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										25
									
								
								README.md
									
									
									
									
									
								
							
							
						
						
									
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								README.md
									
									
									
									
									
								
							@@ -42,7 +42,7 @@ A bucket of game state.
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### Stat
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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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					### 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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					### 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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					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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@@ -101,6 +101,54 @@ func (b *BasicCard[C]) Drawn(_ *Player[C]) bool {
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	return true
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						return true
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}
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					}
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					// A PanelCard is a Card that takes its title and text from an InfoPanel,
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					// while options, urgency, and the post-option callback are specified
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					// (like a BasicCard). It never does anything in particular when drawn.
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					//
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					// Omitting all options yields an inactionable card, which can be displayed
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					// but not played. This can be useful for adding an info panel as a debug action.
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					type PanelCard[C StatsCollection] struct {
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						Panel       InfoPanel[C]
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						IsUrgent    bool
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						CardOptions []CardOption[C]
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						// AfterOption is given the card itself as its first argument.
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						AfterOption func(c Card[C], p *Player[C], option CardOption[C]) error
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					}
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					// Title implements Card.
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					func (c *PanelCard[C]) Title(p *Player[C]) Message {
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						return c.Panel.Title(p)
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					}
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					// Urgent implements Card.
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					func (c *PanelCard[C]) Urgent(_ *Player[C]) bool {
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						return c.IsUrgent
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					}
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					// EventText implements Card.
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					func (c *PanelCard[C]) EventText(p *Player[C]) (Message, error) {
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						msgs, err := c.Panel.Info(p)
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						return MultiMessage(msgs), err
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					}
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					// Options implements Card.
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					func (c *PanelCard[C]) Options(_ *Player[C]) ([]CardOption[C], error) {
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						return c.CardOptions, nil
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					}
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					// Then implements Card.
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					func (c *PanelCard[C]) Then(p *Player[C], option CardOption[C]) error {
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						if c.AfterOption == nil {
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							return nil
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						}
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						return c.AfterOption(c, p, option)
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					}
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					// Drawn implements Card.
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					func (c *PanelCard[C]) Drawn(_ *Player[C]) bool {
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						return true
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					}
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// A BasicOption is a CardOption with fixed text, effects, and output.
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					// A BasicOption is a CardOption with fixed text, effects, and output.
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// It's always enabled.
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					// It's always enabled.
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type BasicOption[C StatsCollection] struct {
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					type BasicOption[C StatsCollection] struct {
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@@ -151,3 +199,17 @@ func (o *optionFunc[C]) Enact(p *Player[C]) (Message, error) {
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func (o *optionFunc[C]) Enabled(p *Player[C]) bool {
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					func (o *optionFunc[C]) Enabled(p *Player[C]) bool {
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	return true
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						return true
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}
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					}
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					// OnlyDiscardFree returns a []CardOption[C] providing a single option, which
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					// returns the action point. It does not shuffle the card back into the deck
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					// or draw a replacement (consider the AfterFunc for that if needed). This
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					// can be used for cards that are displayable but not actionable, but show up
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					// as cards rather than permanent or debug actions for some reason.
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					func OnlyDiscardFree[C StatsCollection](msg Message) []CardOption[C] {
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						return []CardOption[C]{
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							OptionFunc(msg, func(p *Player[C]) (Message, error) {
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								p.ActionsRemaining++
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								return MsgStr("Okay."), nil
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							}),
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						}
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					}
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										142
									
								
								cardsim/deck.go
									
									
									
									
									
								
							
							
						
						
									
										142
									
								
								cardsim/deck.go
									
									
									
									
									
								
							@@ -279,3 +279,145 @@ func (d *Deck[C]) Strip(shouldRemove func(idx int, c Card[C]) bool) int {
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	d.cards = Strip(d.cards, shouldRemove)
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						d.cards = Strip(d.cards, shouldRemove)
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	return origLen - d.Len()
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						return origLen - d.Len()
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}
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					}
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					// DeckDebugger is a Card[C], intended for use only as a debug action, that
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					// lists the top 10 cards of the deck (without checking if they are drawable)
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					// and allows various sorts of deck manipulation for free. It can't be drawn.
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					type DeckDebugger[C StatsCollection] struct{}
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					// Title implements Card[C].
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					func (DeckDebugger[C]) Title(p *Player[C]) Message {
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						return MsgStr("Debug Mode Deck Controls")
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					}
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					// Urgent implements Card[C] as used in permanent actions. It's always valid
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					// to use the deck debugger. Debug actions do not check urgency flags, but this
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					// marks itself as urgent-compatible just in case.
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					func (DeckDebugger[C]) Urgent(p *Player[C]) bool {
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						return true
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					}
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					// Drawn implements Card[C]. It can't be drawn.
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					func (DeckDebugger[C]) Drawn(p *Player[C]) bool {
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						return false
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					}
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					// EventText implements Card[C]. It lists the top ten cards of the deck and
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					// a few deck-related and hand-related stats.
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					func (DeckDebugger[C]) EventText(p *Player[C]) (Message, error) {
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						var msgs []Message
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						msgs = append(msgs, Msgf("The Deck contains %d cards.", p.Deck.Len()))
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						if p.Deck.Len() > 0 {
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							portion := p.Deck.cards
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							msgs = append(msgs, nil)
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							topness := "All"
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							if p.Deck.Len() > 10 {
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								portion = p.Deck.cards[:10]
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								topness = "Top 10"
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							}
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							msgs = append(msgs, Msgf("%s cards in the Deck:", topness))
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							for i, c := range portion {
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								urgency := " "
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								if c.Urgent(p) {
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									urgency = "!"
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								}
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								msgs = append(msgs, Msgf(" %s %2d) %v", urgency, i+1, c.Title(p)))
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							}
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						}
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						msgs = append(msgs, nil)
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						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)))
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						return MultiMessage(msgs), nil
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					}
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					// Options implements Card[C]. It offers many possible actions.
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					func (DeckDebugger[C]) Options(p *Player[C]) ([]CardOption[C], error) {
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						ret := []CardOption[C]{
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							&BasicOption[C]{
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								Text: MsgStr("Draw a card."),
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								Effect: func(p *Player[C]) error {
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									return p.Draw()
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								},
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								Output: MsgStr("Done."),
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							},
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							&BasicOption[C]{
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								Text: MsgStr("Shuffle the deck."),
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								Effect: func(p *Player[C]) error {
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									return p.Deck.Shuffle()
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								},
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								Output: MsgStr("Done."),
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							},
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							&BasicOption[C]{
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								Text: MsgStr("Shuffle top half."),
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								Effect: func(p *Player[C]) error {
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 | 
									return p.Deck.ShuffleTop(0.5)
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 | 
								},
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								Output: MsgStr("Done."),
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							},
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							&BasicOption[C]{
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								Text: MsgStr("Shuffle bottom half."),
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								Effect: func(p *Player[C]) error {
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 | 
									return p.Deck.ShuffleBottom(0.5)
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								},
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								Output: MsgStr("Done."),
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							},
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			||||||
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						}
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						for _, n := range []int{1, 3, 5, 10} {
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			||||||
 | 
							if p.Deck.Len() <= n {
 | 
				
			||||||
 | 
								break
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			||||||
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							// We don't want the functions we're creating to all share the same "n"
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			||||||
 | 
							// field -- we want to create distinct functions that move distinct
 | 
				
			||||||
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							// 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
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -12,6 +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 {
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -13,6 +13,7 @@ var (
 | 
				
			|||||||
	ErrInvalidChoice      = errors.New("invalid choice specified")
 | 
						ErrInvalidChoice      = errors.New("invalid choice specified")
 | 
				
			||||||
	ErrNotUrgent          = errors.New("action not urgent when urgent card is available")
 | 
						ErrNotUrgent          = errors.New("action not urgent when urgent card is available")
 | 
				
			||||||
	ErrNoActions          = errors.New("no actions remaining")
 | 
						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")
 | 
						WarningStalemate = errors.New("no actions can be taken")
 | 
				
			||||||
)
 | 
					)
 | 
				
			||||||
@@ -104,6 +105,10 @@ type Player[C StatsCollection] struct {
 | 
				
			|||||||
	// card is in the hand.
 | 
						// 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
 | 
						// InfoPanels lists informational views available to the player. The Prompt
 | 
				
			||||||
	// is the InfoPanel shown before the main action menu.
 | 
						// is the InfoPanel shown before the main action menu.
 | 
				
			||||||
	InfoPanels []InfoPanel[C]
 | 
						InfoPanels []InfoPanel[C]
 | 
				
			||||||
@@ -170,6 +175,10 @@ func InitPlayer[C StatsCollection](stats C) *Player[C] {
 | 
				
			|||||||
		HandLimit:      1,
 | 
							HandLimit:      1,
 | 
				
			||||||
		ActionsPerTurn: 1,
 | 
							ActionsPerTurn: 1,
 | 
				
			||||||
		Rules:          NewRuleCollection[C](),
 | 
							Rules:          NewRuleCollection[C](),
 | 
				
			||||||
 | 
							DebugActions: []Card[C]{
 | 
				
			||||||
 | 
								&DeckDebugger[C]{},
 | 
				
			||||||
 | 
								&PanelCard[C]{Panel: RuleDumper[C]{}},
 | 
				
			||||||
 | 
							},
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -308,6 +317,38 @@ func (p *Player[C]) HasUrgentCards() bool {
 | 
				
			|||||||
	return false
 | 
						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
 | 
					// EnactCardUnchecked executes a card choice, removes it from the hand, and
 | 
				
			||||||
// decrements the ActionsRemaining. It does not check for conflicting Urgent
 | 
					// decrements the ActionsRemaining. It does not check for conflicting Urgent
 | 
				
			||||||
// cards or already being out of actions. If no such card or card choice
 | 
					// cards or already being out of actions. If no such card or card choice
 | 
				
			||||||
@@ -381,10 +422,31 @@ func (p *Player[C]) EnactCard(cardIdx, choiceIdx int) (Message, error) {
 | 
				
			|||||||
// result of enacting the permanent action. If enacting the card causes a
 | 
					// result of enacting the permanent action. If enacting the card causes a
 | 
				
			||||||
// serious error, the State becomes GameCrashed.
 | 
					// serious error, the State becomes GameCrashed.
 | 
				
			||||||
func (p *Player[C]) EnactPermanentActionUnchecked(actionIdx, choiceIdx int) (Message, error) {
 | 
					func (p *Player[C]) EnactPermanentActionUnchecked(actionIdx, choiceIdx int) (Message, error) {
 | 
				
			||||||
	if actionIdx < 0 || actionIdx >= len(p.PermanentActions) {
 | 
						return p.enactActionUnchecked(p.PermanentActions, actionIdx, choiceIdx)
 | 
				
			||||||
		return nil, fmt.Errorf("%w: no action #%d when %d permanent actions exist", ErrInvalidCard, actionIdx, len(p.PermanentActions))
 | 
					 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
	card := p.PermanentActions[actionIdx]
 | 
					
 | 
				
			||||||
 | 
					// 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
 | 
						var errs ErrorCollector
 | 
				
			||||||
	options, err := card.Options(p)
 | 
						options, err := card.Options(p)
 | 
				
			||||||
	if IsSeriousError(err) {
 | 
						if IsSeriousError(err) {
 | 
				
			||||||
@@ -393,12 +455,12 @@ func (p *Player[C]) EnactPermanentActionUnchecked(actionIdx, choiceIdx int) (Mes
 | 
				
			|||||||
	}
 | 
						}
 | 
				
			||||||
	errs.Add(err)
 | 
						errs.Add(err)
 | 
				
			||||||
	if choiceIdx < 0 || choiceIdx > len(options) {
 | 
						if choiceIdx < 0 || choiceIdx > len(options) {
 | 
				
			||||||
		errs.Add(fmt.Errorf("%w: no option #%d on permanent action #%d with %d options", ErrInvalidChoice, choiceIdx, actionIdx, 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()
 | 
							return nil, errs.Emit()
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
	chosen := options[choiceIdx]
 | 
						chosen := options[choiceIdx]
 | 
				
			||||||
	if !chosen.Enabled(p) {
 | 
						if !chosen.Enabled(p) {
 | 
				
			||||||
		errs.Add(fmt.Errorf("%w: option #%d on permanent action #%d is not enabled", ErrInvalidChoice, choiceIdx, actionIdx))
 | 
							errs.Add(fmt.Errorf("%w: option #%d on action #%d is not enabled", ErrInvalidChoice, choiceIdx, actionIdx))
 | 
				
			||||||
		return nil, errs.Emit()
 | 
							return nil, errs.Emit()
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -4,6 +4,8 @@ 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.
 | 
				
			||||||
@@ -402,3 +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
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -145,3 +145,21 @@ func Strip[T any](slice []T, removeWhen func(idx int, t T) bool) []T {
 | 
				
			|||||||
	}
 | 
						}
 | 
				
			||||||
	return slice[: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
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -138,6 +138,10 @@ func (s statFunc[T]) Visible() bool {
 | 
				
			|||||||
// start of another word, if it's not at the end). To insert a space between
 | 
					// 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
 | 
					// consecutive capital letters, insert an underscore (`_`). This name inference
 | 
				
			||||||
// trims "Stat" and "HiddenStat" off the front of method names.
 | 
					// 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() {
 | 
				
			||||||
@@ -248,6 +252,9 @@ func ExtractStats(x any) []Stat {
 | 
				
			|||||||
				continue // not identifiably a stat
 | 
									continue // not identifiably a stat
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
			nm := strings.Join(explode(sf.Name), " ")
 | 
								nm := strings.Join(explode(sf.Name), " ")
 | 
				
			||||||
 | 
								if t := sf.Tag.Get("cardsim_name"); t != "" {
 | 
				
			||||||
 | 
									nm = t
 | 
				
			||||||
 | 
								}
 | 
				
			||||||
			if known[nm] {
 | 
								if known[nm] {
 | 
				
			||||||
				continue
 | 
									continue
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -17,7 +17,7 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	for {
 | 
						for {
 | 
				
			||||||
		for p.CanAct() {
 | 
							for p.CanAct() {
 | 
				
			||||||
			isCard, cardIdx, choiceIdx, err := pickNextAction(p)
 | 
								actionType, cardIdx, choiceIdx, err := pickNextAction(p)
 | 
				
			||||||
			p.ReportError(err)
 | 
								p.ReportError(err)
 | 
				
			||||||
			if IsSeriousError(err) {
 | 
								if IsSeriousError(err) {
 | 
				
			||||||
				if p.DebugLevel < 1 {
 | 
									if p.DebugLevel < 1 {
 | 
				
			||||||
@@ -26,10 +26,18 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
 | 
				
			|||||||
				continue
 | 
									continue
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
			var msg Message
 | 
								var msg Message
 | 
				
			||||||
			if isCard {
 | 
								switch actionType {
 | 
				
			||||||
 | 
								case CardEnactable:
 | 
				
			||||||
				msg, err = p.EnactCard(cardIdx, choiceIdx)
 | 
									msg, err = p.EnactCard(cardIdx, choiceIdx)
 | 
				
			||||||
			} else {
 | 
								case DebugActionEnactable:
 | 
				
			||||||
 | 
									msg, err = p.EnactDebugActionUnchecked(cardIdx, choiceIdx)
 | 
				
			||||||
 | 
								case PermanentActionEnactable:
 | 
				
			||||||
				msg, err = p.EnactPermanentAction(cardIdx, choiceIdx)
 | 
									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)
 | 
								p.ReportError(err)
 | 
				
			||||||
			if IsSeriousError(err) {
 | 
								if IsSeriousError(err) {
 | 
				
			||||||
@@ -77,7 +85,7 @@ func wait() {
 | 
				
			|||||||
	fmt.Scanln()
 | 
						fmt.Scanln()
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset, max int) {
 | 
					func displayMainMenu[C StatsCollection](p *Player[C]) (debugOffset, actionsOffset, handOffset, max int) {
 | 
				
			||||||
	cls()
 | 
						cls()
 | 
				
			||||||
	needsDivider := displayMessageSection(p)
 | 
						needsDivider := displayMessageSection(p)
 | 
				
			||||||
	if needsDivider {
 | 
						if needsDivider {
 | 
				
			||||||
@@ -85,10 +93,14 @@ func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset
 | 
				
			|||||||
	}
 | 
						}
 | 
				
			||||||
	displayOnePanel(p, p.Prompt)
 | 
						displayOnePanel(p, p.Prompt)
 | 
				
			||||||
	divider()
 | 
						divider()
 | 
				
			||||||
	actionsOffset = displayStatsMenu(p)
 | 
						debugOffset = displayStatsMenu(p)
 | 
				
			||||||
	if actionsOffset > 0 {
 | 
						if debugOffset > 0 {
 | 
				
			||||||
		divider()
 | 
							divider()
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
						actionsOffset = displayDebugActionsMenu(p, debugOffset)
 | 
				
			||||||
 | 
						if actionsOffset > debugOffset {
 | 
				
			||||||
 | 
							fmt.Println()
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
	handOffset = displayPermanentActionsMenu(p, actionsOffset)
 | 
						handOffset = displayPermanentActionsMenu(p, actionsOffset)
 | 
				
			||||||
	if handOffset > actionsOffset {
 | 
						if handOffset > actionsOffset {
 | 
				
			||||||
		fmt.Println()
 | 
							fmt.Println()
 | 
				
			||||||
@@ -97,9 +109,9 @@ func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset
 | 
				
			|||||||
	return // uses named return values
 | 
						return // uses named return values
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
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 {
 | 
						for {
 | 
				
			||||||
		actionsOffset, handOffset, max := displayMainMenu(p)
 | 
							debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		divider()
 | 
							divider()
 | 
				
			||||||
		fmt.Printf("%d actions remaining.\n", p.ActionsRemaining)
 | 
							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":
 | 
							case "s", "stat", "stats", "i", "info", "p", "panel", "panels", "infopanel", "infopanels":
 | 
				
			||||||
			statsMode(p)
 | 
								statsMode(p)
 | 
				
			||||||
		case "a", "act", "actions":
 | 
							case "a", "act", "actions":
 | 
				
			||||||
			var committed bool
 | 
								actionType, cardIdx, choiceIdx, err = actionsMode(p, true)
 | 
				
			||||||
			isCard, cardIdx, choiceIdx, committed, err = actionsMode(p, true)
 | 
								if actionType != NothingEnactable {
 | 
				
			||||||
			if committed {
 | 
					 | 
				
			||||||
				return
 | 
									return
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
		case "q", "quit", "exit":
 | 
							case "q", "quit", "exit":
 | 
				
			||||||
@@ -132,21 +143,27 @@ func pickNextAction[C StatsCollection](p *Player[C]) (isCard bool, cardIdx int,
 | 
				
			|||||||
			} else if i > max {
 | 
								} else if i > max {
 | 
				
			||||||
				fmt.Println("That's not on this menu. If the menu is too big to read, choose a detail view.")
 | 
									fmt.Println("That's not on this menu. If the menu is too big to read, choose a detail view.")
 | 
				
			||||||
				wait()
 | 
									wait()
 | 
				
			||||||
			} else if i <= actionsOffset {
 | 
								} else if i <= debugOffset {
 | 
				
			||||||
				cls()
 | 
									cls()
 | 
				
			||||||
				displayOnePanel(p, p.InfoPanels[i-1])
 | 
									displayOnePanel(p, p.InfoPanels[i-1])
 | 
				
			||||||
				wait()
 | 
									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 {
 | 
								} else if i <= handOffset {
 | 
				
			||||||
				i = i - actionsOffset - 1
 | 
									i = i - actionsOffset - 1
 | 
				
			||||||
				option, promptErr := promptCard(p, p.PermanentActions[i])
 | 
									option, promptErr := promptCard(p, p.PermanentActions[i])
 | 
				
			||||||
				if option >= 0 || IsSeriousError(promptErr) {
 | 
									if option >= 0 || IsSeriousError(promptErr) {
 | 
				
			||||||
					return false, i, option, promptErr
 | 
										return PermanentActionEnactable, i, option, promptErr
 | 
				
			||||||
				}
 | 
									}
 | 
				
			||||||
			} else {
 | 
								} else {
 | 
				
			||||||
				i = i - handOffset - 1
 | 
									i = i - handOffset - 1
 | 
				
			||||||
				option, promptErr := promptCard(p, p.Hand[i])
 | 
									option, promptErr := promptCard(p, p.Hand[i])
 | 
				
			||||||
				if option >= 0 || IsSeriousError(promptErr) {
 | 
									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("Info Panels")
 | 
				
			||||||
	fmt.Println("-----------")
 | 
						fmt.Println("-----------")
 | 
				
			||||||
	for i, s := range p.InfoPanels {
 | 
						displayNumberedTitles(p, p.InfoPanels, 0)
 | 
				
			||||||
		fmt.Printf("[%2d]: %s\n", i+1, s.Title(p).String())
 | 
					 | 
				
			||||||
	}
 | 
					 | 
				
			||||||
	return len(p.InfoPanels)
 | 
						return len(p.InfoPanels)
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -234,22 +249,34 @@ func displayPermanentActionsMenu[C StatsCollection](p *Player[C], offset int) in
 | 
				
			|||||||
	}
 | 
						}
 | 
				
			||||||
	fmt.Println("Always Available")
 | 
						fmt.Println("Always Available")
 | 
				
			||||||
	fmt.Println("----------------")
 | 
						fmt.Println("----------------")
 | 
				
			||||||
	for i, s := range p.PermanentActions {
 | 
						displayNumberedTitles(p, p.PermanentActions, offset)
 | 
				
			||||||
		fmt.Printf("[%2d]: %s\n", i+offset+1, s.Title(p))
 | 
					 | 
				
			||||||
	}
 | 
					 | 
				
			||||||
	return offset + len(p.PermanentActions)
 | 
						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 {
 | 
					func displayHandMenu[C StatsCollection](p *Player[C], offset int) int {
 | 
				
			||||||
	if len(p.Hand) == 0 {
 | 
						if len(p.Hand) == 0 {
 | 
				
			||||||
		return offset
 | 
							return offset
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
	fmt.Println("Hand")
 | 
						fmt.Println("Hand")
 | 
				
			||||||
	fmt.Println("----")
 | 
						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))
 | 
							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
 | 
					// 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
 | 
						var errs ErrorCollector
 | 
				
			||||||
	for {
 | 
						for {
 | 
				
			||||||
		cls()
 | 
							cls()
 | 
				
			||||||
		pOff := displayPermanentActionsMenu(p, 0)
 | 
							dOff := displayDebugActionsMenu(p, 0)
 | 
				
			||||||
		if pOff > 0 {
 | 
							if dOff > 0 {
 | 
				
			||||||
 | 
								fmt.Println()
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
							pOff := displayPermanentActionsMenu(p, dOff)
 | 
				
			||||||
 | 
							if pOff > dOff {
 | 
				
			||||||
			fmt.Println()
 | 
								fmt.Println()
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
		max := displayHandMenu(p, pOff)
 | 
							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.")
 | 
								fmt.Println("That's a problem. The game is stuck.")
 | 
				
			||||||
			confirmQuit()
 | 
								confirmQuit()
 | 
				
			||||||
			errs.Add(WarningStalemate)
 | 
								errs.Add(WarningStalemate)
 | 
				
			||||||
			return false, -1, -1, true, errs.Emit()
 | 
								return NothingEnactable, -1, -1, errs.Emit()
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		fmt.Println()
 | 
							fmt.Println()
 | 
				
			||||||
@@ -412,7 +443,7 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
 | 
				
			|||||||
		input := getResponse()
 | 
							input := getResponse()
 | 
				
			||||||
		switch input {
 | 
							switch input {
 | 
				
			||||||
		case "b", "back":
 | 
							case "b", "back":
 | 
				
			||||||
			return false, -1, -1, false, errs.Emit()
 | 
								return NothingEnactable, -1, -1, errs.Emit()
 | 
				
			||||||
		case "q", "quit":
 | 
							case "q", "quit":
 | 
				
			||||||
			confirmQuit()
 | 
								confirmQuit()
 | 
				
			||||||
		default:
 | 
							default:
 | 
				
			||||||
@@ -423,19 +454,35 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
 | 
				
			|||||||
			} else if v < 1 || v > max {
 | 
								} else if v < 1 || v > max {
 | 
				
			||||||
				fmt.Println("That's not a card or action.")
 | 
									fmt.Println("That's not a card or action.")
 | 
				
			||||||
				wait()
 | 
									wait()
 | 
				
			||||||
			} else if v <= pOff {
 | 
								} else if v <= dOff {
 | 
				
			||||||
				v--
 | 
									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 {
 | 
									if canAct {
 | 
				
			||||||
					optIdx, err := promptCard(p, p.PermanentActions[v])
 | 
										optIdx, err := promptCard(p, p.PermanentActions[v])
 | 
				
			||||||
					errs.Add(err)
 | 
										errs.Add(err)
 | 
				
			||||||
					if optIdx >= 0 || IsSeriousError(err) {
 | 
										if optIdx >= 0 || IsSeriousError(err) {
 | 
				
			||||||
						return false, v, optIdx, true, errs.Emit()
 | 
											return PermanentActionEnactable, v, optIdx, errs.Emit()
 | 
				
			||||||
					}
 | 
										}
 | 
				
			||||||
				} else {
 | 
									} else {
 | 
				
			||||||
					_, _, err := displayCard(p, p.PermanentActions[v], false)
 | 
										_, _, err := displayCard(p, p.PermanentActions[v], false)
 | 
				
			||||||
					errs.Add(err)
 | 
										errs.Add(err)
 | 
				
			||||||
					if IsSeriousError(err) {
 | 
										if IsSeriousError(err) {
 | 
				
			||||||
						return false, -1, -1, true, errs.Emit()
 | 
											return PermanentActionEnactable, -1, -1, errs.Emit()
 | 
				
			||||||
					}
 | 
										}
 | 
				
			||||||
					wait()
 | 
										wait()
 | 
				
			||||||
				}
 | 
									}
 | 
				
			||||||
@@ -445,13 +492,13 @@ func actionsMode[C StatsCollection](p *Player[C], canAct bool) (isCard bool, car
 | 
				
			|||||||
					optIdx, err := promptCard(p, p.Hand[v])
 | 
										optIdx, err := promptCard(p, p.Hand[v])
 | 
				
			||||||
					errs.Add(err)
 | 
										errs.Add(err)
 | 
				
			||||||
					if optIdx >= 0 || IsSeriousError(err) {
 | 
										if optIdx >= 0 || IsSeriousError(err) {
 | 
				
			||||||
						return true, v, optIdx, false, errs.Emit()
 | 
											return CardEnactable, v, optIdx, errs.Emit()
 | 
				
			||||||
					}
 | 
										}
 | 
				
			||||||
				} else {
 | 
									} else {
 | 
				
			||||||
					_, _, err := displayCard(p, p.Hand[v], false)
 | 
										_, _, err := displayCard(p, p.Hand[v], false)
 | 
				
			||||||
					errs.Add(err)
 | 
										errs.Add(err)
 | 
				
			||||||
					if IsSeriousError(err) {
 | 
										if IsSeriousError(err) {
 | 
				
			||||||
						return false, -1, -1, false, errs.Emit()
 | 
											return CardEnactable, -1, -1, errs.Emit()
 | 
				
			||||||
					}
 | 
										}
 | 
				
			||||||
					wait()
 | 
										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 {
 | 
					func review[C StatsCollection](p *Player[C]) error {
 | 
				
			||||||
	var errs ErrorCollector
 | 
						var errs ErrorCollector
 | 
				
			||||||
	for {
 | 
						for {
 | 
				
			||||||
		actionsOffset, handOffset, max := displayMainMenu(p)
 | 
							debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
 | 
				
			||||||
		divider()
 | 
							divider()
 | 
				
			||||||
		fmt.Println("No actions remaining.")
 | 
							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)
 | 
							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()
 | 
									return errs.Emit()
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
		case "a", "act", "actions":
 | 
							case "a", "act", "actions":
 | 
				
			||||||
			_, _, _, _, err := actionsMode(p, false)
 | 
								_, _, _, err := actionsMode(p, false)
 | 
				
			||||||
			errs.Add(err)
 | 
								errs.Add(err)
 | 
				
			||||||
			if IsSeriousError(err) {
 | 
								if IsSeriousError(err) {
 | 
				
			||||||
				return errs.Emit()
 | 
									return errs.Emit()
 | 
				
			||||||
@@ -498,14 +545,18 @@ func review[C StatsCollection](p *Player[C]) error {
 | 
				
			|||||||
			i, err := strconv.Atoi(input)
 | 
								i, err := strconv.Atoi(input)
 | 
				
			||||||
			if err != nil {
 | 
								if err != nil {
 | 
				
			||||||
				fmt.Println("Sorry, I don't understand.")
 | 
									fmt.Println("Sorry, I don't understand.")
 | 
				
			||||||
				wait()
 | 
					 | 
				
			||||||
			} else if i <= 0 || i > max {
 | 
								} 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.")
 | 
									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 {
 | 
				
			||||||
			} else if i <= actionsOffset {
 | 
					 | 
				
			||||||
				cls()
 | 
									cls()
 | 
				
			||||||
				displayOnePanel(p, p.InfoPanels[i-1])
 | 
									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 {
 | 
								} else if i <= handOffset {
 | 
				
			||||||
				i = i - actionsOffset - 1
 | 
									i = i - actionsOffset - 1
 | 
				
			||||||
				_, _, err := displayCard(p, p.PermanentActions[i], false)
 | 
									_, _, err := displayCard(p, p.PermanentActions[i], false)
 | 
				
			||||||
@@ -513,7 +564,6 @@ func review[C StatsCollection](p *Player[C]) error {
 | 
				
			|||||||
				if IsSeriousError(err) {
 | 
									if IsSeriousError(err) {
 | 
				
			||||||
					return errs.Emit()
 | 
										return errs.Emit()
 | 
				
			||||||
				}
 | 
									}
 | 
				
			||||||
				wait()
 | 
					 | 
				
			||||||
			} else {
 | 
								} else {
 | 
				
			||||||
				i = i - handOffset - 1
 | 
									i = i - handOffset - 1
 | 
				
			||||||
				_, _, err := displayCard(p, p.Hand[i], false)
 | 
									_, _, err := displayCard(p, p.Hand[i], false)
 | 
				
			||||||
@@ -521,8 +571,8 @@ func review[C StatsCollection](p *Player[C]) error {
 | 
				
			|||||||
				if IsSeriousError(err) {
 | 
									if IsSeriousError(err) {
 | 
				
			||||||
					return errs.Emit()
 | 
										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) {
 | 
					func (i inverseDivision) Enact(p *player) (cardsim.Message, error) {
 | 
				
			||||||
	if p.Stats.Number.Value == 0 {
 | 
						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
 | 
						p.Stats.Number.Value = int(i) / p.Stats.Number.Value
 | 
				
			||||||
	return cardsim.MsgStr("Inverse divided."), nil
 | 
						return cardsim.MsgStr("Inverse divided."), nil
 | 
				
			||||||
@@ -119,8 +119,8 @@ func initDeck(d *cardsim.Deck[*SmokeTestCollection]) {
 | 
				
			|||||||
func installPermanentActions(pa *[]card) {
 | 
					func installPermanentActions(pa *[]card) {
 | 
				
			||||||
	*pa = []card{
 | 
						*pa = []card{
 | 
				
			||||||
		&cardsim.BasicCard[*SmokeTestCollection]{
 | 
							&cardsim.BasicCard[*SmokeTestCollection]{
 | 
				
			||||||
			CardTitle: cardsim.MsgStr("Reset to 0"),
 | 
								CardTitle: cardsim.MsgStr("Reset Number"),
 | 
				
			||||||
			CardText:  cardsim.MsgStr("Resets Number to 0."),
 | 
								CardText:  cardsim.MsgStr("Resets Number to a fixed value."),
 | 
				
			||||||
			CardOptions: []cardOption{
 | 
								CardOptions: []cardOption{
 | 
				
			||||||
				&cardsim.BasicOption[*SmokeTestCollection]{
 | 
									&cardsim.BasicOption[*SmokeTestCollection]{
 | 
				
			||||||
					Text: cardsim.MsgStr("Reset to 0."),
 | 
										Text: cardsim.MsgStr("Reset to 0."),
 | 
				
			||||||
@@ -130,12 +130,6 @@ func installPermanentActions(pa *[]card) {
 | 
				
			|||||||
					},
 | 
										},
 | 
				
			||||||
					Output: cardsim.MsgStr("Done."),
 | 
										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]{
 | 
									&cardsim.BasicOption[*SmokeTestCollection]{
 | 
				
			||||||
					Text: cardsim.MsgStr("Reset to 1,000,000"),
 | 
										Text: cardsim.MsgStr("Reset to 1,000,000"),
 | 
				
			||||||
					Effect: func(p *player) error {
 | 
										Effect: func(p *player) error {
 | 
				
			||||||
@@ -146,18 +140,5 @@ func installPermanentActions(pa *[]card) {
 | 
				
			|||||||
				},
 | 
									},
 | 
				
			||||||
			},
 | 
								},
 | 
				
			||||||
		},
 | 
							},
 | 
				
			||||||
		&cardsim.BasicCard[*SmokeTestCollection]{
 | 
					 | 
				
			||||||
			CardTitle: cardsim.MsgStr("Draw a card"),
 | 
					 | 
				
			||||||
			CardText:  cardsim.MsgStr("Draw an extra card."),
 | 
					 | 
				
			||||||
			CardOptions: []cardOption{
 | 
					 | 
				
			||||||
				&cardsim.BasicOption[*SmokeTestCollection]{
 | 
					 | 
				
			||||||
					Text: cardsim.MsgStr("Draw an extra card."),
 | 
					 | 
				
			||||||
					Effect: func(p *player) error {
 | 
					 | 
				
			||||||
						return p.Draw()
 | 
					 | 
				
			||||||
					},
 | 
					 | 
				
			||||||
					Output: cardsim.MsgStr("Drawn. Probably."),
 | 
					 | 
				
			||||||
				},
 | 
					 | 
				
			||||||
			},
 | 
					 | 
				
			||||||
		},
 | 
					 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -12,7 +12,7 @@ type SmokeTestCollection struct {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	Flavor cardsim.Stored[string]
 | 
						Flavor cardsim.Stored[string]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	Things       int     `cardsim:"stat"`
 | 
						Things       int     `cardsim:"stat" cardsim_name:"A Renamed Thing"`
 | 
				
			||||||
	MoreThings   int     `cardsim:"hidden"`
 | 
						MoreThings   int     `cardsim:"hidden"`
 | 
				
			||||||
	FloatyThings float64 `cardsim:"round1"`
 | 
						FloatyThings float64 `cardsim:"round1"`
 | 
				
			||||||
	Label        string  `cardsim:"stat"`
 | 
						Label        string  `cardsim:"stat"`
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -5,8 +5,6 @@ import (
 | 
				
			|||||||
	"fmt"
 | 
						"fmt"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
 | 
						"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
 | 
				
			||||||
 | 
					 | 
				
			||||||
	"github.com/kr/pretty"
 | 
					 | 
				
			||||||
)
 | 
					)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
func main() {
 | 
					func main() {
 | 
				
			||||||
@@ -45,7 +43,6 @@ func main() {
 | 
				
			|||||||
			Name:  cardsim.MsgStr("Stats"),
 | 
								Name:  cardsim.MsgStr("Stats"),
 | 
				
			||||||
			Intro: cardsim.MsgStr("Hi! These are the smoke test stats."),
 | 
								Intro: cardsim.MsgStr("Hi! These are the smoke test stats."),
 | 
				
			||||||
		},
 | 
							},
 | 
				
			||||||
		ruledumper{},
 | 
					 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
	p.Prompt = prompt{}
 | 
						p.Prompt = prompt{}
 | 
				
			||||||
	p.DebugLevel = 5
 | 
						p.DebugLevel = 5
 | 
				
			||||||
@@ -69,15 +66,6 @@ func (prompt) Info(p *cardsim.Player[*SmokeTestCollection]) ([]cardsim.Message,
 | 
				
			|||||||
	return []cardsim.Message{
 | 
						return []cardsim.Message{
 | 
				
			||||||
		cardsim.MsgStr("Here, have some stuff."),
 | 
							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("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
 | 
						}, nil
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					 | 
				
			||||||
type ruledumper struct{}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
func (ruledumper) Title(p *player) cardsim.Message {
 | 
					 | 
				
			||||||
	return cardsim.MsgStr("Rule Dumper")
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
func (ruledumper) Info(p *player) ([]cardsim.Message, error) {
 | 
					 | 
				
			||||||
	return []cardsim.Message{cardsim.Msgf("%# v", pretty.Formatter(p.Rules))}, nil
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user