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main ... v0.4.0

3 changed files with 36 additions and 43 deletions

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@ -35,19 +35,6 @@ func Msgf(f string, args ...any) Message {
return stringMessage(fmt.Sprintf(f, args...))
}
// ErrorMessage returns a Message representing an Error.
// This is preferred over Msgf for errors, since future versions of the library
// may perform special message formatting for errors.
func ErrorMessage(e error) Message {
if e == nil {
return nil
}
if IsSeriousError(e) {
return MultiMessage{MsgStr("SERIOUS ERROR:"), Msgf("%v", e)}
}
return MultiMessage{MsgStr("Warning:"), Msgf("%v", e)}
}
// A SpecialMessage is a specific, uniquely identifiable message.
type SpecialMessage struct {
msg Message

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@ -8,14 +8,14 @@ import (
)
var (
ErrInvalidCard = errors.New("invalid card specified")
ErrInvalidChoice = errors.New("invalid choice specified")
ErrNotUrgent = errors.New("action not urgent when urgent card is available")
ErrNoActions = errors.New("no actions remaining")
ErrNotDebugging = errors.New("this is a debug-only feature and you're not in debug mode")
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 = &Warning{errors.New("no actions can be taken")}
WarningUncoperativeCards = &Warning{errors.New("a milion cards refused to join the hand")}
WarningStalemate = errors.New("no actions can be taken")
)
// Player stores all gameplay state for one player at a specific point in time.
@ -272,9 +272,9 @@ func (p *Player[C]) StartNextTurn() error {
}
// Draw draws a card into the hand, informing the card that it has been drawn.
// If more than a million cards refuse to enter the hand, this gives up and
// returns WarningUncooperativeCards. If the deck does not have enough cards,
// this returns WarningTooFewCards.
// 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 {
@ -286,13 +286,13 @@ func (p *Player[C]) Draw() error {
return nil
}
}
return WarningUncoperativeCards
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 gives up
// and returns WarningUncooperativeCards. If the deck does not have enough
// cards, this returns WarningTooFewCards.
// 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 {
@ -386,14 +386,17 @@ func (p *Player[C]) EnactCardUnchecked(cardIdx, choiceIdx int) (Message, error)
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)
err = errs.Emit()
if IsSeriousError(err) {
p.State = GameCrashed
}
return ret, err
return ret, errs.Emit()
}
// EnactCard executes a card choice, removes it from the hand, and decrements
@ -467,13 +470,17 @@ func (p *Player[C]) enactActionUnchecked(actionSource []Card[C], actionIdx, choi
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)
retErr := errs.Emit()
if IsSeriousError(retErr) {
if IsSeriousError(err) {
p.State = GameCrashed
}
return ret, retErr
return ret, errs.Emit()
}
// EnactPermanentAction executes a permanently-available card and decrements
@ -505,11 +512,15 @@ func (p *Player[C]) ReportError(e error) {
if e == nil || p.DebugLevel < -1 {
return
}
minLvl := NotDebugging
if IsSeriousError(e) {
minLvl = HideWarnings
if p.DebugLevel < 0 && !IsSeriousError(e) {
return
}
p.Debug(minLvl, ErrorMessage(e))
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.
@ -523,7 +534,6 @@ func (p *Player[C]) Debug(minLevel int, msg Message) {
if p.DebugLevel < minLevel || msg == nil {
return
}
p.ChapterBreak()
p.TemporaryMessages = append(p.TemporaryMessages, msg)
}

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@ -46,10 +46,6 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
}
continue
}
if err != nil {
display(ErrorMessage(err))
display(MsgStr(""))
}
display(msg)
wait()
}
@ -200,7 +196,7 @@ func lightDivider() {
func confirmQuit() {
divider()
fmt.Printf("Are you sure you want to quit? (Y/N) > ")
fmt.Println("Are you sure you want to quit? (Y/N) > ")
s := getResponse()
if s == "y" || s == "yes" {
fmt.Println("Bye!")