Implement standard debuggers.
These debug actions are added to all players by default.
This commit is contained in:
142
cardsim/deck.go
142
cardsim/deck.go
@ -279,3 +279,145 @@ func (d *Deck[C]) Strip(shouldRemove func(idx int, c Card[C]) bool) int {
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d.cards = Strip(d.cards, shouldRemove)
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return origLen - d.Len()
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}
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// DeckDebugger is a Card[C], intended for use only as a debug action, that
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// lists the top 10 cards of the deck (without checking if they are drawable)
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// and allows various sorts of deck manipulation for free. It can't be drawn.
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type DeckDebugger[C StatsCollection] struct{}
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// Title implements Card[C].
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func (DeckDebugger[C]) Title(p *Player[C]) Message {
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return MsgStr("Debug Mode Deck Controls")
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}
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// Urgent implements Card[C] as used in permanent actions. It's always valid
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// to use the deck debugger. Debug actions do not check urgency flags, but this
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// marks itself as urgent-compatible just in case.
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func (DeckDebugger[C]) Urgent(p *Player[C]) bool {
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return true
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}
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// Drawn implements Card[C]. It can't be drawn.
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func (DeckDebugger[C]) Drawn(p *Player[C]) bool {
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return false
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}
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// EventText implements Card[C]. It lists the top ten cards of the deck and
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// a few deck-related and hand-related stats.
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func (DeckDebugger[C]) EventText(p *Player[C]) (Message, error) {
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var msgs []Message
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msgs = append(msgs, Msgf("The Deck contains %d cards.", p.Deck.Len()))
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if p.Deck.Len() > 0 {
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portion := p.Deck.cards
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msgs = append(msgs, nil)
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topness := "All"
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if p.Deck.Len() > 10 {
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portion = p.Deck.cards[:10]
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topness = "Top 10"
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}
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msgs = append(msgs, Msgf("%s cards in the Deck:", topness))
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for i, c := range portion {
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urgency := " "
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if c.Urgent(p) {
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urgency = "!"
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}
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msgs = append(msgs, Msgf(" %s %2d) %v", urgency, i+1, c.Title(p)))
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}
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}
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msgs = append(msgs, nil)
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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)))
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return MultiMessage(msgs), nil
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}
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// Options implements Card[C]. It offers many possible actions.
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func (DeckDebugger[C]) Options(p *Player[C]) ([]CardOption[C], error) {
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ret := []CardOption[C]{
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&BasicOption[C]{
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Text: MsgStr("Draw a card."),
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Effect: func(p *Player[C]) error {
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return p.Draw()
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},
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Output: MsgStr("Done."),
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},
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&BasicOption[C]{
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Text: MsgStr("Shuffle the deck."),
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Effect: func(p *Player[C]) error {
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return p.Deck.Shuffle()
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},
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Output: MsgStr("Done."),
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},
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&BasicOption[C]{
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Text: MsgStr("Shuffle top half."),
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Effect: func(p *Player[C]) error {
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return p.Deck.ShuffleTop(0.5)
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},
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Output: MsgStr("Done."),
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},
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&BasicOption[C]{
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Text: MsgStr("Shuffle bottom half."),
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Effect: func(p *Player[C]) error {
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return p.Deck.ShuffleBottom(0.5)
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},
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Output: MsgStr("Done."),
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},
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}
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for _, n := range []int{1, 3, 5, 10} {
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if p.Deck.Len() <= n {
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break
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}
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// We don't want the functions we're creating to all share the same "n"
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// field -- we want to create distinct functions that move distinct
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// numbers of cards. For more information on what's going on here, see
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// https://eli.thegreenplace.net/2019/go-internals-capturing-loop-variables-in-closures/
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//
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// For the curious, the Go developers don't like the gotcha that
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// this "shadow variable with itself" workaround patches over either.
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// Here's the guy who implemented apologizing for it and discussing
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// changing it: https://github.com/golang/go/discussions/56010
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//
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// "Loop variables being per-loop instead of per-iteration is the only
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// design decision I know of in Go that makes programs incorrect more
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// often than it makes them correct." -- Russ Cox (rsc)
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n := n
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invN := p.Deck.Len() - n
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ret = append(ret,
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&BasicOption[C]{
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Text: Msgf("Move the top %d card(s) to the bottom of the deck, in order.", n),
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Effect: func(p *Player[C]) error {
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p.Deck.cards = append(p.Deck.cards, p.Deck.cards[:n]...)
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p.Deck.cards = p.Deck.cards[n:]
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return nil
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},
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Output: MsgStr("Done."),
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},
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&BasicOption[C]{
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Text: Msgf("Move the bottom %d card(s) to the top of the deck, in order.", n),
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Effect: func(p *Player[C]) error {
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p.Deck.cards = append(p.Deck.cards, p.Deck.cards[:invN]...)
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p.Deck.cards = p.Deck.cards[invN:]
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return nil
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},
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Output: MsgStr("Done."),
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},
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)
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if n > 1 {
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ret = append(ret, &BasicOption[C]{
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Text: Msgf("Shuffle the top %d card(s) of the deck.", n),
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Effect: func(p *Player[C]) error {
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return p.Deck.ShufflePart(0, n)
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},
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Output: MsgStr("Done."),
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})
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}
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}
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return ret, nil
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}
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// Then implements Card[C]. It refunds the action point.
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func (DeckDebugger[C]) Then(p *Player[C], o CardOption[C]) error {
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p.ActionsRemaining++
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return nil
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}
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