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										25
									
								
								README.md
									
									
									
									
									
								
							
							
						
						
									
										25
									
								
								README.md
									
									
									
									
									
								
							@@ -42,7 +42,7 @@ A bucket of game state.
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### 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.
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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. Stats can be extracted automatically (see "Stat Extraction" below).
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### StatsCollection
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@@ -57,3 +57,26 @@ There are some special errors that Rules can use to "communicate with" the rule
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### Messages
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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.
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## Stat Extraction
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The function `ExtractStats` creates a stats list automatically by searching through a struct's fields and methods. The following things are recognized as stats:
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* 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)
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* any exported field with a type that is already a `Stat`; the `Stored[T]` and `Hidden[T]` generic types are containers for this
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* any exported field tagged with `cardsim:"stat"`
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    * or `cardsim:"hidden"` for hidden stats. `"hiddenstat"` also works.
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    * you can use `"round2"` to round to two decimal places -- you can use any integer here, not just 2. works with both `float` types.
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    * `"hiddenround3"` (or any other number) creates a hidden rounded stat.
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    * To change the display name of a stat, use a separate tag phrase in addition to the stat tag, `cardsim_name:"name"`.
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        * For example: `cardsim:"stat" cardsim_name:"Stat Display Name"` creates a visible stat that shows up as "Stat Display Name".
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        * `cardsim:"hiddenround1" cardsim_name:"Hidden Rounded Stat"` creates an invisible stat that shows up, rounded to one decimal place, as "Hidden Rounded Stat".
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Stat extraction can implement most or all of your type's `Stats` method for you:
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```
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func (e *ExampleType) Stats() []cardsim.Stat {
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    return cardsim.ExtractStats(e)
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}
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```
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ExtractStats puts methods first (lexicographically), then fields (in the order they appear). You can use `cardsim.SortStats` to instead put visible stats before hidden stats, alphabetized (case-insensitive).
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@@ -12,6 +12,12 @@ type Message interface {
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	fmt.Stringer
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}
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// Titled desccribes any type that returns a Message as a title, given a Player
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// (which it may ignore).
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type Titled[C StatsCollection] interface {
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	Title(*Player[C]) Message
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}
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type stringMessage string
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func (s stringMessage) String() string {
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@@ -13,6 +13,7 @@ var (
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	ErrInvalidChoice      = errors.New("invalid choice specified")
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	ErrNotUrgent          = errors.New("action not urgent when urgent card is available")
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	ErrNoActions          = errors.New("no actions remaining")
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	ErrNotDebugging       = errors.New("this is a debug-only feature and you're not in debug mode")
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	WarningStalemate = errors.New("no actions can be taken")
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)
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@@ -104,6 +105,10 @@ type Player[C StatsCollection] struct {
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	// card is in the hand.
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	PermanentActions []Card[C]
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	// DebugActions are PermanentActions only available when the player is in
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	// debug mode.
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	DebugActions []Card[C]
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	// InfoPanels lists informational views available to the player. The Prompt
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	// is the InfoPanel shown before the main action menu.
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	InfoPanels []InfoPanel[C]
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@@ -308,6 +313,38 @@ func (p *Player[C]) HasUrgentCards() bool {
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	return false
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}
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// EnactableType is an enumeration representing a category of enactable thing.
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// Debug actions, permanent actions, and cards behave equivalently in many ways,
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// so EnactableType allows parts of the program to work with any of these and
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// represent which one they apply to.
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type EnactableType int
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const (
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	// InvalidEnactable is an uninitialized EnactableType value with no meaning.
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	// Using it is generally an error. If you initialize EnactableType fields
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	// with this value when your program has not yet calculated what type of
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	// enactable will be used, CardSimEngine will be able to detect bugs where
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	// such a calcualation, inadvertently, does not come to any conclusion.
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	// Unlike NothingEnactable, there are no circumstances where this has a
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	// specific valid meaning.
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	InvalidEnactable = EnactableType(iota)
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	// NothingEnactable specifically represents not enacting anything. In some
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	// contexts, it's an error to use it; in others, it is a sentinel value
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		||||
	// for "do not enact anything". Unlike InvalidEnactable, this has a specific
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	// valid meaning, it's just that the meaning is specifically "nothing".
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	NothingEnactable
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	// CardEnactable refers to a card in the hand.
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	CardEnactable
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	// PermanentActionEnactable refers to an item in the permanent actions list.
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	PermanentActionEnactable
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	// DebugActionEnactable refers to an item in the debug actions list.
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	DebugActionEnactable
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)
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// EnactCardUnchecked executes a card choice, removes it from the hand, and
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// decrements the ActionsRemaining. It does not check for conflicting Urgent
 | 
			
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// cards or already being out of actions. If no such card or card choice
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@@ -381,10 +418,31 @@ func (p *Player[C]) EnactCard(cardIdx, choiceIdx int) (Message, error) {
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// result of enacting the permanent action. If enacting the card causes a
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// serious error, the State becomes GameCrashed.
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func (p *Player[C]) EnactPermanentActionUnchecked(actionIdx, choiceIdx int) (Message, error) {
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	if actionIdx < 0 || actionIdx >= len(p.PermanentActions) {
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		return nil, fmt.Errorf("%w: no action #%d when %d permanent actions exist", ErrInvalidCard, actionIdx, len(p.PermanentActions))
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	return p.enactActionUnchecked(p.PermanentActions, actionIdx, choiceIdx)
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}
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// EnactDebugActionUnchecked executes a debug action and decrements the
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// ActionsRemaining, even though most debug actions will want to refund that
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// action point. (Consistency with other actions is important.) It does not
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// check for Urgent cards or for already being out of actions. If no such action
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// or card option exists, or the option is not enabled, this returns nil and
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// ErrInvalidCard or ErrInvalidChoice without changing anything. If the player
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// is not in debug mode (DebugLevel >= 1), this returns ErrNotDebugging.
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// Otherwise, this returns the result of enacting the debug action. If enacting
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// the action causes a serious error, the State becomes GameCrashed.
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func (p *Player[C]) EnactDebugActionUnchecked(actionIdx, choiceIdx int) (Message, error) {
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	if p.DebugLevel < 1 {
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		return nil, ErrNotDebugging
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	}
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	card := p.PermanentActions[actionIdx]
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	return p.enactActionUnchecked(p.DebugActions, actionIdx, choiceIdx)
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}
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// enactActionUnchecked implements EnactPermanentActionUnchecked and EnactDebugActionUnchecked.
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func (p *Player[C]) enactActionUnchecked(actionSource []Card[C], actionIdx, choiceIdx int) (Message, error) {
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	if actionIdx < 0 || actionIdx >= len(actionSource) {
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		return nil, fmt.Errorf("%w: no action #%d when %d actions exist", ErrInvalidCard, actionIdx, len(actionSource))
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	}
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	card := actionSource[actionIdx]
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	var errs ErrorCollector
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	options, err := card.Options(p)
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	if IsSeriousError(err) {
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@@ -393,12 +451,12 @@ func (p *Player[C]) EnactPermanentActionUnchecked(actionIdx, choiceIdx int) (Mes
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	}
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	errs.Add(err)
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	if choiceIdx < 0 || choiceIdx > len(options) {
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		errs.Add(fmt.Errorf("%w: no option #%d on permanent action #%d with %d options", ErrInvalidChoice, choiceIdx, actionIdx, len(options)))
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		errs.Add(fmt.Errorf("%w: no option #%d on action #%d with %d options", ErrInvalidChoice, choiceIdx, actionIdx, len(options)))
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		return nil, errs.Emit()
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	}
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	chosen := options[choiceIdx]
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	if !chosen.Enabled(p) {
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		errs.Add(fmt.Errorf("%w: option #%d on permanent action #%d is not enabled", ErrInvalidChoice, choiceIdx, actionIdx))
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		errs.Add(fmt.Errorf("%w: option #%d on action #%d is not enabled", ErrInvalidChoice, choiceIdx, actionIdx))
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		return nil, errs.Emit()
 | 
			
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	}
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@@ -138,6 +138,10 @@ func (s statFunc[T]) Visible() bool {
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// start of another word, if it's not at the end). To insert a space between
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// consecutive capital letters, insert an underscore (`_`). This name inference
 | 
			
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// trims "Stat" and "HiddenStat" off the front of method names.
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//
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// To override the name extracted from a field name, add `cardsim_name:"name"`
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// to the tag, where the name part is the name you want to use. It will not be
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// formatted further - use normal spaces, capitalization, etc.
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func ExtractStats(x any) []Stat {
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	v := reflect.ValueOf(x)
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	for k := v.Kind(); k == reflect.Pointer || k == reflect.Interface; k = v.Kind() {
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@@ -248,6 +252,9 @@ func ExtractStats(x any) []Stat {
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				continue // not identifiably a stat
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			}
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			nm := strings.Join(explode(sf.Name), " ")
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			if t := sf.Tag.Get("cardsim_name"); t != "" {
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				nm = t
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			}
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			if known[nm] {
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				continue
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			}
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@@ -17,7 +17,7 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
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	for {
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		for p.CanAct() {
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			isCard, cardIdx, choiceIdx, err := pickNextAction(p)
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			actionType, cardIdx, choiceIdx, err := pickNextAction(p)
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			p.ReportError(err)
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			if IsSeriousError(err) {
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				if p.DebugLevel < 1 {
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@@ -26,10 +26,18 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
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				continue
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			}
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			var msg Message
 | 
			
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			if isCard {
 | 
			
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			switch actionType {
 | 
			
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			case CardEnactable:
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				msg, err = p.EnactCard(cardIdx, choiceIdx)
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			} else {
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			case DebugActionEnactable:
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				msg, err = p.EnactDebugActionUnchecked(cardIdx, choiceIdx)
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			case PermanentActionEnactable:
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				msg, err = p.EnactPermanentAction(cardIdx, choiceIdx)
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			case NothingEnactable:
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				continue
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			default:
 | 
			
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				msg = nil
 | 
			
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				err = fmt.Errorf("invalid enaction type in action loop: %d", actionType)
 | 
			
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			}
 | 
			
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			p.ReportError(err)
 | 
			
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			if IsSeriousError(err) {
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@@ -77,7 +85,7 @@ func wait() {
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	fmt.Scanln()
 | 
			
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}
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func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset, max int) {
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func displayMainMenu[C StatsCollection](p *Player[C]) (debugOffset, actionsOffset, handOffset, max int) {
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	cls()
 | 
			
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	needsDivider := displayMessageSection(p)
 | 
			
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	if needsDivider {
 | 
			
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@@ -85,10 +93,14 @@ func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset
 | 
			
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	}
 | 
			
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	displayOnePanel(p, p.Prompt)
 | 
			
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	divider()
 | 
			
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	actionsOffset = displayStatsMenu(p)
 | 
			
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	if actionsOffset > 0 {
 | 
			
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	debugOffset = displayStatsMenu(p)
 | 
			
		||||
	if debugOffset > 0 {
 | 
			
		||||
		divider()
 | 
			
		||||
	}
 | 
			
		||||
	actionsOffset = displayDebugActionsMenu(p, debugOffset)
 | 
			
		||||
	if actionsOffset > debugOffset {
 | 
			
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		fmt.Println()
 | 
			
		||||
	}
 | 
			
		||||
	handOffset = displayPermanentActionsMenu(p, actionsOffset)
 | 
			
		||||
	if handOffset > actionsOffset {
 | 
			
		||||
		fmt.Println()
 | 
			
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@@ -97,9 +109,9 @@ func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset
 | 
			
		||||
	return // uses named return values
 | 
			
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}
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 | 
			
		||||
func pickNextAction[C StatsCollection](p *Player[C]) (isCard bool, cardIdx int, choiceIdx int, err error) {
 | 
			
		||||
func pickNextAction[C StatsCollection](p *Player[C]) (actionType EnactableType, cardIdx int, choiceIdx int, err error) {
 | 
			
		||||
	for {
 | 
			
		||||
		actionsOffset, handOffset, max := displayMainMenu(p)
 | 
			
		||||
		debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
 | 
			
		||||
 | 
			
		||||
		divider()
 | 
			
		||||
		fmt.Printf("%d actions remaining.\n", p.ActionsRemaining)
 | 
			
		||||
@@ -117,9 +129,8 @@ func pickNextAction[C StatsCollection](p *Player[C]) (isCard bool, cardIdx int,
 | 
			
		||||
		case "s", "stat", "stats", "i", "info", "p", "panel", "panels", "infopanel", "infopanels":
 | 
			
		||||
			statsMode(p)
 | 
			
		||||
		case "a", "act", "actions":
 | 
			
		||||
			var committed bool
 | 
			
		||||
			isCard, cardIdx, choiceIdx, committed, err = actionsMode(p, true)
 | 
			
		||||
			if committed {
 | 
			
		||||
			actionType, cardIdx, choiceIdx, err = actionsMode(p, true)
 | 
			
		||||
			if actionType != NothingEnactable {
 | 
			
		||||
				return
 | 
			
		||||
			}
 | 
			
		||||
		case "q", "quit", "exit":
 | 
			
		||||
@@ -132,21 +143,27 @@ func pickNextAction[C StatsCollection](p *Player[C]) (isCard bool, cardIdx int,
 | 
			
		||||
			} 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 <= actionsOffset {
 | 
			
		||||
			} 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])
 | 
			
		||||
				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])
 | 
			
		||||
				if option >= 0 || IsSeriousError(promptErr) {
 | 
			
		||||
					return false, i, option, promptErr
 | 
			
		||||
					return PermanentActionEnactable, i, option, promptErr
 | 
			
		||||
				}
 | 
			
		||||
			} else {
 | 
			
		||||
				i = i - handOffset - 1
 | 
			
		||||
				option, promptErr := promptCard(p, p.Hand[i])
 | 
			
		||||
				if option >= 0 || IsSeriousError(promptErr) {
 | 
			
		||||
					return true, i, option, nil
 | 
			
		||||
					return CardEnactable, i, option, nil
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
@@ -222,9 +239,7 @@ func displayStatsMenu[C StatsCollection](p *Player[C]) int {
 | 
			
		||||
	}
 | 
			
		||||
	fmt.Println("Info Panels")
 | 
			
		||||
	fmt.Println("-----------")
 | 
			
		||||
	for i, s := range p.InfoPanels {
 | 
			
		||||
		fmt.Printf("[%2d]: %s\n", i+1, s.Title(p).String())
 | 
			
		||||
	}
 | 
			
		||||
	displayNumberedTitles(p, p.InfoPanels, 0)
 | 
			
		||||
	return len(p.InfoPanels)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@@ -234,22 +249,34 @@ func displayPermanentActionsMenu[C StatsCollection](p *Player[C], offset int) in
 | 
			
		||||
	}
 | 
			
		||||
	fmt.Println("Always Available")
 | 
			
		||||
	fmt.Println("----------------")
 | 
			
		||||
	for i, s := range p.PermanentActions {
 | 
			
		||||
		fmt.Printf("[%2d]: %s\n", i+offset+1, s.Title(p))
 | 
			
		||||
	}
 | 
			
		||||
	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("----")
 | 
			
		||||
	for i, s := range p.Hand {
 | 
			
		||||
	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))
 | 
			
		||||
	}
 | 
			
		||||
	return offset + len(p.Hand)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// promptCard asks the player to take an action on a card. Returns the option
 | 
			
		||||
@@ -385,12 +412,16 @@ func statsMode[C StatsCollection](p *Player[C]) error {
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, cardIdx, choiceIdx int, committed bool, err error) {
 | 
			
		||||
func actionsMode[C StatsCollection](p *Player[C], canAct bool) (actionType EnactableType, cardIdx, choiceIdx int, err error) {
 | 
			
		||||
	var errs ErrorCollector
 | 
			
		||||
	for {
 | 
			
		||||
		cls()
 | 
			
		||||
		pOff := displayPermanentActionsMenu(p, 0)
 | 
			
		||||
		if pOff > 0 {
 | 
			
		||||
		dOff := displayDebugActionsMenu(p, 0)
 | 
			
		||||
		if dOff > 0 {
 | 
			
		||||
			fmt.Println()
 | 
			
		||||
		}
 | 
			
		||||
		pOff := displayPermanentActionsMenu(p, dOff)
 | 
			
		||||
		if pOff > dOff {
 | 
			
		||||
			fmt.Println()
 | 
			
		||||
		}
 | 
			
		||||
		max := displayHandMenu(p, pOff)
 | 
			
		||||
@@ -400,7 +431,7 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
 | 
			
		||||
			fmt.Println("That's a problem. The game is stuck.")
 | 
			
		||||
			confirmQuit()
 | 
			
		||||
			errs.Add(WarningStalemate)
 | 
			
		||||
			return false, -1, -1, true, errs.Emit()
 | 
			
		||||
			return NothingEnactable, -1, -1, errs.Emit()
 | 
			
		||||
		}
 | 
			
		||||
 | 
			
		||||
		fmt.Println()
 | 
			
		||||
@@ -412,7 +443,7 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
 | 
			
		||||
		input := getResponse()
 | 
			
		||||
		switch input {
 | 
			
		||||
		case "b", "back":
 | 
			
		||||
			return false, -1, -1, false, errs.Emit()
 | 
			
		||||
			return NothingEnactable, -1, -1, errs.Emit()
 | 
			
		||||
		case "q", "quit":
 | 
			
		||||
			confirmQuit()
 | 
			
		||||
		default:
 | 
			
		||||
@@ -423,19 +454,35 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
 | 
			
		||||
			} else if v < 1 || v > max {
 | 
			
		||||
				fmt.Println("That's not a card or action.")
 | 
			
		||||
				wait()
 | 
			
		||||
			} else if v <= pOff {
 | 
			
		||||
			} else if v <= dOff {
 | 
			
		||||
				v--
 | 
			
		||||
				if canAct {
 | 
			
		||||
					optIdx, err := promptCard(p, p.DebugActions[v])
 | 
			
		||||
					errs.Add(err)
 | 
			
		||||
					if optIdx >= 0 || IsSeriousError(err) {
 | 
			
		||||
						return DebugActionEnactable, v, optIdx, errs.Emit()
 | 
			
		||||
					}
 | 
			
		||||
				} else {
 | 
			
		||||
					_, _, err := displayCard(p, p.DebugActions[v], 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])
 | 
			
		||||
					errs.Add(err)
 | 
			
		||||
					if optIdx >= 0 || IsSeriousError(err) {
 | 
			
		||||
						return false, v, optIdx, true, errs.Emit()
 | 
			
		||||
						return PermanentActionEnactable, v, optIdx, errs.Emit()
 | 
			
		||||
					}
 | 
			
		||||
				} else {
 | 
			
		||||
					_, _, err := displayCard(p, p.PermanentActions[v], false)
 | 
			
		||||
					errs.Add(err)
 | 
			
		||||
					if IsSeriousError(err) {
 | 
			
		||||
						return false, -1, -1, true, errs.Emit()
 | 
			
		||||
						return PermanentActionEnactable, -1, -1, errs.Emit()
 | 
			
		||||
					}
 | 
			
		||||
					wait()
 | 
			
		||||
				}
 | 
			
		||||
@@ -445,13 +492,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
 | 
			
		||||
					optIdx, err := promptCard(p, p.Hand[v])
 | 
			
		||||
					errs.Add(err)
 | 
			
		||||
					if optIdx >= 0 || IsSeriousError(err) {
 | 
			
		||||
						return true, v, optIdx, false, errs.Emit()
 | 
			
		||||
						return CardEnactable, v, optIdx, errs.Emit()
 | 
			
		||||
					}
 | 
			
		||||
				} else {
 | 
			
		||||
					_, _, err := displayCard(p, p.Hand[v], false)
 | 
			
		||||
					errs.Add(err)
 | 
			
		||||
					if IsSeriousError(err) {
 | 
			
		||||
						return false, -1, -1, false, errs.Emit()
 | 
			
		||||
						return CardEnactable, -1, -1, errs.Emit()
 | 
			
		||||
					}
 | 
			
		||||
					wait()
 | 
			
		||||
				}
 | 
			
		||||
@@ -464,7 +511,7 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
 | 
			
		||||
func review[C StatsCollection](p *Player[C]) error {
 | 
			
		||||
	var errs ErrorCollector
 | 
			
		||||
	for {
 | 
			
		||||
		actionsOffset, handOffset, max := displayMainMenu(p)
 | 
			
		||||
		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)
 | 
			
		||||
@@ -485,7 +532,7 @@ func review[C StatsCollection](p *Player[C]) error {
 | 
			
		||||
				return errs.Emit()
 | 
			
		||||
			}
 | 
			
		||||
		case "a", "act", "actions":
 | 
			
		||||
			_, _, _, _, err := actionsMode(p, false)
 | 
			
		||||
			_, _, _, err := actionsMode(p, false)
 | 
			
		||||
			errs.Add(err)
 | 
			
		||||
			if IsSeriousError(err) {
 | 
			
		||||
				return errs.Emit()
 | 
			
		||||
@@ -498,14 +545,18 @@ func review[C StatsCollection](p *Player[C]) error {
 | 
			
		||||
			i, err := strconv.Atoi(input)
 | 
			
		||||
			if err != nil {
 | 
			
		||||
				fmt.Println("Sorry, I don't understand.")
 | 
			
		||||
				wait()
 | 
			
		||||
			} 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.")
 | 
			
		||||
				wait()
 | 
			
		||||
			} else if i <= actionsOffset {
 | 
			
		||||
			} else if i <= debugOffset {
 | 
			
		||||
				cls()
 | 
			
		||||
				displayOnePanel(p, p.InfoPanels[i-1])
 | 
			
		||||
				wait()
 | 
			
		||||
			} else if i <= actionsOffset {
 | 
			
		||||
				i = i - debugOffset - 1
 | 
			
		||||
				_, _, err := displayCard(p, p.DebugActions[i], false)
 | 
			
		||||
				errs.Add(err)
 | 
			
		||||
				if IsSeriousError(err) {
 | 
			
		||||
					return errs.Emit()
 | 
			
		||||
				}
 | 
			
		||||
			} else if i <= handOffset {
 | 
			
		||||
				i = i - actionsOffset - 1
 | 
			
		||||
				_, _, err := displayCard(p, p.PermanentActions[i], false)
 | 
			
		||||
@@ -513,7 +564,6 @@ func review[C StatsCollection](p *Player[C]) error {
 | 
			
		||||
				if IsSeriousError(err) {
 | 
			
		||||
					return errs.Emit()
 | 
			
		||||
				}
 | 
			
		||||
				wait()
 | 
			
		||||
			} else {
 | 
			
		||||
				i = i - handOffset - 1
 | 
			
		||||
				_, _, err := displayCard(p, p.Hand[i], false)
 | 
			
		||||
@@ -521,8 +571,8 @@ func review[C StatsCollection](p *Player[C]) error {
 | 
			
		||||
				if IsSeriousError(err) {
 | 
			
		||||
					return errs.Emit()
 | 
			
		||||
				}
 | 
			
		||||
				wait()
 | 
			
		||||
			}
 | 
			
		||||
			wait()
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -85,7 +85,7 @@ func (i inverseDivision) OptionText(p *player) (cardsim.Message, error) {
 | 
			
		||||
 | 
			
		||||
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!")
 | 
			
		||||
		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
 | 
			
		||||
@@ -119,8 +119,8 @@ func initDeck(d *cardsim.Deck[*SmokeTestCollection]) {
 | 
			
		||||
func installPermanentActions(pa *[]card) {
 | 
			
		||||
	*pa = []card{
 | 
			
		||||
		&cardsim.BasicCard[*SmokeTestCollection]{
 | 
			
		||||
			CardTitle: cardsim.MsgStr("Reset to 0"),
 | 
			
		||||
			CardText:  cardsim.MsgStr("Resets Number to 0."),
 | 
			
		||||
			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."),
 | 
			
		||||
@@ -130,12 +130,6 @@ func installPermanentActions(pa *[]card) {
 | 
			
		||||
					},
 | 
			
		||||
					Output: cardsim.MsgStr("Done."),
 | 
			
		||||
				},
 | 
			
		||||
			},
 | 
			
		||||
		},
 | 
			
		||||
		&cardsim.BasicCard[*SmokeTestCollection]{
 | 
			
		||||
			CardTitle: cardsim.MsgStr("Reset to 1000000"),
 | 
			
		||||
			CardText:  cardsim.MsgStr("Resets Number to one million."),
 | 
			
		||||
			CardOptions: []cardOption{
 | 
			
		||||
				&cardsim.BasicOption[*SmokeTestCollection]{
 | 
			
		||||
					Text: cardsim.MsgStr("Reset to 1,000,000"),
 | 
			
		||||
					Effect: func(p *player) error {
 | 
			
		||||
@@ -146,6 +140,11 @@ func installPermanentActions(pa *[]card) {
 | 
			
		||||
				},
 | 
			
		||||
			},
 | 
			
		||||
		},
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
func installDebugActions(pa *[]card) {
 | 
			
		||||
	*pa = []card{
 | 
			
		||||
		&cardsim.BasicCard[*SmokeTestCollection]{
 | 
			
		||||
			CardTitle: cardsim.MsgStr("Draw a card"),
 | 
			
		||||
			CardText:  cardsim.MsgStr("Draw an extra card."),
 | 
			
		||||
@@ -158,6 +157,10 @@ func installPermanentActions(pa *[]card) {
 | 
			
		||||
					Output: cardsim.MsgStr("Drawn. Probably."),
 | 
			
		||||
				},
 | 
			
		||||
			},
 | 
			
		||||
			AfterOption: func(c card, p *player, option cardOption) error {
 | 
			
		||||
				p.ActionsRemaining++
 | 
			
		||||
				return nil
 | 
			
		||||
			},
 | 
			
		||||
		},
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -12,7 +12,7 @@ type SmokeTestCollection struct {
 | 
			
		||||
 | 
			
		||||
	Flavor cardsim.Stored[string]
 | 
			
		||||
 | 
			
		||||
	Things       int     `cardsim:"stat"`
 | 
			
		||||
	Things       int     `cardsim:"stat" cardsim_name:"A Renamed Thing"`
 | 
			
		||||
	MoreThings   int     `cardsim:"hidden"`
 | 
			
		||||
	FloatyThings float64 `cardsim:"round1"`
 | 
			
		||||
	Label        string  `cardsim:"stat"`
 | 
			
		||||
 
 | 
			
		||||
@@ -40,6 +40,7 @@ func main() {
 | 
			
		||||
	installRules(p.Rules)
 | 
			
		||||
	initDeck(p.Deck)
 | 
			
		||||
	installPermanentActions(&p.PermanentActions)
 | 
			
		||||
	installDebugActions(&p.DebugActions)
 | 
			
		||||
	p.InfoPanels = []cardsim.InfoPanel[*SmokeTestCollection]{
 | 
			
		||||
		&cardsim.BasicStatsPanel[*SmokeTestCollection]{
 | 
			
		||||
			Name:  cardsim.MsgStr("Stats"),
 | 
			
		||||
@@ -69,6 +70,7 @@ func (prompt) Info(p *cardsim.Player[*SmokeTestCollection]) ([]cardsim.Message,
 | 
			
		||||
	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
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user