47 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
22c4718faf Include the Number in the smoke test display. 2023-04-15 17:30:08 -07:00
deb3b1c5a1 Don't charge an action point for debug drawing. 2023-04-15 17:26:02 -07:00
4a91230376 Smoke testing for debug actions.
Just moves one of the existing actions to a debug action slot.
2023-04-15 17:21:28 -07:00
54711b36a8 Display debug enactables.
Includes some refactoring work to pull out common code and express the idea of "wait, which panel, exactly?".
2023-04-15 17:17:51 -07:00
6c3c936dbd Debug Actions: Another set of permanent actions.
These are only reachable in debug mode.
2023-04-15 16:06:55 -07:00
8d9303c8bc stats manual in README 2023-04-04 12:29:36 -07:00
ad9e5764f1 Allow renaming of extracted stats via tag. 2023-04-04 12:14:04 -07:00
99e372a4db Fix it
Pointer vs. value receivers are... interesting.
2023-04-04 11:37:02 -07:00
3e34e25f54 Major stats upgrade.
StatLiteral: just emit a stat in the obvious way. Plus helper functions.

Can also identify stats via struct tags, no more Stored type!

Can also identify stat methods via name (with compatible types).
2023-04-04 11:12:07 -07:00
1464070339 Fix excess divider mess in message display. 2023-04-03 01:45:38 -07:00
066ec431ff Clan up go.mod. 2023-04-02 22:30:21 -07:00
3455579be6 Fix module spec. 2023-04-02 22:25:12 -07:00
5a7cb58707 Add Godoc badge 2023-04-02 22:14:11 -07:00
74a2493ef4 Clear screen before displaying panel in stats mode. 2023-04-02 19:37:55 -07:00
2c2e68ff93 Fix shadowing bug in rules engine. 2023-04-02 19:36:28 -07:00
d13e04e2f4 Debug utility function and comments 2023-04-02 19:35:07 -07:00
57348f7ebf Add a bunch of logging. 2023-04-02 19:33:44 -07:00
9796c2e970 First round of substantial bug fixes 2023-04-02 19:25:53 -07:00
0f21020647 More fencepost errors! 2023-04-02 19:08:26 -07:00
e96d81a7b4 Fencepost error!
Also the title is visible.
2023-04-02 19:07:05 -07:00
3a7bf9c2fb Don't adjust twice. 2023-04-02 19:05:15 -07:00
00ea284cbc Nil is not an error, much less a serious one. 2023-04-02 19:03:39 -07:00
159f6b6b5f Fix type. 2023-04-02 19:02:43 -07:00
2480a1631b Implement a very crude "game" as a test. Also updates Player. 2023-04-02 19:01:40 -07:00
2875dc5af8 Implement review mode.
This finishes the UI.
2023-04-02 13:58:56 -07:00
74ca51b21d actions mode, prompt cleanup
Fixes some off-by-one errors. A 1-indexed UI in a 0-indexed language is always going to be prone to those and I will no doubt find more when I have enough of a test program to experiment with...
2023-04-02 13:19:26 -07:00
5a2158f525 Implement Stats Mode.
Also rewords some prompts. Might as well be thorough in accepting reasonable inputs.
2023-04-02 12:54:52 -07:00
25a9eed3f0 Prompt for player choices on cards.
Also handles errors in the display/prompt logic somewhat better.
2023-04-02 12:44:29 -07:00
592c877852 More display components. 2023-04-02 00:43:17 -07:00
e1eac9de0f displayStatsMenu 2023-04-02 00:36:12 -07:00
7371cddab3 Add more dividers 2023-04-02 00:28:34 -07:00
aecd8683b2 Restructure loop, basic display functions 2023-04-02 00:26:34 -07:00
a62de999ea Panel display, MultiMessage. 2023-04-02 00:20:37 -07:00
3eb087201f more terminal utility functions 2023-04-02 00:09:17 -07:00
c73545fd07 Implement screen clear. 2023-04-02 00:02:25 -07:00
34e1f3166f Main display mode skeleton 2023-04-01 23:59:53 -07:00
af9d9a6579 Skeleton of prototypical UI. 2023-04-01 23:22:50 -07:00
9e659ecf41 InitPlayer
InitPlayer creates very not-ready Player with its basic data structures initialized to an empty, ready-for-data state.
2023-04-01 22:19:42 -07:00
09fdf19948 CardOption.Enable
Make it possible for a card to display an option but not actually allow it to be selected. It's up to the UI layer to decide how to display options that are not enabled. The option text should probably contiain a note on why the option cannot be selected...
2023-04-01 22:09:05 -07:00
45e1eeebf7 Play cards. 2023-04-01 21:18:48 -07:00
576a2dd69e Implement drawing and running a turn. 2023-04-01 20:52:46 -07:00
19 changed files with 2037 additions and 42 deletions

2
.gitignore vendored
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@ -21,3 +21,5 @@
# Go workspace file
go.work
# Visual studio Code exclusions
.vscode/settings.json

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@ -2,6 +2,8 @@
Basic engine for NationStates-like "make decisions on issues" simulation games. Very incomplete.
[![Go Reference](https://pkg.go.dev/badge/git.chromaticdragon.app/kistaro/CardSimEngine.svg)](https://pkg.go.dev/git.chromaticdragon.app/kistaro/CardSimEngine)
## General turn model
1. Player has a hand of cards. Each card has one or more actions available.
@ -40,7 +42,7 @@ A bucket of game state.
### Stat
An arbitrary variable (or function, if it's calculated) tagged with some stuff to make it easier to display to the player.
An arbitrary variable (or function, if it's calculated) tagged with some stuff to make it easier to display to the player. Stats can be extracted automatically (see "Stat Extraction" below).
### StatsCollection
@ -55,3 +57,26 @@ There are some special errors that Rules can use to "communicate with" the rule
### Messages
For now, strings but inconvenient. Intended to provide forwards compatibility when we eventually include some way to format text, where all the stuff written for "it's just a string" would break if not for having this extra type in the way to wrap it where we can stay compatible with "it's just a string" mode.
## Stat Extraction
The function `ExtractStats` creates a stats list automatically by searching through a struct's fields and methods. The following things are recognized as stats:
* any method with a name like `StatFoo` or `HiddenStatFoo` (the latter are marked as invisible stats, which show up only in debug mode with the implementation in BasicStatsPane)
* any exported field with a type that is already a `Stat`; the `Stored[T]` and `Hidden[T]` generic types are containers for this
* any exported field tagged with `cardsim:"stat"`
* or `cardsim:"hidden"` for hidden stats. `"hiddenstat"` also works.
* you can use `"round2"` to round to two decimal places -- you can use any integer here, not just 2. works with both `float` types.
* `"hiddenround3"` (or any other number) creates a hidden rounded stat.
* To change the display name of a stat, use a separate tag phrase in addition to the stat tag, `cardsim_name:"name"`.
* For example: `cardsim:"stat" cardsim_name:"Stat Display Name"` creates a visible stat that shows up as "Stat Display Name".
* `cardsim:"hiddenround1" cardsim_name:"Hidden Rounded Stat"` creates an invisible stat that shows up, rounded to one decimal place, as "Hidden Rounded Stat".
Stat extraction can implement most or all of your type's `Stats` method for you:
```
func (e *ExampleType) Stats() []cardsim.Stat {
return cardsim.ExtractStats(e)
}
```
ExtractStats puts methods first (lexicographically), then fields (in the order they appear). You can use `cardsim.SortStats` to instead put visible stats before hidden stats, alphabetized (case-insensitive).

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@ -5,9 +5,8 @@ package cardsim
type Card[C StatsCollection] interface {
// Title is the short name of the card displayed in the hand
// and at the top of the card output. It receives the current
// player as an argument. If it returns an error that is not
// a warning, the game crashes.
Title(p *Player[C]) (Message, error)
// player as an argument.
Title(p *Player[C]) Message
// Urgent reports whether the card is considered urgent. If
// the player has any urgent cards in hand, they cannot choose to act
@ -50,8 +49,12 @@ type CardOption[C StatsCollection] interface {
// a warning, the game crashes.
//
// After an option is enacted, the card is deleted. If a card should be
// repeatable, Enact must return it to the deck (on every option).
// repeatable, Enact must return it to the deck (on every option) or
// the card needs to reinsert itself with its Then function.
Enact(p *Player[C]) (Message, error)
// Enabled returns whether this option can curently be enacted.
Enabled(p *Player[C]) bool
}
// A BasicCard is a Card with fixed title, text, options, and optional
@ -61,37 +64,102 @@ type BasicCard[C StatsCollection] struct {
IsUrgent bool
CardText Message
CardOptions []CardOption[C]
AfterOption func(p *Player[C], option CardOption[C]) error
// AfterOption is given the card itself as its first argument.
AfterOption func(c Card[C], p *Player[C], option CardOption[C]) error
}
func (b *BasicCard[C]) Title(p *Player[C]) (Message, error) {
return b.CardTitle, nil
// Title implements Card.
func (b *BasicCard[C]) Title(_ *Player[C]) Message {
return b.CardTitle
}
// Urgent implements Card.
func (b *BasicCard[C]) Urgent(_ *Player[C]) bool {
return b.IsUrgent
}
func (b *BasicCard[C]) EventText(p *Player[C]) (Message, error) {
// EventText implements Card.
func (b *BasicCard[C]) EventText(_ *Player[C]) (Message, error) {
return b.CardText, nil
}
// Options implements Card.
func (b *BasicCard[C]) Options(_ *Player[C]) ([]CardOption[C], error) {
return b.CardOptions, nil
}
// Then implements Card.
func (b *BasicCard[C]) Then(p *Player[C], option CardOption[C]) error {
if b.AfterOption == nil {
return nil
}
return b.AfterOption(p, option)
return b.AfterOption(b, p, option)
}
func (b *BasicCard[C]) Drawn(p *Player[C]) bool {
// Drawn implements Card.
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 {
Text Message
Effect func(*Player[C]) error
@ -108,6 +176,11 @@ func (b *BasicOption[C]) Enact(p *Player[C]) (Message, error) {
return b.Output, b.Effect(p)
}
// Enabled implements CardOption.
func (b *BasicOption[C]) Enabled(p *Player[C]) bool {
return true
}
// OptionFunc attaches a fixed prompt to an Enact-like function. Unlike
// BasicOption, the enactment function provided to OptionFunc returns
// the text that should be output as a result of the action, so it is
@ -121,10 +194,31 @@ type optionFunc[C StatsCollection] struct {
f func(*Player[C]) (Message, error)
}
// OptionText implements CardOption.
func (o *optionFunc[C]) OptionText(p *Player[C]) (Message, error) {
return o.text, nil
}
// Enact implements CardOption.
func (o *optionFunc[C]) Enact(p *Player[C]) (Message, error) {
return o.f(p)
}
// Enabled implements CardOption.
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
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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
}

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@ -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
}

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@ -52,6 +52,15 @@ func Warningf(f string, args ...any) *Warning {
return &Warning{fmt.Errorf(f, args...)}
}
// IsSeriousError returns whether e is a non-warning error. If e is nil, this
// returns false.
func IsSeriousError(e error) bool {
if e == nil {
return false
}
return !errors.Is(e, AnyWarning)
}
// A Failure is an error that is definitely not a Warning. If a Warning is
// wrapped in a Failure, it stops being a Warning.
type Failure struct {
@ -144,8 +153,11 @@ func (f Failure) As(target any) bool {
// - Otherwise, it returns an error that combines all the errors it collected.
// The aggregated error is a Warning if and only if all collected errors
// were also warnings.
//
// An ErrorCollector's Errs should not be written by anything other than Add,
// or HasFailure may get out of sync.
type ErrorCollector struct {
errs []error
Errs []error
hasFailure bool
}
@ -157,12 +169,12 @@ func (ec *ErrorCollector) Add(e error) {
if !errors.Is(e, AnyWarning) {
ec.hasFailure = true
}
ec.errs = append(ec.errs, e)
ec.Errs = append(ec.Errs, e)
}
// IsEmpty reports whether ec has zero accumulated errors/warnings.
func (ec *ErrorCollector) IsEmpty() bool {
return len(ec.errs) == 0
return len(ec.Errs) == 0
}
// HasFailure reports whether ec has at least one non-warning error.
@ -181,16 +193,16 @@ func (ec *ErrorCollector) HasFailure() bool {
// errors.Is does not erroneously represent a failure as a warning because it
// contains a warning as a subcomponent.
func (ec *ErrorCollector) Emit() error {
if len(ec.errs) == 0 {
if len(ec.Errs) == 0 {
return nil
}
if len(ec.errs) == 1 {
return ec.errs[0]
if len(ec.Errs) == 1 {
return ec.Errs[0]
}
if ec.HasFailure() {
return aggregateFailure(ec.errs)
return aggregateFailure(ec.Errs)
}
return &aggregateError{ec.errs} // all these are recognizable warnings
return &aggregateError{ec.Errs} // all these are recognizable warnings
}
// An aggregateError is a collection of errors that is itself an error.

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@ -11,7 +11,7 @@ import (
type InfoPanel[C StatsCollection] interface {
// Title returns the title of this InfoPanel, which is also used as the
// label presented to the player to access this panel.
Title(p *Player[C]) (Message, error)
Title(p *Player[C]) Message
// Info returns the displayable contents of this InfoPanel. A nil Message
// in the output is interpreted as a paragraph break.
@ -44,8 +44,8 @@ func VisibleOrDebug[C StatsCollection](p *Player[C], s Stat) bool {
}
// Title implements `InfoPanel[C]` by returning b's `Name`.
func (b *BasicStatsPanel[C]) Title(p *Player[C]) (Message, error) {
return b.Name, nil
func (b *BasicStatsPanel[C]) Title(p *Player[C]) Message {
return b.Name
}
// Info implements `InfoPanel[C]` by dumpiing p.Stats, showing those items for

View File

@ -1,6 +1,9 @@
package cardsim
import "fmt"
import (
"fmt"
"strings"
)
// Message is an opaque interface representing a displayable message.
// Using an interface here allows for implementation of new message display
@ -9,6 +12,12 @@ type Message interface {
fmt.Stringer
}
// Titled desccribes any type that returns a Message as a title, given a Player
// (which it may ignore).
type Titled[C StatsCollection] interface {
Title(*Player[C]) Message
}
type stringMessage string
func (s stringMessage) String() string {
@ -25,3 +34,63 @@ func MsgStr(s string) Message {
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
}
// String implements Message.
func (s *SpecialMessage) String() string {
if s == nil {
return ""
}
return s.msg.String()
}
// Messages that various display surfaces or other components may have a special interpretation of
// and identify specifically. These are largely sentinel values. Nil is a paragraph break.
var (
SectionBreak = &SpecialMessage{MsgStr(" -------------------------------------------------------------------- ")}
ChapterBreak = &SpecialMessage{MsgStr(" ==================================================================== ")}
)
// IsSpecialMessage returns whether a provided Message is a specific SpecialMessage.
func IsSpecialMessage(m Message, s *SpecialMessage) bool {
if m == nil {
return s == nil
}
if s2, ok := m.(*SpecialMessage); ok {
return s == s2
}
return false
}
// MultiMessage is a sequence of messages treated like one message.
type MultiMessage []Message
func (m MultiMessage) String() string {
s := make([]string, len(m))
for i, msg := range m {
if msg == nil {
s[i] = ""
continue
}
s[i] = msg.String()
continue
}
return strings.Join(s, "\n")
}

View File

@ -1,6 +1,22 @@
package cardsim
import "math/rand"
import (
"errors"
"fmt"
"math/rand"
"time"
)
var (
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 = &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.
// Game-specific data is stored in Stats.
@ -59,7 +75,7 @@ type Player[C StatsCollection] struct {
Name string
// Rand is a source of randomness that other components can use.
Rand rand.Rand
Rand *rand.Rand
Deck *Deck[C]
Hand []Card[C]
@ -83,9 +99,16 @@ type Player[C StatsCollection] struct {
ActionsPerTurn int
ActionsRemaining int
// PermanentActions are an "extra hand" of cards that are not discarded when used.
// PermanentActions are an "extra hand" of cards that are not discarded when
// used. An Urgent PermanentAction does not block non-urgent actions and
// cards in hand from being used, but it can be used even when an urgent
// card is in the hand.
PermanentActions []Card[C]
// DebugActions are PermanentActions only available when the player is in
// debug mode. InitPlayer adds some standard debugging actions by default.
DebugActions []Card[C]
// InfoPanels lists informational views available to the player. The Prompt
// is the InfoPanel shown before the main action menu.
InfoPanels []InfoPanel[C]
@ -134,7 +157,380 @@ const (
GameStalled
)
// InitPlayer returns a mostly-uninitialized Player with the fields
// that require specific initialization already configured and the
// provided StatsCollection (if any) already assigned to its Stats.
// Most fields are not configured and need to be assigned after this.
//
// The Player is initialized with an empty deck, empty rule collection,
// a hand limit of 1, an actions-per-turn limit of 1, and a random
// number generator seeded with the nanosecond component of the current time.
// The Deck shares this random number generator.
func InitPlayer[C StatsCollection](stats C) *Player[C] {
r := rand.New(rand.NewSource(time.Now().UnixNano()))
return &Player[C]{
Stats: stats,
Rand: r,
Deck: &Deck[C]{rand: r},
HandLimit: 1,
ActionsPerTurn: 1,
Rules: NewRuleCollection[C](),
DebugActions: []Card[C]{
&DeckDebugger[C]{},
&PanelCard[C]{Panel: RuleDumper[C]{}},
ActionCounterDebugCard[C](),
DebugModeCard[C](),
},
}
}
// Over returns whether this state represents a game that is over.
func (g GameState) Over() bool {
return g == GameLost || g == GameWon || g == GameCrashed || g == GameStalled
}
// ChapterBreak apends a chapter break to p.TemporaryMessages, unless it is
// empty or the most recent non-nil message is already a chapter break.
func (p *Player[C]) ChapterBreak() {
for i := len(p.TemporaryMessages) - 1; i >= 0; i-- {
m := p.TemporaryMessages[i]
if IsSpecialMessage(m, ChapterBreak) {
return
}
if p.TemporaryMessages[i] != nil {
p.TemporaryMessages = append(p.TemporaryMessages, ChapterBreak)
return
}
}
// No non-nil messages -- nothing to do.
}
// SectionBreak apends a section break to p.TemporaryMessages, unless it is
// empty or the most recent non-nil message is already a section/chapter break.
func (p *Player[C]) SectionBreak() {
for i := len(p.TemporaryMessages) - 1; i >= 0; i-- {
m := p.TemporaryMessages[i]
if IsSpecialMessage(m, ChapterBreak) || IsSpecialMessage(m, SectionBreak) {
return
}
if m != nil {
p.TemporaryMessages = append(p.TemporaryMessages, SectionBreak)
return
}
}
// No non-nil messages -- nothing to do.
}
// Simulate executes the simulation up to the start of the next turn. If the
// simulation crashes, the game state becomes GameCrashed. This returns any
// generated errors; if the debugging mode is 0 or greater, they also become
// temporary messages for the next turn.
func (p *Player[C]) Simulate() error {
var errs ErrorCollector
p.TemporaryMessages = nil
p.TemporaryPanels = nil
errs.Add(p.Rules.Run(p))
errs.Add(p.StartNextTurn())
if errs.HasFailure() {
p.State = GameCrashed
}
if p.DebugLevel > 0 && !errs.IsEmpty() {
p.ChapterBreak()
p.TemporaryMessages = append(p.TemporaryMessages, Msgf("%d ERRORS AND WARNINGS while simulating turn:", len(errs.Errs)))
for i, e := range errs.Errs {
yikes := " "
if IsSeriousError(e) {
yikes = "!"
}
p.TemporaryMessages = append(p.TemporaryMessages, Msgf("%s[%d]:\t%v", yikes, i, e))
}
}
return errs.Emit()
}
// StartNextTurn increments the turn counter, resets the action counter,
// and draws back up to full. If the player cannot take any actions after
// drawing is complete, the game stalls. (If a drawn card would like to
// force the player to take no actions for a turn, the best approach is to
// make that card Urgent and make it reset ActionsRemaining to 0 after it runs.)
func (p *Player[C]) StartNextTurn() error {
var errs ErrorCollector
p.TurnNumber++
p.ActionsRemaining = p.ActionsPerTurn
errs.Add(p.FillHand())
if len(p.Hand)+len(p.PermanentActions) == 0 {
p.State = GameStalled
errs.Add(Warningf("%w: no cards in hand, no permanent actions", WarningStalemate))
}
if p.ActionsRemaining == 0 {
p.State = GameStalled
errs.Add(Warningf("%w: 0 actions available in the turn", WarningStalemate))
}
return errs.Emit()
}
// 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 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 {
return WarningTooFewCards
}
c := p.Deck.Draw()
if c.Drawn(p) {
p.Hand = append(p.Hand, c)
return nil
}
}
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 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 {
lastErr = p.Draw()
if IsSeriousError(lastErr) {
return lastErr
}
}
if len(p.Hand) >= p.HandLimit {
return nil
}
return WarningTooFewCards
}
// HasUrgentCards returns whether any cards in the Hand think they are Urgent.
func (p *Player[C]) HasUrgentCards() bool {
for _, c := range p.Hand {
if c.Urgent(p) {
return true
}
}
return false
}
// EnactableType is an enumeration representing a category of enactable thing.
// Debug actions, permanent actions, and cards behave equivalently in many ways,
// so EnactableType allows parts of the program to work with any of these and
// represent which one they apply to.
type EnactableType int
const (
// InvalidEnactable is an uninitialized EnactableType value with no meaning.
// Using it is generally an error. If you initialize EnactableType fields
// with this value when your program has not yet calculated what type of
// enactable will be used, CardSimEngine will be able to detect bugs where
// such a calcualation, inadvertently, does not come to any conclusion.
// Unlike NothingEnactable, there are no circumstances where this has a
// specific valid meaning.
InvalidEnactable = EnactableType(iota)
// NothingEnactable specifically represents not enacting anything. In some
// contexts, it's an error to use it; in others, it is a sentinel value
// for "do not enact anything". Unlike InvalidEnactable, this has a specific
// valid meaning, it's just that the meaning is specifically "nothing".
NothingEnactable
// CardEnactable refers to a card in the hand.
CardEnactable
// PermanentActionEnactable refers to an item in the permanent actions list.
PermanentActionEnactable
// DebugActionEnactable refers to an item in the debug actions list.
DebugActionEnactable
)
// EnactCardUnchecked executes a card choice, removes it from the hand, and
// decrements the ActionsRemaining. It does not check for conflicting Urgent
// cards or already being out of actions. If no such card or card choice
// exists, or the specified choice is not enabled, this returns nil and
// ErrInvalidCard/ErrInvalidChoice without changing anything. Otherwise, this
// returns the result of enacting the card. If enacting the card causes a
// serious error, the State becomes GameCrashed.
func (p *Player[C]) EnactCardUnchecked(cardIdx, choiceIdx int) (Message, error) {
if cardIdx < 0 || cardIdx >= len(p.Hand) {
return nil, fmt.Errorf("%w: no card #%d when %d cards in hand", ErrInvalidCard, cardIdx, len(p.Hand))
}
card := p.Hand[cardIdx]
var errs ErrorCollector
options, err := card.Options(p)
if IsSeriousError(err) {
p.State = GameCrashed
return nil, err
}
errs.Add(err)
if choiceIdx < 0 || choiceIdx > len(options) {
errs.Add(fmt.Errorf("%w: no option #%d on card #%d with %d options", ErrInvalidChoice, choiceIdx, cardIdx, len(options)))
return nil, errs.Emit()
}
chosen := options[choiceIdx]
if !chosen.Enabled(p) {
errs.Add(fmt.Errorf("%w: option %d on card %d was not enabled", ErrInvalidChoice, choiceIdx, cardIdx))
return nil, errs.Emit()
}
p.Hand = DeleteFrom(p.Hand, cardIdx)
p.ActionsRemaining--
ret, err := options[choiceIdx].Enact(p)
errs.Add(err)
err = card.Then(p, options[choiceIdx])
errs.Add(err)
err = errs.Emit()
if IsSeriousError(err) {
p.State = GameCrashed
}
return ret, err
}
// EnactCard executes a card choice, removes it from the hand, and decrements
// the ActionsRemaining. If the card is not Urgent but urgent cards are
// available, or the player is out of actions, this returns ErrNotUrgent or
// ErrNoActions. Otherwise, this acts like EnactCardUnchecked.
func (p *Player[C]) EnactCard(cardIdx, choiceIdx int) (Message, error) {
if p.ActionsRemaining <= 0 {
return nil, ErrNoActions
}
if cardIdx < 0 || cardIdx >= len(p.Hand) {
return nil, fmt.Errorf("%w: no card #%d when %d cards in hand", ErrInvalidCard, cardIdx, len(p.Hand))
}
if !p.Hand[cardIdx].Urgent(p) && p.HasUrgentCards() {
return nil, ErrNotUrgent
}
return p.EnactCardUnchecked(cardIdx, choiceIdx)
}
// EnactPermanentActionUnchecked executes a permanently-available action and
// decrements the ActionsRemaining. It does not check for conflicting Urgent
// cards or already being out of actions. If no such action or card option
// exists, or the option is not enabled, this returns nil and ErrInvalidCard
// or ErrInvalidChoice without changing anything. Otherwise, this returns the
// result of enacting the permanent action. If enacting the card causes a
// serious error, the State becomes GameCrashed.
func (p *Player[C]) EnactPermanentActionUnchecked(actionIdx, choiceIdx int) (Message, error) {
return p.enactActionUnchecked(p.PermanentActions, actionIdx, choiceIdx)
}
// EnactDebugActionUnchecked executes a debug action and decrements the
// ActionsRemaining, even though most debug actions will want to refund that
// action point. (Consistency with other actions is important.) It does not
// check for Urgent cards or for already being out of actions. If no such action
// or card option exists, or the option is not enabled, this returns nil and
// ErrInvalidCard or ErrInvalidChoice without changing anything. If the player
// is not in debug mode (DebugLevel >= 1), this returns ErrNotDebugging.
// Otherwise, this returns the result of enacting the debug action. If enacting
// the action causes a serious error, the State becomes GameCrashed.
func (p *Player[C]) EnactDebugActionUnchecked(actionIdx, choiceIdx int) (Message, error) {
if p.DebugLevel < 1 {
return nil, ErrNotDebugging
}
return p.enactActionUnchecked(p.DebugActions, actionIdx, choiceIdx)
}
// enactActionUnchecked implements EnactPermanentActionUnchecked and EnactDebugActionUnchecked.
func (p *Player[C]) enactActionUnchecked(actionSource []Card[C], actionIdx, choiceIdx int) (Message, error) {
if actionIdx < 0 || actionIdx >= len(actionSource) {
return nil, fmt.Errorf("%w: no action #%d when %d actions exist", ErrInvalidCard, actionIdx, len(actionSource))
}
card := actionSource[actionIdx]
var errs ErrorCollector
options, err := card.Options(p)
if IsSeriousError(err) {
p.State = GameCrashed
return nil, err
}
errs.Add(err)
if choiceIdx < 0 || choiceIdx > len(options) {
errs.Add(fmt.Errorf("%w: no option #%d on action #%d with %d options", ErrInvalidChoice, choiceIdx, actionIdx, len(options)))
return nil, errs.Emit()
}
chosen := options[choiceIdx]
if !chosen.Enabled(p) {
errs.Add(fmt.Errorf("%w: option #%d on action #%d is not enabled", ErrInvalidChoice, choiceIdx, actionIdx))
return nil, errs.Emit()
}
p.ActionsRemaining--
ret, err := chosen.Enact(p)
errs.Add(err)
err = card.Then(p, chosen)
errs.Add(err)
retErr := errs.Emit()
if IsSeriousError(retErr) {
p.State = GameCrashed
}
return ret, retErr
}
// EnactPermanentAction executes a permanently-available card and decrements
// the ActionsRemaining. If the action is not Urgent but urgent cards are
// available, or the player is out of actions, this returns ErrNotUrgent or
// ErrNoActions. Otherwise, this acts like EnactPermanentActionUnchecked.
func (p *Player[C]) EnactPermanentAction(actionIdx, choiceIdx int) (Message, error) {
if p.ActionsRemaining <= 0 {
return nil, ErrNoActions
}
if actionIdx < 0 || actionIdx >= len(p.PermanentActions) {
return nil, fmt.Errorf("%w: no action #%d when %d permanent actions available", ErrInvalidCard, actionIdx, len(p.PermanentActions))
}
if !p.PermanentActions[actionIdx].Urgent(p) && p.HasUrgentCards() {
return nil, ErrNotUrgent
}
return p.EnactPermanentActionUnchecked(actionIdx, choiceIdx)
}
// ReportError adds an error to the temporary messages, depending on
// its severity and debug settings:
//
// - If the error is nil, this never does anything.
// - If the error is serious, this emits the error if the debug level is
// -1 or greater.
// - If the error is only a warning, this emits the error if the debug
// level is 0 or greater.
func (p *Player[C]) ReportError(e error) {
if e == nil || p.DebugLevel < -1 {
return
}
minLvl := NotDebugging
if IsSeriousError(e) {
minLvl = HideWarnings
}
p.Debug(minLvl, ErrorMessage(e))
}
// CanAct returns whether the player has actions theoretically available.
func (p *Player[C]) CanAct() bool {
return p.ActionsRemaining > 0 && (len(p.Hand) > 0 || len(p.PermanentActions) > 0)
}
// Debug adds a message to the player's temporary messages if their debug level
// is at least the level specified.
func (p *Player[C]) Debug(minLevel int, msg Message) {
if p.DebugLevel < minLevel || msg == nil {
return
}
p.ChapterBreak()
p.TemporaryMessages = append(p.TemporaryMessages, msg)
}
// Emit adds a message to the player's temporary messages.
func (p *Player[C]) Emit(msg Message) {
if msg == nil {
return
}
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.
@ -141,7 +143,7 @@ func (r *RuleCollection[C]) performInsert(k *keyedRule[C]) {
r.rules[k.id] = k
s := r.byStep[k.Step()]
if s == nil {
if len(s) == 0 {
r.steps = nil
}
s = append(s, k.id)
@ -326,7 +328,7 @@ func (r *RuleCollection[C]) Run(p *Player[C]) error {
steps := r.steps
if steps == nil {
// Step set changed, recalculate.
steps := make([]int, 0, len(r.byStep))
steps = make([]int, 0, len(r.byStep))
for step := range r.byStep {
steps = append(steps, step)
}
@ -334,18 +336,21 @@ func (r *RuleCollection[C]) Run(p *Player[C]) error {
r.steps = steps
}
p.Debug(2, Msgf("Executing steps: %v", steps))
var errs ErrorCollector
for _, step := range steps {
stepRules := r.byStep[step]
p.Rand.Shuffle(len(stepRules), func(i, j int) {
stepRules[i], stepRules[j] = stepRules[j], stepRules[i]
})
p.Debug(3, Msgf("Executing step %d; length %d", step, len(stepRules)))
ShuffleAll(stepRules, p.Rand)
var remove []RuleID
halt := false
for _, id := range stepRules {
rule := r.rules[id]
p.Debug(4, Msgf("Executing rule %x (labeled %q)", id, rule.Label()))
err := rule.Enact(p)
if err != nil {
p.Debug(2, Msgf("Rule %x (%q): error: %v", id, rule.Label(), err))
ignore := false
if errors.Is(err, ErrDeleteRule) {
remove = append(remove, id)
@ -377,10 +382,14 @@ func (r *RuleCollection[C]) Run(p *Player[C]) error {
}
}
if halt {
return errs.Emit()
ret := errs.Emit()
p.Debug(2, Msgf("Rules stopping early. Result: %v", ret))
return ret
}
}
return errs.Emit()
ret := errs.Emit()
p.Debug(2, Msgf("Rules complete. Result: %v", ret))
return ret
}
func (r *RuleCollection[C]) applyDelayedUpdates() {
@ -395,3 +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

@ -4,7 +4,11 @@ import (
"fmt"
"reflect"
"sort"
"strconv"
"strings"
"unicode"
"golang.org/x/exp/constraints"
)
// A StatsCollection contains stats.
@ -114,9 +118,30 @@ func (s statFunc[T]) Visible() bool {
return s.visible
}
// ExtractStats pulls all exported Stat fields (not functions) out of a struct.
// If x cannot be resolved to a struct, it panics. It unwraps interfaces and
// follows pointers to try to find a struct.
// ExtractStats pulls all exported stats out of a struct. It puts methods before
// fields. If the calculated name of a method conflicts with the calculated
// name of a stat from a field, the method wins.
//
// A field is a stat if it is of some Stat type or is tagged with `cardsim:"stat"`,
// `cardsim:"hidden"` (invisible stat), `cardsim:"round2"` (or any integer, 2 is
// just an example), or `cardsim:"hiddenround3"`. `hiddenstat`, `statround`, and
// `hiddenstatround` are also accepted, but other orders of these directives
// are not. A "round" stat must be a float type and it will be rounded to
// this number of decimal places.
//
// A method is a Stat if it takes 0 arguments, returns exactly 1 value, and
// starts with Stat or HiddenStat.
//
// The name of these inferred stats is calculated by breaking the name into
// separate words before each capital letter, unless there are consecutive
// capital letters, which it interprets as an initialism (followed by the
// start of another word, if it's not at the end). To insert a space between
// consecutive capital letters, insert an underscore (`_`). This name inference
// trims "Stat" and "HiddenStat" off the front of method names.
//
// To override the name extracted from a field name, add `cardsim_name:"name"`
// to the tag, where the name part is the name you want to use. It will not be
// formatted further - use normal spaces, capitalization, etc.
func ExtractStats(x any) []Stat {
v := reflect.ValueOf(x)
for k := v.Kind(); k == reflect.Pointer || k == reflect.Interface; k = v.Kind() {
@ -125,19 +150,125 @@ func ExtractStats(x any) []Stat {
if v.Kind() != reflect.Struct {
panic(fmt.Errorf("%T is not a struct", x))
}
typ := v.Type()
var ret []Stat
lim := v.NumField()
for i := 0; i < lim; i++ {
f := v.Field(i)
known := make(map[string]bool)
for _, vv := range []reflect.Value{v, v.Addr()} {
xt := vv.Type()
lim := xt.NumMethod()
for i := 0; i < lim; i++ {
m := xt.Method(i)
if !m.IsExported() {
continue
}
tm := m.Type
if tm.NumIn() != 1 {
// 1 arg -- receiver
continue
}
if tm.NumOut() != 1 {
continue
}
nameParts := explode(m.Name)
if len(nameParts) < 2 {
continue
}
isHidden := false
if nameParts[0] == "Hidden" {
isHidden = true
nameParts = nameParts[1:]
}
if nameParts[0] != "Stat" {
continue
}
n := strings.Join(nameParts[1:], " ")
if n == "" {
continue
}
if known[n] {
continue
}
known[n] = true
val := vv.Method(i).Call([]reflect.Value{})
if len(val) != 1 {
// This shouldn't happen - we already checked Out. Weird.
continue
}
if !val[0].CanInterface() {
continue
}
ret = append(ret, &StatLiteral{
Name: n,
Value: fmt.Sprint(val[0].Interface()),
IsVisible: !isHidden,
})
}
}
fields := reflect.VisibleFields(typ)
for _, sf := range fields {
if !sf.IsExported() {
continue
}
f := v.FieldByIndex(sf.Index)
if !f.CanInterface() {
continue
}
x := f.Interface()
if s, ok := x.(Stat); ok {
iface := f.Interface()
if s, ok := iface.(Stat); ok {
if known[s.StatName()] {
continue
}
known[s.StatName()] = true
ret = append(ret, s)
continue
}
if t := sf.Tag.Get("cardsim"); t != "" {
isStat := false
isHidden := false
t = strings.ToLower(t)
t = strings.TrimSpace(t)
if strings.HasPrefix(t, "hidden") {
isStat = true
isHidden = true
t = t[6:]
}
if strings.HasPrefix(t, "stat") {
isStat = true
t = t[4:]
}
var val string
if strings.HasPrefix(t, "round") {
isStat = true
t = t[5:]
n, _ := strconv.Atoi(t)
fs := fmt.Sprintf("%%.%df", n)
val = fmt.Sprintf(fs, iface)
} else if isStat {
val = fmt.Sprint(iface)
} else {
continue // not identifiably a stat
}
nm := strings.Join(explode(sf.Name), " ")
if t := sf.Tag.Get("cardsim_name"); t != "" {
nm = t
}
if known[nm] {
continue
}
known[nm] = true
ret = append(ret, &StatLiteral{
Name: nm,
Value: val,
IsVisible: !isHidden,
})
continue
}
// Else, not a stat.
}
return ret
}
@ -173,3 +304,105 @@ func (s statSorter) Less(i, j int) bool {
// Names differ only by capitalization, if that.
return lhs.StatName() < rhs.StatName()
}
// StatLiteral stores a ready-to-emit stat value.
type StatLiteral struct {
Name string
Value string
IsVisible bool
}
func (s *StatLiteral) StatName() string {
return s.Name
}
func (s *StatLiteral) String() string {
return s.Value
}
func (s *StatLiteral) Visible() bool {
return s.IsVisible
}
func EmitStat(name string, v any) *StatLiteral {
return &StatLiteral{
Name: name,
Value: fmt.Sprint(v),
IsVisible: true,
}
}
func EmitHiddenStat(name string, v any) *StatLiteral {
return &StatLiteral{
Name: name,
Value: fmt.Sprint(v),
IsVisible: false,
}
}
func Statf(name string, f string, args ...any) *StatLiteral {
return &StatLiteral{
Name: name,
Value: fmt.Sprintf(f, args...),
IsVisible: true,
}
}
func HiddentStatf(name string, f string, args ...any) *StatLiteral {
return &StatLiteral{
Name: name,
Value: fmt.Sprintf(f, args...),
IsVisible: false,
}
}
func RoundStat[N constraints.Float](name string, val N, decimals int) *StatLiteral {
f := fmt.Sprintf("%%.%df", decimals)
return &StatLiteral{
Name: name,
Value: fmt.Sprintf(f, val),
IsVisible: true,
}
}
func RoundHiddenStat[N constraints.Float](name string, val N, decimals int) *StatLiteral {
r := RoundStat(name, val, decimals)
r.IsVisible = false
return r
}
// explode turns CamelCase into multiple strings. It recognizes initialisms. To
// split consecutive capital letters into separate words instead of recognizing
// them as an initialism, insert underscores.
func explode(s string) []string {
var parts []string
started := 0
initialism := false
for i, r := range s {
if unicode.IsUpper(r) {
if initialism || (started == i) {
continue
}
if started == i-1 {
initialism = true
continue
}
parts = append(parts, s[started:i])
started = i
continue
}
if r == '_' {
parts = append(parts, s[started:i])
initialism = false
started = i + 1
continue
}
if initialism {
parts = append(parts, s[started:i-1])
initialism = false
started = i - 1
}
}
parts = append(parts, s[started:])
return parts
}

582
cardsim/terminalui.go Normal file
View File

@ -0,0 +1,582 @@
package cardsim
import (
"fmt"
"os"
"strconv"
"strings"
)
func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
err := p.StartNextTurn()
if p.DebugLevel < 1 && IsSeriousError(err) {
return err
}
p.ReportError(err)
for {
for p.CanAct() {
actionType, cardIdx, choiceIdx, err := pickNextAction(p)
p.ReportError(err)
if IsSeriousError(err) {
if p.DebugLevel < 1 {
return err
}
continue
}
var msg Message
switch actionType {
case CardEnactable:
msg, err = p.EnactCard(cardIdx, choiceIdx)
case DebugActionEnactable:
msg, err = p.EnactDebugActionUnchecked(cardIdx, choiceIdx)
case PermanentActionEnactable:
msg, err = p.EnactPermanentAction(cardIdx, choiceIdx)
case NothingEnactable:
continue
default:
msg = nil
err = fmt.Errorf("invalid enaction type in action loop: %d", actionType)
}
p.ReportError(err)
if IsSeriousError(err) {
if p.DebugLevel < 1 {
return err
}
continue
}
if err != nil {
display(ErrorMessage(err))
display(MsgStr(""))
}
display(msg)
wait()
}
// Allow player to review state before continuing simulation.
// Errors from review mode are reported *after* the simulation
// step because the first thing Simulate does is throw out old
// messages -- like these errors.
reviewErr := review(p)
if p.DebugLevel < 1 && IsSeriousError(err) {
return reviewErr
}
err = p.Simulate()
if p.DebugLevel < 1 && IsSeriousError(err) {
return err
}
// Simulation errors are already in messages; now add the review error.
p.ReportError(reviewErr)
if p.DebugLevel < 1 && p.State.Over() {
return nil
}
}
// loop forever until the game ends or the player quits
}
func display(m Message) {
if m == nil {
return
}
fmt.Println(m.String())
}
func wait() {
fmt.Println()
fmt.Println("<press ENTER to continue>")
fmt.Scanln()
}
func displayMainMenu[C StatsCollection](p *Player[C]) (debugOffset, actionsOffset, handOffset, max int) {
cls()
needsDivider := displayMessageSection(p)
if needsDivider {
divider()
}
displayOnePanel(p, p.Prompt)
divider()
debugOffset = displayStatsMenu(p)
if debugOffset > 0 {
divider()
}
actionsOffset = displayDebugActionsMenu(p, debugOffset)
if actionsOffset > debugOffset {
fmt.Println()
}
handOffset = displayPermanentActionsMenu(p, actionsOffset)
if handOffset > actionsOffset {
fmt.Println()
}
max = displayHandMenu(p, handOffset)
return // uses named return values
}
func pickNextAction[C StatsCollection](p *Player[C]) (actionType EnactableType, cardIdx int, choiceIdx int, err error) {
for {
debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
divider()
fmt.Printf("%d actions remaining.\n", p.ActionsRemaining)
fmt.Printf("Show just (M)essages, (I)nfo Panels, (A)ctions, or consider an item (1-%d), or (Q)uit? > ", max)
input := getResponse()
switch input {
// Special cases
case "m", "msg", "message", "messages":
cls()
if displayMessageSection(p) {
divider()
}
displayOnePanel(p, p.Prompt)
wait()
case "s", "stat", "stats", "i", "info", "p", "panel", "panels", "infopanel", "infopanels":
statsMode(p)
case "a", "act", "actions":
actionType, cardIdx, choiceIdx, err = actionsMode(p, true)
if actionType != NothingEnactable {
return
}
case "q", "quit", "exit":
confirmQuit()
default:
i, err := strconv.Atoi(input)
if err != nil {
fmt.Println("Sorry, I don't understand.")
wait()
} else if i > max {
fmt.Println("That's not on this menu. If the menu is too big to read, choose a detail view.")
wait()
} else if i <= debugOffset {
cls()
displayOnePanel(p, p.InfoPanels[i-1])
wait()
} else if i <= actionsOffset {
i = i - debugOffset - 1
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], PermanentActionEnactable)
if option >= 0 || IsSeriousError(promptErr) {
return PermanentActionEnactable, i, option, promptErr
}
} else {
i = i - handOffset - 1
option, promptErr := promptCard(p, p.Hand[i], CardEnactable)
if option >= 0 || IsSeriousError(promptErr) {
return CardEnactable, i, option, nil
}
}
}
}
}
func cls() {
fmt.Println("\033[H\033[2J")
}
func getResponse() string {
var input string
fmt.Scanln(&input)
input = strings.TrimSpace(input)
input = strings.ToLower(input)
return input
}
func divider() {
fmt.Println()
fmt.Println(ChapterBreak.String())
fmt.Println()
}
func lightDivider() {
fmt.Println()
fmt.Println(SectionBreak.String())
fmt.Println()
}
func confirmQuit() {
divider()
fmt.Println("Are you sure you want to quit? (Y/N) > ")
s := getResponse()
if s == "y" || s == "yes" {
fmt.Println("Bye!")
os.Exit(0)
}
}
func displayOnePanel[C StatsCollection](p *Player[C], panel InfoPanel[C]) error {
ts := panel.Title(p).String()
if len(ts) > 0 {
fmt.Println(ts)
fmt.Println(strings.Repeat("-", len(ts)))
fmt.Println()
}
m, err := panel.Info(p)
if IsSeriousError(err) {
return err
}
display(MultiMessage(m))
return err
}
func displayMessageSection[C StatsCollection](p *Player[C]) bool {
if len(p.TemporaryMessages) == 0 {
return false
}
for _, m := range p.TemporaryMessages {
if m != nil {
display(m)
} else {
fmt.Println()
}
}
return true
}
func displayStatsMenu[C StatsCollection](p *Player[C]) int {
if len(p.InfoPanels) == 0 {
return 0
}
fmt.Println("Info Panels")
fmt.Println("-----------")
displayNumberedTitles(p, p.InfoPanels, 0)
return len(p.InfoPanels)
}
func displayPermanentActionsMenu[C StatsCollection](p *Player[C], offset int) int {
if len(p.PermanentActions) == 0 {
return offset
}
fmt.Println("Always Available")
fmt.Println("----------------")
displayNumberedTitles(p, p.PermanentActions, offset)
return offset + len(p.PermanentActions)
}
func displayDebugActionsMenu[C StatsCollection](p *Player[C], offset int) int {
if p.DebugLevel < 1 || len(p.DebugActions) == 0 {
return offset
}
fmt.Println("Debug Mode")
fmt.Println("----------")
displayNumberedTitles(p, p.DebugActions, offset)
return offset + len(p.DebugActions)
}
func displayHandMenu[C StatsCollection](p *Player[C], offset int) int {
if len(p.Hand) == 0 {
return offset
}
fmt.Println("Hand")
fmt.Println("----")
displayNumberedTitles(p, p.Hand, offset)
return offset + len(p.Hand)
}
func displayNumberedTitles[C StatsCollection, T Titled[C]](p *Player[C], cards []T, offset int) {
for i, s := range cards {
fmt.Printf("[%2d]: %s\n", i+offset+1, s.Title(p))
}
}
// 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], cardType EnactableType) (optionIdx int, err error) {
// Iterate until the player makes a valid choice.
for {
opts, valid, err := displayCard(p, card, cardType, true)
if IsSeriousError(err) {
return -1, err
}
fmt.Println()
if valid {
fmt.Printf("Go (B)ack, (Q)uit, or enact a choice (1 - %d)? > ", len(opts))
} else {
fmt.Print("Go (B)ack or (Q)uit? > ")
}
read := getResponse()
switch read {
case "b", "back":
return -1, err
case "q", "quit":
confirmQuit()
default:
i, convErr := strconv.Atoi(read)
if convErr != nil {
fmt.Println("Sorry, I don't understand.")
wait()
} else if !valid {
fmt.Println("You can't enact anything here.")
wait()
} else if i <= 0 || i > len(opts) {
fmt.Println("That's not one of the options.")
wait()
} else if !opts[i-1].Enabled(p) {
fmt.Println("That option is not available to you right now.")
wait()
} else {
return i - 1, err
}
}
// Invalid selection made -- loop to prompt again.
}
}
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 && cardType == CardEnactable {
t = "[URGENT!] " + t
}
fmt.Println(t)
fmt.Println(strings.Repeat("-", len(t)))
fmt.Println()
event, err := card.EventText(p)
if IsSeriousError(err) {
return nil, false, err
}
var errs ErrorCollector
errs.Add(err)
fmt.Println(event.String())
fmt.Println()
fmt.Println(SectionBreak.String())
fmt.Println()
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
}
opts, optErr := card.Options(p)
errs.Add(optErr)
if IsSeriousError(optErr) {
return nil, false, errs.Emit()
}
valid := false
for i, opt := range opts {
pfx := "[xx]:"
if opt.Enabled(p) {
if canAct {
pfx = fmt.Sprintf("[%2d]:", i+1)
valid = true
} else {
pfx = "[--]:"
}
}
t, err := opt.OptionText(p)
errs.Add(err)
if IsSeriousError(err) {
return nil, false, errs.Emit()
}
fmt.Println(pfx, t.String())
}
return opts, valid, errs.Emit()
}
func statsMode[C StatsCollection](p *Player[C]) error {
var errs ErrorCollector
for {
cls()
n := displayStatsMenu(p)
if n <= 0 {
fmt.Println("No info panels are available.")
wait()
return errs.Emit()
}
fmt.Println()
fmt.Printf("Go (B)ack, (Q)uit, or view an info panel (1-%d)? > ", n)
s := getResponse()
switch s {
case "b", "back":
return errs.Emit()
case "q", "quit":
confirmQuit()
default:
v, err := strconv.Atoi(s)
if err != nil {
fmt.Println("Sorry, I don't understand.")
wait()
} else if v <= 0 || v > n {
fmt.Println("There's no info panel with that index.")
} else {
cls()
err := displayOnePanel(p, p.InfoPanels[v-1])
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
wait()
}
}
// Loop to re-display info panels menu.
}
}
func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType EnactableType, cardIdx, choiceIdx int, err error) {
var errs ErrorCollector
for {
cls()
dOff := displayDebugActionsMenu(p, 0)
if dOff > 0 {
fmt.Println()
}
pOff := displayPermanentActionsMenu(p, dOff)
if pOff > dOff {
fmt.Println()
}
max := displayHandMenu(p, pOff)
if max <= 0 {
fmt.Println("There are no actions available and no cards in hand.")
fmt.Println("That's a problem. The game is stuck.")
confirmQuit()
errs.Add(WarningStalemate)
return NothingEnactable, -1, -1, errs.Emit()
}
fmt.Println()
if canAct {
fmt.Printf("Go (B)ack, (Q)uit, or consider an action (1-%d)? > ", max)
} else {
fmt.Printf("Go (B)ack, (Q)uit, or view an action (1-%d)? > ", max)
}
input := getResponse()
switch input {
case "b", "back":
return NothingEnactable, -1, -1, errs.Emit()
case "q", "quit":
confirmQuit()
default:
v, err := strconv.Atoi(input)
if err != nil {
fmt.Println("Sorry, I don't understand.")
wait()
} else if v < 1 || v > max {
fmt.Println("That's not a card or action.")
wait()
} else if v <= dOff {
v--
if canAct {
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], DebugActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return DebugActionEnactable, -1, -1, errs.Emit()
}
wait()
}
} else if v <= pOff {
v = v - dOff - 1
if canAct {
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], PermanentActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return PermanentActionEnactable, -1, -1, errs.Emit()
}
wait()
}
} else {
v = v - pOff - 1
if canAct {
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], CardEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return CardEnactable, -1, -1, errs.Emit()
}
wait()
}
}
}
// Re-prompt to get a valid choice.
}
}
func review[C StatsCollection](p *Player[C]) error {
var errs ErrorCollector
for {
debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
divider()
fmt.Println("No actions remaining.")
fmt.Printf("(C)ontinue, review just (M)essages, (I)nfo Panels, (A)ctions, or an item (1-%d), or (Q)uit? > ", max)
input := getResponse()
switch input {
// Special cases
case "m", "msg", "message", "messages":
cls()
if displayMessageSection(p) {
divider()
}
displayOnePanel(p, p.Prompt)
wait()
case "s", "stat", "stats", "i", "info", "p", "panel", "panels", "infopanel", "infopanels":
err := statsMode(p)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
case "a", "act", "actions":
_, _, _, err := actionsMode(p, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
case "q", "quit", "exit":
confirmQuit()
case "c", "continue", "ok":
return errs.Emit()
default:
i, err := strconv.Atoi(input)
if err != nil {
fmt.Println("Sorry, I don't understand.")
} else if i <= 0 || i > max {
fmt.Println("That's not on this menu. If the menu is too big to read, choose a detail view.")
} else if i <= debugOffset {
cls()
displayOnePanel(p, p.InfoPanels[i-1])
} else if i <= actionsOffset {
i = i - debugOffset - 1
_, _, 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], PermanentActionEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
} else {
i = i - handOffset - 1
_, _, err := displayCard(p, p.Hand[i], CardEnactable, false)
errs.Add(err)
if IsSeriousError(err) {
return errs.Emit()
}
}
wait()
}
}
}

10
go.mod
View File

@ -1,3 +1,11 @@
module cardSimEngine
module git.chromaticdragon.app/kistaro/CardSimEngine
go 1.20
require github.com/kr/pretty v0.3.1
require (
github.com/kr/text v0.2.0 // indirect
github.com/rogpeppe/go-internal v1.9.0 // indirect
golang.org/x/exp v0.0.0-20230321023759-10a507213a29
)

10
go.sum Normal file
View File

@ -0,0 +1,10 @@
github.com/creack/pty v1.1.9/go.mod h1:oKZEueFk5CKHvIhNR5MUki03XCEU+Q6VDXinZuGJ33E=
github.com/kr/pretty v0.3.1 h1:flRD4NNwYAUpkphVc1HcthR4KEIFJ65n8Mw5qdRn3LE=
github.com/kr/pretty v0.3.1/go.mod h1:hoEshYVHaxMs3cyo3Yncou5ZscifuDolrwPKZanG3xk=
github.com/kr/text v0.2.0 h1:5Nx0Ya0ZqY2ygV366QzturHI13Jq95ApcVaJBhpS+AY=
github.com/kr/text v0.2.0/go.mod h1:eLer722TekiGuMkidMxC/pM04lWEeraHUUmBw8l2grE=
github.com/pkg/diff v0.0.0-20210226163009-20ebb0f2a09e/go.mod h1:pJLUxLENpZxwdsKMEsNbx1VGcRFpLqf3715MtcvvzbA=
github.com/rogpeppe/go-internal v1.9.0 h1:73kH8U+JUqXU8lRuOHeVHaa/SZPifC7BkcraZVejAe8=
github.com/rogpeppe/go-internal v1.9.0/go.mod h1:WtVeX8xhTBvf0smdhujwtBcq4Qrzq/fJaraNFVN+nFs=
golang.org/x/exp v0.0.0-20230321023759-10a507213a29 h1:ooxPy7fPvB4kwsA2h+iBNHkAbp/4JxTSwCmvdjEYmug=
golang.org/x/exp v0.0.0-20230321023759-10a507213a29/go.mod h1:CxIveKay+FTh1D0yPZemJVgC/95VzuuOLq5Qi4xnoYc=

144
smoketest/cards.go Normal file
View File

@ -0,0 +1,144 @@
package main
import (
"errors"
"fmt"
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
)
// Type aliases, unlike distinctly named types, are fully substitutable for
// the original type. This trims off some annoying-to-type things.
type player = cardsim.Player[*SmokeTestCollection]
type card = cardsim.Card[*SmokeTestCollection]
type cardOption = cardsim.CardOption[*SmokeTestCollection]
func makeAdditionCard(amt int) cardsim.Card[*SmokeTestCollection] {
c := &cardsim.BasicCard[*SmokeTestCollection]{
CardTitle: cardsim.Msgf("Additive %d", amt),
CardText: cardsim.Msgf("You can change the Number by %d.", amt),
CardOptions: []cardsim.CardOption[*SmokeTestCollection]{
&cardsim.BasicOption[*SmokeTestCollection]{
Text: cardsim.Msgf("Add %d", amt),
Effect: func(p *player) error {
p.Stats.Number.Value += amt
return nil
},
Output: cardsim.MsgStr("Added."),
},
&cardsim.BasicOption[*SmokeTestCollection]{
Text: cardsim.Msgf("Subtract %d", amt),
Effect: func(p *player) error {
p.Stats.Number.Value -= amt
return nil
},
Output: cardsim.MsgStr("Subtracted."),
},
},
AfterOption: func(c card, p *player, _ cardOption) error {
p.Deck.InsertRandomBottom(0.5, c)
return nil
},
}
return c
}
func makeMultiplicationCard(amt int) cardsim.Card[*SmokeTestCollection] {
c := &cardsim.BasicCard[*SmokeTestCollection]{
CardTitle: cardsim.Msgf("Multiplicative %d", amt),
CardText: cardsim.Msgf("You can multiply or divide the Number by %d, or maybe divide the Number by that.", amt),
CardOptions: []cardsim.CardOption[*SmokeTestCollection]{
&cardsim.BasicOption[*SmokeTestCollection]{
Text: cardsim.Msgf("Multiply by %d", amt),
Effect: func(p *player) error {
p.Stats.Number.Value *= amt
return nil
},
Output: cardsim.MsgStr("Multiplied."),
},
&cardsim.BasicOption[*SmokeTestCollection]{
Text: cardsim.Msgf("Integer divide by %d", amt),
Effect: func(p *player) error {
p.Stats.Number.Value /= amt
return nil
},
Output: cardsim.MsgStr("Divided."),
},
inverseDivision(amt),
},
AfterOption: func(c card, p *player, _ cardOption) error {
p.Deck.InsertRandomBottom(0.5, c)
return nil
},
}
return c
}
type inverseDivision int
func (i inverseDivision) OptionText(p *player) (cardsim.Message, error) {
if p.Stats.Number.Value == 0 {
return cardsim.MsgStr("You can't divide by zero!"), nil
}
return cardsim.Msgf("Divide %d by the Number", int(i)), nil
}
func (i inverseDivision) Enact(p *player) (cardsim.Message, error) {
if p.Stats.Number.Value == 0 {
return nil, errors.New("you can't divide by zero")
}
p.Stats.Number.Value = int(i) / p.Stats.Number.Value
return cardsim.MsgStr("Inverse divided."), nil
}
func (i inverseDivision) Enabled(p *player) bool {
return p.Stats.Number.Value != 0
}
func initDeck(d *cardsim.Deck[*SmokeTestCollection]) {
addMe := []int{
0, 1, 2, 5, 10, 50, 100, 1000, 2500, 500000, 9876543,
}
for _, n := range addMe {
d.Insert(cardsim.BottomOfDeck, makeAdditionCard(n))
}
multiplyMe := []int{
2, 4, 8, 16, 32, 64, 128, 512, 1024, 9999, 84720413,
}
for _, n := range multiplyMe {
d.Insert(cardsim.BottomOfDeck, makeMultiplicationCard(n))
}
if err := d.Shuffle(); cardsim.IsSeriousError(err) {
panic(err)
} else if err != nil {
fmt.Printf("Error shuffling: %v\n", err)
}
}
func installPermanentActions(pa *[]card) {
*pa = []card{
&cardsim.BasicCard[*SmokeTestCollection]{
CardTitle: cardsim.MsgStr("Reset Number"),
CardText: cardsim.MsgStr("Resets Number to a fixed value."),
CardOptions: []cardOption{
&cardsim.BasicOption[*SmokeTestCollection]{
Text: cardsim.MsgStr("Reset to 0."),
Effect: func(p *player) error {
p.Stats.Number.Value = 0
return nil
},
Output: cardsim.MsgStr("Done."),
},
&cardsim.BasicOption[*SmokeTestCollection]{
Text: cardsim.MsgStr("Reset to 1,000,000"),
Effect: func(p *player) error {
p.Stats.Number.Value = 1000000
return nil
},
Output: cardsim.MsgStr("Done."),
},
},
},
}
}

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smoketest/collection.go Normal file
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package main
import (
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
)
// SmokeTestCollection is a stats collection for the simple test sim.
type SmokeTestCollection struct {
Number cardsim.Stored[int]
Total cardsim.Stored[int64]
Turns cardsim.Invisible[int]
Flavor cardsim.Stored[string]
Things int `cardsim:"stat" cardsim_name:"A Renamed Thing"`
MoreThings int `cardsim:"hidden"`
FloatyThings float64 `cardsim:"round1"`
Label string `cardsim:"stat"`
}
func (c *SmokeTestCollection) Average() float64 {
return float64(c.Total.Value) / float64(c.Turns.Value)
}
func (c *SmokeTestCollection) Stats() []cardsim.Stat {
stats := cardsim.ExtractStats(c)
stats = append(stats, cardsim.StatFunc("Average", c.Average))
cardsim.SortStats(stats)
return stats
}
func (c *SmokeTestCollection) StatTotalThings() float64 {
return float64(c.Things+c.MoreThings) + c.FloatyThings
}

71
smoketest/main.go Normal file
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// Binary smoketest runs a very simple cardsim thing.
package main
import (
"fmt"
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
)
func main() {
p := cardsim.InitPlayer(
&SmokeTestCollection{
Number: cardsim.Stored[int]{
Name: "Number",
Value: 0,
},
Total: cardsim.Stored[int64]{
Name: "Total",
Value: 0,
},
Turns: cardsim.Invisible[int]{
Name: "Turns",
Value: 0,
},
Flavor: cardsim.Stored[string]{
Name: "Flavor",
Value: "Lemon",
},
Things: 5,
MoreThings: 9,
FloatyThings: 123.456,
Label: "whee",
},
)
p.Name = "Dave"
p.HandLimit = 3
p.ActionsPerTurn = 2
installRules(p.Rules)
initDeck(p.Deck)
installPermanentActions(&p.PermanentActions)
p.InfoPanels = []cardsim.InfoPanel[*SmokeTestCollection]{
&cardsim.BasicStatsPanel[*SmokeTestCollection]{
Name: cardsim.MsgStr("Stats"),
Intro: cardsim.MsgStr("Hi! These are the smoke test stats."),
},
}
p.Prompt = prompt{}
p.DebugLevel = 5
err := cardsim.RunSimpleTerminalUI(p)
if err != nil {
fmt.Println("Terminated with error:")
fmt.Println(err)
} else {
fmt.Println("Terminated without error.")
}
}
type prompt struct{}
func (prompt) Title(p *cardsim.Player[*SmokeTestCollection]) cardsim.Message {
return cardsim.MsgStr("Smoke Test")
}
func (prompt) Info(p *cardsim.Player[*SmokeTestCollection]) ([]cardsim.Message, error) {
return []cardsim.Message{
cardsim.MsgStr("Here, have some stuff."),
cardsim.Msgf("It's turn %d according to the player and turn %d according to me.", p.TurnNumber, p.Stats.Turns.Value),
cardsim.Msgf("The current Number is %d. It tastes like %s.", p.Stats.Number.Value, p.Stats.Flavor.Value),
}, nil
}

32
smoketest/rules.go Normal file
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package main
import (
"math"
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
)
var (
updateTotal = cardsim.RuleFunc[*SmokeTestCollection]{
Name: "updateTotal",
Seq: 1,
F: func(p *cardsim.Player[*SmokeTestCollection]) error {
p.Stats.Total.Value += int64(p.Stats.Number.Value)
return nil
},
}
countTurn = cardsim.RuleFunc[*SmokeTestCollection]{
Name: "countTurn",
Seq: math.MinInt,
F: func(p *cardsim.Player[*SmokeTestCollection]) error {
p.Stats.Turns.Value++
return nil
},
}
)
func installRules(rules *cardsim.RuleCollection[*SmokeTestCollection]) {
rules.Insert(&updateTotal)
rules.Insert(&countTurn)
}