6 Commits

Author SHA1 Message Date
c30aca1f31 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.
2023-04-15 20:59:21 -07:00
abb00e30c3 Debug action to adjust debug level. 2023-04-15 20:16:54 -07:00
65c01318f0 Fix UI urgency handling.
Only cards can block other cards or actions from being used due to urgency, so only display the `[URGENT!]` header for cards. Debug actions can't be blocked, so skip the "urgency conflict" check for those.
2023-04-15 19:43:11 -07:00
2b788f517c Add action counter spoofer. 2023-04-15 19:36:53 -07:00
8d1aa0141f Don't stomp on the default debugers in SmokeTest. 2023-04-15 19:17:34 -07:00
74fac625f2 Implement standard debuggers.
These debug actions are added to all players by default.
2023-04-15 19:16:08 -07:00
10 changed files with 412 additions and 88 deletions

View File

@ -101,6 +101,63 @@ func (b *BasicCard[C]) Drawn(_ *Player[C]) bool {
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,
// while options, urgency, and the post-option callback are specified
// (like a BasicCard). It never does anything in particular when drawn.
//
// Omitting all options yields an inactionable card, which can be displayed
// but not played. This can be useful for adding an info panel as a debug action.
type PanelCard[C StatsCollection] struct {
Panel InfoPanel[C]
IsUrgent bool
CardOptions []CardOption[C]
// AfterOption is given the card itself as its first argument.
AfterOption func(c Card[C], p *Player[C], option CardOption[C]) error
}
// Title implements Card.
func (c *PanelCard[C]) Title(p *Player[C]) Message {
return c.Panel.Title(p)
}
// Urgent implements Card.
func (c *PanelCard[C]) Urgent(_ *Player[C]) bool {
return c.IsUrgent
}
// EventText implements Card.
func (c *PanelCard[C]) EventText(p *Player[C]) (Message, error) {
msgs, err := c.Panel.Info(p)
return MultiMessage(msgs), err
}
// Options implements Card.
func (c *PanelCard[C]) Options(_ *Player[C]) ([]CardOption[C], error) {
return c.CardOptions, nil
}
// Then implements Card.
func (c *PanelCard[C]) Then(p *Player[C], option CardOption[C]) error {
if c.AfterOption == nil {
return nil
}
return c.AfterOption(c, p, option)
}
// Drawn implements Card.
func (c *PanelCard[C]) Drawn(_ *Player[C]) bool {
return true
}
// A BasicOption is a CardOption with fixed text, effects, and output.
// It's always enabled.
type BasicOption[C StatsCollection] struct {
@ -151,3 +208,17 @@ func (o *optionFunc[C]) Enact(p *Player[C]) (Message, error) {
func (o *optionFunc[C]) Enabled(p *Player[C]) bool {
return true
}
// OnlyDiscardFree returns a []CardOption[C] providing a single option, which
// returns the action point. It does not shuffle the card back into the deck
// or draw a replacement (consider the AfterFunc for that if needed). This
// can be used for cards that are displayable but not actionable, but show up
// as cards rather than permanent or debug actions for some reason.
func OnlyDiscardFree[C StatsCollection](msg Message) []CardOption[C] {
return []CardOption[C]{
OptionFunc(msg, func(p *Player[C]) (Message, error) {
p.ActionsRemaining++
return MsgStr("Okay."), nil
}),
}
}

103
cardsim/debugging.go Normal file
View File

@ -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
}

View File

@ -279,3 +279,145 @@ func (d *Deck[C]) Strip(shouldRemove func(idx int, c Card[C]) bool) int {
d.cards = Strip(d.cards, shouldRemove)
return origLen - d.Len()
}
// DeckDebugger is a Card[C], intended for use only as a debug action, that
// lists the top 10 cards of the deck (without checking if they are drawable)
// and allows various sorts of deck manipulation for free. It can't be drawn.
type DeckDebugger[C StatsCollection] struct{}
// Title implements Card[C].
func (DeckDebugger[C]) Title(p *Player[C]) Message {
return MsgStr("Debug Mode Deck Controls")
}
// Urgent implements Card[C] as used in permanent actions. It's always valid
// to use the deck debugger. Debug actions do not check urgency flags, but this
// marks itself as urgent-compatible just in case.
func (DeckDebugger[C]) Urgent(p *Player[C]) bool {
return true
}
// Drawn implements Card[C]. It can't be drawn.
func (DeckDebugger[C]) Drawn(p *Player[C]) bool {
return false
}
// EventText implements Card[C]. It lists the top ten cards of the deck and
// a few deck-related and hand-related stats.
func (DeckDebugger[C]) EventText(p *Player[C]) (Message, error) {
var msgs []Message
msgs = append(msgs, Msgf("The Deck contains %d cards.", p.Deck.Len()))
if p.Deck.Len() > 0 {
portion := p.Deck.cards
msgs = append(msgs, nil)
topness := "All"
if p.Deck.Len() > 10 {
portion = p.Deck.cards[:10]
topness = "Top 10"
}
msgs = append(msgs, Msgf("%s cards in the Deck:", topness))
for i, c := range portion {
urgency := " "
if c.Urgent(p) {
urgency = "!"
}
msgs = append(msgs, Msgf(" %s %2d) %v", urgency, i+1, c.Title(p)))
}
}
msgs = append(msgs, nil)
msgs = append(msgs, Msgf("At the start of each turn, the Player draws to %d cards. The player has %d cards in hand.", p.HandLimit, len(p.Hand)))
return MultiMessage(msgs), nil
}
// Options implements Card[C]. It offers many possible actions.
func (DeckDebugger[C]) Options(p *Player[C]) ([]CardOption[C], error) {
ret := []CardOption[C]{
&BasicOption[C]{
Text: MsgStr("Draw a card."),
Effect: func(p *Player[C]) error {
return p.Draw()
},
Output: MsgStr("Done."),
},
&BasicOption[C]{
Text: MsgStr("Shuffle the deck."),
Effect: func(p *Player[C]) error {
return p.Deck.Shuffle()
},
Output: MsgStr("Done."),
},
&BasicOption[C]{
Text: MsgStr("Shuffle top half."),
Effect: func(p *Player[C]) error {
return p.Deck.ShuffleTop(0.5)
},
Output: MsgStr("Done."),
},
&BasicOption[C]{
Text: MsgStr("Shuffle bottom half."),
Effect: func(p *Player[C]) error {
return p.Deck.ShuffleBottom(0.5)
},
Output: MsgStr("Done."),
},
}
for _, n := range []int{1, 3, 5, 10} {
if p.Deck.Len() <= n {
break
}
// We don't want the functions we're creating to all share the same "n"
// field -- we want to create distinct functions that move distinct
// numbers of cards. For more information on what's going on here, see
// https://eli.thegreenplace.net/2019/go-internals-capturing-loop-variables-in-closures/
//
// For the curious, the Go developers don't like the gotcha that
// this "shadow variable with itself" workaround patches over either.
// Here's the guy who implemented apologizing for it and discussing
// changing it: https://github.com/golang/go/discussions/56010
//
// "Loop variables being per-loop instead of per-iteration is the only
// design decision I know of in Go that makes programs incorrect more
// often than it makes them correct." -- Russ Cox (rsc)
n := n
invN := p.Deck.Len() - n
ret = append(ret,
&BasicOption[C]{
Text: Msgf("Move the top %d card(s) to the bottom of the deck, in order.", n),
Effect: func(p *Player[C]) error {
p.Deck.cards = append(p.Deck.cards, p.Deck.cards[:n]...)
p.Deck.cards = p.Deck.cards[n:]
return nil
},
Output: MsgStr("Done."),
},
&BasicOption[C]{
Text: Msgf("Move the bottom %d card(s) to the top of the deck, in order.", n),
Effect: func(p *Player[C]) error {
p.Deck.cards = append(p.Deck.cards, p.Deck.cards[:invN]...)
p.Deck.cards = p.Deck.cards[invN:]
return nil
},
Output: MsgStr("Done."),
},
)
if n > 1 {
ret = append(ret, &BasicOption[C]{
Text: Msgf("Shuffle the top %d card(s) of the deck.", n),
Effect: func(p *Player[C]) error {
return p.Deck.ShufflePart(0, n)
},
Output: MsgStr("Done."),
})
}
}
return ret, nil
}
// Then implements Card[C]. It refunds the action point.
func (DeckDebugger[C]) Then(p *Player[C], o CardOption[C]) error {
p.ActionsRemaining++
return nil
}

View File

@ -35,6 +35,19 @@ func Msgf(f string, args ...any) Message {
return stringMessage(fmt.Sprintf(f, args...))
}
// ErrorMessage returns a Message representing an Error.
// This is preferred over Msgf for errors, since future versions of the library
// may perform special message formatting for errors.
func ErrorMessage(e error) Message {
if e == nil {
return nil
}
if IsSeriousError(e) {
return MultiMessage{MsgStr("SERIOUS ERROR:"), Msgf("%v", e)}
}
return MultiMessage{MsgStr("Warning:"), Msgf("%v", e)}
}
// A SpecialMessage is a specific, uniquely identifiable message.
type SpecialMessage struct {
msg Message

View File

@ -8,14 +8,14 @@ import (
)
var (
ErrUncooperativeCards = errors.New("a milion cards refused to join the hand")
ErrInvalidCard = errors.New("invalid card specified")
ErrInvalidChoice = errors.New("invalid choice specified")
ErrNotUrgent = errors.New("action not urgent when urgent card is available")
ErrNoActions = errors.New("no actions remaining")
ErrNotDebugging = errors.New("this is a debug-only feature and you're not in debug mode")
ErrInvalidCard = errors.New("invalid card specified")
ErrInvalidChoice = errors.New("invalid choice specified")
ErrNotUrgent = errors.New("action not urgent when urgent card is available")
ErrNoActions = errors.New("no actions remaining")
ErrNotDebugging = errors.New("this is a debug-only feature and you're not in debug mode")
WarningStalemate = errors.New("no actions can be taken")
WarningStalemate = &Warning{errors.New("no actions can be taken")}
WarningUncoperativeCards = &Warning{errors.New("a milion cards refused to join the hand")}
)
// Player stores all gameplay state for one player at a specific point in time.
@ -106,7 +106,7 @@ type Player[C StatsCollection] struct {
PermanentActions []Card[C]
// DebugActions are PermanentActions only available when the player is in
// debug mode.
// debug mode. InitPlayer adds some standard debugging actions by default.
DebugActions []Card[C]
// InfoPanels lists informational views available to the player. The Prompt
@ -175,6 +175,12 @@ func InitPlayer[C StatsCollection](stats C) *Player[C] {
HandLimit: 1,
ActionsPerTurn: 1,
Rules: NewRuleCollection[C](),
DebugActions: []Card[C]{
&DeckDebugger[C]{},
&PanelCard[C]{Panel: RuleDumper[C]{}},
ActionCounterDebugCard[C](),
DebugModeCard[C](),
},
}
}
@ -266,9 +272,9 @@ func (p *Player[C]) StartNextTurn() error {
}
// Draw draws a card into the hand, informing the card that it has been drawn.
// If more than a million cards refuse to enter the hand, this crashes with
// ErrUncooperativeCards. If the deck does not have enough cards, this
// returns WarningTooFewCards.
// If more than a million cards refuse to enter the hand, this gives up and
// returns WarningUncooperativeCards. If the deck does not have enough cards,
// this returns WarningTooFewCards.
func (p *Player[C]) Draw() error {
for attempts := 0; attempts < 1000000; attempts++ {
if p.Deck.Len() == 0 {
@ -280,13 +286,13 @@ func (p *Player[C]) Draw() error {
return nil
}
}
return ErrUncooperativeCards
return WarningUncoperativeCards
}
// FillHand draws up to the hand limit, informing cards that they have been
// drawn. If more than a million cards refuse to enter the hand, this crashes
// with ErrUncooperativeCards. If the deck does not have enough cards, this
// returns WarningTooFewCards.
// drawn. If more than a million cards refuse to enter the hand, this gives up
// and returns WarningUncooperativeCards. If the deck does not have enough
// cards, this returns WarningTooFewCards.
func (p *Player[C]) FillHand() error {
var lastErr error
for p.Deck.Len() > 0 && len(p.Hand) < p.HandLimit {
@ -380,17 +386,14 @@ func (p *Player[C]) EnactCardUnchecked(cardIdx, choiceIdx int) (Message, error)
ret, err := options[choiceIdx].Enact(p)
errs.Add(err)
if IsSeriousError(err) {
p.State = GameCrashed
return ret, errs.Emit()
}
err = card.Then(p, options[choiceIdx])
errs.Add(err)
err = errs.Emit()
if IsSeriousError(err) {
p.State = GameCrashed
}
return ret, errs.Emit()
return ret, err
}
// EnactCard executes a card choice, removes it from the hand, and decrements
@ -464,17 +467,13 @@ func (p *Player[C]) enactActionUnchecked(actionSource []Card[C], actionIdx, choi
ret, err := chosen.Enact(p)
errs.Add(err)
if IsSeriousError(err) {
p.State = GameCrashed
return ret, errs.Emit()
}
err = card.Then(p, chosen)
errs.Add(err)
if IsSeriousError(err) {
retErr := errs.Emit()
if IsSeriousError(retErr) {
p.State = GameCrashed
}
return ret, errs.Emit()
return ret, retErr
}
// EnactPermanentAction executes a permanently-available card and decrements
@ -506,15 +505,11 @@ func (p *Player[C]) ReportError(e error) {
if e == nil || p.DebugLevel < -1 {
return
}
if p.DebugLevel < 0 && !IsSeriousError(e) {
return
}
p.ChapterBreak()
severity := "[Warning]"
minLvl := NotDebugging
if IsSeriousError(e) {
severity = "[ERROR]"
minLvl = HideWarnings
}
p.TemporaryMessages = append(p.TemporaryMessages, Msgf("%s: %v", severity, e))
p.Debug(minLvl, ErrorMessage(e))
}
// CanAct returns whether the player has actions theoretically available.
@ -528,6 +523,7 @@ func (p *Player[C]) Debug(minLevel int, msg Message) {
if p.DebugLevel < minLevel || msg == nil {
return
}
p.ChapterBreak()
p.TemporaryMessages = append(p.TemporaryMessages, msg)
}

View File

@ -4,6 +4,8 @@ import (
"errors"
"fmt"
"sort"
"github.com/kr/pretty"
)
// A Rule implements an operation run on every game turn.
@ -402,3 +404,14 @@ func (r *RuleCollection[C]) applyDelayedUpdates() {
r.RemoveID(id)
}
}
// RuleDumper is an InfoPanel[C] that dumps all rules in P.
type RuleDumper[C StatsCollection] struct{}
func (RuleDumper[C]) Title(p *Player[C]) Message {
return MsgStr("Rule Dumper")
}
func (RuleDumper[C]) Info(p *Player[C]) ([]Message, error) {
return []Message{Msgf("%# v", pretty.Formatter(p.Rules))}, nil
}

View File

@ -145,3 +145,21 @@ func Strip[T any](slice []T, removeWhen func(idx int, t T) bool) []T {
}
return slice[:to]
}
// EnsureCapacity checks if `cap(slice)` is at least req. If so, it returns
// slice unchanged. Otherwise, it copies `slice` to a new slice that is at least
// capacity `req` (but may be larger) and returns the copy.
//
// It is reasonably efficient to use EnsureCapacity consecutively without
// regard for the final overall capacity that a specific slice will need to be.
func EnsureCapacity[T any](slice []T, req int) []T {
if cap(slice) >= req {
return slice
}
if req < 2*cap(slice) {
req = 2 * cap(slice)
}
ret := make([]T, len(slice), req)
copy(ret, slice)
return ret
}

View File

@ -46,6 +46,10 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
}
continue
}
if err != nil {
display(ErrorMessage(err))
display(MsgStr(""))
}
display(msg)
wait()
}
@ -149,19 +153,19 @@ func pickNextAction[C StatsCollection](p *Player[C]) (actionType EnactableType,
wait()
} else if i <= actionsOffset {
i = i - debugOffset - 1
option, promptErr := promptCard(p, p.DebugActions[i])
option, promptErr := promptCard(p, p.DebugActions[i], DebugActionEnactable)
if option >= 0 || IsSeriousError(promptErr) {
return DebugActionEnactable, i, option, promptErr
}
} else if i <= handOffset {
i = i - actionsOffset - 1
option, promptErr := promptCard(p, p.PermanentActions[i])
option, promptErr := promptCard(p, p.PermanentActions[i], PermanentActionEnactable)
if option >= 0 || IsSeriousError(promptErr) {
return PermanentActionEnactable, i, option, promptErr
}
} else {
i = i - handOffset - 1
option, promptErr := promptCard(p, p.Hand[i])
option, promptErr := promptCard(p, p.Hand[i], CardEnactable)
if option >= 0 || IsSeriousError(promptErr) {
return CardEnactable, i, option, nil
}
@ -281,10 +285,10 @@ func displayNumberedTitles[C StatsCollection, T Titled[C]](p *Player[C], cards [
// promptCard asks the player to take an action on a card. Returns the option
// they chose, or -1 if there was a serious error or they cancelled selection.
func promptCard[C StatsCollection](p *Player[C], card Card[C]) (optionIdx int, err error) {
func promptCard[C StatsCollection](p *Player[C], card Card[C], cardType EnactableType) (optionIdx int, err error) {
// Iterate until the player makes a valid choice.
for {
opts, valid, err := displayCard(p, card, true)
opts, valid, err := displayCard(p, card, cardType, true)
if IsSeriousError(err) {
return -1, err
}
@ -322,11 +326,11 @@ func promptCard[C StatsCollection](p *Player[C], card Card[C]) (optionIdx int, e
}
}
func displayCard[C StatsCollection](p *Player[C], card Card[C], canAct bool) ([]CardOption[C], bool, error) {
func displayCard[C StatsCollection](p *Player[C], card Card[C], cardType EnactableType, canAct bool) ([]CardOption[C], bool, error) {
cls()
t := card.Title(p).String()
urgent := card.Urgent(p)
if urgent {
if urgent && cardType == CardEnactable {
t = "[URGENT!] " + t
}
fmt.Println(t)
@ -342,7 +346,7 @@ func displayCard[C StatsCollection](p *Player[C], card Card[C], canAct bool) ([]
fmt.Println()
fmt.Println(SectionBreak.String())
fmt.Println()
if !urgent && p.HasUrgentCards() {
if !urgent && cardType != DebugActionEnactable && p.HasUrgentCards() {
fmt.Println("<You have more urgent matters to attend to! You cannot act on this right now.>")
fmt.Println()
canAct = false
@ -457,13 +461,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType Enact
} else if v <= dOff {
v--
if canAct {
optIdx, err := promptCard(p, p.DebugActions[v])
optIdx, err := promptCard(p, p.DebugActions[v], DebugActionEnactable)
errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) {
return DebugActionEnactable, v, optIdx, errs.Emit()
}
} else {
_, _, err := displayCard(p, p.DebugActions[v], false)
_, _, err := displayCard(p, p.DebugActions[v], DebugActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return DebugActionEnactable, -1, -1, errs.Emit()
@ -473,13 +477,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType Enact
} else if v <= pOff {
v = v - dOff - 1
if canAct {
optIdx, err := promptCard(p, p.PermanentActions[v])
optIdx, err := promptCard(p, p.PermanentActions[v], PermanentActionEnactable)
errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) {
return PermanentActionEnactable, v, optIdx, errs.Emit()
}
} else {
_, _, err := displayCard(p, p.PermanentActions[v], false)
_, _, err := displayCard(p, p.PermanentActions[v], PermanentActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return PermanentActionEnactable, -1, -1, errs.Emit()
@ -489,13 +493,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType Enact
} else {
v = v - pOff - 1
if canAct {
optIdx, err := promptCard(p, p.Hand[v])
optIdx, err := promptCard(p, p.Hand[v], CardEnactable)
errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) {
return CardEnactable, v, optIdx, errs.Emit()
}
} else {
_, _, err := displayCard(p, p.Hand[v], false)
_, _, err := displayCard(p, p.Hand[v], CardEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return CardEnactable, -1, -1, errs.Emit()
@ -552,21 +556,21 @@ func review[C StatsCollection](p *Player[C]) error {
displayOnePanel(p, p.InfoPanels[i-1])
} else if i <= actionsOffset {
i = i - debugOffset - 1
_, _, err := displayCard(p, p.DebugActions[i], false)
_, _, err := displayCard(p, p.DebugActions[i], DebugActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
} else if i <= handOffset {
i = i - actionsOffset - 1
_, _, err := displayCard(p, p.PermanentActions[i], false)
_, _, err := displayCard(p, p.PermanentActions[i], PermanentActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
} else {
i = i - handOffset - 1
_, _, err := displayCard(p, p.Hand[i], false)
_, _, err := displayCard(p, p.Hand[i], CardEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()

View File

@ -142,25 +142,3 @@ func installPermanentActions(pa *[]card) {
},
}
}
func installDebugActions(pa *[]card) {
*pa = []card{
&cardsim.BasicCard[*SmokeTestCollection]{
CardTitle: cardsim.MsgStr("Draw a card"),
CardText: cardsim.MsgStr("Draw an extra card."),
CardOptions: []cardOption{
&cardsim.BasicOption[*SmokeTestCollection]{
Text: cardsim.MsgStr("Draw an extra card."),
Effect: func(p *player) error {
return p.Draw()
},
Output: cardsim.MsgStr("Drawn. Probably."),
},
},
AfterOption: func(c card, p *player, option cardOption) error {
p.ActionsRemaining++
return nil
},
},
}
}

View File

@ -5,8 +5,6 @@ import (
"fmt"
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
"github.com/kr/pretty"
)
func main() {
@ -40,13 +38,11 @@ func main() {
installRules(p.Rules)
initDeck(p.Deck)
installPermanentActions(&p.PermanentActions)
installDebugActions(&p.DebugActions)
p.InfoPanels = []cardsim.InfoPanel[*SmokeTestCollection]{
&cardsim.BasicStatsPanel[*SmokeTestCollection]{
Name: cardsim.MsgStr("Stats"),
Intro: cardsim.MsgStr("Hi! These are the smoke test stats."),
},
ruledumper{},
}
p.Prompt = prompt{}
p.DebugLevel = 5
@ -73,13 +69,3 @@ func (prompt) Info(p *cardsim.Player[*SmokeTestCollection]) ([]cardsim.Message,
cardsim.Msgf("The current Number is %d. It tastes like %s.", p.Stats.Number.Value, p.Stats.Flavor.Value),
}, nil
}
type ruledumper struct{}
func (ruledumper) Title(p *player) cardsim.Message {
return cardsim.MsgStr("Rule Dumper")
}
func (ruledumper) Info(p *player) ([]cardsim.Message, error) {
return []cardsim.Message{cardsim.Msgf("%# v", pretty.Formatter(p.Rules))}, nil
}