diff --git a/cardsim/card.go b/cardsim/card.go index 673bd3d..472f216 100644 --- a/cardsim/card.go +++ b/cardsim/card.go @@ -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 + }), + } +} diff --git a/cardsim/deck.go b/cardsim/deck.go index 627ea70..886d9f1 100644 --- a/cardsim/deck.go +++ b/cardsim/deck.go @@ -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 +} diff --git a/cardsim/player.go b/cardsim/player.go index b4c16ef..041635c 100644 --- a/cardsim/player.go +++ b/cardsim/player.go @@ -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]{}}, + }, } } diff --git a/cardsim/rules.go b/cardsim/rules.go index b98d071..7de1279 100644 --- a/cardsim/rules.go +++ b/cardsim/rules.go @@ -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 +} diff --git a/cardsim/sliceutil.go b/cardsim/sliceutil.go index 704731b..3c79647 100644 --- a/cardsim/sliceutil.go +++ b/cardsim/sliceutil.go @@ -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 +} diff --git a/smoketest/main.go b/smoketest/main.go index a59ffe1..9e54a62 100644 --- a/smoketest/main.go +++ b/smoketest/main.go @@ -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 -}