199,17 @@ func (o *optionFunc[C]) Enact(p *Player[C]) (Message, error) {
func (o *optionFunc[C]) Enabled(p *Player[C]) bool {
return true
}
// OnlyDiscardFree returns a []CardOption[C] providing a single option, which
// returns the action point. It does not shuffle the card back into the deck
// or draw a replacement (consider the AfterFunc for that if needed). This
// can be used for cards that are displayable but not actionable, but show up
// as cards rather than permanent or debug actions for some reason.
func OnlyDiscardFree[C StatsCollection](msg Message) []CardOption[C] {
return []CardOption[C]{
OptionFunc(msg, func(p *Player[C]) (Message, error) {
p.ActionsRemaining++
return MsgStr("Okay."), nil
}),
}
}

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@ -279,3 +279,145 @@ func (d *Deck[C]) Strip(shouldRemove func(idx int, c Card[C]) bool) int {
d.cards = Strip(d.cards, shouldRemove)
return origLen - d.Len()
}
// DeckDebugger is a Card[C], intended for use only as a debug action, that
// lists the top 10 cards of the deck (without checking if they are drawable)
// and allows various sorts of deck manipulation for free. It can't be drawn.
type DeckDebugger[C StatsCollection] struct{}
// Title implements Card[C].
func (DeckDebugger[C]) Title(p *Player[C]) Message {
return MsgStr("Debug Mode Deck Controls")
}
// Urgent implements Card[C] as used in permanent actions. It's always valid
// to use the deck debugger. Debug actions do not check urgency flags, but this
// marks itself as urgent-compatible just in case.
func (DeckDebugger[C]) Urgent(p *Player[C]) bool {
return true
}
// Drawn implements Card[C]. It can't be drawn.
func (DeckDebugger[C]) Drawn(p *Player[C]) bool {
return false
}
// EventText implements Card[C]. It lists the top ten cards of the deck and
// a few deck-related and hand-related stats.
func (DeckDebugger[C]) EventText(p *Player[C]) (Message, error) {
var msgs []Message
msgs = append(msgs, Msgf("The Deck contains %d cards.", p.Deck.Len()))
if p.Deck.Len() > 0 {
portion := p.Deck.cards
msgs = append(msgs, nil)
topness := "All"
if p.Deck.Len() > 10 {
portion = p.Deck.cards[:10]
topness = "Top 10"
}
msgs = append(msgs, Msgf("%s cards in the Deck:", topness))
for i, c := range portion {
urgency := " "
if c.Urgent(p) {
urgency = "!"
}
msgs = append(msgs, Msgf(" %s %2d) %v", urgency, i+1, c.Title(p)))
}
}
msgs = append(msgs, nil)
msgs = append(msgs, Msgf("At the start of each turn, the Player draws to %d cards. The player has %d cards in hand.", p.HandLimit, len(p.Hand)))
return MultiMessage(msgs), nil
}
// Options implements Card[C]. It offers many possible actions.
func (DeckDebugger[C]) Options(p *Player[C]) ([]CardOption[C], error) {
ret := []CardOption[C]{
&BasicOption[C]{
Text: MsgStr("Draw a card."),
Effect: func(p *Player[C]) error {
return p.Draw()
},
Output: MsgStr("Done."),
},
&BasicOption[C]{
Text: MsgStr("Shuffle the deck."),
Effect: func(p *Player[C]) error {
return p.Deck.Shuffle()
},
Output: MsgStr("Done."),
},
&BasicOption[C]{
Text: MsgStr("Shuffle top half."),
Effect: func(p *Player[C]) error {
return p.Deck.ShuffleTop(0.5)
},
Output: MsgStr("Done."),
},
&BasicOption[C]{
Text: MsgStr("Shuffle bottom half."),
Effect: func(p *Player[C]) error {
return p.Deck.ShuffleBottom(0.5)
},
Output: MsgStr("Done."),
},
}
for _, n := range []int{1, 3, 5, 10} {
if p.Deck.Len() <= n {
break
}
// We don't want the functions we're creating to all share the same "n"
// field -- we want to create distinct functions that move distinct
// numbers of cards. For more information on what's going on here, see
// https://eli.thegreenplace.net/2019/go-internals-capturing-loop-variables-in-closures/
//
// For the curious, the Go developers don't like the gotcha that
// this "shadow variable with itself" workaround patches over either.
// Here's the guy who implemented apologizing for it and discussing
// changing it: https://github.com/golang/go/discussions/56010
//
// "Loop variables being per-loop instead of per-iteration is the only
// design decision I know of in Go that makes programs incorrect more
// often than it makes them correct." -- Russ Cox (rsc)
n := n
invN := p.Deck.Len() - n
ret = append(ret,
&BasicOption[C]{
Text: Msgf("Move the top %d card(s) to the bottom of the deck, in order.", n),
Effect: func(p *Player[C]) error {
p.Deck.cards = append(p.Deck.cards, p.Deck.cards[:n]...)
p.Deck.cards = p.Deck.cards[n:]
return nil
},
Output: MsgStr("Done."),
},
&BasicOption[C]{
Text: Msgf("Move the bottom %d card(s) to the top of the deck, in order.", n),
Effect: func(p *Player[C]) error {
p.Deck.cards = append(p.Deck.cards, p.Deck.cards[:invN]...)
p.Deck.cards = p.Deck.cards[invN:]
return nil
},
Output: MsgStr("Done."),
},
)
if n > 1 {
ret = append(ret, &BasicOption[C]{
Text: Msgf("Shuffle the top %d card(s) of the deck.", n),
Effect: func(p *Player[C]) error {
return p.Deck.ShufflePart(0, n)
},
Output: MsgStr("Done."),
})
}
}
return ret, nil
}
// Then implements Card[C]. It refunds the action point.
func (DeckDebugger[C]) Then(p *Player[C], o CardOption[C]) error {
p.ActionsRemaining++
return nil
}

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@ -106,7 +106,7 @@ type Player[C StatsCollection] struct {
PermanentActions []Card[C]
// DebugActions are PermanentActions only available when the player is in
// debug mode.
// debug mode. InitPlayer adds some standard debugging actions by default.
DebugActions []Card[C]
// InfoPanels lists informational views available to the player. The Prompt
@ -175,6 +175,10 @@ func InitPlayer[C StatsCollection](stats C) *Player[C] {
HandLimit: 1,
ActionsPerTurn: 1,
Rules: NewRuleCollection[C](),
DebugActions: []Card[C]{
&DeckDebugger[C]{},
&PanelCard[C]{Panel: RuleDumper[C]{}},
},
}
}

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@ -4,6 +4,8 @@ import (
"errors"
"fmt"
"sort"
"github.com/kr/pretty"
)
// A Rule implements an operation run on every game turn.
@ -402,3 +404,14 @@ func (r *RuleCollection[C]) applyDelayedUpdates() {
r.RemoveID(id)
}
}
// RuleDumper is an InfoPanel[C] that dumps all rules in P.
type RuleDumper[C StatsCollection] struct{}
func (RuleDumper[C]) Title(p *Player[C]) Message {
return MsgStr("Rule Dumper")
}
func (RuleDumper[C]) Info(p *Player[C]) ([]Message, error) {
return []Message{Msgf("%# v", pretty.Formatter(p.Rules))}, nil
}

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@ -145,3 +145,21 @@ func Strip[T any](slice []T, removeWhen func(idx int, t T) bool) []T {
}
return slice[:to]
}
// EnsureCapacity checks if `cap(slice)` is at least req. If so, it returns
// slice unchanged. Otherwise, it copies `slice` to a new slice that is at least
// capacity `req` (but may be larger) and returns the copy.
//
// It is reasonably efficient to use EnsureCapacity consecutively without
// regard for the final overall capacity that a specific slice will need to be.
func EnsureCapacity[T any](slice []T, req int) []T {
if cap(slice) >= req {
return slice
}
if req < 2*cap(slice) {
req = 2 * cap(slice)
}
ret := make([]T, len(slice), req)
copy(ret, slice)
return ret
}

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@ -5,8 +5,6 @@ import (
"fmt"
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
"github.com/kr/pretty"
)
func main() {
@ -46,7 +44,7 @@ func main() {
Name: cardsim.MsgStr("Stats"),
Intro: cardsim.MsgStr("Hi! These are the smoke test stats."),
},
ruledumper{},
cardsim.RuleDumper[*SmokeTestCollection]{},
}
p.Prompt = prompt{}
p.DebugLevel = 5
@ -73,13 +71,3 @@ func (prompt) Info(p *cardsim.Player[*SmokeTestCollection]) ([]cardsim.Message,
cardsim.Msgf("The current Number is %d. It tastes like %s.", p.Stats.Number.Value, p.Stats.Flavor.Value),
}, nil
}
type ruledumper struct{}
func (ruledumper) Title(p *player) cardsim.Message {
return cardsim.MsgStr("Rule Dumper")
}
func (ruledumper) Info(p *player) ([]cardsim.Message, error) {
return []cardsim.Message{cardsim.Msgf("%# v", pretty.Formatter(p.Rules))}, nil
}