Better error management.
* "Uncooperative cards" is now a warning. * Cards and actions get "Then" invoked before the card processor considers erroring out. * Terminal UI: Errors and warnings from actions are displayed during the response; they're not only added to the temporary messages now.
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abb00e30c3
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@ -35,6 +35,19 @@ func Msgf(f string, args ...any) Message {
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return stringMessage(fmt.Sprintf(f, args...))
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}
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// ErrorMessage returns a Message representing an Error.
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// This is preferred over Msgf for errors, since future versions of the library
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// may perform special message formatting for errors.
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func ErrorMessage(e error) Message {
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if e == nil {
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return nil
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}
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if IsSeriousError(e) {
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return MultiMessage{MsgStr("SERIOUS ERROR:"), Msgf("%v", e)}
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}
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return MultiMessage{MsgStr("Warning:"), Msgf("%v", e)}
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}
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// A SpecialMessage is a specific, uniquely identifiable message.
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type SpecialMessage struct {
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msg Message
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@ -8,14 +8,14 @@ import (
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)
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var (
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ErrUncooperativeCards = errors.New("a milion cards refused to join the hand")
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ErrInvalidCard = errors.New("invalid card specified")
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ErrInvalidChoice = errors.New("invalid choice specified")
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ErrNotUrgent = errors.New("action not urgent when urgent card is available")
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ErrNoActions = errors.New("no actions remaining")
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ErrNotDebugging = errors.New("this is a debug-only feature and you're not in debug mode")
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ErrInvalidCard = errors.New("invalid card specified")
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ErrInvalidChoice = errors.New("invalid choice specified")
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ErrNotUrgent = errors.New("action not urgent when urgent card is available")
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ErrNoActions = errors.New("no actions remaining")
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ErrNotDebugging = errors.New("this is a debug-only feature and you're not in debug mode")
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WarningStalemate = errors.New("no actions can be taken")
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WarningStalemate = &Warning{errors.New("no actions can be taken")}
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WarningUncoperativeCards = &Warning{errors.New("a milion cards refused to join the hand")}
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)
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// Player stores all gameplay state for one player at a specific point in time.
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@ -272,9 +272,9 @@ func (p *Player[C]) StartNextTurn() error {
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}
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// Draw draws a card into the hand, informing the card that it has been drawn.
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// If more than a million cards refuse to enter the hand, this crashes with
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// ErrUncooperativeCards. If the deck does not have enough cards, this
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// returns WarningTooFewCards.
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// If more than a million cards refuse to enter the hand, this gives up and
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// returns WarningUncooperativeCards. If the deck does not have enough cards,
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// this returns WarningTooFewCards.
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func (p *Player[C]) Draw() error {
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for attempts := 0; attempts < 1000000; attempts++ {
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if p.Deck.Len() == 0 {
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@ -286,13 +286,13 @@ func (p *Player[C]) Draw() error {
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return nil
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}
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}
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return ErrUncooperativeCards
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return WarningUncoperativeCards
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}
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// FillHand draws up to the hand limit, informing cards that they have been
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// drawn. If more than a million cards refuse to enter the hand, this crashes
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// with ErrUncooperativeCards. If the deck does not have enough cards, this
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// returns WarningTooFewCards.
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// drawn. If more than a million cards refuse to enter the hand, this gives up
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// and returns WarningUncooperativeCards. If the deck does not have enough
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// cards, this returns WarningTooFewCards.
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func (p *Player[C]) FillHand() error {
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var lastErr error
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for p.Deck.Len() > 0 && len(p.Hand) < p.HandLimit {
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@ -386,17 +386,14 @@ func (p *Player[C]) EnactCardUnchecked(cardIdx, choiceIdx int) (Message, error)
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ret, err := options[choiceIdx].Enact(p)
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errs.Add(err)
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if IsSeriousError(err) {
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p.State = GameCrashed
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return ret, errs.Emit()
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}
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err = card.Then(p, options[choiceIdx])
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errs.Add(err)
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err = errs.Emit()
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if IsSeriousError(err) {
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p.State = GameCrashed
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}
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return ret, errs.Emit()
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return ret, err
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}
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// EnactCard executes a card choice, removes it from the hand, and decrements
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@ -470,17 +467,13 @@ func (p *Player[C]) enactActionUnchecked(actionSource []Card[C], actionIdx, choi
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ret, err := chosen.Enact(p)
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errs.Add(err)
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if IsSeriousError(err) {
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p.State = GameCrashed
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return ret, errs.Emit()
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}
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err = card.Then(p, chosen)
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errs.Add(err)
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if IsSeriousError(err) {
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retErr := errs.Emit()
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if IsSeriousError(retErr) {
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p.State = GameCrashed
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}
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return ret, errs.Emit()
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return ret, retErr
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}
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// EnactPermanentAction executes a permanently-available card and decrements
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@ -512,15 +505,11 @@ func (p *Player[C]) ReportError(e error) {
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if e == nil || p.DebugLevel < -1 {
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return
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}
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if p.DebugLevel < 0 && !IsSeriousError(e) {
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return
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}
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p.ChapterBreak()
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severity := "[Warning]"
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minLvl := NotDebugging
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if IsSeriousError(e) {
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severity = "[ERROR]"
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minLvl = HideWarnings
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}
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p.TemporaryMessages = append(p.TemporaryMessages, Msgf("%s: %v", severity, e))
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p.Debug(minLvl, ErrorMessage(e))
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}
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// CanAct returns whether the player has actions theoretically available.
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@ -534,6 +523,7 @@ func (p *Player[C]) Debug(minLevel int, msg Message) {
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if p.DebugLevel < minLevel || msg == nil {
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return
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}
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p.ChapterBreak()
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p.TemporaryMessages = append(p.TemporaryMessages, msg)
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}
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@ -46,6 +46,10 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
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}
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continue
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}
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if err != nil {
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display(ErrorMessage(err))
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display(MsgStr(""))
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}
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display(msg)
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wait()
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}
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