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167
cardsim/infopanel.go
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167
cardsim/infopanel.go
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@ -0,0 +1,167 @@
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package cardsim
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import (
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"fmt"
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"strings"
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)
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// An InfoPanel displays some set of stats to the player. It does
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// not consume an action. It must not advance the state of the game
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// in any way.
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type InfoPanel[C StatsCollection] interface {
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// Title returns the title of this InfoPanel, which is also used as the
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// label presented to the player to access this panel.
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Title(p *Player[C]) (Message, error)
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// Info returns the displayable contents of this InfoPanel. A nil Message
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// in the output is interpreted as a paragraph break.
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Info(p *Player[C]) ([]Message, error)
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}
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// A StatFilter decides whether to show a specific stat in a BasicStatsPanel
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// (and maybe other kinds of stats panels, if they choose to support this).
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type StatFilter[C StatsCollection] func(p *Player[C], s Stat) bool
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// BasicStatsPanel shows some or all of the stats output by C, under
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// a fixed name, introduced by a specific prompt. Stats are shown as a two
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// column table with the name, then the value.
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type BasicStatsPanel[C StatsCollection] struct {
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// Name stores the name of this stats panel, which is also shown in the menu.
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Name Message
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// Intro stores a message to always display before the stats. Optional.
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Intro Message
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// Filter stores a function to decide what stats to show. If this is not
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// provided, the BasicStatsPanel uses VisibleOrDebug by default.
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Filter StatFilter[C]
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}
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// VisibleOrDebug returns whether s is Visible or p is in debug mode,
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// so a debug-mode player shows all stats.
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func VisibleOrDebug[C StatsCollection](p *Player[C], s Stat) bool {
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return p.DebugLevel > 0 || s.Visible()
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}
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// Title implements `InfoPanel[C]` by returning b's `Name`.
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func (b *BasicStatsPanel[C]) Title(p *Player[C]) (Message, error) {
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return b.Name, nil
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}
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// Info implements `InfoPanel[C]` by dumpiing p.Stats, showing those items for
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// whch b.Filter returns true.
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func (b *BasicStatsPanel[C]) Info(p *Player[C]) ([]Message, error) {
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stats := p.Stats.Stats()
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cached := make([]cachedStat, 0, len(stats))
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longestName := 0
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filter := b.Filter
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if filter == nil {
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filter = VisibleOrDebug[C]
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}
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for _, s := range stats {
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if !filter(p, s) {
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continue
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}
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name := s.StatName()
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if len(name) > longestName {
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longestName = len(name)
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}
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cached = append(cached, cachedStat{name, s.String(), s.Visible()})
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}
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if len(cached) == 0 {
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return []Message{b.Intro, nil, MsgStr("No stats available")}, nil
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}
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ret := make([]Message, 0, 2+len(cached))
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ret = append(ret, b.Intro, nil)
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for _, s := range cached {
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ret = append(ret, MsgStr(s.output(longestName)))
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}
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return ret, nil
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}
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// cachedStat is an implementation detail of BasicStatsPanel.Info. It stores the
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// values out of a stat so they do not need to be recalculated, in case they
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// are expensive to calculate or the filter deciding which stats to output
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// was expensive.
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type cachedStat struct {
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name string
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value string
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visible bool
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}
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// output returns a string representing this stat, right-aligning the name in
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// a nameWidth-wide field and prefixing it with a bullet: "•" for a visible
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// stat and "◦" for an invisible stat. If nameWidth is 0, the name and
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// colon are omitted. If it is negative, the name is emitted as-is with
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// no alignment. If it is too short for the name and it is nonzero,
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// it is truncated with "⋯".
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func (c cachedStat) output(nameWidth int) string {
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bullet := "◦"
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if c.visible {
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bullet = "•"
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}
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if nameWidth == 0 {
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return fmt.Sprintf("%s %s", bullet, c.value)
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}
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name := c.name
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if len(name) < nameWidth {
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name = strings.Repeat(" ", nameWidth-len(name)) + name
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}
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if len(name) > nameWidth && nameWidth > 0 {
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name = name[:nameWidth-1] + "⋯"
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}
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return fmt.Sprintf("%s %s: %s", bullet, name, c.value)
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}
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// StatsNamed returns a StatFilter[C] matching any stat with a listed name.
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func StatsNamed[C StatsCollection](names ...string) StatFilter[C] {
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nameSet := make(map[string]bool)
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for _, n := range names {
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nameSet[n] = true
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}
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return func(_ *Player[C], s Stat) bool {
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return nameSet[s.StatName()]
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}
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}
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// VisibleOrDebugStatsNamed returns a StatFilter[C] matching any visible stat
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// with a listed name, or any stat with a listed name if the player is in
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// debug mode.
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func VisibleOrDebugStatsNamed[C StatsCollection](names ...string) StatFilter[C] {
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return All(VisibleOrDebug[C], StatsNamed[C](names...))
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}
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// All returns a StatFilter[C] that requires a Stat to match all provided
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// filters. If no filters are provided, All matches every Stat (it's very easy
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// to meet every requirement when there are no requirements).
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func All[C StatsCollection](ff ...StatFilter[C]) StatFilter[C] {
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return func(p *Player[C], s Stat) bool {
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for _, f := range ff {
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if !f(p, s) {
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return false
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}
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}
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return true
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}
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}
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// Any returns a StatFilter[C] that requires a Stat to match any one or more of
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// the filters provided. If no filters are provided, Any never matches a stat
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// (it's very hard to meet at least one requirement out when there are no
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// requirements).
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func Any[C StatsCollection](ff ...StatFilter[C]) StatFilter[C] {
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return func(p *Player[C], s Stat) bool {
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for _, f := range ff {
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if f(p, s) {
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return true
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}
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}
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return false
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}
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}
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@ -2,18 +2,71 @@ package cardsim
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import "math/rand"
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// Player stores all gameplay state for one player.
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// Player stores all gameplay state for one player at a specific point in time.
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// Game-specific data is stored in Stats.
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//
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// Player is a generic type -- see https://go.dev/blog/intro-generics for more
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// information on how these work. Think of "Player" as a "type of type" --
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// when you create one, you tell it what kind of data it needs to keep for
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// the simulation itself, and each Player that works with a different kind of
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// data is a different kind of Player and the compiler will help you with that.
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// This is the same idea as "slice of something" or "map from something to
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// something" -- different kinds of Players are different from each other and
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// "know" what type of data they use, so the compiler can tell you if you're
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// using the wrong type.
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//
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// Generic types have to use a placeholder to represent the type (or types --
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// consider maps, which have both keys and values) that will be more specific
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// when the type is actually used. They're called "type parameters", like
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// function parameters, because they're the same kind of idea. A function puts
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// its parameters into variables so you can write a function that works with
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// whatever data it gets; a generic type takes type parameters and represents
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// them with type placeholders so you can write a *type* that works with
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// whatever specific other types it gets.
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//
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// Just like function parameters have a type that says what kind of data the
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// function works with, type parameters have a "type constraint" that says what
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// kind of types the generic type works with. Go already has a familiar way
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// to express the idea of "what a type has to do": `interface`. In Go, type
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// constraints are just interfaces.
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//
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// But wait, why use generics at all? Can't we just use an interface in the
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// normal way instead of doing this thing? Well, yes, we could, but then the
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// compiler doesn't know that the "real types" for things matching these
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// interfaces all have to actually be the same type. The compiler will stop
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// you from putting an `Orange` into a `[]Apple`, but it wouldn't stop you from
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// putting a `Fruit` into a `[]Fruit` because, well, of course it wouldn't,
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// they're the same type.
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//
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// Different simulation games made with `cardsim` are different. Rules made for
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// simulating the economy of a kobold colony and mine wouldn't work at all with
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// data for a simulation about three flocks of otter-gryphons having a
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// territory conflict over a river full of fish. By using generics, the compiler
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// can recognize functions and data and types intended for different simulation
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// games and prevent you from using the wrong one, when it wouldn't be able to
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// if all this stuff was written for "some simulation game, don't care what".
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//
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// Generic interfaces (like `Card[C]`, `Rule[C]`, `InfoPanel[C]`, and more)
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// don't mean you have to write generics of your own. It's exactly the opposite!
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// Because the interface has this extra type in it, you only need to implement
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// the specific kind of interface that works with your game. There's more detail
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// on this in the comment on `Rule[C]`.
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type Player[C StatsCollection] struct {
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Stats C
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Name string
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Deck *Deck[C]
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Hand []Card[C]
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HandLimit int
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ActionsPerTurn int
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ActionsRemaining int
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PermanentActions []Card[C]
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Rules *RuleCollection[C]
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Rand rand.Rand
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Turn int
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PendingMessages []Message
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Stats C
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Name string
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Deck *Deck[C]
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Hand []Card[C]
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HandLimit int
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ActionsPerTurn int
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ActionsRemaining int
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PermanentActions []Card[C]
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InfoPanels []InfoPanel[C]
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Prompt InfoPanel[C]
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Rules *RuleCollection[C]
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Rand rand.Rand
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Turn int
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TemporaryMessages []Message
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TemporaryPanels []InfoPanel[C]
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DebugLevel int
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}
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@ -10,8 +10,10 @@ import (
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// A StatsCollection contains stats.
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type StatsCollection interface {
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// Stats returns all the stats in this collection. It's okay for
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// these to be copies rather than pointers. Stats will be presented
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// to the player in this order.
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// these to be copies rather than pointers. BasicStatsPanel presents
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// stats to the player in this order. It's okay for this list to
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// contain nil entries; these are interpreted as line breaks,
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// section breaks, etc.
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Stats() []Stat
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}
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