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5 changed files with 184 additions and 26 deletions

27
.vscode/koboldsimsnippets.code-snippets vendored Normal file
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@ -0,0 +1,27 @@
{
// Place your KoboldSim workspace snippets here. Each snippet is defined under a snippet name and has a scope, prefix, body and
// description. Add comma separated ids of the languages where the snippet is applicable in the scope field. If scope
// is left empty or omitted, the snippet gets applied to all languages. The prefix is what is
// used to trigger the snippet and the body will be expanded and inserted. Possible variables are:
// $1, $2 for tab stops, $0 for the final cursor position, and ${1:label}, ${2:another} for placeholders.
// Placeholders with the same ids are connected.
// Example:
// "Print to console": {
// "scope": "javascript,typescript",
// "prefix": "log",
// "body": [
// "console.log('$1');",
// "$2"
// ],
// "description": "Log output to console"
// }
"KoboldMine Add case": {
"scope": "go",
"prefix": "case",
"body": [
"case ${1:field}:",
"\tk.${1:field} += amount",
"\treturn k.${1:field}",
],
}
}

2
go.mod
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@ -8,5 +8,5 @@ require (
github.com/kr/pretty v0.3.1 // indirect
github.com/kr/text v0.2.0 // indirect
github.com/rogpeppe/go-internal v1.9.0 // indirect
golang.org/x/exp v0.0.0-20230321023759-10a507213a29 // indirect
golang.org/x/exp v0.0.0-20230321023759-10a507213a29
)

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@ -10,34 +10,22 @@ var cards = []Card{
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."),
After: ShuffleIntoBottomHalf,
Policies: []Policy{
&BasicPolicy{
&TablePolicy{
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."`),
EnactedDesc: cardsim.MsgStr("[current policy] Your war chief is presently monitoring the situation, building up your military, and securing your creches."),
Do: func(p *Player) (cardsim.Message, error) {
p.Stats.BasePopulation += 100
p.Stats.Scavenging += 1
p.Stats.Militarism += 2
p.Stats.FoodSupply += 1
p.Stats.ForeignRelations -= 2
p.Stats.Rebellion -= 3
p.Stats.Madness += 1
p.Stats.Cruelty += 1
p.Stats.Authoritarianism += 4
return cardsim.MsgStr("Kobolds are known to be born warriors."), nil
EffectsTable: map[FieldLabel]float64{
BasePopulation: 100,
Scavenging: 1,
Militarism: 2,
FoodSupply: 1,
ForeignRelations: -2,
Rebellion: -3,
Madness: 1,
Cruelty: 1,
Authoritarianism: 4,
},
Undo: func(p *Player) error {
p.Stats.BasePopulation -= 100
p.Stats.Scavenging -= 1
p.Stats.Militarism -= 2
p.Stats.FoodSupply -= 1
p.Stats.ForeignRelations += 2
p.Stats.Rebellion += 3
p.Stats.Madness -= 1
p.Stats.Cruelty -= 1
p.Stats.Authoritarianism -= 4
return nil
},
CanDo: YesWeCan,
EnactionDesc: cardsim.MsgStr("Kobolds are known to be born warriors."),
CanDo: YesWeAlsoCan,
},
&BasicPolicy{
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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@ -9,6 +9,7 @@ import (
var (
ErrOptionNotEnabled = errors.New("option not enabled")
ErrPolicyNotEnacted = errors.New("cannot unenact policy that is not enacted")
ErrNoFieldLabel = errors.New("field does not exist")
// ErrUnimplemented and ErrKeepMessaage are "non-errors". They are used
// as special signals that the result needs to be handled in a special way;
@ -260,6 +261,99 @@ func (b *BasicPolicy) Is(p Policy) bool {
return false
}
// TablePolicy is a Policy where all numerical changes are defined by
// adding a constant to some set of fields (defined by `EffectsTable“)
// and subtracting it back out when de-enacting. If the currently
// enacted option is re-enacted, it refunds the player's action point.
type TablePolicy struct {
Desc cardsim.Message
UnenactedDesc cardsim.Message
EnactedDesc cardsim.Message
NothingChanged cardsim.Message
EffectsTable map[FieldLabel]float64
EnactionDesc cardsim.Message
CanDo func(*TablePolicy, *Player) bool
CurrentlyEnacted bool
LastEnactedPolicy Policy
LastEnactedIdx int
}
func YesWeAlsoCan(*TablePolicy, *Player) bool {
return true
}
// LastEnacted notifies t about the last-enacted policy in its group. It updates
// t.currentlyEnacted accordingly.
func (t *TablePolicy) LastEnacted(i int, p Policy) {
t.LastEnactedPolicy = p
t.LastEnactedIdx = i
t.CurrentlyEnacted = t.Is(p)
}
// OptionText implements CardOption.
func (t *TablePolicy) OptionText(*Player) (cardsim.Message, error) {
if t.CurrentlyEnacted {
if t.EnactedDesc == nil {
return nil, ErrUnimplemented
}
return t.EnactedDesc, nil
}
if t.UnenactedDesc == nil {
return nil, ErrUnimplemented
}
return t.UnenactedDesc, nil
}
// Enact implements CardOption.
func (t *TablePolicy) Enact(p *Player) (cardsim.Message, error) {
if t.EffectsTable == nil {
return nil, ErrUnimplemented
}
if t.CurrentlyEnacted {
p.ActionsRemaining++
if t.NothingChanged == nil {
t.NothingChanged = cardsim.MsgStr("You continue your current approach.")
}
return t.NothingChanged, nil
}
var errs cardsim.ErrorCollector
for label, amount := range t.EffectsTable {
errs.Add(p.Stats.Add(label, amount))
}
return t.EnactionDesc, errs.Emit()
}
// Unenact implements Policy.
func (t *TablePolicy) Unenact(p *Player) error {
if !t.CurrentlyEnacted {
return ErrPolicyNotEnacted
}
var errs cardsim.ErrorCollector
for label, amount := range t.EffectsTable {
errs.Add(p.Stats.Add(label, -amount))
}
return errs.Emit()
}
// Enabled implements CardOption.
func (t *TablePolicy) Enabled(p *Player) bool {
if t.CurrentlyEnacted {
return true
}
if t.CanDo == nil {
panic(ErrUnimplemented)
}
return t.CanDo(t, p)
}
func (t *TablePolicy) Is(p Policy) bool {
if o, ok := p.(*TablePolicy); ok {
return o == t
}
return false
}
// A VerbosePolicy is a group of related policies pretending to all be the same
// policy. Which policy is used is determined by what the previous policy for
// the card was (as reported via a call to LastEnacted):

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@ -1,6 +1,8 @@
package koboldsim
import (
"fmt"
"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
)
@ -164,3 +166,50 @@ func NewKoboldMine() *KoboldMine {
Secrecy: 95,
}
}
type FieldLabel string
const (
BasePopulation FieldLabel = "BasePopulation"
Scavenging FieldLabel = "Scavenging"
Militarism FieldLabel = "Militarism"
FoodSupply FieldLabel = "FoodSupply"
ForeignRelations FieldLabel = "ForeignRelations"
Rebellion FieldLabel = "Rebellion"
Madness FieldLabel = "Madness"
Cruelty FieldLabel = "Cruelty"
Authoritarianism FieldLabel = "Authoritarianism"
)
func (k *KoboldMine) Add(which FieldLabel, amount float64) error {
switch which {
case BasePopulation:
k.BasePopulation += amount
return nil
case Scavenging:
k.Scavenging += amount
return nil
case Militarism:
k.Militarism += amount
return nil
case FoodSupply:
k.FoodSupply += amount
return nil
case ForeignRelations:
k.ForeignRelations += amount
return nil
case Rebellion:
k.Rebellion += amount
return nil
case Madness:
k.Madness += amount
return nil
case Cruelty:
k.Cruelty += amount
return nil
case Authoritarianism:
k.Authoritarianism += amount
return nil
}
return fmt.Errorf("cannot add %f to %q: %w", amount, which, ErrNoFieldLabel)
}