FuncPolicy: function pointer policy

For when you don't want to go to the trouble of writing a type, but do need actual functions.
This commit is contained in:
Kistaro Windrider 2023-04-03 19:52:47 -07:00
parent a1f55c865d
commit 2c1fc73ef5
Signed by: kistaro
SSH Key Fingerprint: SHA256:TBE2ynfmJqsAf0CP6gsflA0q5X5wD5fVKWPsZ7eVUg8

View File

@ -285,7 +285,7 @@ func (v *VerbosePolicy) Enact(p *Player) (cardsim.Message, error) {
msg, err = v.Variants[v.lastIdx].Enact(p)
}
if errors.Is(err, ErrUnimplemented) {
msg, err = v.Default.Enact()
msg, err = v.Default.Enact(p)
}
return msg, err
}
@ -339,6 +339,61 @@ func (v *VerbosePolicy) Enabled(p *Player) (result bool) {
return
}
// FuncPolicy implements Policy by calling specified functions. If they're
// missing, it returns ErrUnimplemented. It handles Is itself. It also tracks
// LastEnacted data (last index, which policy, is policy self) itself.
type FuncPolicy struct {
OptionTextFunc func(*Player) (cardsim.Message, error)
EnactFunc func(*Player) (cardsim.Message, error)
EnabledFunc func(*Player) bool
UnenactFunc func(*Player) error
// These three fields are assigned by LastEnacted and typically should not
// be set in the initializer.
LastEnactedIdx int
LastEnactedPolicy Policy
WasEnactedLast bool
}
func (f *FuncPolicy) OptionText(p *Player) (cardsim.Message, error) {
if f.OptionTextFunc == nil {
return nil, ErrUnimplemented
}
return f.OptionTextFunc(p)
}
func (f *FuncPolicy) Enact(p *Player) (cardsim.Message, error) {
if f.EnactFunc == nil {
return nil, ErrUnimplemented
}
return f.EnactFunc(p)
}
func (f *FuncPolicy) Enabled(p *Player) bool {
if f.EnabledFunc == nil {
panic(ErrUnimplemented)
}
return f.EnabledFunc(p)
}
func (f *FuncPolicy) Unenact(p *Player) error {
if f.UnenactFunc == nil {
return ErrUnimplemented
}
return f.UnenactFunc(p)
}
func (f *FuncPolicy) LastEnacted(i int, p Policy) {
f.LastEnactedIdx = i
f.LastEnactedPolicy = p
f.WasEnactedLast = f.Is(p)
}
func (f *FuncPolicy) Is(p Policy) bool {
fp, ok := p.(*FuncPolicy)
return ok && (f == fp)
}
// ShuffleIntoBottomHalf is a common "what to do with the card after?" behavior.
func ShuffleIntoBottomHalf(c Card, p *Player, _ CardOption) error {
p.Deck.InsertRandomBottom(0.5, c)