Debug action to adjust debug level.
This commit is contained in:
		@@ -101,6 +101,15 @@ func (b *BasicCard[C]) Drawn(_ *Player[C]) bool {
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	return true
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}
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// RefundAction returns a func that can be used as an AfterOption, which returns
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// the player's action point.
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func RefundAction[C StatsCollection]() func(c Card[C], p *Player[C], option CardOption[C]) error {
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	return func(c Card[C], p *Player[C], option CardOption[C]) error {
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		p.ActionsRemaining++
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		return nil
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	}
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}
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// A PanelCard is a Card that takes its title and text from an InfoPanel,
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// while options, urgency, and the post-option callback are specified
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// (like a BasicCard). It never does anything in particular when drawn.
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										103
									
								
								cardsim/debugging.go
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										103
									
								
								cardsim/debugging.go
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,103 @@
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package cardsim
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// Named debug verbosity levels. Using the raw constants is fine too. This
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// is roughly consistent with "standard" meanings for these debug levels.
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const (
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	HideWarnings   = -1
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	NotDebugging   = 0
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	DebugWarning   = 1
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	DebugInfo      = 2
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	DebugDetail    = 3
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	DebugFine      = 4
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	DebugSuperfine = 5
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)
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// ActionCounterDebugCard constructs a BasicCard intended for use only as a
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// Debug Action that tinkers with the player's action counter.
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func ActionCounterDebugCard[C StatsCollection]() Card[C] {
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	return &BasicCard[C]{
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		CardTitle: MsgStr("Adjust Action Counter"),
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		CardText:  MsgStr("Change the number of actions you have available this turn."),
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		CardOptions: []CardOption[C]{
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			&BasicOption[C]{
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				Text: MsgStr("Get an extra action."),
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				Effect: func(p *Player[C]) error {
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					p.ActionsRemaining += 2 // counteract the one this costs
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					return nil
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				},
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				Output: MsgStr("Gotten."),
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			},
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			&BasicOption[C]{
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				Text: MsgStr("Waste an action."),
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				Effect: func(p *Player[C]) error {
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					return nil
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				},
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				Output: MsgStr("Wasted."),
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			},
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			&BasicOption[C]{
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				Text: MsgStr("Get a thousand actions."),
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				Effect: func(p *Player[C]) error {
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					p.ActionsRemaining = 1000
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					return nil
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				},
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				Output: MsgStr("ActionsRemaining set to 1000."),
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			},
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			&BasicOption[C]{
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				Text: MsgStr("Go to exactly 1 action remaining."),
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				Effect: func(p *Player[C]) error {
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					p.ActionsRemaining = 1
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					return nil
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				},
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				Output: MsgStr("ActionsRemaining set to 1."),
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			},
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			&BasicOption[C]{
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				Text: MsgStr("End the turn. (Set actions to 0.)"),
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				Effect: func(p *Player[C]) error {
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					p.ActionsRemaining = 0
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					return nil
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				},
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				Output: MsgStr("ActionsRemaining zeroed out."),
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			},
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		},
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	}
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}
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// DebugModeCard constructs a BasicCard to change the player's debug level.
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// It is intended for use only as a Debug Action.
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func DebugModeCard[C StatsCollection]() Card[C] {
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	return &BasicCard[C]{
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		CardTitle: MsgStr("Change Debug Level"),
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		CardText:  MsgStr("Adjust verbosity of output, or exit debug mode entirely (not recommended)."),
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		CardOptions: []CardOption[C]{
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			debugLevelOption[C]{1, "Enable debug mode. Show warnings."},
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			debugLevelOption[C]{2, "Enable debug mode. Show info messages."},
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			debugLevelOption[C]{3, "Enable debug mode. Show detailed messages."},
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			debugLevelOption[C]{4, "Enable debug mode. Show individual details of operations."},
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			debugLevelOption[C]{5, "Enable debug mode. Show every event in excruciating detail."},
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			debugLevelOption[C]{0, "NOT RECOMMENDED. Disable debugging (show warnings). IT CAN'T BE TURNED BACK ON."},
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			debugLevelOption[C]{-1, "NOT RECOMMENDED. Disable debugging (hide warnings). IT CAN'T BE TURNED BACK ON."},
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		},
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		AfterOption: RefundAction[C](),
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	}
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}
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type debugLevelOption[C StatsCollection] struct {
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	level       int
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	description string
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}
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// OptionText implements CardOption[C].
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func (d debugLevelOption[C]) OptionText(*Player[C]) (Message, error) {
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	return Msgf("Set debug level %d: %s", d.level, d.description), nil
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}
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// Enact implements CardOption[C].
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func (d debugLevelOption[C]) Enact(p *Player[C]) (Message, error) {
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	p.DebugLevel = d.level
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	return Msgf("Debug level is now %d.", d.level), nil
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}
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// Enabled implements CardOption[C].
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func (d debugLevelOption[C]) Enabled(p *Player[C]) bool {
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	return true
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}
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@@ -178,51 +178,8 @@ func InitPlayer[C StatsCollection](stats C) *Player[C] {
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		DebugActions: []Card[C]{
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			&DeckDebugger[C]{},
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			&PanelCard[C]{Panel: RuleDumper[C]{}},
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			&BasicCard[C]{
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				CardTitle: MsgStr("Adjust Action Counter"),
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				CardText:  MsgStr("Change the number of actions you have available this turn."),
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				CardOptions: []CardOption[C]{
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					&BasicOption[C]{
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						Text: MsgStr("Get an extra action."),
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						Effect: func(p *Player[C]) error {
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							p.ActionsRemaining += 2 // counteract the one this costs
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							return nil
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						},
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						Output: MsgStr("Gotten."),
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					},
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					&BasicOption[C]{
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						Text: MsgStr("Waste an action."),
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						Effect: func(p *Player[C]) error {
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							return nil
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						},
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						Output: MsgStr("Wasted."),
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					},
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					&BasicOption[C]{
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						Text: MsgStr("Get a thousand actions."),
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						Effect: func(p *Player[C]) error {
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							p.ActionsRemaining = 1000
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							return nil
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						},
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						Output: MsgStr("ActionsRemaining set to 1000."),
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					},
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					&BasicOption[C]{
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						Text: MsgStr("Go to exactly 1 action remaining."),
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						Effect: func(p *Player[C]) error {
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							p.ActionsRemaining = 1
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							return nil
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						},
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						Output: MsgStr("ActionsRemaining set to 1."),
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					},
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					&BasicOption[C]{
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						Text: MsgStr("End the turn. (Set actions to 0.)"),
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						Effect: func(p *Player[C]) error {
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							p.ActionsRemaining = 0
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							return nil
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						},
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						Output: MsgStr("ActionsRemaining zeroed out."),
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					},
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				},
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			},
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			ActionCounterDebugCard[C](),
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			DebugModeCard[C](),
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		},
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	}
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}
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