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debug-acti
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2
.gitignore
vendored
2
.gitignore
vendored
@ -21,3 +21,5 @@
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|||||||
# Go workspace file
|
# Go workspace file
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||||||
go.work
|
go.work
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||||||
|
|
||||||
|
# Visual studio Code exclusions
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||||||
|
.vscode/settings.json
|
||||||
|
27
README.md
27
README.md
@ -2,6 +2,8 @@
|
|||||||
|
|
||||||
Basic engine for NationStates-like "make decisions on issues" simulation games. Very incomplete.
|
Basic engine for NationStates-like "make decisions on issues" simulation games. Very incomplete.
|
||||||
|
|
||||||
|
[](https://pkg.go.dev/git.chromaticdragon.app/kistaro/CardSimEngine)
|
||||||
|
|
||||||
## General turn model
|
## General turn model
|
||||||
|
|
||||||
1. Player has a hand of cards. Each card has one or more actions available.
|
1. Player has a hand of cards. Each card has one or more actions available.
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@ -40,7 +42,7 @@ A bucket of game state.
|
|||||||
|
|
||||||
### Stat
|
### Stat
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||||||
|
|
||||||
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
|
### StatsCollection
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||||||
|
|
||||||
@ -55,3 +57,26 @@ There are some special errors that Rules can use to "communicate with" the rule
|
|||||||
### Messages
|
### 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.
|
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).
|
||||||
|
131
cardsim/card.go
131
cardsim/card.go
@ -5,14 +5,23 @@ package cardsim
|
|||||||
type Card[C StatsCollection] interface {
|
type Card[C StatsCollection] interface {
|
||||||
// Title is the short name of the card displayed in the hand
|
// Title is the short name of the card displayed in the hand
|
||||||
// and at the top of the card output. It receives the current
|
// and at the top of the card output. It receives the current
|
||||||
// player as an argument. If it returns an error that is not
|
// player as an argument.
|
||||||
// a warning, the game crashes.
|
Title(p *Player[C]) Message
|
||||||
Title(p *Player[C]) (Message, error)
|
|
||||||
|
|
||||||
// Urgent reports whether the card is considered urgent. If
|
// Urgent reports whether the card is considered urgent. If
|
||||||
// the player hasa any
|
// the player has any urgent cards in hand, they cannot choose to act
|
||||||
|
// on a non-urgent card.
|
||||||
Urgent(p *Player[C]) bool
|
Urgent(p *Player[C]) bool
|
||||||
|
|
||||||
|
// Drawn is invoked after a card is drawn, before presenting it to the
|
||||||
|
// player. If Drawn returns `false`, the card is discarded without being
|
||||||
|
// put into the hand or shown to the player and a replacement is drawn
|
||||||
|
// instead. To put a card back on the bottom of the deck (or similar)
|
||||||
|
// use p.Deck.Insert (or a related function) to put it back explicitly
|
||||||
|
// in the right position. Do not put it right back on top of the deck or
|
||||||
|
// you'll create an infinite loop.
|
||||||
|
Drawn(p *Player[C]) bool
|
||||||
|
|
||||||
// EventText returns the text to display on the card. If it returns an
|
// EventText returns the text to display on the card. If it returns an
|
||||||
// error that is not a warning, the game crashes.
|
// error that is not a warning, the game crashes.
|
||||||
EventText(p *Player[C]) (Message, error)
|
EventText(p *Player[C]) (Message, error)
|
||||||
@ -40,43 +49,117 @@ type CardOption[C StatsCollection] interface {
|
|||||||
// a warning, the game crashes.
|
// a warning, the game crashes.
|
||||||
//
|
//
|
||||||
// After an option is enacted, the card is deleted. If a card should be
|
// 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)
|
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 post-option callback.
|
// A BasicCard is a Card with fixed title, text, options, and optional
|
||||||
|
// post-option callback. It never does anything in particular when drawn.
|
||||||
type BasicCard[C StatsCollection] struct {
|
type BasicCard[C StatsCollection] struct {
|
||||||
CardTitle Message
|
CardTitle Message
|
||||||
IsUrgent bool
|
IsUrgent bool
|
||||||
CardText Message
|
CardText Message
|
||||||
CardOptions []CardOption[C]
|
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) {
|
// Title implements Card.
|
||||||
return b.CardTitle, nil
|
func (b *BasicCard[C]) Title(_ *Player[C]) Message {
|
||||||
|
return b.CardTitle
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Urgent implements Card.
|
||||||
func (b *BasicCard[C]) Urgent(_ *Player[C]) bool {
|
func (b *BasicCard[C]) Urgent(_ *Player[C]) bool {
|
||||||
return b.IsUrgent
|
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
|
return b.CardText, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Options implements Card.
|
||||||
func (b *BasicCard[C]) Options(_ *Player[C]) ([]CardOption[C], error) {
|
func (b *BasicCard[C]) Options(_ *Player[C]) ([]CardOption[C], error) {
|
||||||
return b.CardOptions, nil
|
return b.CardOptions, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Then implements Card.
|
||||||
func (b *BasicCard[C]) Then(p *Player[C], option CardOption[C]) error {
|
func (b *BasicCard[C]) Then(p *Player[C], option CardOption[C]) error {
|
||||||
if b.AfterOption == nil {
|
if b.AfterOption == nil {
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
return b.AfterOption(p, option)
|
return b.AfterOption(b, p, option)
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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.
|
// A BasicOption is a CardOption with fixed text, effects, and output.
|
||||||
|
// It's always enabled.
|
||||||
type BasicOption[C StatsCollection] struct {
|
type BasicOption[C StatsCollection] struct {
|
||||||
Text Message
|
Text Message
|
||||||
Effect func(*Player[C]) error
|
Effect func(*Player[C]) error
|
||||||
@ -93,6 +176,11 @@ func (b *BasicOption[C]) Enact(p *Player[C]) (Message, error) {
|
|||||||
return b.Output, b.Effect(p)
|
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
|
// OptionFunc attaches a fixed prompt to an Enact-like function. Unlike
|
||||||
// BasicOption, the enactment function provided to OptionFunc returns
|
// BasicOption, the enactment function provided to OptionFunc returns
|
||||||
// the text that should be output as a result of the action, so it is
|
// the text that should be output as a result of the action, so it is
|
||||||
@ -106,10 +194,31 @@ type optionFunc[C StatsCollection] struct {
|
|||||||
f func(*Player[C]) (Message, error)
|
f func(*Player[C]) (Message, error)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// OptionText implements CardOption.
|
||||||
func (o *optionFunc[C]) OptionText(p *Player[C]) (Message, error) {
|
func (o *optionFunc[C]) OptionText(p *Player[C]) (Message, error) {
|
||||||
return o.text, nil
|
return o.text, nil
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Enact implements CardOption.
|
||||||
func (o *optionFunc[C]) Enact(p *Player[C]) (Message, error) {
|
func (o *optionFunc[C]) Enact(p *Player[C]) (Message, error) {
|
||||||
return o.f(p)
|
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
103
cardsim/debugging.go
Normal file
@ -0,0 +1,103 @@
|
|||||||
|
package cardsim
|
||||||
|
|
||||||
|
// Named debug verbosity levels. Using the raw constants is fine too. This
|
||||||
|
// is roughly consistent with "standard" meanings for these debug levels.
|
||||||
|
const (
|
||||||
|
HideWarnings = -1
|
||||||
|
NotDebugging = 0
|
||||||
|
DebugWarning = 1
|
||||||
|
DebugInfo = 2
|
||||||
|
DebugDetail = 3
|
||||||
|
DebugFine = 4
|
||||||
|
DebugSuperfine = 5
|
||||||
|
)
|
||||||
|
|
||||||
|
// ActionCounterDebugCard constructs a BasicCard intended for use only as a
|
||||||
|
// Debug Action that tinkers with the player's action counter.
|
||||||
|
func ActionCounterDebugCard[C StatsCollection]() Card[C] {
|
||||||
|
return &BasicCard[C]{
|
||||||
|
CardTitle: MsgStr("Adjust Action Counter"),
|
||||||
|
CardText: MsgStr("Change the number of actions you have available this turn."),
|
||||||
|
CardOptions: []CardOption[C]{
|
||||||
|
&BasicOption[C]{
|
||||||
|
Text: MsgStr("Get an extra action."),
|
||||||
|
Effect: func(p *Player[C]) error {
|
||||||
|
p.ActionsRemaining += 2 // counteract the one this costs
|
||||||
|
return nil
|
||||||
|
},
|
||||||
|
Output: MsgStr("Gotten."),
|
||||||
|
},
|
||||||
|
&BasicOption[C]{
|
||||||
|
Text: MsgStr("Waste an action."),
|
||||||
|
Effect: func(p *Player[C]) error {
|
||||||
|
return nil
|
||||||
|
},
|
||||||
|
Output: MsgStr("Wasted."),
|
||||||
|
},
|
||||||
|
&BasicOption[C]{
|
||||||
|
Text: MsgStr("Get a thousand actions."),
|
||||||
|
Effect: func(p *Player[C]) error {
|
||||||
|
p.ActionsRemaining = 1000
|
||||||
|
return nil
|
||||||
|
},
|
||||||
|
Output: MsgStr("ActionsRemaining set to 1000."),
|
||||||
|
},
|
||||||
|
&BasicOption[C]{
|
||||||
|
Text: MsgStr("Go to exactly 1 action remaining."),
|
||||||
|
Effect: func(p *Player[C]) error {
|
||||||
|
p.ActionsRemaining = 1
|
||||||
|
return nil
|
||||||
|
},
|
||||||
|
Output: MsgStr("ActionsRemaining set to 1."),
|
||||||
|
},
|
||||||
|
&BasicOption[C]{
|
||||||
|
Text: MsgStr("End the turn. (Set actions to 0.)"),
|
||||||
|
Effect: func(p *Player[C]) error {
|
||||||
|
p.ActionsRemaining = 0
|
||||||
|
return nil
|
||||||
|
},
|
||||||
|
Output: MsgStr("ActionsRemaining zeroed out."),
|
||||||
|
},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// DebugModeCard constructs a BasicCard to change the player's debug level.
|
||||||
|
// It is intended for use only as a Debug Action.
|
||||||
|
func DebugModeCard[C StatsCollection]() Card[C] {
|
||||||
|
return &BasicCard[C]{
|
||||||
|
CardTitle: MsgStr("Change Debug Level"),
|
||||||
|
CardText: MsgStr("Adjust verbosity of output, or exit debug mode entirely (not recommended)."),
|
||||||
|
CardOptions: []CardOption[C]{
|
||||||
|
debugLevelOption[C]{1, "Enable debug mode. Show warnings."},
|
||||||
|
debugLevelOption[C]{2, "Enable debug mode. Show info messages."},
|
||||||
|
debugLevelOption[C]{3, "Enable debug mode. Show detailed messages."},
|
||||||
|
debugLevelOption[C]{4, "Enable debug mode. Show individual details of operations."},
|
||||||
|
debugLevelOption[C]{5, "Enable debug mode. Show every event in excruciating detail."},
|
||||||
|
debugLevelOption[C]{0, "NOT RECOMMENDED. Disable debugging (show warnings). IT CAN'T BE TURNED BACK ON."},
|
||||||
|
debugLevelOption[C]{-1, "NOT RECOMMENDED. Disable debugging (hide warnings). IT CAN'T BE TURNED BACK ON."},
|
||||||
|
},
|
||||||
|
AfterOption: RefundAction[C](),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
type debugLevelOption[C StatsCollection] struct {
|
||||||
|
level int
|
||||||
|
description string
|
||||||
|
}
|
||||||
|
|
||||||
|
// OptionText implements CardOption[C].
|
||||||
|
func (d debugLevelOption[C]) OptionText(*Player[C]) (Message, error) {
|
||||||
|
return Msgf("Set debug level %d: %s", d.level, d.description), nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// Enact implements CardOption[C].
|
||||||
|
func (d debugLevelOption[C]) Enact(p *Player[C]) (Message, error) {
|
||||||
|
p.DebugLevel = d.level
|
||||||
|
return Msgf("Debug level is now %d.", d.level), nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// Enabled implements CardOption[C].
|
||||||
|
func (d debugLevelOption[C]) Enabled(p *Player[C]) bool {
|
||||||
|
return true
|
||||||
|
}
|
250
cardsim/deck.go
250
cardsim/deck.go
@ -23,7 +23,7 @@ const (
|
|||||||
// The Deck stores cards yet-to-be-dealt.
|
// The Deck stores cards yet-to-be-dealt.
|
||||||
type Deck[C StatsCollection] struct {
|
type Deck[C StatsCollection] struct {
|
||||||
cards []Card[C]
|
cards []Card[C]
|
||||||
rand rand.Rand
|
rand *rand.Rand
|
||||||
}
|
}
|
||||||
|
|
||||||
// Len returns the number of cards in the Deck.
|
// Len returns the number of cards in the Deck.
|
||||||
@ -31,8 +31,8 @@ func (d *Deck[C]) Len() int {
|
|||||||
return len(d.cards)
|
return len(d.cards)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Insert puts a card at a specific location in the Deck. The card previously
|
// Insert puts one or more cards at a specific location in the Deck. Cards
|
||||||
// at that location and all locations after are shifted one card later.
|
// at that location and all locations after are shifted deeper into the deck.
|
||||||
// Negative indexes are counted from the bottom of the deck. BottomOfDeck is
|
// Negative indexes are counted from the bottom of the deck. BottomOfDeck is
|
||||||
// a sentinel value for the bottommost position; -1 is one card above.
|
// a sentinel value for the bottommost position; -1 is one card above.
|
||||||
//
|
//
|
||||||
@ -44,7 +44,7 @@ func (d *Deck[C]) Len() int {
|
|||||||
// WarningTopClamped. Like all warnings, these can be safely ignored and the
|
// WarningTopClamped. Like all warnings, these can be safely ignored and the
|
||||||
// program is in a well-defined state, but you may want to check for them
|
// program is in a well-defined state, but you may want to check for them
|
||||||
// if you expect some other behavior.
|
// if you expect some other behavior.
|
||||||
func (d *Deck[C]) Insert(idx int, card Card[C]) error {
|
func (d *Deck[C]) Insert(idx int, card ...Card[C]) error {
|
||||||
var errs ErrorCollector
|
var errs ErrorCollector
|
||||||
// Calculate actual target index.
|
// Calculate actual target index.
|
||||||
switch {
|
switch {
|
||||||
@ -60,14 +60,7 @@ func (d *Deck[C]) Insert(idx int, card Card[C]) error {
|
|||||||
idx += d.Len()
|
idx += d.Len()
|
||||||
}
|
}
|
||||||
// remaining case: 0 <= idx <= d.Len(), which is a normal forward insert index.
|
// remaining case: 0 <= idx <= d.Len(), which is a normal forward insert index.
|
||||||
|
d.cards = InsertInto(d.cards, idx, card...)
|
||||||
// Place new card on bottom and "bubble" into position.
|
|
||||||
// Takes O(N) time. If this turns out to be a problem, implement a more
|
|
||||||
// efficient data structure.
|
|
||||||
d.cards = append(d.cards, card)
|
|
||||||
for i := len(d.cards) - 1; i > idx; i-- {
|
|
||||||
d.cards[i], d.cards[i-1] = d.cards[i-1], d.cards[i]
|
|
||||||
}
|
|
||||||
return errs.Emit()
|
return errs.Emit()
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -171,19 +164,19 @@ func (d *Deck[C]) InsertRandomRange(loFrac, hiFrac float64, card Card[C]) error
|
|||||||
loFrac, hiFrac = hiFrac, loFrac
|
loFrac, hiFrac = hiFrac, loFrac
|
||||||
}
|
}
|
||||||
if loFrac < 0.0 {
|
if loFrac < 0.0 {
|
||||||
errs.Add(Warningf("%w: loFrac was %d", WarningTopClamped, loFrac))
|
errs.Add(Warningf("%w: loFrac was %f", WarningTopClamped, loFrac))
|
||||||
loFrac = 0.0
|
loFrac = 0.0
|
||||||
}
|
}
|
||||||
if loFrac > 1.0 {
|
if loFrac > 1.0 {
|
||||||
errs.Add(Warningf("%w: loFrac was %d", WarningBottomClamped, loFrac))
|
errs.Add(Warningf("%w: loFrac was %f", WarningBottomClamped, loFrac))
|
||||||
loFrac = 1.0
|
loFrac = 1.0
|
||||||
}
|
}
|
||||||
if hiFrac < 0.0 {
|
if hiFrac < 0.0 {
|
||||||
errs.Add(Warningf("%w: hiFrac was %d", WarningTopClamped, hiFrac))
|
errs.Add(Warningf("%w: hiFrac was %f", WarningTopClamped, hiFrac))
|
||||||
hiFrac = 0.0
|
hiFrac = 0.0
|
||||||
}
|
}
|
||||||
if hiFrac > 1.0 {
|
if hiFrac > 1.0 {
|
||||||
errs.Add(Warningf("%w: hiFrac was %d", WarningBottomClamped, hiFrac))
|
errs.Add(Warningf("%w: hiFrac was %f", WarningBottomClamped, hiFrac))
|
||||||
hiFrac = 1.0
|
hiFrac = 1.0
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -203,3 +196,228 @@ func (d *Deck[C]) InsertRandomRange(loFrac, hiFrac float64, card Card[C]) error
|
|||||||
errs.Add(d.Insert(slot, card))
|
errs.Add(d.Insert(slot, card))
|
||||||
return errs.Emit()
|
return errs.Emit()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Shuffle completely shuffles the deck. If the deck has one or fewer cards,
|
||||||
|
// this returns WarningTooFewCards since nothing can be shuffled.
|
||||||
|
func (d *Deck[C]) Shuffle() error {
|
||||||
|
if len(d.cards) < 2 {
|
||||||
|
return WarningTooFewCards
|
||||||
|
}
|
||||||
|
ShuffleAll(d.cards, d.rand)
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// ShufflePart shuffles the `n` cards of the deck starting at `loc`.
|
||||||
|
// If the provided range doesn't fit in the deck, this returns
|
||||||
|
// WarningTopClamped and/or WarningBottomClamped. If the eventual range
|
||||||
|
// of cards to be shuffled (after any off-the-end issues are corrected)
|
||||||
|
// is one or less, this returns WarningTooFewCards since nothing can
|
||||||
|
// be shuffled.
|
||||||
|
func (d *Deck[C]) ShufflePart(loc, n int) error {
|
||||||
|
if n < 2 {
|
||||||
|
// Nothing to do.
|
||||||
|
return WarningTooFewCards
|
||||||
|
}
|
||||||
|
|
||||||
|
var errs ErrorCollector
|
||||||
|
if loc < 0 {
|
||||||
|
errs.Add(Warningf("%w: loc was %d", WarningTopClamped, loc))
|
||||||
|
loc = 0
|
||||||
|
}
|
||||||
|
if loc+n > d.Len() {
|
||||||
|
errs.Add(Warningf("%w: deck size %d does not have %d cards at and after location %d",
|
||||||
|
WarningBottomClamped, len(d.cards), n, loc))
|
||||||
|
n = d.Len() - loc
|
||||||
|
// Now is there anything to do?
|
||||||
|
if n < 2 {
|
||||||
|
errs.Add(WarningTooFewCards)
|
||||||
|
return errs.Emit()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ShufflePart(d.cards, d.rand, loc, n)
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// ShuffleRange shuffles the cards between the specified fractions of
|
||||||
|
// the deck; the top of the deck is 0.0 and the bottom of the deck is
|
||||||
|
// 1.0. This rounds "outward" -- "partial" cards at each end are counted.
|
||||||
|
// This can return the same warnings ShufflePart can in the same circumstances
|
||||||
|
// and may also complain about a backwards range.
|
||||||
|
func (d *Deck[C]) ShuffleRange(loFrac, hiFrac float64) error {
|
||||||
|
var errs ErrorCollector
|
||||||
|
if loFrac > hiFrac {
|
||||||
|
errs.Add(Warningf("%w: %f > %f", WarningBackwardsRange, loFrac, hiFrac))
|
||||||
|
loFrac, hiFrac = hiFrac, loFrac
|
||||||
|
}
|
||||||
|
low := int(math.Floor(loFrac * float64(d.Len())))
|
||||||
|
high := int(math.Ceil(hiFrac * float64(d.Len())))
|
||||||
|
n := 1 + high - low
|
||||||
|
errs.Add(d.ShufflePart(low, n))
|
||||||
|
return errs.Emit()
|
||||||
|
}
|
||||||
|
|
||||||
|
// ShuffleTop uses ShuffleRange to shuffle the top frac (between 0.0 and 1.0)
|
||||||
|
// of the deck. See ShuffleRange and ShufflePart for information on
|
||||||
|
// rounding and warnings.
|
||||||
|
func (d *Deck[C]) ShuffleTop(frac float64) error {
|
||||||
|
return d.ShuffleRange(0.0, frac)
|
||||||
|
}
|
||||||
|
|
||||||
|
// ShuffleBottom uses ShuffleRange to shuffle the bottom frac (between 0.0 and
|
||||||
|
// 1.0) of the deck. See ShuffleRange and ShufflePart for information on
|
||||||
|
// rounding and warnings.
|
||||||
|
func (d *Deck[C]) ShuffleBottom(frac float64) error {
|
||||||
|
return d.ShuffleRange(frac, 1.0)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Strip removes all cards from the deck where shouldRemove returns true.
|
||||||
|
// shouldRemove is provided with each card in the deck and its index.
|
||||||
|
// It returns how many cards were stripped from the deck.
|
||||||
|
func (d *Deck[C]) Strip(shouldRemove func(idx int, c Card[C]) bool) int {
|
||||||
|
origLen := d.Len()
|
||||||
|
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
|
||||||
|
}
|
||||||
|
@ -52,6 +52,15 @@ func Warningf(f string, args ...any) *Warning {
|
|||||||
return &Warning{fmt.Errorf(f, args...)}
|
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
|
// A Failure is an error that is definitely not a Warning. If a Warning is
|
||||||
// wrapped in a Failure, it stops being a Warning.
|
// wrapped in a Failure, it stops being a Warning.
|
||||||
type Failure struct {
|
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.
|
// - 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
|
// The aggregated error is a Warning if and only if all collected errors
|
||||||
// were also warnings.
|
// 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 {
|
type ErrorCollector struct {
|
||||||
errs []error
|
Errs []error
|
||||||
hasFailure bool
|
hasFailure bool
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -157,12 +169,12 @@ func (ec *ErrorCollector) Add(e error) {
|
|||||||
if !errors.Is(e, AnyWarning) {
|
if !errors.Is(e, AnyWarning) {
|
||||||
ec.hasFailure = true
|
ec.hasFailure = true
|
||||||
}
|
}
|
||||||
ec.errs = append(ec.errs, e)
|
ec.Errs = append(ec.Errs, e)
|
||||||
}
|
}
|
||||||
|
|
||||||
// IsEmpty reports whether ec has zero accumulated errors/warnings.
|
// IsEmpty reports whether ec has zero accumulated errors/warnings.
|
||||||
func (ec *ErrorCollector) IsEmpty() bool {
|
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.
|
// 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
|
// errors.Is does not erroneously represent a failure as a warning because it
|
||||||
// contains a warning as a subcomponent.
|
// contains a warning as a subcomponent.
|
||||||
func (ec *ErrorCollector) Emit() error {
|
func (ec *ErrorCollector) Emit() error {
|
||||||
if len(ec.errs) == 0 {
|
if len(ec.Errs) == 0 {
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
if len(ec.errs) == 1 {
|
if len(ec.Errs) == 1 {
|
||||||
return ec.errs[0]
|
return ec.Errs[0]
|
||||||
}
|
}
|
||||||
if ec.HasFailure() {
|
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.
|
// An aggregateError is a collection of errors that is itself an error.
|
||||||
|
167
cardsim/infopanel.go
Normal file
167
cardsim/infopanel.go
Normal file
@ -0,0 +1,167 @@
|
|||||||
|
package cardsim
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"strings"
|
||||||
|
)
|
||||||
|
|
||||||
|
// An InfoPanel displays some set of stats to the player. It does
|
||||||
|
// not consume an action. It must not advance the state of the game
|
||||||
|
// in any way.
|
||||||
|
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
|
||||||
|
|
||||||
|
// Info returns the displayable contents of this InfoPanel. A nil Message
|
||||||
|
// in the output is interpreted as a paragraph break.
|
||||||
|
Info(p *Player[C]) ([]Message, error)
|
||||||
|
}
|
||||||
|
|
||||||
|
// A StatFilter decides whether to show a specific stat in a BasicStatsPanel
|
||||||
|
// (and maybe other kinds of stats panels, if they choose to support this).
|
||||||
|
type StatFilter[C StatsCollection] func(p *Player[C], s Stat) bool
|
||||||
|
|
||||||
|
// BasicStatsPanel shows some or all of the stats output by C, under
|
||||||
|
// a fixed name, introduced by a specific prompt. Stats are shown as a two
|
||||||
|
// column table with the name, then the value.
|
||||||
|
type BasicStatsPanel[C StatsCollection] struct {
|
||||||
|
// Name stores the name of this stats panel, which is also shown in the menu.
|
||||||
|
Name Message
|
||||||
|
|
||||||
|
// Intro stores a message to always display before the stats. Optional.
|
||||||
|
Intro Message
|
||||||
|
|
||||||
|
// Filter stores a function to decide what stats to show. If this is not
|
||||||
|
// provided, the BasicStatsPanel uses VisibleOrDebug by default.
|
||||||
|
Filter StatFilter[C]
|
||||||
|
}
|
||||||
|
|
||||||
|
// VisibleOrDebug returns whether s is Visible or p is in debug mode,
|
||||||
|
// so a debug-mode player shows all stats.
|
||||||
|
func VisibleOrDebug[C StatsCollection](p *Player[C], s Stat) bool {
|
||||||
|
return p.DebugLevel > 0 || s.Visible()
|
||||||
|
}
|
||||||
|
|
||||||
|
// Title implements `InfoPanel[C]` by returning b's `Name`.
|
||||||
|
func (b *BasicStatsPanel[C]) Title(p *Player[C]) Message {
|
||||||
|
return b.Name
|
||||||
|
}
|
||||||
|
|
||||||
|
// Info implements `InfoPanel[C]` by dumpiing p.Stats, showing those items for
|
||||||
|
// whch b.Filter returns true.
|
||||||
|
func (b *BasicStatsPanel[C]) Info(p *Player[C]) ([]Message, error) {
|
||||||
|
stats := p.Stats.Stats()
|
||||||
|
cached := make([]cachedStat, 0, len(stats))
|
||||||
|
longestName := 0
|
||||||
|
filter := b.Filter
|
||||||
|
if filter == nil {
|
||||||
|
filter = VisibleOrDebug[C]
|
||||||
|
}
|
||||||
|
|
||||||
|
for _, s := range stats {
|
||||||
|
if !filter(p, s) {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
name := s.StatName()
|
||||||
|
if len(name) > longestName {
|
||||||
|
longestName = len(name)
|
||||||
|
}
|
||||||
|
cached = append(cached, cachedStat{name, s.String(), s.Visible()})
|
||||||
|
}
|
||||||
|
|
||||||
|
if len(cached) == 0 {
|
||||||
|
return []Message{b.Intro, nil, MsgStr("No stats available")}, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
ret := make([]Message, 0, 2+len(cached))
|
||||||
|
ret = append(ret, b.Intro, nil)
|
||||||
|
for _, s := range cached {
|
||||||
|
ret = append(ret, MsgStr(s.output(longestName)))
|
||||||
|
}
|
||||||
|
return ret, nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// cachedStat is an implementation detail of BasicStatsPanel.Info. It stores the
|
||||||
|
// values out of a stat so they do not need to be recalculated, in case they
|
||||||
|
// are expensive to calculate or the filter deciding which stats to output
|
||||||
|
// was expensive.
|
||||||
|
type cachedStat struct {
|
||||||
|
name string
|
||||||
|
value string
|
||||||
|
visible bool
|
||||||
|
}
|
||||||
|
|
||||||
|
// output returns a string representing this stat, right-aligning the name in
|
||||||
|
// a nameWidth-wide field and prefixing it with a bullet: "•" for a visible
|
||||||
|
// stat and "◦" for an invisible stat. If nameWidth is 0, the name and
|
||||||
|
// colon are omitted. If it is negative, the name is emitted as-is with
|
||||||
|
// no alignment. If it is too short for the name and it is nonzero,
|
||||||
|
// it is truncated with "⋯".
|
||||||
|
func (c cachedStat) output(nameWidth int) string {
|
||||||
|
bullet := "◦"
|
||||||
|
if c.visible {
|
||||||
|
bullet = "•"
|
||||||
|
}
|
||||||
|
|
||||||
|
if nameWidth == 0 {
|
||||||
|
return fmt.Sprintf("%s %s", bullet, c.value)
|
||||||
|
}
|
||||||
|
|
||||||
|
name := c.name
|
||||||
|
if len(name) < nameWidth {
|
||||||
|
name = strings.Repeat(" ", nameWidth-len(name)) + name
|
||||||
|
}
|
||||||
|
if len(name) > nameWidth && nameWidth > 0 {
|
||||||
|
name = name[:nameWidth-1] + "⋯"
|
||||||
|
}
|
||||||
|
|
||||||
|
return fmt.Sprintf("%s %s: %s", bullet, name, c.value)
|
||||||
|
}
|
||||||
|
|
||||||
|
// StatsNamed returns a StatFilter[C] matching any stat with a listed name.
|
||||||
|
func StatsNamed[C StatsCollection](names ...string) StatFilter[C] {
|
||||||
|
nameSet := make(map[string]bool)
|
||||||
|
for _, n := range names {
|
||||||
|
nameSet[n] = true
|
||||||
|
}
|
||||||
|
return func(_ *Player[C], s Stat) bool {
|
||||||
|
return nameSet[s.StatName()]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// VisibleOrDebugStatsNamed returns a StatFilter[C] matching any visible stat
|
||||||
|
// with a listed name, or any stat with a listed name if the player is in
|
||||||
|
// debug mode.
|
||||||
|
func VisibleOrDebugStatsNamed[C StatsCollection](names ...string) StatFilter[C] {
|
||||||
|
return All(VisibleOrDebug[C], StatsNamed[C](names...))
|
||||||
|
}
|
||||||
|
|
||||||
|
// All returns a StatFilter[C] that requires a Stat to match all provided
|
||||||
|
// filters. If no filters are provided, All matches every Stat (it's very easy
|
||||||
|
// to meet every requirement when there are no requirements).
|
||||||
|
func All[C StatsCollection](ff ...StatFilter[C]) StatFilter[C] {
|
||||||
|
return func(p *Player[C], s Stat) bool {
|
||||||
|
for _, f := range ff {
|
||||||
|
if !f(p, s) {
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Any returns a StatFilter[C] that requires a Stat to match any one or more of
|
||||||
|
// the filters provided. If no filters are provided, Any never matches a stat
|
||||||
|
// (it's very hard to meet at least one requirement out when there are no
|
||||||
|
// requirements).
|
||||||
|
func Any[C StatsCollection](ff ...StatFilter[C]) StatFilter[C] {
|
||||||
|
return func(p *Player[C], s Stat) bool {
|
||||||
|
for _, f := range ff {
|
||||||
|
if f(p, s) {
|
||||||
|
return true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false
|
||||||
|
}
|
||||||
|
}
|
@ -1,6 +1,9 @@
|
|||||||
package cardsim
|
package cardsim
|
||||||
|
|
||||||
import "fmt"
|
import (
|
||||||
|
"fmt"
|
||||||
|
"strings"
|
||||||
|
)
|
||||||
|
|
||||||
// Message is an opaque interface representing a displayable message.
|
// Message is an opaque interface representing a displayable message.
|
||||||
// Using an interface here allows for implementation of new message display
|
// Using an interface here allows for implementation of new message display
|
||||||
@ -9,6 +12,12 @@ type Message interface {
|
|||||||
fmt.Stringer
|
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
|
type stringMessage string
|
||||||
|
|
||||||
func (s stringMessage) String() string {
|
func (s stringMessage) String() string {
|
||||||
@ -25,3 +34,50 @@ func MsgStr(s string) Message {
|
|||||||
func Msgf(f string, args ...any) Message {
|
func Msgf(f string, args ...any) Message {
|
||||||
return stringMessage(fmt.Sprintf(f, args...))
|
return stringMessage(fmt.Sprintf(f, args...))
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 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")
|
||||||
|
}
|
||||||
|
@ -1,19 +1,546 @@
|
|||||||
package cardsim
|
package cardsim
|
||||||
|
|
||||||
import "math/rand"
|
import (
|
||||||
|
"errors"
|
||||||
|
"fmt"
|
||||||
|
"math/rand"
|
||||||
|
"time"
|
||||||
|
)
|
||||||
|
|
||||||
// Player stores all gameplay state for one player.
|
var (
|
||||||
|
ErrUncooperativeCards = errors.New("a milion cards refused to join the hand")
|
||||||
|
ErrInvalidCard = errors.New("invalid card specified")
|
||||||
|
ErrInvalidChoice = errors.New("invalid choice specified")
|
||||||
|
ErrNotUrgent = errors.New("action not urgent when urgent card is available")
|
||||||
|
ErrNoActions = errors.New("no actions remaining")
|
||||||
|
ErrNotDebugging = errors.New("this is a debug-only feature and you're not in debug mode")
|
||||||
|
|
||||||
|
WarningStalemate = errors.New("no actions can be taken")
|
||||||
|
)
|
||||||
|
|
||||||
|
// Player stores all gameplay state for one player at a specific point in time.
|
||||||
|
// Game-specific data is stored in Stats.
|
||||||
|
//
|
||||||
|
// Player is a generic type -- see https://go.dev/blog/intro-generics for more
|
||||||
|
// information on how these work. Think of "Player" as a "type of type" --
|
||||||
|
// when you create one, you tell it what kind of data it needs to keep for
|
||||||
|
// the simulation itself, and each Player that works with a different kind of
|
||||||
|
// data is a different kind of Player and the compiler will help you with that.
|
||||||
|
// This is the same idea as "slice of something" or "map from something to
|
||||||
|
// something" -- different kinds of Players are different from each other and
|
||||||
|
// "know" what type of data they use, so the compiler can tell you if you're
|
||||||
|
// using the wrong type.
|
||||||
|
//
|
||||||
|
// Generic types have to use a placeholder to represent the type (or types --
|
||||||
|
// consider maps, which have both keys and values) that will be more specific
|
||||||
|
// when the type is actually used. They're called "type parameters", like
|
||||||
|
// function parameters, because they're the same kind of idea. A function puts
|
||||||
|
// its parameters into variables so you can write a function that works with
|
||||||
|
// whatever data it gets; a generic type takes type parameters and represents
|
||||||
|
// them with type placeholders so you can write a *type* that works with
|
||||||
|
// whatever specific other types it gets.
|
||||||
|
//
|
||||||
|
// Just like function parameters have a type that says what kind of data the
|
||||||
|
// function works with, type parameters have a "type constraint" that says what
|
||||||
|
// kind of types the generic type works with. Go already has a familiar way
|
||||||
|
// to express the idea of "what a type has to do": `interface`. In Go, type
|
||||||
|
// constraints are just interfaces.
|
||||||
|
//
|
||||||
|
// But wait, why use generics at all? Can't we just use an interface in the
|
||||||
|
// normal way instead of doing this thing? Well, yes, we could, but then the
|
||||||
|
// compiler doesn't know that the "real types" for things matching these
|
||||||
|
// interfaces all have to actually be the same type. The compiler will stop
|
||||||
|
// you from putting an `Orange` into a `[]Apple`, but it wouldn't stop you from
|
||||||
|
// putting a `Fruit` into a `[]Fruit` because, well, of course it wouldn't,
|
||||||
|
// they're the same type.
|
||||||
|
//
|
||||||
|
// Different simulation games made with `cardsim` are different. Rules made for
|
||||||
|
// simulating the economy of a kobold colony and mine wouldn't work at all with
|
||||||
|
// data for a simulation about three flocks of otter-gryphons having a
|
||||||
|
// territory conflict over a river full of fish. By using generics, the compiler
|
||||||
|
// can recognize functions and data and types intended for different simulation
|
||||||
|
// games and prevent you from using the wrong one, when it wouldn't be able to
|
||||||
|
// if all this stuff was written for "some simulation game, don't care what".
|
||||||
|
//
|
||||||
|
// Generic interfaces (like `Card[C]`, `Rule[C]`, `InfoPanel[C]`, and more)
|
||||||
|
// don't mean you have to write generics of your own. It's exactly the opposite!
|
||||||
|
// Because the interface has this extra type in it, you only need to implement
|
||||||
|
// the specific kind of interface that works with your game. There's more detail
|
||||||
|
// on this in the comment on `Rule[C]`.
|
||||||
type Player[C StatsCollection] struct {
|
type Player[C StatsCollection] struct {
|
||||||
|
// Stats stores simulation-specific state.
|
||||||
Stats C
|
Stats C
|
||||||
|
|
||||||
|
// Name stores the player's name.
|
||||||
Name string
|
Name string
|
||||||
|
|
||||||
|
// Rand is a source of randomness that other components can use.
|
||||||
|
Rand *rand.Rand
|
||||||
|
|
||||||
Deck *Deck[C]
|
Deck *Deck[C]
|
||||||
Hand []Card[C]
|
Hand []Card[C]
|
||||||
|
TurnNumber int
|
||||||
|
State GameState
|
||||||
|
|
||||||
|
// HandLimit is number of cards to draw to at the start of each turn.
|
||||||
|
// If the player has more cards than this already, none will be drawn,
|
||||||
|
// but the player will keep them all.
|
||||||
|
//
|
||||||
|
// If this is 0 or less and the player has no cards in hand, no permanent
|
||||||
|
// actions available, and must take an action, the game ends in stalemate.
|
||||||
HandLimit int
|
HandLimit int
|
||||||
|
|
||||||
|
// ActionsPerTurn is what ActionsRemaining resets to at the start of each
|
||||||
|
// turn. If this is 0 or less at the start of a turn, the game ends in
|
||||||
|
// stalemate. Activating a card or permanent action spends an action, but
|
||||||
|
// the card or action itself can counter this by changing the player's
|
||||||
|
// ActionsRemaining by giving the action back -- or force the turn to
|
||||||
|
// progress immediately to simulation by setting it to 0.
|
||||||
ActionsPerTurn int
|
ActionsPerTurn int
|
||||||
ActionsRemaining int
|
ActionsRemaining int
|
||||||
|
|
||||||
|
// 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]
|
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]
|
||||||
|
Prompt InfoPanel[C]
|
||||||
|
|
||||||
|
// Rules are the simulation rules executed every turn after the player has
|
||||||
|
// run out of remaining actions. See `RuleCollection`'s documentation for
|
||||||
|
// more information about how rule execution works.
|
||||||
Rules *RuleCollection[C]
|
Rules *RuleCollection[C]
|
||||||
Rand rand.Rand
|
|
||||||
Turn int
|
// Temporary messages are shown *before* the Prompt. They're cleared just
|
||||||
PendingMessages []Message
|
// before executing rules for the turn, so rules adding to TemporaryMessages
|
||||||
|
// are creating messages that will show up for the next turn. Temporary
|
||||||
|
// panels are cleared out at the same time as temporary messages; when
|
||||||
|
// available, they are listed separately from standard panels (before them).
|
||||||
|
TemporaryMessages []Message
|
||||||
|
TemporaryPanels []InfoPanel[C]
|
||||||
|
|
||||||
|
// DebugLevel stores how verbose the game should be about errors. If this
|
||||||
|
// is greater than 0, invisible stats will usually be shown to the player
|
||||||
|
// (this is up to individual info panels, though). If this is -1 or lower,
|
||||||
|
// warning messages will not be displayed.
|
||||||
|
DebugLevel int
|
||||||
|
}
|
||||||
|
|
||||||
|
// GameState represents various states a player's Game can be in.
|
||||||
|
type GameState int
|
||||||
|
|
||||||
|
const (
|
||||||
|
// The game has not started.
|
||||||
|
GameUninitialized = GameState(iota)
|
||||||
|
|
||||||
|
// The game is ready to play.
|
||||||
|
GameActive
|
||||||
|
|
||||||
|
// The game is over and the player has lost.
|
||||||
|
GameLost
|
||||||
|
|
||||||
|
// The game is over and the player has won.
|
||||||
|
GameWon
|
||||||
|
|
||||||
|
// The game is over because of an error.
|
||||||
|
GameCrashed
|
||||||
|
|
||||||
|
// The game is over because the player cannot take any actions.
|
||||||
|
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 crashes with
|
||||||
|
// ErrUncooperativeCards. 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 ErrUncooperativeCards
|
||||||
|
}
|
||||||
|
|
||||||
|
// FillHand draws up to the hand limit, informing cards that they have been
|
||||||
|
// drawn. If more than a million cards refuse to enter the hand, this crashes
|
||||||
|
// with ErrUncooperativeCards. If the deck does not have enough cards, this
|
||||||
|
// returns WarningTooFewCards.
|
||||||
|
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)
|
||||||
|
if IsSeriousError(err) {
|
||||||
|
p.State = GameCrashed
|
||||||
|
return ret, errs.Emit()
|
||||||
|
}
|
||||||
|
|
||||||
|
err = card.Then(p, options[choiceIdx])
|
||||||
|
errs.Add(err)
|
||||||
|
if IsSeriousError(err) {
|
||||||
|
p.State = GameCrashed
|
||||||
|
}
|
||||||
|
return ret, errs.Emit()
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
if IsSeriousError(err) {
|
||||||
|
p.State = GameCrashed
|
||||||
|
return ret, errs.Emit()
|
||||||
|
}
|
||||||
|
|
||||||
|
err = card.Then(p, chosen)
|
||||||
|
errs.Add(err)
|
||||||
|
if IsSeriousError(err) {
|
||||||
|
p.State = GameCrashed
|
||||||
|
}
|
||||||
|
return ret, errs.Emit()
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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
|
||||||
|
}
|
||||||
|
if p.DebugLevel < 0 && !IsSeriousError(e) {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
p.ChapterBreak()
|
||||||
|
severity := "[Warning]"
|
||||||
|
if IsSeriousError(e) {
|
||||||
|
severity = "[ERROR]"
|
||||||
|
}
|
||||||
|
p.TemporaryMessages = append(p.TemporaryMessages, Msgf("%s: %v", severity, 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.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)
|
||||||
}
|
}
|
||||||
|
@ -4,9 +4,32 @@ import (
|
|||||||
"errors"
|
"errors"
|
||||||
"fmt"
|
"fmt"
|
||||||
"sort"
|
"sort"
|
||||||
|
|
||||||
|
"github.com/kr/pretty"
|
||||||
)
|
)
|
||||||
|
|
||||||
// A Rule implements an operation run on every game turn.
|
// A Rule implements an operation run on every game turn.
|
||||||
|
//
|
||||||
|
// Rule[C] is a generic interface. Like any other generic type, it describes a
|
||||||
|
// family of related types: each different kind of StatsCollection that Rule
|
||||||
|
// could pertain to is the basis of a distinct type of Rule.
|
||||||
|
//
|
||||||
|
// When implementing a generic interface, you do not need to implement a
|
||||||
|
// generic type. In the case of Rule, you are likely to be writing rules for a
|
||||||
|
// specific simulation. That simulation will have some associated
|
||||||
|
// StatsCollection type. The rules you write will only need to implement the
|
||||||
|
// variation of Rule that pertains specifically to that type.
|
||||||
|
//
|
||||||
|
// For example, if your `StatsCollection` type is `KoboldMineData`, then rules
|
||||||
|
// for the simulation referring to it would implement `Rule[KoboldMineData]`
|
||||||
|
// only. So the `Enact` function you implment would take an argument of type
|
||||||
|
// `*Player[KoboldMineData]`, not some undefined type `C` that could be any
|
||||||
|
// StatsCollection. Since it takes a `*Player[KoboldMineData]` as an argument,
|
||||||
|
// you then know that the player's `Stats` field is not just any
|
||||||
|
// StatsCollection, it is KoboldMineData specifically. The compiler won't
|
||||||
|
// require you to convert from "some `StatsCollection`" to "`KoboldMineData`
|
||||||
|
// specifically" when using the `Player[KoboldMineData].Stats` field,
|
||||||
|
// because the type of that field is already `KoboldMineData`.
|
||||||
type Rule[C StatsCollection] interface {
|
type Rule[C StatsCollection] interface {
|
||||||
// Label is an internal name the rule can be recognized by.
|
// Label is an internal name the rule can be recognized by.
|
||||||
// Some things may be easier if it is unique, but it does not have to be.
|
// Some things may be easier if it is unique, but it does not have to be.
|
||||||
@ -120,7 +143,7 @@ func (r *RuleCollection[C]) performInsert(k *keyedRule[C]) {
|
|||||||
r.rules[k.id] = k
|
r.rules[k.id] = k
|
||||||
|
|
||||||
s := r.byStep[k.Step()]
|
s := r.byStep[k.Step()]
|
||||||
if s == nil {
|
if len(s) == 0 {
|
||||||
r.steps = nil
|
r.steps = nil
|
||||||
}
|
}
|
||||||
s = append(s, k.id)
|
s = append(s, k.id)
|
||||||
@ -305,7 +328,7 @@ func (r *RuleCollection[C]) Run(p *Player[C]) error {
|
|||||||
steps := r.steps
|
steps := r.steps
|
||||||
if steps == nil {
|
if steps == nil {
|
||||||
// Step set changed, recalculate.
|
// Step set changed, recalculate.
|
||||||
steps := make([]int, 0, len(r.byStep))
|
steps = make([]int, 0, len(r.byStep))
|
||||||
for step := range r.byStep {
|
for step := range r.byStep {
|
||||||
steps = append(steps, step)
|
steps = append(steps, step)
|
||||||
}
|
}
|
||||||
@ -313,18 +336,21 @@ func (r *RuleCollection[C]) Run(p *Player[C]) error {
|
|||||||
r.steps = steps
|
r.steps = steps
|
||||||
}
|
}
|
||||||
|
|
||||||
|
p.Debug(2, Msgf("Executing steps: %v", steps))
|
||||||
|
|
||||||
var errs ErrorCollector
|
var errs ErrorCollector
|
||||||
for _, step := range steps {
|
for _, step := range steps {
|
||||||
stepRules := r.byStep[step]
|
stepRules := r.byStep[step]
|
||||||
p.Rand.Shuffle(len(stepRules), func(i, j int) {
|
p.Debug(3, Msgf("Executing step %d; length %d", step, len(stepRules)))
|
||||||
stepRules[i], stepRules[j] = stepRules[j], stepRules[i]
|
ShuffleAll(stepRules, p.Rand)
|
||||||
})
|
|
||||||
var remove []RuleID
|
var remove []RuleID
|
||||||
halt := false
|
halt := false
|
||||||
for _, id := range stepRules {
|
for _, id := range stepRules {
|
||||||
rule := r.rules[id]
|
rule := r.rules[id]
|
||||||
|
p.Debug(4, Msgf("Executing rule %x (labeled %q)", id, rule.Label()))
|
||||||
err := rule.Enact(p)
|
err := rule.Enact(p)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
|
p.Debug(2, Msgf("Rule %x (%q): error: %v", id, rule.Label(), err))
|
||||||
ignore := false
|
ignore := false
|
||||||
if errors.Is(err, ErrDeleteRule) {
|
if errors.Is(err, ErrDeleteRule) {
|
||||||
remove = append(remove, id)
|
remove = append(remove, id)
|
||||||
@ -356,10 +382,14 @@ func (r *RuleCollection[C]) Run(p *Player[C]) error {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
if halt {
|
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() {
|
func (r *RuleCollection[C]) applyDelayedUpdates() {
|
||||||
@ -374,3 +404,14 @@ func (r *RuleCollection[C]) applyDelayedUpdates() {
|
|||||||
r.RemoveID(id)
|
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
|
||||||
|
}
|
||||||
|
165
cardsim/sliceutil.go
Normal file
165
cardsim/sliceutil.go
Normal file
@ -0,0 +1,165 @@
|
|||||||
|
package cardsim
|
||||||
|
|
||||||
|
import (
|
||||||
|
"fmt"
|
||||||
|
"math/rand"
|
||||||
|
)
|
||||||
|
|
||||||
|
// InsertInto inserts one or more items into a slice at an arbitrary index.
|
||||||
|
// Items already in the slice past the target position move to later positons.
|
||||||
|
//
|
||||||
|
// Like `append`, this may move the underlying array and it produces a new
|
||||||
|
// slice header (under the hood, it uses `append`). It returns the new slice
|
||||||
|
// (the original is in an undefined state and should no longer be used).
|
||||||
|
//
|
||||||
|
// If loc is negative or more than one past the end of T, Insert panics.
|
||||||
|
func InsertInto[T any](slice []T, loc int, elements ...T) []T {
|
||||||
|
if loc < 0 || loc > len(slice) {
|
||||||
|
panic(fmt.Sprintf("can't Insert at location %d in %d-element slice", loc, len(slice)))
|
||||||
|
}
|
||||||
|
|
||||||
|
// is this a no-op?
|
||||||
|
if len(elements) == 0 {
|
||||||
|
return slice
|
||||||
|
}
|
||||||
|
// is this just an append?
|
||||||
|
if loc == len(slice) {
|
||||||
|
return append(slice, elements...)
|
||||||
|
}
|
||||||
|
|
||||||
|
offset := len(elements)
|
||||||
|
oldLen := len(slice)
|
||||||
|
newSize := oldLen + offset
|
||||||
|
if newSize <= cap(slice) {
|
||||||
|
// We can reslice in place.
|
||||||
|
slice = slice[:newSize]
|
||||||
|
|
||||||
|
// Scoot trailing to their new positions.
|
||||||
|
copy(slice[loc+offset:], slice[loc:oldLen])
|
||||||
|
|
||||||
|
// Insert the new elements.
|
||||||
|
copy(slice[loc:], elements)
|
||||||
|
|
||||||
|
return slice
|
||||||
|
}
|
||||||
|
|
||||||
|
// Reallocate. Do the normal thing of doubling the size as a minimum
|
||||||
|
// when increasing space for a dynamic array; this amortizes the
|
||||||
|
// cost of repeatedly reallocating and moving the slice.
|
||||||
|
newCap := cap(slice) * 2
|
||||||
|
if newCap < newSize {
|
||||||
|
newCap = newSize
|
||||||
|
}
|
||||||
|
newSlice := make([]T, newSize, newCap)
|
||||||
|
if loc > 0 {
|
||||||
|
copy(newSlice, slice[0:loc])
|
||||||
|
}
|
||||||
|
copy(newSlice[loc:], elements)
|
||||||
|
copy(newSlice[loc+offset:], slice[loc:])
|
||||||
|
return newSlice
|
||||||
|
}
|
||||||
|
|
||||||
|
// DeleteFrom deletes an item from a slice at an arbitrary index. Items after it
|
||||||
|
// scoot up to close the gap. This returns the modified slice (like Append).
|
||||||
|
//
|
||||||
|
// If the provided location is not a valid location in the slice, this panics.
|
||||||
|
func DeleteFrom[T any](slice []T, loc int) []T {
|
||||||
|
return DeleteNFrom(slice, loc, 1)
|
||||||
|
}
|
||||||
|
|
||||||
|
// DeleteNFrom deletes N items from a slice at an arbitrary index. Items after
|
||||||
|
// it scoot up to close the gap. This returns the modified slice (like Append).
|
||||||
|
//
|
||||||
|
// If the range of items that would be deleted is not entirely valid within the
|
||||||
|
// slice, this panics.
|
||||||
|
func DeleteNFrom[T any](slice []T, loc, n int) []T {
|
||||||
|
if loc < 0 || loc+n > len(slice) {
|
||||||
|
panic(fmt.Sprintf("can't delete %d elements from a %d-element slice at location %d", n, len(slice), loc))
|
||||||
|
}
|
||||||
|
|
||||||
|
// Easy cases.
|
||||||
|
if n == 0 {
|
||||||
|
return slice
|
||||||
|
}
|
||||||
|
if loc == 0 {
|
||||||
|
return slice[n:]
|
||||||
|
}
|
||||||
|
if loc+n == len(slice) {
|
||||||
|
return slice[0:loc]
|
||||||
|
}
|
||||||
|
|
||||||
|
// Is it shorter to move up or move down?
|
||||||
|
if len(slice)-loc-n > loc {
|
||||||
|
// Move forward -- the end is big.
|
||||||
|
copy(slice[n:], slice[:loc])
|
||||||
|
return slice[n:]
|
||||||
|
}
|
||||||
|
// Move backward -- the beginnng is big or they're the same size
|
||||||
|
// (and moving backwards preserves more usable append capacity later).
|
||||||
|
copy(slice[loc:], slice[loc+n:])
|
||||||
|
return slice[:len(slice)-n]
|
||||||
|
}
|
||||||
|
|
||||||
|
// ShuffleAll shuffles everything in slice, using the provided rand.Rand.
|
||||||
|
// If no rand.Rand is provided, this uses the default source.
|
||||||
|
func ShuffleAll[T any](slice []T, r *rand.Rand) {
|
||||||
|
shuffle := rand.Shuffle
|
||||||
|
if r != nil {
|
||||||
|
shuffle = r.Shuffle
|
||||||
|
}
|
||||||
|
shuffle(len(slice), func(i, j int) {
|
||||||
|
slice[i], slice[j] = slice[j], slice[i]
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
// ShufflePart shuffles the `n` elements of `slice` starting at `loc`
|
||||||
|
// in-place, using the provided rand.Rand. If the range of items to
|
||||||
|
// shuffle is not entirely within `slice`, this panics.
|
||||||
|
//
|
||||||
|
// If no rand.Rand is provided, this uses the default source.
|
||||||
|
func ShufflePart[T any](slice []T, r *rand.Rand, loc, n int) {
|
||||||
|
if loc < 0 || loc+n > len(slice) {
|
||||||
|
panic(fmt.Sprintf("can't shuffle %d elements from a %d-element slice at location %d", n, len(slice), loc))
|
||||||
|
}
|
||||||
|
if n < 1 {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
ShuffleAll(slice[loc:loc+n], r)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Strip iterates T, removing any element for which removeWhen returns true
|
||||||
|
// (when provided the index of the element and the element itself as arguments).
|
||||||
|
// It returns the stripped slice.
|
||||||
|
func Strip[T any](slice []T, removeWhen func(idx int, t T) bool) []T {
|
||||||
|
if len(slice) == 0 {
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
to := 0
|
||||||
|
for from, e := range slice {
|
||||||
|
if !removeWhen(from, e) {
|
||||||
|
if to != from {
|
||||||
|
slice[to] = slice[from]
|
||||||
|
}
|
||||||
|
to++
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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
|
||||||
|
}
|
253
cardsim/stats.go
253
cardsim/stats.go
@ -4,14 +4,20 @@ import (
|
|||||||
"fmt"
|
"fmt"
|
||||||
"reflect"
|
"reflect"
|
||||||
"sort"
|
"sort"
|
||||||
|
"strconv"
|
||||||
"strings"
|
"strings"
|
||||||
|
"unicode"
|
||||||
|
|
||||||
|
"golang.org/x/exp/constraints"
|
||||||
)
|
)
|
||||||
|
|
||||||
// A StatsCollection contains stats.
|
// A StatsCollection contains stats.
|
||||||
type StatsCollection interface {
|
type StatsCollection interface {
|
||||||
// Stats returns all the stats in this collection. It's okay for
|
// Stats returns all the stats in this collection. It's okay for
|
||||||
// these to be copies rather than pointers. Stats will be presented
|
// these to be copies rather than pointers. BasicStatsPanel presents
|
||||||
// to the player in this order.
|
// stats to the player in this order. It's okay for this list to
|
||||||
|
// contain nil entries; these are interpreted as line breaks,
|
||||||
|
// section breaks, etc.
|
||||||
Stats() []Stat
|
Stats() []Stat
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -112,9 +118,30 @@ func (s statFunc[T]) Visible() bool {
|
|||||||
return s.visible
|
return s.visible
|
||||||
}
|
}
|
||||||
|
|
||||||
// ExtractStats pulls all exported Stat fields (not functions) out of a struct.
|
// ExtractStats pulls all exported stats out of a struct. It puts methods before
|
||||||
// If x cannot be resolved to a struct, it panics. It unwraps interfaces and
|
// fields. If the calculated name of a method conflicts with the calculated
|
||||||
// follows pointers to try to find a struct.
|
// 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 {
|
func ExtractStats(x any) []Stat {
|
||||||
v := reflect.ValueOf(x)
|
v := reflect.ValueOf(x)
|
||||||
for k := v.Kind(); k == reflect.Pointer || k == reflect.Interface; k = v.Kind() {
|
for k := v.Kind(); k == reflect.Pointer || k == reflect.Interface; k = v.Kind() {
|
||||||
@ -123,19 +150,125 @@ func ExtractStats(x any) []Stat {
|
|||||||
if v.Kind() != reflect.Struct {
|
if v.Kind() != reflect.Struct {
|
||||||
panic(fmt.Errorf("%T is not a struct", x))
|
panic(fmt.Errorf("%T is not a struct", x))
|
||||||
}
|
}
|
||||||
|
typ := v.Type()
|
||||||
|
|
||||||
var ret []Stat
|
var ret []Stat
|
||||||
lim := v.NumField()
|
|
||||||
|
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++ {
|
for i := 0; i < lim; i++ {
|
||||||
f := v.Field(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() {
|
if !f.CanInterface() {
|
||||||
continue
|
continue
|
||||||
}
|
}
|
||||||
x := f.Interface()
|
iface := f.Interface()
|
||||||
if s, ok := x.(Stat); ok {
|
if s, ok := iface.(Stat); ok {
|
||||||
|
if known[s.StatName()] {
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
known[s.StatName()] = true
|
||||||
ret = append(ret, s)
|
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
|
return ret
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -171,3 +304,105 @@ func (s statSorter) Less(i, j int) bool {
|
|||||||
// Names differ only by capitalization, if that.
|
// Names differ only by capitalization, if that.
|
||||||
return lhs.StatName() < rhs.StatName()
|
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
|
||||||
|
}
|
||||||
|
578
cardsim/terminalui.go
Normal file
578
cardsim/terminalui.go
Normal file
@ -0,0 +1,578 @@
|
|||||||
|
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
|
||||||
|
}
|
||||||
|
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
10
go.mod
@ -1,3 +1,11 @@
|
|||||||
module cardSimEngine
|
module git.chromaticdragon.app/kistaro/CardSimEngine
|
||||||
|
|
||||||
go 1.20
|
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
10
go.sum
Normal 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
144
smoketest/cards.go
Normal 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."),
|
||||||
|
},
|
||||||
|
},
|
||||||
|
},
|
||||||
|
}
|
||||||
|
}
|
34
smoketest/collection.go
Normal file
34
smoketest/collection.go
Normal file
@ -0,0 +1,34 @@
|
|||||||
|
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
71
smoketest/main.go
Normal file
@ -0,0 +1,71 @@
|
|||||||
|
// 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
32
smoketest/rules.go
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
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)
|
||||||
|
}
|
Reference in New Issue
Block a user