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25
README.md
25
README.md
@ -42,7 +42,7 @@ A bucket of game state.
|
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|
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### Stat
|
||||
|
||||
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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|
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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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|
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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 +101,63 @@ func (b *BasicCard[C]) Drawn(_ *Player[C]) bool {
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return true
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}
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// RefundAction returns a func that can be used as an AfterOption, which returns
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// the player's action point.
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func RefundAction[C StatsCollection]() func(c Card[C], p *Player[C], option CardOption[C]) error {
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return func(c Card[C], p *Player[C], option CardOption[C]) error {
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p.ActionsRemaining++
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return nil
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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 {
|
||||
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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// It's always enabled.
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type BasicOption[C StatsCollection] struct {
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||||
@ -151,3 +208,17 @@ 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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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.
|
||||
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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|
103
cardsim/debugging.go
Normal file
103
cardsim/debugging.go
Normal file
@ -0,0 +1,103 @@
|
||||
package cardsim
|
||||
|
||||
// Named debug verbosity levels. Using the raw constants is fine too. This
|
||||
// is roughly consistent with "standard" meanings for these debug levels.
|
||||
const (
|
||||
HideWarnings = -1
|
||||
NotDebugging = 0
|
||||
DebugWarning = 1
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DebugInfo = 2
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DebugDetail = 3
|
||||
DebugFine = 4
|
||||
DebugSuperfine = 5
|
||||
)
|
||||
|
||||
// ActionCounterDebugCard constructs a BasicCard intended for use only as a
|
||||
// Debug Action that tinkers with the player's action counter.
|
||||
func ActionCounterDebugCard[C StatsCollection]() Card[C] {
|
||||
return &BasicCard[C]{
|
||||
CardTitle: MsgStr("Adjust Action Counter"),
|
||||
CardText: MsgStr("Change the number of actions you have available this turn."),
|
||||
CardOptions: []CardOption[C]{
|
||||
&BasicOption[C]{
|
||||
Text: MsgStr("Get an extra action."),
|
||||
Effect: func(p *Player[C]) error {
|
||||
p.ActionsRemaining += 2 // counteract the one this costs
|
||||
return nil
|
||||
},
|
||||
Output: MsgStr("Gotten."),
|
||||
},
|
||||
&BasicOption[C]{
|
||||
Text: MsgStr("Waste an action."),
|
||||
Effect: func(p *Player[C]) error {
|
||||
return nil
|
||||
},
|
||||
Output: MsgStr("Wasted."),
|
||||
},
|
||||
&BasicOption[C]{
|
||||
Text: MsgStr("Get a thousand actions."),
|
||||
Effect: func(p *Player[C]) error {
|
||||
p.ActionsRemaining = 1000
|
||||
return nil
|
||||
},
|
||||
Output: MsgStr("ActionsRemaining set to 1000."),
|
||||
},
|
||||
&BasicOption[C]{
|
||||
Text: MsgStr("Go to exactly 1 action remaining."),
|
||||
Effect: func(p *Player[C]) error {
|
||||
p.ActionsRemaining = 1
|
||||
return nil
|
||||
},
|
||||
Output: MsgStr("ActionsRemaining set to 1."),
|
||||
},
|
||||
&BasicOption[C]{
|
||||
Text: MsgStr("End the turn. (Set actions to 0.)"),
|
||||
Effect: func(p *Player[C]) error {
|
||||
p.ActionsRemaining = 0
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||||
return nil
|
||||
},
|
||||
Output: MsgStr("ActionsRemaining zeroed out."),
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
// DebugModeCard constructs a BasicCard to change the player's debug level.
|
||||
// It is intended for use only as a Debug Action.
|
||||
func DebugModeCard[C StatsCollection]() Card[C] {
|
||||
return &BasicCard[C]{
|
||||
CardTitle: MsgStr("Change Debug Level"),
|
||||
CardText: MsgStr("Adjust verbosity of output, or exit debug mode entirely (not recommended)."),
|
||||
CardOptions: []CardOption[C]{
|
||||
debugLevelOption[C]{1, "Enable debug mode. Show warnings."},
|
||||
debugLevelOption[C]{2, "Enable debug mode. Show info messages."},
|
||||
debugLevelOption[C]{3, "Enable debug mode. Show detailed messages."},
|
||||
debugLevelOption[C]{4, "Enable debug mode. Show individual details of operations."},
|
||||
debugLevelOption[C]{5, "Enable debug mode. Show every event in excruciating detail."},
|
||||
debugLevelOption[C]{0, "NOT RECOMMENDED. Disable debugging (show warnings). IT CAN'T BE TURNED BACK ON."},
|
||||
debugLevelOption[C]{-1, "NOT RECOMMENDED. Disable debugging (hide warnings). IT CAN'T BE TURNED BACK ON."},
|
||||
},
|
||||
AfterOption: RefundAction[C](),
|
||||
}
|
||||
}
|
||||
|
||||
type debugLevelOption[C StatsCollection] struct {
|
||||
level int
|
||||
description string
|
||||
}
|
||||
|
||||
// OptionText implements CardOption[C].
|
||||
func (d debugLevelOption[C]) OptionText(*Player[C]) (Message, error) {
|
||||
return Msgf("Set debug level %d: %s", d.level, d.description), nil
|
||||
}
|
||||
|
||||
// Enact implements CardOption[C].
|
||||
func (d debugLevelOption[C]) Enact(p *Player[C]) (Message, error) {
|
||||
p.DebugLevel = d.level
|
||||
return Msgf("Debug level is now %d.", d.level), nil
|
||||
}
|
||||
|
||||
// Enabled implements CardOption[C].
|
||||
func (d debugLevelOption[C]) Enabled(p *Player[C]) bool {
|
||||
return true
|
||||
}
|
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 {
|
||||
d.cards = Strip(d.cards, shouldRemove)
|
||||
return origLen - d.Len()
|
||||
}
|
||||
|
||||
// DeckDebugger is a Card[C], intended for use only as a debug action, that
|
||||
// lists the top 10 cards of the deck (without checking if they are drawable)
|
||||
// and allows various sorts of deck manipulation for free. It can't be drawn.
|
||||
type DeckDebugger[C StatsCollection] struct{}
|
||||
|
||||
// Title implements Card[C].
|
||||
func (DeckDebugger[C]) Title(p *Player[C]) Message {
|
||||
return MsgStr("Debug Mode Deck Controls")
|
||||
}
|
||||
|
||||
// Urgent implements Card[C] as used in permanent actions. It's always valid
|
||||
// to use the deck debugger. Debug actions do not check urgency flags, but this
|
||||
// marks itself as urgent-compatible just in case.
|
||||
func (DeckDebugger[C]) Urgent(p *Player[C]) bool {
|
||||
return true
|
||||
}
|
||||
|
||||
// Drawn implements Card[C]. It can't be drawn.
|
||||
func (DeckDebugger[C]) Drawn(p *Player[C]) bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// EventText implements Card[C]. It lists the top ten cards of the deck and
|
||||
// a few deck-related and hand-related stats.
|
||||
func (DeckDebugger[C]) EventText(p *Player[C]) (Message, error) {
|
||||
var msgs []Message
|
||||
|
||||
msgs = append(msgs, Msgf("The Deck contains %d cards.", p.Deck.Len()))
|
||||
if p.Deck.Len() > 0 {
|
||||
portion := p.Deck.cards
|
||||
msgs = append(msgs, nil)
|
||||
topness := "All"
|
||||
if p.Deck.Len() > 10 {
|
||||
portion = p.Deck.cards[:10]
|
||||
topness = "Top 10"
|
||||
}
|
||||
msgs = append(msgs, Msgf("%s cards in the Deck:", topness))
|
||||
for i, c := range portion {
|
||||
urgency := " "
|
||||
if c.Urgent(p) {
|
||||
urgency = "!"
|
||||
}
|
||||
msgs = append(msgs, Msgf(" %s %2d) %v", urgency, i+1, c.Title(p)))
|
||||
}
|
||||
}
|
||||
msgs = append(msgs, nil)
|
||||
msgs = append(msgs, Msgf("At the start of each turn, the Player draws to %d cards. The player has %d cards in hand.", p.HandLimit, len(p.Hand)))
|
||||
return MultiMessage(msgs), nil
|
||||
}
|
||||
|
||||
// Options implements Card[C]. It offers many possible actions.
|
||||
func (DeckDebugger[C]) Options(p *Player[C]) ([]CardOption[C], error) {
|
||||
ret := []CardOption[C]{
|
||||
&BasicOption[C]{
|
||||
Text: MsgStr("Draw a card."),
|
||||
Effect: func(p *Player[C]) error {
|
||||
return p.Draw()
|
||||
},
|
||||
Output: MsgStr("Done."),
|
||||
},
|
||||
&BasicOption[C]{
|
||||
Text: MsgStr("Shuffle the deck."),
|
||||
Effect: func(p *Player[C]) error {
|
||||
return p.Deck.Shuffle()
|
||||
},
|
||||
Output: MsgStr("Done."),
|
||||
},
|
||||
&BasicOption[C]{
|
||||
Text: MsgStr("Shuffle top half."),
|
||||
Effect: func(p *Player[C]) error {
|
||||
return p.Deck.ShuffleTop(0.5)
|
||||
},
|
||||
Output: MsgStr("Done."),
|
||||
},
|
||||
&BasicOption[C]{
|
||||
Text: MsgStr("Shuffle bottom half."),
|
||||
Effect: func(p *Player[C]) error {
|
||||
return p.Deck.ShuffleBottom(0.5)
|
||||
},
|
||||
Output: MsgStr("Done."),
|
||||
},
|
||||
}
|
||||
for _, n := range []int{1, 3, 5, 10} {
|
||||
if p.Deck.Len() <= n {
|
||||
break
|
||||
}
|
||||
|
||||
// We don't want the functions we're creating to all share the same "n"
|
||||
// field -- we want to create distinct functions that move distinct
|
||||
// numbers of cards. For more information on what's going on here, see
|
||||
// https://eli.thegreenplace.net/2019/go-internals-capturing-loop-variables-in-closures/
|
||||
//
|
||||
// For the curious, the Go developers don't like the gotcha that
|
||||
// this "shadow variable with itself" workaround patches over either.
|
||||
// Here's the guy who implemented apologizing for it and discussing
|
||||
// changing it: https://github.com/golang/go/discussions/56010
|
||||
//
|
||||
// "Loop variables being per-loop instead of per-iteration is the only
|
||||
// design decision I know of in Go that makes programs incorrect more
|
||||
// often than it makes them correct." -- Russ Cox (rsc)
|
||||
n := n
|
||||
invN := p.Deck.Len() - n
|
||||
ret = append(ret,
|
||||
&BasicOption[C]{
|
||||
Text: Msgf("Move the top %d card(s) to the bottom of the deck, in order.", n),
|
||||
Effect: func(p *Player[C]) error {
|
||||
p.Deck.cards = append(p.Deck.cards, p.Deck.cards[:n]...)
|
||||
p.Deck.cards = p.Deck.cards[n:]
|
||||
return nil
|
||||
},
|
||||
Output: MsgStr("Done."),
|
||||
},
|
||||
&BasicOption[C]{
|
||||
Text: Msgf("Move the bottom %d card(s) to the top of the deck, in order.", n),
|
||||
Effect: func(p *Player[C]) error {
|
||||
p.Deck.cards = append(p.Deck.cards, p.Deck.cards[:invN]...)
|
||||
p.Deck.cards = p.Deck.cards[invN:]
|
||||
return nil
|
||||
},
|
||||
Output: MsgStr("Done."),
|
||||
},
|
||||
)
|
||||
|
||||
if n > 1 {
|
||||
ret = append(ret, &BasicOption[C]{
|
||||
Text: Msgf("Shuffle the top %d card(s) of the deck.", n),
|
||||
Effect: func(p *Player[C]) error {
|
||||
return p.Deck.ShufflePart(0, n)
|
||||
},
|
||||
Output: MsgStr("Done."),
|
||||
})
|
||||
}
|
||||
}
|
||||
return ret, nil
|
||||
}
|
||||
|
||||
// Then implements Card[C]. It refunds the action point.
|
||||
func (DeckDebugger[C]) Then(p *Player[C], o CardOption[C]) error {
|
||||
p.ActionsRemaining++
|
||||
return nil
|
||||
}
|
||||
|
@ -12,6 +12,12 @@ type Message interface {
|
||||
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
|
||||
|
||||
func (s stringMessage) String() string {
|
||||
@ -29,6 +35,19 @@ func Msgf(f string, args ...any) Message {
|
||||
return stringMessage(fmt.Sprintf(f, args...))
|
||||
}
|
||||
|
||||
// ErrorMessage returns a Message representing an Error.
|
||||
// This is preferred over Msgf for errors, since future versions of the library
|
||||
// may perform special message formatting for errors.
|
||||
func ErrorMessage(e error) Message {
|
||||
if e == nil {
|
||||
return nil
|
||||
}
|
||||
if IsSeriousError(e) {
|
||||
return MultiMessage{MsgStr("SERIOUS ERROR:"), Msgf("%v", e)}
|
||||
}
|
||||
return MultiMessage{MsgStr("Warning:"), Msgf("%v", e)}
|
||||
}
|
||||
|
||||
// A SpecialMessage is a specific, uniquely identifiable message.
|
||||
type SpecialMessage struct {
|
||||
msg Message
|
||||
|
@ -8,13 +8,14 @@ import (
|
||||
)
|
||||
|
||||
var (
|
||||
ErrUncooperativeCards = errors.New("a milion cards refused to join the hand")
|
||||
ErrInvalidCard = errors.New("invalid card specified")
|
||||
ErrInvalidChoice = errors.New("invalid choice specified")
|
||||
ErrNotUrgent = errors.New("action not urgent when urgent card is available")
|
||||
ErrNoActions = errors.New("no actions remaining")
|
||||
ErrInvalidCard = errors.New("invalid card specified")
|
||||
ErrInvalidChoice = errors.New("invalid choice specified")
|
||||
ErrNotUrgent = errors.New("action not urgent when urgent card is available")
|
||||
ErrNoActions = errors.New("no actions remaining")
|
||||
ErrNotDebugging = errors.New("this is a debug-only feature and you're not in debug mode")
|
||||
|
||||
WarningStalemate = errors.New("no actions can be taken")
|
||||
WarningStalemate = &Warning{errors.New("no actions can be taken")}
|
||||
WarningUncoperativeCards = &Warning{errors.New("a milion cards refused to join the hand")}
|
||||
)
|
||||
|
||||
// Player stores all gameplay state for one player at a specific point in time.
|
||||
@ -104,6 +105,10 @@ type Player[C StatsCollection] struct {
|
||||
// card is in the hand.
|
||||
PermanentActions []Card[C]
|
||||
|
||||
// DebugActions are PermanentActions only available when the player is in
|
||||
// debug mode. InitPlayer adds some standard debugging actions by default.
|
||||
DebugActions []Card[C]
|
||||
|
||||
// InfoPanels lists informational views available to the player. The Prompt
|
||||
// is the InfoPanel shown before the main action menu.
|
||||
InfoPanels []InfoPanel[C]
|
||||
@ -170,6 +175,12 @@ func InitPlayer[C StatsCollection](stats C) *Player[C] {
|
||||
HandLimit: 1,
|
||||
ActionsPerTurn: 1,
|
||||
Rules: NewRuleCollection[C](),
|
||||
DebugActions: []Card[C]{
|
||||
&DeckDebugger[C]{},
|
||||
&PanelCard[C]{Panel: RuleDumper[C]{}},
|
||||
ActionCounterDebugCard[C](),
|
||||
DebugModeCard[C](),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
@ -261,9 +272,9 @@ func (p *Player[C]) StartNextTurn() error {
|
||||
}
|
||||
|
||||
// Draw draws a card into the hand, informing the card that it has been drawn.
|
||||
// If more than a million cards refuse to enter the hand, this crashes with
|
||||
// ErrUncooperativeCards. If the deck does not have enough cards, this
|
||||
// returns WarningTooFewCards.
|
||||
// If more than a million cards refuse to enter the hand, this gives up and
|
||||
// returns WarningUncooperativeCards. If the deck does not have enough cards,
|
||||
// this returns WarningTooFewCards.
|
||||
func (p *Player[C]) Draw() error {
|
||||
for attempts := 0; attempts < 1000000; attempts++ {
|
||||
if p.Deck.Len() == 0 {
|
||||
@ -275,13 +286,13 @@ func (p *Player[C]) Draw() error {
|
||||
return nil
|
||||
}
|
||||
}
|
||||
return ErrUncooperativeCards
|
||||
return WarningUncoperativeCards
|
||||
}
|
||||
|
||||
// FillHand draws up to the hand limit, informing cards that they have been
|
||||
// drawn. If more than a million cards refuse to enter the hand, this crashes
|
||||
// with ErrUncooperativeCards. If the deck does not have enough cards, this
|
||||
// returns WarningTooFewCards.
|
||||
// drawn. If more than a million cards refuse to enter the hand, this gives up
|
||||
// and returns WarningUncooperativeCards. If the deck does not have enough
|
||||
// cards, this returns WarningTooFewCards.
|
||||
func (p *Player[C]) FillHand() error {
|
||||
var lastErr error
|
||||
for p.Deck.Len() > 0 && len(p.Hand) < p.HandLimit {
|
||||
@ -308,6 +319,38 @@ func (p *Player[C]) HasUrgentCards() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// EnactableType is an enumeration representing a category of enactable thing.
|
||||
// Debug actions, permanent actions, and cards behave equivalently in many ways,
|
||||
// so EnactableType allows parts of the program to work with any of these and
|
||||
// represent which one they apply to.
|
||||
type EnactableType int
|
||||
|
||||
const (
|
||||
// InvalidEnactable is an uninitialized EnactableType value with no meaning.
|
||||
// Using it is generally an error. If you initialize EnactableType fields
|
||||
// with this value when your program has not yet calculated what type of
|
||||
// enactable will be used, CardSimEngine will be able to detect bugs where
|
||||
// such a calcualation, inadvertently, does not come to any conclusion.
|
||||
// Unlike NothingEnactable, there are no circumstances where this has a
|
||||
// specific valid meaning.
|
||||
InvalidEnactable = EnactableType(iota)
|
||||
|
||||
// NothingEnactable specifically represents not enacting anything. In some
|
||||
// contexts, it's an error to use it; in others, it is a sentinel value
|
||||
// for "do not enact anything". Unlike InvalidEnactable, this has a specific
|
||||
// valid meaning, it's just that the meaning is specifically "nothing".
|
||||
NothingEnactable
|
||||
|
||||
// CardEnactable refers to a card in the hand.
|
||||
CardEnactable
|
||||
|
||||
// PermanentActionEnactable refers to an item in the permanent actions list.
|
||||
PermanentActionEnactable
|
||||
|
||||
// DebugActionEnactable refers to an item in the debug actions list.
|
||||
DebugActionEnactable
|
||||
)
|
||||
|
||||
// EnactCardUnchecked executes a card choice, removes it from the hand, and
|
||||
// decrements the ActionsRemaining. It does not check for conflicting Urgent
|
||||
// cards or already being out of actions. If no such card or card choice
|
||||
@ -343,17 +386,14 @@ func (p *Player[C]) EnactCardUnchecked(cardIdx, choiceIdx int) (Message, error)
|
||||
|
||||
ret, err := options[choiceIdx].Enact(p)
|
||||
errs.Add(err)
|
||||
if IsSeriousError(err) {
|
||||
p.State = GameCrashed
|
||||
return ret, errs.Emit()
|
||||
}
|
||||
|
||||
err = card.Then(p, options[choiceIdx])
|
||||
errs.Add(err)
|
||||
|
||||
err = errs.Emit()
|
||||
if IsSeriousError(err) {
|
||||
p.State = GameCrashed
|
||||
}
|
||||
return ret, errs.Emit()
|
||||
return ret, err
|
||||
}
|
||||
|
||||
// EnactCard executes a card choice, removes it from the hand, and decrements
|
||||
@ -381,10 +421,31 @@ func (p *Player[C]) EnactCard(cardIdx, choiceIdx int) (Message, error) {
|
||||
// result of enacting the permanent action. If enacting the card causes a
|
||||
// serious error, the State becomes GameCrashed.
|
||||
func (p *Player[C]) EnactPermanentActionUnchecked(actionIdx, choiceIdx int) (Message, error) {
|
||||
if actionIdx < 0 || actionIdx >= len(p.PermanentActions) {
|
||||
return nil, fmt.Errorf("%w: no action #%d when %d permanent actions exist", ErrInvalidCard, actionIdx, len(p.PermanentActions))
|
||||
return p.enactActionUnchecked(p.PermanentActions, actionIdx, choiceIdx)
|
||||
}
|
||||
|
||||
// EnactDebugActionUnchecked executes a debug action and decrements the
|
||||
// ActionsRemaining, even though most debug actions will want to refund that
|
||||
// action point. (Consistency with other actions is important.) It does not
|
||||
// check for Urgent cards or for already being out of actions. If no such action
|
||||
// or card option exists, or the option is not enabled, this returns nil and
|
||||
// ErrInvalidCard or ErrInvalidChoice without changing anything. If the player
|
||||
// is not in debug mode (DebugLevel >= 1), this returns ErrNotDebugging.
|
||||
// Otherwise, this returns the result of enacting the debug action. If enacting
|
||||
// the action causes a serious error, the State becomes GameCrashed.
|
||||
func (p *Player[C]) EnactDebugActionUnchecked(actionIdx, choiceIdx int) (Message, error) {
|
||||
if p.DebugLevel < 1 {
|
||||
return nil, ErrNotDebugging
|
||||
}
|
||||
card := p.PermanentActions[actionIdx]
|
||||
return p.enactActionUnchecked(p.DebugActions, actionIdx, choiceIdx)
|
||||
}
|
||||
|
||||
// enactActionUnchecked implements EnactPermanentActionUnchecked and EnactDebugActionUnchecked.
|
||||
func (p *Player[C]) enactActionUnchecked(actionSource []Card[C], actionIdx, choiceIdx int) (Message, error) {
|
||||
if actionIdx < 0 || actionIdx >= len(actionSource) {
|
||||
return nil, fmt.Errorf("%w: no action #%d when %d actions exist", ErrInvalidCard, actionIdx, len(actionSource))
|
||||
}
|
||||
card := actionSource[actionIdx]
|
||||
var errs ErrorCollector
|
||||
options, err := card.Options(p)
|
||||
if IsSeriousError(err) {
|
||||
@ -393,12 +454,12 @@ func (p *Player[C]) EnactPermanentActionUnchecked(actionIdx, choiceIdx int) (Mes
|
||||
}
|
||||
errs.Add(err)
|
||||
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()
|
||||
}
|
||||
chosen := options[choiceIdx]
|
||||
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()
|
||||
}
|
||||
|
||||
@ -406,17 +467,13 @@ func (p *Player[C]) EnactPermanentActionUnchecked(actionIdx, choiceIdx int) (Mes
|
||||
|
||||
ret, err := chosen.Enact(p)
|
||||
errs.Add(err)
|
||||
if IsSeriousError(err) {
|
||||
p.State = GameCrashed
|
||||
return ret, errs.Emit()
|
||||
}
|
||||
|
||||
err = card.Then(p, chosen)
|
||||
errs.Add(err)
|
||||
if IsSeriousError(err) {
|
||||
retErr := errs.Emit()
|
||||
if IsSeriousError(retErr) {
|
||||
p.State = GameCrashed
|
||||
}
|
||||
return ret, errs.Emit()
|
||||
return ret, retErr
|
||||
}
|
||||
|
||||
// EnactPermanentAction executes a permanently-available card and decrements
|
||||
@ -448,15 +505,11 @@ func (p *Player[C]) ReportError(e error) {
|
||||
if e == nil || p.DebugLevel < -1 {
|
||||
return
|
||||
}
|
||||
if p.DebugLevel < 0 && !IsSeriousError(e) {
|
||||
return
|
||||
}
|
||||
p.ChapterBreak()
|
||||
severity := "[Warning]"
|
||||
minLvl := NotDebugging
|
||||
if IsSeriousError(e) {
|
||||
severity = "[ERROR]"
|
||||
minLvl = HideWarnings
|
||||
}
|
||||
p.TemporaryMessages = append(p.TemporaryMessages, Msgf("%s: %v", severity, e))
|
||||
p.Debug(minLvl, ErrorMessage(e))
|
||||
}
|
||||
|
||||
// CanAct returns whether the player has actions theoretically available.
|
||||
@ -470,6 +523,7 @@ func (p *Player[C]) Debug(minLevel int, msg Message) {
|
||||
if p.DebugLevel < minLevel || msg == nil {
|
||||
return
|
||||
}
|
||||
p.ChapterBreak()
|
||||
p.TemporaryMessages = append(p.TemporaryMessages, msg)
|
||||
}
|
||||
|
||||
|
@ -4,6 +4,8 @@ import (
|
||||
"errors"
|
||||
"fmt"
|
||||
"sort"
|
||||
|
||||
"github.com/kr/pretty"
|
||||
)
|
||||
|
||||
// A Rule implements an operation run on every game turn.
|
||||
@ -402,3 +404,14 @@ func (r *RuleCollection[C]) applyDelayedUpdates() {
|
||||
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]
|
||||
}
|
||||
|
||||
// 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
|
||||
}
|
||||
|
@ -17,7 +17,7 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
|
||||
|
||||
for {
|
||||
for p.CanAct() {
|
||||
isCard, cardIdx, choiceIdx, err := pickNextAction(p)
|
||||
actionType, cardIdx, choiceIdx, err := pickNextAction(p)
|
||||
p.ReportError(err)
|
||||
if IsSeriousError(err) {
|
||||
if p.DebugLevel < 1 {
|
||||
@ -26,10 +26,18 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
|
||||
continue
|
||||
}
|
||||
var msg Message
|
||||
if isCard {
|
||||
switch actionType {
|
||||
case CardEnactable:
|
||||
msg, err = p.EnactCard(cardIdx, choiceIdx)
|
||||
} else {
|
||||
case DebugActionEnactable:
|
||||
msg, err = p.EnactDebugActionUnchecked(cardIdx, choiceIdx)
|
||||
case PermanentActionEnactable:
|
||||
msg, err = p.EnactPermanentAction(cardIdx, choiceIdx)
|
||||
case NothingEnactable:
|
||||
continue
|
||||
default:
|
||||
msg = nil
|
||||
err = fmt.Errorf("invalid enaction type in action loop: %d", actionType)
|
||||
}
|
||||
p.ReportError(err)
|
||||
if IsSeriousError(err) {
|
||||
@ -38,6 +46,10 @@ func RunSimpleTerminalUI[C StatsCollection](p *Player[C]) error {
|
||||
}
|
||||
continue
|
||||
}
|
||||
if err != nil {
|
||||
display(ErrorMessage(err))
|
||||
display(MsgStr(""))
|
||||
}
|
||||
display(msg)
|
||||
wait()
|
||||
}
|
||||
@ -77,7 +89,7 @@ func wait() {
|
||||
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()
|
||||
needsDivider := displayMessageSection(p)
|
||||
if needsDivider {
|
||||
@ -85,10 +97,14 @@ func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset
|
||||
}
|
||||
displayOnePanel(p, p.Prompt)
|
||||
divider()
|
||||
actionsOffset = displayStatsMenu(p)
|
||||
if actionsOffset > 0 {
|
||||
debugOffset = displayStatsMenu(p)
|
||||
if debugOffset > 0 {
|
||||
divider()
|
||||
}
|
||||
actionsOffset = displayDebugActionsMenu(p, debugOffset)
|
||||
if actionsOffset > debugOffset {
|
||||
fmt.Println()
|
||||
}
|
||||
handOffset = displayPermanentActionsMenu(p, actionsOffset)
|
||||
if handOffset > actionsOffset {
|
||||
fmt.Println()
|
||||
@ -97,9 +113,9 @@ func displayMainMenu[C StatsCollection](p *Player[C]) (actionsOffset, handOffset
|
||||
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 {
|
||||
actionsOffset, handOffset, max := displayMainMenu(p)
|
||||
debugOffset, actionsOffset, handOffset, max := displayMainMenu(p)
|
||||
|
||||
divider()
|
||||
fmt.Printf("%d actions remaining.\n", p.ActionsRemaining)
|
||||
@ -117,9 +133,8 @@ 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 +147,27 @@ 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], DebugActionEnactable)
|
||||
if option >= 0 || IsSeriousError(promptErr) {
|
||||
return DebugActionEnactable, i, option, promptErr
|
||||
}
|
||||
} else if i <= handOffset {
|
||||
i = i - actionsOffset - 1
|
||||
option, promptErr := promptCard(p, p.PermanentActions[i])
|
||||
option, promptErr := promptCard(p, p.PermanentActions[i], PermanentActionEnactable)
|
||||
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])
|
||||
option, promptErr := promptCard(p, p.Hand[i], CardEnactable)
|
||||
if option >= 0 || IsSeriousError(promptErr) {
|
||||
return true, i, option, nil
|
||||
return CardEnactable, i, option, nil
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -179,7 +200,7 @@ func lightDivider() {
|
||||
|
||||
func confirmQuit() {
|
||||
divider()
|
||||
fmt.Println("Are you sure you want to quit? (Y/N) > ")
|
||||
fmt.Printf("Are you sure you want to quit? (Y/N) > ")
|
||||
s := getResponse()
|
||||
if s == "y" || s == "yes" {
|
||||
fmt.Println("Bye!")
|
||||
@ -222,9 +243,7 @@ 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)
|
||||
}
|
||||
|
||||
@ -234,30 +253,42 @@ 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
|
||||
// they chose, or -1 if there was a serious error or they cancelled selection.
|
||||
func promptCard[C StatsCollection](p *Player[C], card Card[C]) (optionIdx int, err error) {
|
||||
func promptCard[C StatsCollection](p *Player[C], card Card[C], cardType EnactableType) (optionIdx int, err error) {
|
||||
// Iterate until the player makes a valid choice.
|
||||
for {
|
||||
opts, valid, err := displayCard(p, card, true)
|
||||
opts, valid, err := displayCard(p, card, cardType, true)
|
||||
if IsSeriousError(err) {
|
||||
return -1, err
|
||||
}
|
||||
@ -295,11 +326,11 @@ func promptCard[C StatsCollection](p *Player[C], card Card[C]) (optionIdx int, e
|
||||
}
|
||||
}
|
||||
|
||||
func displayCard[C StatsCollection](p *Player[C], card Card[C], canAct bool) ([]CardOption[C], bool, error) {
|
||||
func displayCard[C StatsCollection](p *Player[C], card Card[C], cardType EnactableType, canAct bool) ([]CardOption[C], bool, error) {
|
||||
cls()
|
||||
t := card.Title(p).String()
|
||||
urgent := card.Urgent(p)
|
||||
if urgent {
|
||||
if urgent && cardType == CardEnactable {
|
||||
t = "[URGENT!] " + t
|
||||
}
|
||||
fmt.Println(t)
|
||||
@ -315,7 +346,7 @@ func displayCard[C StatsCollection](p *Player[C], card Card[C], canAct bool) ([]
|
||||
fmt.Println()
|
||||
fmt.Println(SectionBreak.String())
|
||||
fmt.Println()
|
||||
if !urgent && p.HasUrgentCards() {
|
||||
if !urgent && cardType != DebugActionEnactable && p.HasUrgentCards() {
|
||||
fmt.Println("<You have more urgent matters to attend to! You cannot act on this right now.>")
|
||||
fmt.Println()
|
||||
canAct = false
|
||||
@ -385,12 +416,16 @@ 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 +435,7 @@ 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 +447,7 @@ 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:
|
||||
@ -423,35 +458,51 @@ 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.PermanentActions[v])
|
||||
optIdx, err := promptCard(p, p.DebugActions[v], DebugActionEnactable)
|
||||
errs.Add(err)
|
||||
if optIdx >= 0 || IsSeriousError(err) {
|
||||
return false, v, optIdx, true, errs.Emit()
|
||||
return DebugActionEnactable, v, optIdx, errs.Emit()
|
||||
}
|
||||
} else {
|
||||
_, _, err := displayCard(p, p.PermanentActions[v], false)
|
||||
_, _, err := displayCard(p, p.DebugActions[v], DebugActionEnactable, false)
|
||||
errs.Add(err)
|
||||
if IsSeriousError(err) {
|
||||
return false, -1, -1, true, errs.Emit()
|
||||
return DebugActionEnactable, -1, -1, errs.Emit()
|
||||
}
|
||||
wait()
|
||||
}
|
||||
} else if v <= pOff {
|
||||
v = v - dOff - 1
|
||||
if canAct {
|
||||
optIdx, err := promptCard(p, p.PermanentActions[v], PermanentActionEnactable)
|
||||
errs.Add(err)
|
||||
if optIdx >= 0 || IsSeriousError(err) {
|
||||
return PermanentActionEnactable, v, optIdx, errs.Emit()
|
||||
}
|
||||
} else {
|
||||
_, _, err := displayCard(p, p.PermanentActions[v], PermanentActionEnactable, false)
|
||||
errs.Add(err)
|
||||
if IsSeriousError(err) {
|
||||
return PermanentActionEnactable, -1, -1, errs.Emit()
|
||||
}
|
||||
wait()
|
||||
}
|
||||
} else {
|
||||
v = v - pOff - 1
|
||||
if canAct {
|
||||
optIdx, err := promptCard(p, p.Hand[v])
|
||||
optIdx, err := promptCard(p, p.Hand[v], CardEnactable)
|
||||
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)
|
||||
_, _, err := displayCard(p, p.Hand[v], CardEnactable, false)
|
||||
errs.Add(err)
|
||||
if IsSeriousError(err) {
|
||||
return false, -1, -1, false, errs.Emit()
|
||||
return CardEnactable, -1, -1, errs.Emit()
|
||||
}
|
||||
wait()
|
||||
}
|
||||
@ -464,7 +515,7 @@ 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 +536,7 @@ 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()
|
||||
@ -498,31 +549,34 @@ 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], DebugActionEnactable, false)
|
||||
errs.Add(err)
|
||||
if IsSeriousError(err) {
|
||||
return errs.Emit()
|
||||
}
|
||||
} else if i <= handOffset {
|
||||
i = i - actionsOffset - 1
|
||||
_, _, err := displayCard(p, p.PermanentActions[i], false)
|
||||
_, _, err := displayCard(p, p.PermanentActions[i], PermanentActionEnactable, false)
|
||||
errs.Add(err)
|
||||
if IsSeriousError(err) {
|
||||
return errs.Emit()
|
||||
}
|
||||
wait()
|
||||
} else {
|
||||
i = i - handOffset - 1
|
||||
_, _, err := displayCard(p, p.Hand[i], false)
|
||||
_, _, err := displayCard(p, p.Hand[i], CardEnactable, false)
|
||||
errs.Add(err)
|
||||
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 {
|
||||
@ -146,18 +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."),
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
|
@ -5,8 +5,6 @@ import (
|
||||
"fmt"
|
||||
|
||||
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
|
||||
|
||||
"github.com/kr/pretty"
|
||||
)
|
||||
|
||||
func main() {
|
||||
@ -45,7 +43,6 @@ func main() {
|
||||
Name: cardsim.MsgStr("Stats"),
|
||||
Intro: cardsim.MsgStr("Hi! These are the smoke test stats."),
|
||||
},
|
||||
ruledumper{},
|
||||
}
|
||||
p.Prompt = prompt{}
|
||||
p.DebugLevel = 5
|
||||
@ -69,15 +66,6 @@ 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
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user