141 lines
6.0 KiB
Go
141 lines
6.0 KiB
Go
package cardsim
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import "math/rand"
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// Player stores all gameplay state for one player at a specific point in time.
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// Game-specific data is stored in Stats.
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//
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// Player is a generic type -- see https://go.dev/blog/intro-generics for more
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// information on how these work. Think of "Player" as a "type of type" --
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// when you create one, you tell it what kind of data it needs to keep for
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// the simulation itself, and each Player that works with a different kind of
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// data is a different kind of Player and the compiler will help you with that.
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// This is the same idea as "slice of something" or "map from something to
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// something" -- different kinds of Players are different from each other and
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// "know" what type of data they use, so the compiler can tell you if you're
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// using the wrong type.
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//
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// Generic types have to use a placeholder to represent the type (or types --
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// consider maps, which have both keys and values) that will be more specific
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// when the type is actually used. They're called "type parameters", like
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// function parameters, because they're the same kind of idea. A function puts
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// its parameters into variables so you can write a function that works with
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// whatever data it gets; a generic type takes type parameters and represents
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// them with type placeholders so you can write a *type* that works with
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// whatever specific other types it gets.
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//
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// Just like function parameters have a type that says what kind of data the
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// function works with, type parameters have a "type constraint" that says what
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// kind of types the generic type works with. Go already has a familiar way
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// to express the idea of "what a type has to do": `interface`. In Go, type
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// constraints are just interfaces.
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//
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// But wait, why use generics at all? Can't we just use an interface in the
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// normal way instead of doing this thing? Well, yes, we could, but then the
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// compiler doesn't know that the "real types" for things matching these
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// interfaces all have to actually be the same type. The compiler will stop
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// you from putting an `Orange` into a `[]Apple`, but it wouldn't stop you from
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// putting a `Fruit` into a `[]Fruit` because, well, of course it wouldn't,
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// they're the same type.
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//
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// Different simulation games made with `cardsim` are different. Rules made for
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// simulating the economy of a kobold colony and mine wouldn't work at all with
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// data for a simulation about three flocks of otter-gryphons having a
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// territory conflict over a river full of fish. By using generics, the compiler
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// can recognize functions and data and types intended for different simulation
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// games and prevent you from using the wrong one, when it wouldn't be able to
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// if all this stuff was written for "some simulation game, don't care what".
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//
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// Generic interfaces (like `Card[C]`, `Rule[C]`, `InfoPanel[C]`, and more)
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// don't mean you have to write generics of your own. It's exactly the opposite!
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// Because the interface has this extra type in it, you only need to implement
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// the specific kind of interface that works with your game. There's more detail
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// on this in the comment on `Rule[C]`.
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type Player[C StatsCollection] struct {
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// Stats stores simulation-specific state.
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Stats C
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// Name stores the player's name.
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Name string
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// Rand is a source of randomness that other components can use.
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Rand rand.Rand
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Deck *Deck[C]
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Hand []Card[C]
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TurnNumber int
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State GameState
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// HandLimit is number of cards to draw to at the start of each turn.
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// If the player has more cards than this already, none will be drawn,
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// but the player will keep them all.
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//
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// If this is 0 or less and the player has no cards in hand, no permanent
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// actions available, and must take an action, the game ends in stalemate.
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HandLimit int
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// ActionsPerTurn is what ActionsRemaining resets to at the start of each
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// turn. If this is 0 or less at the start of a turn, the game ends in
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// stalemate. Activating a card or permanent action spends an action, but
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// the card or action itself can counter this by changing the player's
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// ActionsRemaining by giving the action back -- or force the turn to
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// progress immediately to simulation by setting it to 0.
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ActionsPerTurn int
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ActionsRemaining int
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// PermanentActions are an "extra hand" of cards that are not discarded when used.
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PermanentActions []Card[C]
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// InfoPanels lists informational views available to the player. The Prompt
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// is the InfoPanel shown before the main action menu.
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InfoPanels []InfoPanel[C]
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Prompt InfoPanel[C]
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// Rules are the simulation rules executed every turn after the player has
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// run out of remaining actions. See `RuleCollection`'s documentation for
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// more information about how rule execution works.
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Rules *RuleCollection[C]
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// Temporary messages are shown *before* the Prompt. They're cleared just
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// before executing rules for the turn, so rules adding to TemporaryMessages
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// are creating messages that will show up for the next turn. Temporary
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// panels are cleared out at the same time as temporary messages; when
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// available, they are listed separately from standard panels (before them).
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TemporaryMessages []Message
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TemporaryPanels []InfoPanel[C]
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// DebugLevel stores how verbose the game should be about errors. If this
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// is greater than 0, invisible stats will usually be shown to the player
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// (this is up to individual info panels, though). If this is -1 or lower,
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// warning messages will not be displayed.
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DebugLevel int
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}
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// GameState represents various states a player's Game can be in.
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type GameState int
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const (
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// The game has not started.
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GameUninitialized = GameState(iota)
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// The game is ready to play.
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GameActive
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// The game is over and the player has lost.
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GameLost
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// The game is over and the player has won.
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GameWon
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// The game is over because of an error.
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GameCrashed
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// The game is over because the player cannot take any actions.
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GameStalled
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)
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// Over returns whether this state represents a game that is over.
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func (g GameState) Over() bool {
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return g == GameLost || g == GameWon || g == GameCrashed || g == GameStalled
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}
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