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4 Commits
8d1aa0141f
...
v0.5.0
Author | SHA1 | Date | |
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c30aca1f31
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abb00e30c3
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65c01318f0
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2b788f517c
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@ -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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@ -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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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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@ -178,6 +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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ActionCounterDebugCard[C](),
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DebugModeCard[C](),
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},
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}
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}
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@ -270,9 +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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@ -284,13 +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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@ -384,17 +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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@ -468,17 +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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@ -510,15 +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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@ -532,6 +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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@ -149,19 +153,19 @@ func pickNextAction[C StatsCollection](p *Player[C]) (actionType EnactableType,
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wait()
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} else if i <= actionsOffset {
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i = i - debugOffset - 1
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option, promptErr := promptCard(p, p.DebugActions[i])
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option, promptErr := promptCard(p, p.DebugActions[i], DebugActionEnactable)
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if option >= 0 || IsSeriousError(promptErr) {
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return DebugActionEnactable, i, option, promptErr
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}
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} else if i <= handOffset {
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i = i - actionsOffset - 1
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option, promptErr := promptCard(p, p.PermanentActions[i])
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option, promptErr := promptCard(p, p.PermanentActions[i], PermanentActionEnactable)
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if option >= 0 || IsSeriousError(promptErr) {
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return PermanentActionEnactable, i, option, promptErr
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}
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} else {
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i = i - handOffset - 1
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option, promptErr := promptCard(p, p.Hand[i])
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option, promptErr := promptCard(p, p.Hand[i], CardEnactable)
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if option >= 0 || IsSeriousError(promptErr) {
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return CardEnactable, i, option, nil
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}
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@ -281,10 +285,10 @@ func displayNumberedTitles[C StatsCollection, T Titled[C]](p *Player[C], cards [
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// promptCard asks the player to take an action on a card. Returns the option
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// they chose, or -1 if there was a serious error or they cancelled selection.
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func promptCard[C StatsCollection](p *Player[C], card Card[C]) (optionIdx int, err error) {
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func promptCard[C StatsCollection](p *Player[C], card Card[C], cardType EnactableType) (optionIdx int, err error) {
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// Iterate until the player makes a valid choice.
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for {
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opts, valid, err := displayCard(p, card, true)
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opts, valid, err := displayCard(p, card, cardType, true)
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if IsSeriousError(err) {
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return -1, err
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}
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@ -322,11 +326,11 @@ func promptCard[C StatsCollection](p *Player[C], card Card[C]) (optionIdx int, e
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}
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}
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func displayCard[C StatsCollection](p *Player[C], card Card[C], canAct bool) ([]CardOption[C], bool, error) {
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func displayCard[C StatsCollection](p *Player[C], card Card[C], cardType EnactableType, canAct bool) ([]CardOption[C], bool, error) {
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cls()
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t := card.Title(p).String()
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urgent := card.Urgent(p)
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if urgent {
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if urgent && cardType == CardEnactable {
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t = "[URGENT!] " + t
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}
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fmt.Println(t)
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@ -342,7 +346,7 @@ func displayCard[C StatsCollection](p *Player[C], card Card[C], canAct bool) ([]
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fmt.Println()
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fmt.Println(SectionBreak.String())
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fmt.Println()
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if !urgent && p.HasUrgentCards() {
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if !urgent && cardType != DebugActionEnactable && p.HasUrgentCards() {
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fmt.Println("<You have more urgent matters to attend to! You cannot act on this right now.>")
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fmt.Println()
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canAct = false
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@ -457,13 +461,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType Enact
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} else if v <= dOff {
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v--
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if canAct {
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optIdx, err := promptCard(p, p.DebugActions[v])
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optIdx, err := promptCard(p, p.DebugActions[v], DebugActionEnactable)
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errs.Add(err)
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if optIdx >= 0 || IsSeriousError(err) {
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return DebugActionEnactable, v, optIdx, errs.Emit()
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}
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} else {
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_, _, err := displayCard(p, p.DebugActions[v], false)
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_, _, err := displayCard(p, p.DebugActions[v], DebugActionEnactable, false)
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errs.Add(err)
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if IsSeriousError(err) {
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return DebugActionEnactable, -1, -1, errs.Emit()
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@ -473,13 +477,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType Enact
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} else if v <= pOff {
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v = v - dOff - 1
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if canAct {
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optIdx, err := promptCard(p, p.PermanentActions[v])
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optIdx, err := promptCard(p, p.PermanentActions[v], PermanentActionEnactable)
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errs.Add(err)
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if optIdx >= 0 || IsSeriousError(err) {
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return PermanentActionEnactable, v, optIdx, errs.Emit()
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}
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} else {
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_, _, err := displayCard(p, p.PermanentActions[v], false)
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_, _, err := displayCard(p, p.PermanentActions[v], PermanentActionEnactable, false)
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errs.Add(err)
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if IsSeriousError(err) {
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return PermanentActionEnactable, -1, -1, errs.Emit()
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@ -489,13 +493,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType Enact
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} else {
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v = v - pOff - 1
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if canAct {
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optIdx, err := promptCard(p, p.Hand[v])
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optIdx, err := promptCard(p, p.Hand[v], CardEnactable)
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errs.Add(err)
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if optIdx >= 0 || IsSeriousError(err) {
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return CardEnactable, v, optIdx, errs.Emit()
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}
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} else {
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_, _, err := displayCard(p, p.Hand[v], false)
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_, _, err := displayCard(p, p.Hand[v], CardEnactable, false)
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errs.Add(err)
|
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if IsSeriousError(err) {
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return CardEnactable, -1, -1, errs.Emit()
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@ -552,21 +556,21 @@ func review[C StatsCollection](p *Player[C]) error {
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displayOnePanel(p, p.InfoPanels[i-1])
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} else if i <= actionsOffset {
|
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i = i - debugOffset - 1
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_, _, err := displayCard(p, p.DebugActions[i], false)
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_, _, err := displayCard(p, p.DebugActions[i], DebugActionEnactable, false)
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errs.Add(err)
|
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if IsSeriousError(err) {
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return errs.Emit()
|
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}
|
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} else if i <= handOffset {
|
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i = i - actionsOffset - 1
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_, _, err := displayCard(p, p.PermanentActions[i], false)
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_, _, err := displayCard(p, p.PermanentActions[i], PermanentActionEnactable, false)
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errs.Add(err)
|
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if IsSeriousError(err) {
|
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return errs.Emit()
|
||||
}
|
||||
} else {
|
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i = i - handOffset - 1
|
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_, _, err := displayCard(p, p.Hand[i], false)
|
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_, _, err := displayCard(p, p.Hand[i], CardEnactable, false)
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errs.Add(err)
|
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if IsSeriousError(err) {
|
||||
return errs.Emit()
|
||||
|
Reference in New Issue
Block a user