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