Debug action to adjust debug level.

This commit is contained in:
Kistaro Windrider 2023-04-15 20:15:32 -07:00
parent 65c01318f0
commit abb00e30c3
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8
3 changed files with 114 additions and 45 deletions

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@ -101,6 +101,15 @@ func (b *BasicCard[C]) Drawn(_ *Player[C]) bool {
return true return true
} }
// RefundAction returns a func that can be used as an AfterOption, which returns
// the player's action point.
func RefundAction[C StatsCollection]() func(c Card[C], p *Player[C], option CardOption[C]) error {
return func(c Card[C], p *Player[C], option CardOption[C]) error {
p.ActionsRemaining++
return nil
}
}
// A PanelCard is a Card that takes its title and text from an InfoPanel, // A PanelCard is a Card that takes its title and text from an InfoPanel,
// while options, urgency, and the post-option callback are specified // while options, urgency, and the post-option callback are specified
// (like a BasicCard). It never does anything in particular when drawn. // (like a BasicCard). It never does anything in particular when drawn.

103
cardsim/debugging.go Normal file
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@ -0,0 +1,103 @@
package cardsim
// Named debug verbosity levels. Using the raw constants is fine too. This
// is roughly consistent with "standard" meanings for these debug levels.
const (
HideWarnings = -1
NotDebugging = 0
DebugWarning = 1
DebugInfo = 2
DebugDetail = 3
DebugFine = 4
DebugSuperfine = 5
)
// ActionCounterDebugCard constructs a BasicCard intended for use only as a
// Debug Action that tinkers with the player's action counter.
func ActionCounterDebugCard[C StatsCollection]() Card[C] {
return &BasicCard[C]{
CardTitle: MsgStr("Adjust Action Counter"),
CardText: MsgStr("Change the number of actions you have available this turn."),
CardOptions: []CardOption[C]{
&BasicOption[C]{
Text: MsgStr("Get an extra action."),
Effect: func(p *Player[C]) error {
p.ActionsRemaining += 2 // counteract the one this costs
return nil
},
Output: MsgStr("Gotten."),
},
&BasicOption[C]{
Text: MsgStr("Waste an action."),
Effect: func(p *Player[C]) error {
return nil
},
Output: MsgStr("Wasted."),
},
&BasicOption[C]{
Text: MsgStr("Get a thousand actions."),
Effect: func(p *Player[C]) error {
p.ActionsRemaining = 1000
return nil
},
Output: MsgStr("ActionsRemaining set to 1000."),
},
&BasicOption[C]{
Text: MsgStr("Go to exactly 1 action remaining."),
Effect: func(p *Player[C]) error {
p.ActionsRemaining = 1
return nil
},
Output: MsgStr("ActionsRemaining set to 1."),
},
&BasicOption[C]{
Text: MsgStr("End the turn. (Set actions to 0.)"),
Effect: func(p *Player[C]) error {
p.ActionsRemaining = 0
return nil
},
Output: MsgStr("ActionsRemaining zeroed out."),
},
},
}
}
// DebugModeCard constructs a BasicCard to change the player's debug level.
// It is intended for use only as a Debug Action.
func DebugModeCard[C StatsCollection]() Card[C] {
return &BasicCard[C]{
CardTitle: MsgStr("Change Debug Level"),
CardText: MsgStr("Adjust verbosity of output, or exit debug mode entirely (not recommended)."),
CardOptions: []CardOption[C]{
debugLevelOption[C]{1, "Enable debug mode. Show warnings."},
debugLevelOption[C]{2, "Enable debug mode. Show info messages."},
debugLevelOption[C]{3, "Enable debug mode. Show detailed messages."},
debugLevelOption[C]{4, "Enable debug mode. Show individual details of operations."},
debugLevelOption[C]{5, "Enable debug mode. Show every event in excruciating detail."},
debugLevelOption[C]{0, "NOT RECOMMENDED. Disable debugging (show warnings). IT CAN'T BE TURNED BACK ON."},
debugLevelOption[C]{-1, "NOT RECOMMENDED. Disable debugging (hide warnings). IT CAN'T BE TURNED BACK ON."},
},
AfterOption: RefundAction[C](),
}
}
type debugLevelOption[C StatsCollection] struct {
level int
description string
}
// OptionText implements CardOption[C].
func (d debugLevelOption[C]) OptionText(*Player[C]) (Message, error) {
return Msgf("Set debug level %d: %s", d.level, d.description), nil
}
// Enact implements CardOption[C].
func (d debugLevelOption[C]) Enact(p *Player[C]) (Message, error) {
p.DebugLevel = d.level
return Msgf("Debug level is now %d.", d.level), nil
}
// Enabled implements CardOption[C].
func (d debugLevelOption[C]) Enabled(p *Player[C]) bool {
return true
}

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@ -178,51 +178,8 @@ func InitPlayer[C StatsCollection](stats C) *Player[C] {
DebugActions: []Card[C]{ DebugActions: []Card[C]{
&DeckDebugger[C]{}, &DeckDebugger[C]{},
&PanelCard[C]{Panel: RuleDumper[C]{}}, &PanelCard[C]{Panel: RuleDumper[C]{}},
&BasicCard[C]{ ActionCounterDebugCard[C](),
CardTitle: MsgStr("Adjust Action Counter"), DebugModeCard[C](),
CardText: MsgStr("Change the number of actions you have available this turn."),
CardOptions: []CardOption[C]{
&BasicOption[C]{
Text: MsgStr("Get an extra action."),
Effect: func(p *Player[C]) error {
p.ActionsRemaining += 2 // counteract the one this costs
return nil
},
Output: MsgStr("Gotten."),
},
&BasicOption[C]{
Text: MsgStr("Waste an action."),
Effect: func(p *Player[C]) error {
return nil
},
Output: MsgStr("Wasted."),
},
&BasicOption[C]{
Text: MsgStr("Get a thousand actions."),
Effect: func(p *Player[C]) error {
p.ActionsRemaining = 1000
return nil
},
Output: MsgStr("ActionsRemaining set to 1000."),
},
&BasicOption[C]{
Text: MsgStr("Go to exactly 1 action remaining."),
Effect: func(p *Player[C]) error {
p.ActionsRemaining = 1
return nil
},
Output: MsgStr("ActionsRemaining set to 1."),
},
&BasicOption[C]{
Text: MsgStr("End the turn. (Set actions to 0.)"),
Effect: func(p *Player[C]) error {
p.ActionsRemaining = 0
return nil
},
Output: MsgStr("ActionsRemaining zeroed out."),
},
},
},
}, },
} }
} }