SwitchingCard.IsValid: control drawability.
Cards can now specify conditions that must be met for them to be drawn into the hand. Additionally, this improves the documentation of SwitchingCard.
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@ -42,11 +42,56 @@ type Policy interface {
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// previously, and undoes it before doing a different one. It is always valid
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// to draw.
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type SwitchingCard struct {
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Name cardsim.Message
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Desc cardsim.Message
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IsUrgent bool
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After func(Card, *Player, CardOption) error
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Policies []Policy
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// Name contains the name of the card, displayed as its title in the
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// action selection menu and in the card detail page itself.
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Name cardsim.Message
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// Desc contains the event description for the card, displayed in the
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// card detail page.
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Desc cardsim.Message
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// IsUrgent marks a card as urgent. If the player has any urgent cards
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// in hand, they cannot act on any non-urgent cards (or permanent actions
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// not marked as urgent).
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IsUrgent bool
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// After is invoked after the player has chosen to act on this card and
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// the chosen option has been fully enacted. If the card should be returned
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// to the deck, After is responsible for doing this!
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//
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// If After is not provided, ShuffleIntoBottomHalf is used as a fallback.
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//
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// The first argument to After is the card itself. This will be type
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// *SwitchingCard. It's represented as Card so general "After" functions
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// that can be used with multiple card types (for example,
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// ShuffleIntoBottomHalf) can be trivially implemented.
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//
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// If the card cannot be drawn into the hand because it has an IsValid
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// check and the check fails, After is invoked with a nil CardOption.
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// ShuffleIntoBottomHalf works just fine with a nil argument here.
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// (It doesn't care about the CardOption at all.)
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After func(Card, *Player, CardOption) error
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// IsValid is used to check whether the card can be drawn into the hand.
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// If it cannot, After is immediately invoked (whenever the card was
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// being drawn, which is probably the "draw" stage of the turn but can
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// happen any time if something else causes the player to draw cards) with
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// a nil CardOption (because no option was selected) and the SwitchingCard
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// does not invoke any option and does not change its active policy.
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//
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// The first argument to IsValid is the card itself. This will be type
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// *SwitchingCard. It's presented via the Card interface to support
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// general validity functions that could be used with arbitrary kinds of Card.
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IsValid func(Card, *Player) bool
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// Policies contains the options the player may choose between. Policy is
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// a more specific type than CardOption; a Policy can be un-enacted.
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// Unenactment of the previous policy before selecting a new one is the
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// core feature of SwitchingCard.
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Policies []Policy
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// lastPolicy stores the last policy selected for this card. It's used
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// extensively by SwitchingCard's logic.
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lastPolicy Policy
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// ShowUnavailable controls whether options for which Enabled() = false
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@ -66,7 +111,12 @@ func (s *SwitchingCard) Urgent(*Player) bool {
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}
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// Drawn implements Card.
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func (s *SwitchingCard) Drawn(*Player) bool {
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func (s *SwitchingCard) Drawn(p *Player) bool {
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if s.IsValid != nil && !s.IsValid(s, p) {
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err := s.Then(p, nil)
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p.ReportError(err) // can't do anything with the error right now
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return false
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}
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return true
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}
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@ -118,6 +168,11 @@ func (s *SwitchingCard) Then(p *Player, o CardOption) error {
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return errs.Emit()
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}
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// CurrentlyEnacted returns the currently enacted Policy, if any.
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func (s *SwitchingCard) CurrentlyEnacted() Policy {
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return s.lastPolicy
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}
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// BasicPolicy is a straightfoward implementation of Policy. If the currently
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// enacted option is re-enacted, it refunds the player's action point.
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type BasicPolicy struct {
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