5 Commits

Author SHA1 Message Date
73c2826273 Don't add an extra line when offering a "quit" prompt. 2024-09-29 12:59:21 -07:00
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
5 changed files with 173 additions and 52 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
}

View File

@ -35,6 +35,19 @@ func Msgf(f string, args ...any) Message {
return stringMessage(fmt.Sprintf(f, args...)) 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. // A SpecialMessage is a specific, uniquely identifiable message.
type SpecialMessage struct { type SpecialMessage struct {
msg Message msg Message

View File

@ -8,14 +8,14 @@ import (
) )
var ( var (
ErrUncooperativeCards = errors.New("a milion cards refused to join the hand") ErrInvalidCard = errors.New("invalid card specified")
ErrInvalidCard = errors.New("invalid card specified") ErrInvalidChoice = errors.New("invalid choice specified")
ErrInvalidChoice = errors.New("invalid choice specified") ErrNotUrgent = errors.New("action not urgent when urgent card is available")
ErrNotUrgent = errors.New("action not urgent when urgent card is available") ErrNoActions = errors.New("no actions remaining")
ErrNoActions = errors.New("no actions remaining") ErrNotDebugging = errors.New("this is a debug-only feature and you're not in debug mode")
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. // Player stores all gameplay state for one player at a specific point in time.
@ -178,6 +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]{}},
ActionCounterDebugCard[C](),
DebugModeCard[C](),
}, },
} }
} }
@ -270,9 +272,9 @@ func (p *Player[C]) StartNextTurn() error {
} }
// Draw draws a card into the hand, informing the card that it has been drawn. // 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 // If more than a million cards refuse to enter the hand, this gives up and
// ErrUncooperativeCards. If the deck does not have enough cards, this // returns WarningUncooperativeCards. If the deck does not have enough cards,
// returns WarningTooFewCards. // this returns WarningTooFewCards.
func (p *Player[C]) Draw() error { func (p *Player[C]) Draw() error {
for attempts := 0; attempts < 1000000; attempts++ { for attempts := 0; attempts < 1000000; attempts++ {
if p.Deck.Len() == 0 { if p.Deck.Len() == 0 {
@ -284,13 +286,13 @@ func (p *Player[C]) Draw() error {
return nil return nil
} }
} }
return ErrUncooperativeCards return WarningUncoperativeCards
} }
// FillHand draws up to the hand limit, informing cards that they have been // 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 // drawn. If more than a million cards refuse to enter the hand, this gives up
// with ErrUncooperativeCards. If the deck does not have enough cards, this // and returns WarningUncooperativeCards. If the deck does not have enough
// returns WarningTooFewCards. // cards, this returns WarningTooFewCards.
func (p *Player[C]) FillHand() error { func (p *Player[C]) FillHand() error {
var lastErr error var lastErr error
for p.Deck.Len() > 0 && len(p.Hand) < p.HandLimit { for p.Deck.Len() > 0 && len(p.Hand) < p.HandLimit {
@ -384,17 +386,14 @@ func (p *Player[C]) EnactCardUnchecked(cardIdx, choiceIdx int) (Message, error)
ret, err := options[choiceIdx].Enact(p) ret, err := options[choiceIdx].Enact(p)
errs.Add(err) errs.Add(err)
if IsSeriousError(err) {
p.State = GameCrashed
return ret, errs.Emit()
}
err = card.Then(p, options[choiceIdx]) err = card.Then(p, options[choiceIdx])
errs.Add(err) errs.Add(err)
err = errs.Emit()
if IsSeriousError(err) { if IsSeriousError(err) {
p.State = GameCrashed p.State = GameCrashed
} }
return ret, errs.Emit() return ret, err
} }
// EnactCard executes a card choice, removes it from the hand, and decrements // EnactCard executes a card choice, removes it from the hand, and decrements
@ -468,17 +467,13 @@ func (p *Player[C]) enactActionUnchecked(actionSource []Card[C], actionIdx, choi
ret, err := chosen.Enact(p) ret, err := chosen.Enact(p)
errs.Add(err) errs.Add(err)
if IsSeriousError(err) {
p.State = GameCrashed
return ret, errs.Emit()
}
err = card.Then(p, chosen) err = card.Then(p, chosen)
errs.Add(err) errs.Add(err)
if IsSeriousError(err) { retErr := errs.Emit()
if IsSeriousError(retErr) {
p.State = GameCrashed p.State = GameCrashed
} }
return ret, errs.Emit() return ret, retErr
} }
// EnactPermanentAction executes a permanently-available card and decrements // EnactPermanentAction executes a permanently-available card and decrements
@ -510,15 +505,11 @@ func (p *Player[C]) ReportError(e error) {
if e == nil || p.DebugLevel < -1 { if e == nil || p.DebugLevel < -1 {
return return
} }
if p.DebugLevel < 0 && !IsSeriousError(e) { minLvl := NotDebugging
return
}
p.ChapterBreak()
severity := "[Warning]"
if IsSeriousError(e) { 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. // CanAct returns whether the player has actions theoretically available.
@ -532,6 +523,7 @@ func (p *Player[C]) Debug(minLevel int, msg Message) {
if p.DebugLevel < minLevel || msg == nil { if p.DebugLevel < minLevel || msg == nil {
return return
} }
p.ChapterBreak()
p.TemporaryMessages = append(p.TemporaryMessages, msg) p.TemporaryMessages = append(p.TemporaryMessages, msg)
} }

View File

@ -46,6 +46,10 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
} }
continue continue
} }
if err != nil {
display(ErrorMessage(err))
display(MsgStr(""))
}
display(msg) display(msg)
wait() wait()
} }
@ -149,19 +153,19 @@ func pickNextAction[C StatsCollection](p *Player[C]) (actionType EnactableType,
wait() wait()
} else if i <= actionsOffset { } else if i <= actionsOffset {
i = i - debugOffset - 1 i = i - debugOffset - 1
option, promptErr := promptCard(p, p.DebugActions[i]) option, promptErr := promptCard(p, p.DebugActions[i], DebugActionEnactable)
if option >= 0 || IsSeriousError(promptErr) { if option >= 0 || IsSeriousError(promptErr) {
return DebugActionEnactable, i, option, promptErr return DebugActionEnactable, i, option, promptErr
} }
} else if i <= handOffset { } else if i <= handOffset {
i = i - actionsOffset - 1 i = i - actionsOffset - 1
option, promptErr := promptCard(p, p.PermanentActions[i]) option, promptErr := promptCard(p, p.PermanentActions[i], PermanentActionEnactable)
if option >= 0 || IsSeriousError(promptErr) { if option >= 0 || IsSeriousError(promptErr) {
return PermanentActionEnactable, i, option, promptErr return PermanentActionEnactable, i, option, promptErr
} }
} else { } else {
i = i - handOffset - 1 i = i - handOffset - 1
option, promptErr := promptCard(p, p.Hand[i]) option, promptErr := promptCard(p, p.Hand[i], CardEnactable)
if option >= 0 || IsSeriousError(promptErr) { if option >= 0 || IsSeriousError(promptErr) {
return CardEnactable, i, option, nil return CardEnactable, i, option, nil
} }
@ -196,7 +200,7 @@ func lightDivider() {
func confirmQuit() { func confirmQuit() {
divider() divider()
fmt.Println("Are you sure you want to quit? (Y/N) > ") fmt.Printf("Are you sure you want to quit? (Y/N) > ")
s := getResponse() s := getResponse()
if s == "y" || s == "yes" { if s == "y" || s == "yes" {
fmt.Println("Bye!") fmt.Println("Bye!")
@ -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 // 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. // 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. // Iterate until the player makes a valid choice.
for { for {
opts, valid, err := displayCard(p, card, true) opts, valid, err := displayCard(p, card, cardType, true)
if IsSeriousError(err) { if IsSeriousError(err) {
return -1, 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() cls()
t := card.Title(p).String() t := card.Title(p).String()
urgent := card.Urgent(p) urgent := card.Urgent(p)
if urgent { if urgent && cardType == CardEnactable {
t = "[URGENT!] " + t t = "[URGENT!] " + t
} }
fmt.Println(t) fmt.Println(t)
@ -342,7 +346,7 @@ func displayCard[C StatsCollection](p *Player[C], card Card[C], canAct bool) ([]
fmt.Println() fmt.Println()
fmt.Println(SectionBreak.String()) fmt.Println(SectionBreak.String())
fmt.Println() 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("<You have more urgent matters to attend to! You cannot act on this right now.>")
fmt.Println() fmt.Println()
canAct = false canAct = false
@ -457,13 +461,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType Enact
} else if v <= dOff { } else if v <= dOff {
v-- v--
if canAct { if canAct {
optIdx, err := promptCard(p, p.DebugActions[v]) optIdx, err := promptCard(p, p.DebugActions[v], DebugActionEnactable)
errs.Add(err) errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) { if optIdx >= 0 || IsSeriousError(err) {
return DebugActionEnactable, v, optIdx, errs.Emit() return DebugActionEnactable, v, optIdx, errs.Emit()
} }
} else { } else {
_, _, err := displayCard(p, p.DebugActions[v], false) _, _, err := displayCard(p, p.DebugActions[v], DebugActionEnactable, false)
errs.Add(err) errs.Add(err)
if IsSeriousError(err) { if IsSeriousError(err) {
return DebugActionEnactable, -1, -1, errs.Emit() 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 { } else if v <= pOff {
v = v - dOff - 1 v = v - dOff - 1
if canAct { if canAct {
optIdx, err := promptCard(p, p.PermanentActions[v]) optIdx, err := promptCard(p, p.PermanentActions[v], PermanentActionEnactable)
errs.Add(err) errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) { if optIdx >= 0 || IsSeriousError(err) {
return PermanentActionEnactable, v, optIdx, errs.Emit() return PermanentActionEnactable, v, optIdx, errs.Emit()
} }
} else { } else {
_, _, err := displayCard(p, p.PermanentActions[v], false) _, _, err := displayCard(p, p.PermanentActions[v], PermanentActionEnactable, false)
errs.Add(err) errs.Add(err)
if IsSeriousError(err) { if IsSeriousError(err) {
return PermanentActionEnactable, -1, -1, errs.Emit() return PermanentActionEnactable, -1, -1, errs.Emit()
@ -489,13 +493,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType Enact
} else { } else {
v = v - pOff - 1 v = v - pOff - 1
if canAct { if canAct {
optIdx, err := promptCard(p, p.Hand[v]) optIdx, err := promptCard(p, p.Hand[v], CardEnactable)
errs.Add(err) errs.Add(err)
if optIdx >= 0 || IsSeriousError(err) { if optIdx >= 0 || IsSeriousError(err) {
return CardEnactable, v, optIdx, errs.Emit() return CardEnactable, v, optIdx, errs.Emit()
} }
} else { } else {
_, _, err := displayCard(p, p.Hand[v], false) _, _, err := displayCard(p, p.Hand[v], CardEnactable, false)
errs.Add(err) errs.Add(err)
if IsSeriousError(err) { if IsSeriousError(err) {
return CardEnactable, -1, -1, errs.Emit() return CardEnactable, -1, -1, errs.Emit()
@ -552,21 +556,21 @@ func review[C StatsCollection](p *Player[C]) error {
displayOnePanel(p, p.InfoPanels[i-1]) displayOnePanel(p, p.InfoPanels[i-1])
} else if i <= actionsOffset { } else if i <= actionsOffset {
i = i - debugOffset - 1 i = i - debugOffset - 1
_, _, err := displayCard(p, p.DebugActions[i], false) _, _, err := displayCard(p, p.DebugActions[i], DebugActionEnactable, false)
errs.Add(err) errs.Add(err)
if IsSeriousError(err) { if IsSeriousError(err) {
return errs.Emit() return errs.Emit()
} }
} else if i <= handOffset { } else if i <= handOffset {
i = i - actionsOffset - 1 i = i - actionsOffset - 1
_, _, err := displayCard(p, p.PermanentActions[i], false) _, _, err := displayCard(p, p.PermanentActions[i], PermanentActionEnactable, false)
errs.Add(err) errs.Add(err)
if IsSeriousError(err) { if IsSeriousError(err) {
return errs.Emit() return errs.Emit()
} }
} else { } else {
i = i - handOffset - 1 i = i - handOffset - 1
_, _, err := displayCard(p, p.Hand[i], false) _, _, err := displayCard(p, p.Hand[i], CardEnactable, false)
errs.Add(err) errs.Add(err)
if IsSeriousError(err) { if IsSeriousError(err) {
return errs.Emit() return errs.Emit()