diff --git a/cardsim/player.go b/cardsim/player.go index 0f2316f..562394f 100644 --- a/cardsim/player.go +++ b/cardsim/player.go @@ -2,7 +2,55 @@ package cardsim import "math/rand" -// Player stores all gameplay state for one player. +// Player stores all gameplay state for one player at a specific point in time. +// Game-specific data is stored in Stats. +// +// Player is a generic type -- see https://go.dev/blog/intro-generics for more +// information on how these work. Think of "Player" as a "type of type" -- +// when you create one, you tell it what kind of data it needs to keep for +// the simulation itself, and each Player that works with a different kind of +// data is a different kind of Player and the compiler will help you with that. +// This is the same idea as "slice of something" or "map from something to +// something" -- different kinds of Players are different from each other and +// "know" what type of data they use, so the compiler can tell you if you're +// using the wrong type. +// +// Generic types have to use a placeholder to represent the type (or types -- +// consider maps, which have both keys and values) that will be more specific +// when the type is actually used. They're called "type parameters", like +// function parameters, because they're the same kind of idea. A function puts +// its parameters into variables so you can write a function that works with +// whatever data it gets; a generic type takes type parameters and represents +// them with type placeholders so you can write a *type* that works with +// whatever specific other types it gets. +// +// Just like function parameters have a type that says what kind of data the +// function works with, type parameters have a "type constraint" that says what +// kind of types the generic type works with. Go already has a familiar way +// to express the idea of "what a type has to do": `interface`. In Go, type +// constraints are just interfaces. +// +// But wait, why use generics at all? Can't we just use an interface in the +// normal way instead of doing this thing? Well, yes, we could, but then the +// compiler doesn't know that the "real types" for things matching these +// interfaces all have to actually be the same type. The compiler will stop +// you from putting an `Orange` into a `[]Apple`, but it wouldn't stop you from +// putting a `Fruit` into a `[]Fruit` because, well, of course it wouldn't, +// they're the same type. +// +// Different simulation games made with `cardsim` are different. Rules made for +// simulating the economy of a kobold colony and mine wouldn't work at all with +// data for a simulation about three flocks of otter-gryphons having a +// territory conflict over a river full of fish. By using generics, the compiler +// can recognize functions and data and types intended for different simulation +// games and prevent you from using the wrong one, when it wouldn't be able to +// if all this stuff was written for "some simulation game, don't care what". +// +// Generic interfaces (like `Card[C]`, `Rule[C]`, `InfoPanel[C]`, and more) +// don't mean you have to write generics of your own. It's exactly the opposite! +// Because the interface has this extra type in it, you only need to implement +// 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 @@ -19,4 +67,6 @@ type Player[C StatsCollection] struct { Turn int TemporaryMessages []Message TemporaryPanels []InfoPanel[C] + + DebugLevel int }