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219ff33d66
...
e018bd0ad6
27
.vscode/koboldsimsnippets.code-snippets
vendored
27
.vscode/koboldsimsnippets.code-snippets
vendored
@ -1,27 +0,0 @@
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{
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// Place your KoboldSim workspace snippets here. Each snippet is defined under a snippet name and has a scope, prefix, body and
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// description. Add comma separated ids of the languages where the snippet is applicable in the scope field. If scope
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// is left empty or omitted, the snippet gets applied to all languages. The prefix is what is
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// used to trigger the snippet and the body will be expanded and inserted. Possible variables are:
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// $1, $2 for tab stops, $0 for the final cursor position, and ${1:label}, ${2:another} for placeholders.
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// Placeholders with the same ids are connected.
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// Example:
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// "Print to console": {
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// "scope": "javascript,typescript",
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// "prefix": "log",
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// "body": [
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// "console.log('$1');",
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// "$2"
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// ],
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// "description": "Log output to console"
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// }
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"KoboldMine Add case": {
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"scope": "go",
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"prefix": "case",
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"body": [
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"case ${1:field}:",
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"\tk.${1:field} += amount",
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"\treturn k.${1:field}",
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],
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}
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}
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2
go.mod
2
go.mod
@ -8,5 +8,5 @@ require (
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github.com/kr/pretty v0.3.1 // indirect
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github.com/kr/text v0.2.0 // indirect
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github.com/rogpeppe/go-internal v1.9.0 // indirect
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golang.org/x/exp v0.0.0-20230321023759-10a507213a29
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golang.org/x/exp v0.0.0-20230321023759-10a507213a29 // indirect
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)
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@ -10,22 +10,34 @@ var cards = []Card{
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Desc: cardsim.MsgStr(" A surge of anti-kobold sentiment has been reported by your spies on the surface and your military is concerned that anti-kobold vigilantes will attack the tunnels in the near-future. They want to build up now while doing so is safe."),
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After: ShuffleIntoBottomHalf,
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Policies: []Policy{
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&TablePolicy{
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&BasicPolicy{
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UnenactedDesc: cardsim.MsgStr(`Your war chief paces irritably. "We have terrible threats facing us. It's imperative that we build up our numbers in both the military and the domestic sense. I want creches under military control and a good hunting crew to supply them with food."`),
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EnactedDesc: cardsim.MsgStr("[current policy] Your war chief is presently monitoring the situation, building up your military, and securing your creches."),
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EffectsTable: map[FieldLabel]float64{
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BasePopulation: 100,
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Scavenging: 1,
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Militarism: 2,
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FoodSupply: 1,
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ForeignRelations: -2,
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Rebellion: -3,
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Madness: 1,
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Cruelty: 1,
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Authoritarianism: 4,
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Do: func(p *Player) (cardsim.Message, error) {
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p.Stats.BasePopulation += 100
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p.Stats.Scavenging += 1
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p.Stats.Militarism += 2
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p.Stats.FoodSupply += 1
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p.Stats.ForeignRelations -= 2
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p.Stats.Rebellion -= 3
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p.Stats.Madness += 1
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p.Stats.Cruelty += 1
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p.Stats.Authoritarianism += 4
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return cardsim.MsgStr("Kobolds are known to be born warriors."), nil
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},
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EnactionDesc: cardsim.MsgStr("Kobolds are known to be born warriors."),
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CanDo: YesWeAlsoCan,
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Undo: func(p *Player) error {
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p.Stats.BasePopulation -= 100
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p.Stats.Scavenging -= 1
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p.Stats.Militarism -= 2
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p.Stats.FoodSupply -= 1
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p.Stats.ForeignRelations += 2
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p.Stats.Rebellion += 3
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p.Stats.Madness -= 1
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p.Stats.Cruelty -= 1
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p.Stats.Authoritarianism -= 4
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return nil
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},
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CanDo: YesWeCan,
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},
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&BasicPolicy{
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UnenactedDesc: cardsim.MsgStr(`Your head miner considers the matter worriedly. "Creches under military control? No. That would invite chaos. We need to dig deeper; we can have a peaceful, orderly society if we just get far enough away from surfacers."`),
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@ -9,7 +9,6 @@ import (
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var (
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ErrOptionNotEnabled = errors.New("option not enabled")
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ErrPolicyNotEnacted = errors.New("cannot unenact policy that is not enacted")
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ErrNoFieldLabel = errors.New("field does not exist")
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// ErrUnimplemented and ErrKeepMessaage are "non-errors". They are used
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// as special signals that the result needs to be handled in a special way;
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@ -261,99 +260,6 @@ func (b *BasicPolicy) Is(p Policy) bool {
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return false
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}
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// TablePolicy is a Policy where all numerical changes are defined by
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// adding a constant to some set of fields (defined by `EffectsTable“)
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// and subtracting it back out when de-enacting. If the currently
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// enacted option is re-enacted, it refunds the player's action point.
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type TablePolicy struct {
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Desc cardsim.Message
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UnenactedDesc cardsim.Message
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EnactedDesc cardsim.Message
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NothingChanged cardsim.Message
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EffectsTable map[FieldLabel]float64
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EnactionDesc cardsim.Message
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CanDo func(*TablePolicy, *Player) bool
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CurrentlyEnacted bool
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LastEnactedPolicy Policy
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LastEnactedIdx int
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}
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func YesWeAlsoCan(*TablePolicy, *Player) bool {
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return true
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}
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// LastEnacted notifies t about the last-enacted policy in its group. It updates
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// t.currentlyEnacted accordingly.
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func (t *TablePolicy) LastEnacted(i int, p Policy) {
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t.LastEnactedPolicy = p
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t.LastEnactedIdx = i
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t.CurrentlyEnacted = t.Is(p)
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}
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// OptionText implements CardOption.
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func (t *TablePolicy) OptionText(*Player) (cardsim.Message, error) {
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if t.CurrentlyEnacted {
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if t.EnactedDesc == nil {
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return nil, ErrUnimplemented
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}
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return t.EnactedDesc, nil
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}
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if t.UnenactedDesc == nil {
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return nil, ErrUnimplemented
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}
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return t.UnenactedDesc, nil
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}
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// Enact implements CardOption.
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func (t *TablePolicy) Enact(p *Player) (cardsim.Message, error) {
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if t.EffectsTable == nil {
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return nil, ErrUnimplemented
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}
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if t.CurrentlyEnacted {
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p.ActionsRemaining++
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if t.NothingChanged == nil {
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t.NothingChanged = cardsim.MsgStr("You continue your current approach.")
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}
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return t.NothingChanged, nil
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}
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var errs cardsim.ErrorCollector
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for label, amount := range t.EffectsTable {
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errs.Add(p.Stats.Add(label, amount))
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}
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return t.EnactionDesc, errs.Emit()
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}
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// Unenact implements Policy.
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func (t *TablePolicy) Unenact(p *Player) error {
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if !t.CurrentlyEnacted {
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return ErrPolicyNotEnacted
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}
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var errs cardsim.ErrorCollector
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for label, amount := range t.EffectsTable {
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errs.Add(p.Stats.Add(label, -amount))
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}
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return errs.Emit()
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}
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// Enabled implements CardOption.
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func (t *TablePolicy) Enabled(p *Player) bool {
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if t.CurrentlyEnacted {
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return true
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}
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if t.CanDo == nil {
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panic(ErrUnimplemented)
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}
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return t.CanDo(t, p)
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}
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func (t *TablePolicy) Is(p Policy) bool {
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if o, ok := p.(*TablePolicy); ok {
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return o == t
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}
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return false
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}
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// A VerbosePolicy is a group of related policies pretending to all be the same
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// policy. Which policy is used is determined by what the previous policy for
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// the card was (as reported via a call to LastEnacted):
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@ -1,8 +1,6 @@
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package koboldsim
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import (
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"fmt"
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"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
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)
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@ -166,50 +164,3 @@ func NewKoboldMine() *KoboldMine {
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Secrecy: 95,
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}
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}
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type FieldLabel string
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const (
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BasePopulation FieldLabel = "BasePopulation"
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Scavenging FieldLabel = "Scavenging"
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Militarism FieldLabel = "Militarism"
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FoodSupply FieldLabel = "FoodSupply"
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ForeignRelations FieldLabel = "ForeignRelations"
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Rebellion FieldLabel = "Rebellion"
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Madness FieldLabel = "Madness"
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Cruelty FieldLabel = "Cruelty"
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Authoritarianism FieldLabel = "Authoritarianism"
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)
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func (k *KoboldMine) Add(which FieldLabel, amount float64) error {
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switch which {
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case BasePopulation:
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k.BasePopulation += amount
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return nil
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case Scavenging:
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k.Scavenging += amount
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return nil
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case Militarism:
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k.Militarism += amount
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return nil
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case FoodSupply:
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k.FoodSupply += amount
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return nil
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case ForeignRelations:
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k.ForeignRelations += amount
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return nil
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case Rebellion:
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k.Rebellion += amount
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return nil
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case Madness:
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k.Madness += amount
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return nil
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case Cruelty:
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k.Cruelty += amount
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return nil
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case Authoritarianism:
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k.Authoritarianism += amount
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return nil
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}
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return fmt.Errorf("cannot add %f to %q: %w", amount, which, ErrNoFieldLabel)
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}
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