Comment and reorganize Player.

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Kistaro Windrider 2023-04-01 20:04:20 -07:00
parent 75de281cee
commit a6b2c92f86
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

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@ -52,21 +52,89 @@ import "math/rand"
// the specific kind of interface that works with your game. There's more detail
// on this in the comment on `Rule[C]`.
type Player[C StatsCollection] struct {
Stats C
Name string
Deck *Deck[C]
Hand []Card[C]
HandLimit int
ActionsPerTurn int
ActionsRemaining int
PermanentActions []Card[C]
InfoPanels []InfoPanel[C]
Prompt InfoPanel[C]
Rules *RuleCollection[C]
Rand rand.Rand
Turn int
// Stats stores simulation-specific state.
Stats C
// Name stores the player's name.
Name string
// Rand is a source of randomness that other components can use.
Rand rand.Rand
Deck *Deck[C]
Hand []Card[C]
TurnNumber int
State GameState
// HandLimit is number of cards to draw to at the start of each turn.
// If the player has more cards than this already, none will be drawn,
// but the player will keep them all.
//
// If this is 0 or less and the player has no cards in hand, no permanent
// actions available, and must take an action, the game ends in stalemate.
HandLimit int
// ActionsPerTurn is what ActionsRemaining resets to at the start of each
// turn. If this is 0 or less at the start of a turn, the game ends in
// stalemate. Activating a card or permanent action spends an action, but
// the card or action itself can counter this by changing the player's
// ActionsRemaining by giving the action back -- or force the turn to
// progress immediately to simulation by setting it to 0.
ActionsPerTurn int
ActionsRemaining int
// PermanentActions are an "extra hand" of cards that are not discarded when used.
PermanentActions []Card[C]
// InfoPanels lists informational views available to the player. The Prompt
// is the InfoPanel shown before the main action menu.
InfoPanels []InfoPanel[C]
Prompt InfoPanel[C]
// Rules are the simulation rules executed every turn after the player has
// run out of remaining actions. See `RuleCollection`'s documentation for
// more information about how rule execution works.
Rules *RuleCollection[C]
// Temporary messages are shown *before* the Prompt. They're cleared just
// before executing rules for the turn, so rules adding to TemporaryMessages
// are creating messages that will show up for the next turn. Temporary
// panels are cleared out at the same time as temporary messages; when
// available, they are listed separately from standard panels (before them).
TemporaryMessages []Message
TemporaryPanels []InfoPanel[C]
// DebugLevel stores how verbose the game should be about errors. If this
// is greater than 0, invisible stats will usually be shown to the player
// (this is up to individual info panels, though). If this is -1 or lower,
// warning messages will not be displayed.
DebugLevel int
}
// GameState represents various states a player's Game can be in.
type GameState int
const (
// The game has not started.
GameUninitialized = GameState(iota)
// The game is ready to play.
GameActive
// The game is over and the player has lost.
GameLost
// The game is over and the player has won.
GameWon
// The game is over because of an error.
GameCrashed
// The game is over because the player cannot take any actions.
GameStalled
)
// Over returns whether this state represents a game that is over.
func (g GameState) Over() bool {
return g == GameLost || g == GameWon || g == GameCrashed || g == GameStalled
}