Converting cards to effectstables

This commit is contained in:
Rakeela 2024-09-29 12:48:19 -07:00
parent c4427885ca
commit 99c5e5af6d
2 changed files with 156 additions and 191 deletions

View File

@ -121,50 +121,38 @@ var cards = []Card{
&TablePolicy{
UnenactedDesc: cardsim.MsgStr(`Your Minister of Finance greets you exuberantly. "We've trimmed the wages of the bureaucracy beautifully, but maybe we can scout some outright volunteers. Some tribes are absolute disasters, after all.`),
EnactedDesc: cardsim.MsgStr(`[current policy] It's hard to find volunteer workers at the festival, but your tribe is doing its best.`),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.BasePopulation += 10
p.Stats.Bureaucracy -= 2
p.Stats.Rebellion += 1
return cardsim.MsgStr("The local bureaucracy is staffed by volunteer labor."), nil
},
Undo: func(p *Player) error {
p.Stats.BasePopulation -= 10
p.Stats.Bureaucracy += 2
p.Stats.Rebellion -= 1
return nil
EffectsTable: map[FieldLabel]float64{
BasePopulation: 10,
Bureaucracy: -2,
Rebellion: 1,
Gullibility: 2,
Authoritarianism: -1,
},
EnactionDesc: cardsim.MsgStr("The local bureaucracy is staffed by volunteer labor."),
CanDo: func(t *TablePolicy, p *Player) bool {
return p.Stats.Bureaucracy < 2 && t.LastEnactedIdx != 3
},
},
&BasicPolicy{
UnenactedDesc: cardsim.MsgStr(`One of your non-bureaucrat friends has been in a foul temper. "This festival is everything that's wrong with our society. Life isn't about filling out forms. We ought to snub this festival and outright fire some bureaucrats."`),
&TablePolicy{
UnenactedDesc: cardsim.MsgStr(`One of your non-bureaucrat friends has been in a foul temper. "This festival is everything that's wrong with our society. Life isn't about filling out forms. We ought to snub this festival and outright fire a bunch of paper-pushers."`),
EnactedDesc: cardsim.MsgStr("Your tribe currently bans the Pan-Tribal Festival of Bureaucracy. There will be no local celebration without a policy change."),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.BasePopulation -= 80
p.Stats.Bureaucracy -= 4
return cardsim.MsgStr("A wave of bureaucrats just emigrated along with kobolds incensed by the tribe's lack of respect for administration."), nil
EffectsTable: map[FieldLabel]float64{
BasePopulation: 80,
Bureaucracy: 4,
Gullibility: 4,
},
Undo: func(p *Player) error {
p.Stats.BasePopulation += 80
p.Stats.Bureaucracy += 4
return nil
},
CanDo: YesWeCan,
EnactionDesc: cardsim.MsgStr("A wave of bureaucrats just emigrated along with kobolds incensed by the tribe's lack of respect for administration."),
CanDo: YesWeAlsoCan,
},
&VerbosePolicy{
Default: &BasicPolicy{
Default: &TablePolicy{
UnenactedDesc: cardsim.MsgStr("Some kobolds will attend the festival on their own, and we may face desertions for our lack of interest."),
EnactedDesc: cardsim.MsgStr("Some kobolds will attend the festival on their own. No change is expected."),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.BasePopulation -= 20
return cardsim.MsgStr("A festival of bureaucracy lured away a few kobolds to other tribes."), nil
EffectsTable: map[FieldLabel]float64{
BasePopulation: -20,
},
Undo: func(p *Player) error {
p.Stats.BasePopulation += 20
return nil
},
CanDo: YesWeCan,
EnactionDesc: cardsim.MsgStr("A festival of bureaucracy lured away a few kobolds to other tribes."),
CanDo: YesWeAlsoCan,
},
Variants: []Policy{
nil,
@ -194,137 +182,81 @@ var cards = []Card{
Desc: cardsim.MsgStr("An inevitable concern of kobold tribes is the matter of trade. Trade with other kobolds is straightforward, but overland caravans are unsafe. Trade with surfacers is vital... but achieving it is difficult owing to anti-kobold sentiment."),
After: ShuffleIntoBottomHalf,
Policies: []Policy{
&BasicPolicy{
&TablePolicy{
UnenactedDesc: cardsim.MsgStr(`Speaking for the conservative opinion, one prospective merchant says, "We need illusions. Our priority needs to be studying or trading to acquire or create spells or artifacts of disguising. The high start-up costs will be balanced by subsequent free movement in a surface society that detests us."`),
EnactedDesc: cardsim.MsgStr("[current policy] Your merchants rely on magical disguises to avoid being identified as kobolds while doing business on the surface."),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.Manufacturing += 3
p.Stats.Logistics += 4
p.Stats.Mining += 1
p.Stats.Alchemy += 1
p.Stats.Gadgetry += 1
p.Stats.Scavenging += 1
p.Stats.FoodSupply += 1
p.Stats.Secrecy += 5
p.Stats.Rebellion += 1
p.Stats.Greed += 1
p.Stats.Gullibility += 1
return cardsim.MsgStr("Nobody ever meets a kobold merchant."), nil
EffectsTable: map[FieldLabel]float64{
Manufacturing: 3,
Logistics: 4,
Mining: 1,
Alchemy: 1,
Gadgetry: 1,
Scavenging: 1,
FoodSupply: 1,
Secrecy: 5,
Rebellion: 1,
Greed: 1,
Gullibility: 1,
},
Undo: func(p *Player) error {
p.Stats.Manufacturing -= 3
p.Stats.Logistics -= 4
p.Stats.Mining -= 1
p.Stats.Alchemy -= 1
p.Stats.Gadgetry -= 1
p.Stats.Scavenging -= 1
p.Stats.FoodSupply -= 1
p.Stats.Secrecy -= 5
p.Stats.Rebellion -= 1
p.Stats.Greed -= 1
p.Stats.Gullibility -= 1
return nil
EnactionDesc: cardsim.MsgStr("Nobody ever meets a kobold merchant."),
CanDo: YesWeAlsoCan,
},
CanDo: YesWeCan,
},
&BasicPolicy{
&TablePolicy{
UnenactedDesc: cardsim.MsgStr(`Brave but potentially headstrong, another prospective merchant has attended the meeting with the following plea. "We must take head-on the risk of improving the status of kobolds! Only by bravely attending the surface markets can we hope to achieve a true and lasting peace!"`),
EnactedDesc: cardsim.MsgStr(`[current policy] Your merchants represent the tribe's peaceful ideals by visiting the surface openly despite occasional casaulties.`),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.BasePopulation -= 15
p.Stats.Manufacturing += 3
p.Stats.Logistics += 4
p.Stats.Mining += 1
p.Stats.Alchemy += 2
p.Stats.Gadgetry += 2
p.Stats.Hospitality += 1
p.Stats.Publishing += 1
p.Stats.ForeignRelExpense += 1
p.Stats.Militarism -= 1
p.Stats.Scavenging -= 1
p.Stats.Secrecy -= 10
p.Stats.ForeignRelations += 5
p.Stats.FoodSupply += 3
p.Stats.Greed += 1
p.Stats.Madness -= 1
p.Stats.Cruelty -= 1
return cardsim.MsgStr("The tribe formally plans for attrition among its merchants."), nil
EffectsTable: map[FieldLabel]float64{
BasePopulation: -15,
Manufacturing: 3,
Logistics: 4,
Mining: 2,
Alchemy: 1,
Gadgetry: 2,
Hospitality: 1,
Publishing: 1,
ForeignRelExpense: 1,
Militarism: -1,
Scavenging: -1,
Secrecy: -10,
ForeignRelations: 5,
FoodSupply: 3,
Greed: 1,
Madness: -1,
Cruelty: -1,
},
Undo: func(p *Player) error {
p.Stats.BasePopulation += 15
p.Stats.Manufacturing -= 3
p.Stats.Logistics -= 4
p.Stats.Mining -= 1
p.Stats.Alchemy -= 2
p.Stats.Gadgetry -= 2
p.Stats.Hospitality -= 1
p.Stats.Publishing -= 1
p.Stats.ForeignRelExpense -= 1
p.Stats.Militarism += 1
p.Stats.Scavenging += 1
p.Stats.Secrecy += 10
p.Stats.ForeignRelations -= 5
p.Stats.FoodSupply -= 3
p.Stats.Greed -= 1
p.Stats.Madness -= 1
p.Stats.Cruelty -= 1
return nil
EnactionDesc: cardsim.MsgStr("The tribe formally plans for attrition among its merchants."),
CanDo: YesWeAlsoCan,
},
CanDo: YesWeCan,
},
&BasicPolicy{
&TablePolicy{
UnenactedDesc: cardsim.MsgStr(`A shady scavenger has offered to change careers and become a merchant. Their proposal is, "Surfacers aren't all monolithic. If we talk to the ones who are more greedy than prejudiced, we don't need magic or idealism. We can get in contact with lots of people who'll buy lots of things from us, even things that might not have a market if we worked with 'good' merchants."`),
EnactedDesc: cardsim.MsgStr("[current policy] Your merchants work with the underworld of the surface, forging connections with the people who are ironically less likely to murder them."),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.BasePopulation -= 5
p.Stats.Logistics += 1
p.Stats.Scavenging += 3
p.Stats.Alchemy += 2
p.Stats.Gadgetry += 2
p.Stats.Mining -= 1
p.Stats.Manufacturing -= 1
p.Stats.HiddenRelPenalty += 2 // High is bad on this hidden stat.
p.Stats.Greed += 3
p.Stats.Gullibility -= 2
return cardsim.MsgStr("Kobold merchants are instantly suspected of black market connections."), nil
EffectsTable: map[FieldLabel]float64{
BasePopulation: -5,
Logistics: 1,
Scavenging: 3,
Alchemy: 2,
Gadgetry: 2,
Mining: -1,
Manufacturing: -1,
HiddenRelPenalty: 2, //High is bad on this hidden stat.
Greed: 3,
Gullibility: -2,
},
Undo: func(p *Player) error {
p.Stats.BasePopulation += 5
p.Stats.Logistics -= 1
p.Stats.Scavenging -= 3
p.Stats.Alchemy -= 2
p.Stats.Gadgetry -= 3
p.Stats.Mining += 1
p.Stats.Manufacturing += 1
p.Stats.HiddenRelPenalty -= 2
p.Stats.Greed -= 3
p.Stats.Gullibility += 2
return nil
EnactionDesc: cardsim.MsgStr("Kobold merchants are instantly suspected of black market connections."),
CanDo: YesWeAlsoCan,
},
CanDo: YesWeCan,
},
&BasicPolicy{
UnenactedDesc: cardsim.MsgStr(`A mining forebold registered for the right to attend this meeting, and says, "Surfacers can't be trusted and we shouldn't be supporting them with trade. We need underground roads to ease trade with other kobolds. It's a massive investment, but think of the reward: a world of underground civilizations supporting each other."`),
&TablePolicy{
UnenactedDesc: cardsim.MsgStr(`A mining forebold registered for the right to attend this meeting to say, "Surfacers can't be trusted and we shouldn't be supporting them with trade. We need underground roads to ease trade with other kobolds. It's a massive investment, but think of the reward: a world of underground civilizations supporting each other."`),
EnactedDesc: cardsim.MsgStr(`[currentpolicy] Your merchants have been directed to focus on trade with other kobolds, and your miners are perpetually tunnelling towards other kobold tribes in pursuit of the dream of a world of underground roads.`),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.Mining += 5
p.Stats.Construction += 2
p.Stats.Logistics += 4
p.Stats.FoodSupply -= 1
p.Stats.Secrecy += 15
p.Stats.Gullibility -= 2
return cardsim.MsgStr("The vast network of caverns under the surface of the world is not a natural phenomenon."), nil
EffectsTable: map[FieldLabel]float64{
Mining: 5,
Construction: 2,
Logistics: 3,
FoodSupply: -1,
Secrecy: 15,
Gullibility: -2,
},
Undo: func(p *Player) error {
p.Stats.Mining -= 5
p.Stats.Construction -= 2
p.Stats.Logistics -= 4
p.Stats.FoodSupply += 1
p.Stats.Secrecy -= 15
p.Stats.Gullibility += 2
return nil
},
CanDo: YesWeCan,
EnactionDesc: cardsim.MsgStr("The vast network of caverns under the surface of the world is not a natural phenomenon."),
CanDo: YesWeAlsoCan,
},
&VerbosePolicy{
Default: &BasicPolicy{
@ -343,7 +275,7 @@ var cards = []Card{
UnenactedDesc: cardsim.MsgStr("Rejecting the illusion-based merchantry will cost us a great deal in trade and surface food, but we can certainly do it."),
},
&BasicPolicy{
UnenactedDesc: cardsim.MsgStr("Rejecting our idealistic approach to surface trade will save a few lives directly, but consider how much we need the food we might buy!"),
UnenactedDesc: cardsim.MsgStr("Rejecting our idealistic approach to surface trade will save a few lives directly, but consider how much we need the food we buy!"),
},
&BasicPolicy{
UnenactedDesc: cardsim.MsgStr("The surfacers' governments would certainly prefer us to abandon our underworld connections in their cities. Do we care about that? We'd be giving up some excellent profits."),
@ -360,32 +292,21 @@ var cards = []Card{
Desc: cardsim.MsgStr("Nobody would ever say a kobold smells bad, but the constant burrowing, manufacturing, and metallurgy that is common to kobold life is still a recipe for tense muscles and filthy scales. A slate of proposals have come through to address this issue."),
After: ShuffleIntoBottomHalf,
Policies: []Policy{
&BasicPolicy{
&TablePolicy{
UnenactedDesc: cardsim.MsgStr(`A calm and cheerful scribe says, "We should have public baths! We have more problems with flooding than drought in the deep underground, so we've got plenty of water. We just need to channel it. We could create a hub of social life while improving the health of everybody!"`),
EnactedDesc: cardsim.MsgStr("[current policy] Public bathing is a staple social policy in the mines and warrens of your tribe."),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.Construction += 2
p.Stats.Welfare += 1
p.Stats.Healthcare += 1
p.Stats.ParksExpense += 4
p.Stats.Hospitality += 1
p.Stats.Madness -= 1
p.Stats.Cruelty -= 1
p.Stats.Greed -= 1
return cardsim.MsgStr("The company of others makes cold water tolerable."), nil
EffectsTable: map[FieldLabel]float64{
Construction: 2,
Welfare: 1,
Healthcare: 1,
ParksExpense: 4,
Hospitality: 1,
Madness: -1,
Cruelty: -1,
Greed: -1,
},
Undo: func(p *Player) error {
p.Stats.Construction -= 2
p.Stats.Welfare -= 1
p.Stats.Healthcare -= 1
p.Stats.ParksExpense -= 4
p.Stats.Hospitality -= 1
p.Stats.Madness += 1
p.Stats.Cruelty += 1
p.Stats.Greed += 1
return nil
},
CanDo: YesWeCan,
EnactionDesc: cardsim.MsgStr("The company of others makes cold water tolerable."),
CanDo: YesWeAlsoCan,
},
&BasicPolicy{
UnenactedDesc: cardsim.MsgStr(`Your Minister of Finance is scandalized. "A free service? And such an expensive one to construct? No, no, no. The baths must pull their weight in the budget if they're ot be made at all. We must set an entry fee."`),

View File

@ -170,6 +170,7 @@ func NewKoboldMine() *KoboldMine {
type FieldLabel string
const (
Alchemy FieldLabel = "Alchemy"
Authoritarianism FieldLabel = "Authoritarianism"
BasePopulation FieldLabel = "BasePopulation"
Bureaucracy FieldLabel = "Bureaucracy"
@ -178,18 +179,31 @@ const (
Education FieldLabel = "Education"
FoodSupply FieldLabel = "FoodSupply"
ForeignRelations FieldLabel = "ForeignRelations"
ForeignRelExpense FieldLabel = "ForeignRelExpense"
Gadgetry FieldLabel = "Gadgetry"
Greed FieldLabel = "Greed"
Gullibility FieldLabel = "Gullibility"
Healthcare FieldLabel = "Healthcare"
HiddenRelPenalty FieldLabel = "HiddenRelPenalty"
Hospitality FieldLabel = "Hospitality"
Logistics FieldLabel = "Logistics"
Madness FieldLabel = "Madness"
Manufacturing FieldLabel = "Manufacturing"
Mining FieldLabel = "Mining"
Militarism FieldLabel = "Militarism"
Mining FieldLabel = "Mining"
ParksExpense FieldLabel = "ParksExpense"
Publishing FieldLabel = "Publishing"
Rebellion FieldLabel = "Rebellion"
Scavenging FieldLabel = "Scavenging"
Secrecy FieldLabel = "Secrecy"
Welfare FieldLabel = "Welfare"
)
func (k *KoboldMine) Add(which FieldLabel, amount float64) error {
switch which {
case Alchemy:
k.Alchemy += amount
return nil
case Authoritarianism:
k.Authoritarianism += amount
return nil
@ -214,20 +228,47 @@ func (k *KoboldMine) Add(which FieldLabel, amount float64) error {
case ForeignRelations:
k.ForeignRelations += amount
return nil
case ForeignRelExpense:
k.ForeignRelExpense += amount
return nil
case Gadgetry:
k.Gadgetry += amount
return nil
case Greed:
k.Greed += amount
return nil
case Gullibility:
k.Gullibility += amount
return nil
case Healthcare:
k.Healthcare += amount
return nil
case HiddenRelPenalty:
k.HiddenRelPenalty += amount
return nil
case Hospitality:
k.Hospitality += amount
return nil
case Logistics:
k.Logistics += amount
return nil
case Madness:
k.Madness += amount
return nil
case Manufacturing:
k.Manufacturing += amount
return nil
case Militarism:
k.Militarism += amount
return nil
case Mining:
k.Mining += amount
return nil
case Militarism:
k.Militarism += amount
case ParksExpense:
k.ParksExpense += amount
return nil
case Publishing:
k.Publishing += amount
return nil
case Rebellion:
k.Rebellion += amount
@ -238,6 +279,9 @@ func (k *KoboldMine) Add(which FieldLabel, amount float64) error {
case Secrecy:
k.Secrecy += amount
return nil
case Welfare:
k.Welfare += amount
return nil
}
return fmt.Errorf("cannot add %f to %q: %w", amount, which, ErrNoFieldLabel)
}