445 lines
12 KiB
Go
445 lines
12 KiB
Go
package koboldsim
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import (
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"errors"
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"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
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)
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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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// 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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// VerbosePolicy uses these to decide when to use the Default instead.
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// If these are returned in a context that does not know how to respond
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// to them, then they're just errors.
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ErrUnimplemented = errors.New("unimplemented policy element")
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ErrKeepMessage = errors.New("use the default behavior but this message")
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)
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type Policy interface {
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cardsim.CardOption[*KoboldMine]
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// Unenact reverses the previous enactment of this policy.
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Unenact(p *Player) error
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// LastEnacted informs this Policy which choice was last enacted and
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// which index it is under; this allows it to prepare to describe
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// itself differently depending on the last selected policy. If no
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// option has ever been chosen for this card, the index is -1.
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//
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// The Card that would present this Policy as an option must use this,
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// and provide the active policy that this is a candidate to replace,
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LastEnacted(int, Policy)
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// Is returns whether this policy is this other policy. This is a strict
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// identity equality check, don't do anything clever here.
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Is(Policy) bool
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}
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// A SwitchingCard is an issue card that remembers which option was selected
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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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lastPolicy Policy
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}
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// Title implements Card.
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func (s *SwitchingCard) Title(*Player) cardsim.Message {
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return s.Name
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}
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// Urgent implements Card.
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func (s *SwitchingCard) Urgent(*Player) bool {
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return s.IsUrgent
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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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return true
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}
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// EventText implements Card.
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func (s *SwitchingCard) EventText(*Player) (cardsim.Message, error) {
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return s.Desc, nil
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}
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// Options implements Card.
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func (s *SwitchingCard) Options(*Player) ([]CardOption, error) {
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lastIdx := -1
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for i, p := range s.Policies {
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if p.Is(s.lastPolicy) {
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lastIdx = i
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break
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}
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}
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ret := make([]CardOption, len(s.Policies))
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for i, p := range s.Policies {
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p.LastEnacted(lastIdx, s.lastPolicy)
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ret[i] = p
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}
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return ret, nil
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}
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// Then implements Card.
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func (s *SwitchingCard) Then(p *Player, o CardOption) error {
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newPolicy := o.(Policy)
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var errs cardsim.ErrorCollector
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if s.lastPolicy != nil && !newPolicy.Is(s.lastPolicy) {
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err := s.lastPolicy.Unenact(p)
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if cardsim.IsSeriousError(err) {
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return err
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}
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errs.Add(err)
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}
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s.lastPolicy = o.(Policy)
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if s.After != nil {
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errs.Add(s.After(s, p, o))
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}
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return errs.Emit()
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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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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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Do func(*Player) (cardsim.Message, error)
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Undo func(*Player) error
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CanDo func(*Player) bool
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currentlyEnacted bool
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}
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// YesWeCan returns true. It's the default value for BasicPolicy.CanDo / BasicPolicy.CanUndo.
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func YesWeCan(*Player) bool {
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return true
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}
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// LastEnacted notifies b about the last-enacted policy in its group. It updates
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// b.currentlyEnacted accordingly.
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func (b *BasicPolicy) LastEnacted(_ int, p Policy) {
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b.currentlyEnacted = b.Is(p)
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}
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// OptionText implements CardOption.
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func (b *BasicPolicy) OptionText(*Player) (cardsim.Message, error) {
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if b.currentlyEnacted {
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if b.EnactedDesc == nil {
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return nil, ErrUnimplemented
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}
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return b.EnactedDesc, nil
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}
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if b.UnenactedDesc == nil {
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return nil, ErrUnimplemented
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}
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return b.UnenactedDesc, nil
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}
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// Enact implements CardOption.
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func (b *BasicPolicy) Enact(p *Player) (cardsim.Message, error) {
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if b.Do == nil {
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return nil, ErrUnimplemented
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}
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if b.currentlyEnacted {
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p.ActionsRemaining++
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if b.NothingChanged == nil {
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b.NothingChanged = cardsim.MsgStr("You continue your current approach.")
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}
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return b.NothingChanged, nil
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}
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if b.Enabled(p) {
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return b.Do(p)
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}
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return nil, ErrOptionNotEnabled
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}
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// Unenact implements Policy.
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func (b *BasicPolicy) Unenact(p *Player) error {
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if !b.currentlyEnacted {
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return ErrPolicyNotEnacted
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}
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if b.Undo == nil {
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return ErrUnimplemented
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}
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return b.Undo(p)
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}
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// Enabled implements CardOption.
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func (b *BasicPolicy) Enabled(p *Player) bool {
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if b.currentlyEnacted {
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return true
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}
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if b.CanDo == nil {
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panic(ErrUnimplemented)
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}
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return b.CanDo(p)
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}
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func (b *BasicPolicy) Is(p Policy) bool {
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if o, ok := p.(*BasicPolicy); ok {
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return o == b
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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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//
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// * If no policy has yet been enacted, use FirstTime.
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// * If a policy has been enacted, use the Policy at the slot in Variants
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// that corresponds to the slot (on the Card) of the currently-enacted policy.
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// * If the policy retrieved in this way returns ErrUnimplemented, throw away
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// its response and use Default instead. For Enabled, which does not have
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// an error component to its return value, look for ErrUnimplemented as the
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// argument to a Panic call, instead.
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// * If the policy retrieved in this way returns ErrKeepMessage when Enact
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// is called, it calls Default for the side effects but ignores its message,
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// retaining the message from the original call. This is to avoid having to
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// repeat the same Enact function except with different text each time.
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// OptionText does this too, even though OptionText doesn't have side effects,
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// so the same helper function can create a "constant message" callback
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// that works the same for both fields so someone implementing a card won't
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// accidentally fail to enact their policy's effects by using the wrong one
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// in the wrong slot.
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type VerbosePolicy struct {
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Default Policy
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FirstTime Policy
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lastIdx int
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lastWasMe bool
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lastEnacted Policy
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Variants []Policy
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}
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func (v *VerbosePolicy) LastEnacted(i int, p Policy) {
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v.lastIdx = i
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v.lastEnacted = p
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v.lastWasMe = v.Is(p)
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// make sure we can just assume that there is a policy in this slot,
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// inserting the default if there is none.
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v.fillDefaults()
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// Tell the potential candidate policy about this, too. Two special cases:
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// * first time -- use first-time policy
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// * lastWasMe -- tell the polcy that the last encated policy was itself,
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// since it doesn't know it's wrapped in another policy and would not
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// recognize itself as v
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if i < 0 {
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v.FirstTime.LastEnacted(i, p) // p should be nil here...
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} else if v.lastWasMe {
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v.Variants[i].LastEnacted(i, v.Variants[i])
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} else {
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v.Variants[i].LastEnacted(i, p)
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}
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// In case we need it, also prepare the Default for use.
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if v.lastWasMe {
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v.Default.LastEnacted(i, v.Default)
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} else {
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v.Default.LastEnacted(i, p)
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}
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}
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func (v *VerbosePolicy) fillDefaults() {
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if v.FirstTime == nil {
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v.FirstTime = v.Default
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}
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for len(v.Variants) <= v.lastIdx {
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v.Variants = append(v.Variants, v.Default)
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}
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if v.lastIdx > 0 && v.Variants[v.lastIdx] == nil {
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v.Variants[v.lastIdx] = v.Default
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}
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}
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func (v *VerbosePolicy) OptionText(p *Player) (cardsim.Message, error) {
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var msg cardsim.Message
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var err error
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if v.lastIdx < 0 {
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msg, err = v.FirstTime.OptionText(p)
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} else {
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msg, err = v.Variants[v.lastIdx].OptionText(p)
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}
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if errors.Is(err, ErrKeepMessage) {
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_, err = v.Default.OptionText(p)
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} else if errors.Is(err, ErrUnimplemented) {
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msg, err = v.Default.OptionText(p)
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}
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return msg, err
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}
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func (v *VerbosePolicy) Enact(p *Player) (cardsim.Message, error) {
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var msg cardsim.Message
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var err error
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if v.lastIdx < 0 {
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msg, err = v.FirstTime.Enact(p)
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} else {
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msg, err = v.Variants[v.lastIdx].Enact(p)
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}
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if errors.Is(err, ErrKeepMessage) {
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_, err = v.Default.Enact(p)
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} else if errors.Is(err, ErrUnimplemented) {
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msg, err = v.Default.Enact(p)
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}
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return msg, err
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}
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func (v *VerbosePolicy) Unenact(p *Player) error {
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if !v.lastWasMe {
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return ErrPolicyNotEnacted
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}
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var err error
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if v.lastIdx < 0 {
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err = v.FirstTime.Unenact(p)
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} else {
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err = v.Variants[v.lastIdx].Unenact(p)
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}
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if errors.Is(err, ErrUnimplemented) {
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err = v.Default.Unenact(p)
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}
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return err
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}
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func (v *VerbosePolicy) Is(p Policy) bool {
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if o, ok := p.(*VerbosePolicy); ok {
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return o == v
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}
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return false
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}
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func (v *VerbosePolicy) Enabled(p *Player) (result bool) {
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// oops, enablement isn't designed to error out. so we have to use
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// panic/recover for this.
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defer func() {
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if x := recover(); x != nil {
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if e, ok := x.(error); ok {
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if errors.Is(e, ErrUnimplemented) {
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// Recover and use the Default to cover for the missing
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// Enabled method.
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result = v.Default.Enabled(p)
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return
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}
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}
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// Whatever we caught, it's not something we're actually ready to recover from.
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panic(x)
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}
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}()
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if v.lastIdx < 0 {
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result = v.FirstTime.Enabled(p)
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return
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}
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result = v.Variants[v.lastIdx].Enabled(p)
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return
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}
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// FuncPolicy implements Policy by calling specified functions. If they're
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// missing, it returns ErrUnimplemented. It handles Is itself. It also tracks
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// LastEnacted data (last index, which policy, is policy self) itself.
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type FuncPolicy struct {
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OptionTextFunc func(*Player) (cardsim.Message, error)
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EnactFunc func(*Player) (cardsim.Message, error)
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EnabledFunc func(*Player) bool
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UnenactFunc func(*Player) error
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// These three fields are assigned by LastEnacted and typically should not
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// be set in the initializer.
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LastEnactedIdx int
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LastEnactedPolicy Policy
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WasEnactedLast bool
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}
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func (f *FuncPolicy) OptionText(p *Player) (cardsim.Message, error) {
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if f.OptionTextFunc == nil {
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return nil, ErrUnimplemented
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}
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return f.OptionTextFunc(p)
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}
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func (f *FuncPolicy) Enact(p *Player) (cardsim.Message, error) {
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if f.EnactFunc == nil {
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return nil, ErrUnimplemented
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}
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return f.EnactFunc(p)
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}
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func (f *FuncPolicy) Enabled(p *Player) bool {
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if f.EnabledFunc == nil {
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panic(ErrUnimplemented)
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}
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return f.EnabledFunc(p)
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}
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func (f *FuncPolicy) Unenact(p *Player) error {
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if f.UnenactFunc == nil {
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return ErrUnimplemented
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}
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return f.UnenactFunc(p)
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}
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func (f *FuncPolicy) LastEnacted(i int, p Policy) {
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f.LastEnactedIdx = i
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f.LastEnactedPolicy = p
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f.WasEnactedLast = f.Is(p)
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}
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func (f *FuncPolicy) Is(p Policy) bool {
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fp, ok := p.(*FuncPolicy)
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return ok && (f == fp)
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}
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// A DisabledPolicy is never enabled.
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type DisabledPolicy struct {
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Msg cardsim.Message
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}
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func (d *DisabledPolicy) OptionText(p *Player) (cardsim.Message, error) {
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return d.Msg, nil
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}
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func (d *DisabledPolicy) Enact(*Player) (cardsim.Message, error) {
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return nil, ErrOptionNotEnabled
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}
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func (d *DisabledPolicy) Enabled(*Player) bool {
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return false
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}
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func (d *DisabledPolicy) Unenact(*Player) error {
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return ErrPolicyNotEnacted
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}
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func (d *DisabledPolicy) LastEnacted(int, Policy) {}
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func (d *DisabledPolicy) Is(p Policy) bool {
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dp, ok := p.(*DisabledPolicy)
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return ok && (dp == d)
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}
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// ShuffleIntoBottomHalf is a common "what to do with the card after?" behavior.
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func ShuffleIntoBottomHalf(c Card, p *Player, _ CardOption) error {
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p.Deck.InsertRandomBottom(0.5, c)
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return nil
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}
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// OverrideDefaultMsg returns a closure that returns the provided message and
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// ErrKeepMessage. This can be used in a FuncPolicy to tell a VerbosePolicy
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// to use its Default but keep the message written here, to avoid writing
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// repetitive Enact funcs (and, for that matter, OptionText funcs, even though
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// the underlying Default call should be unnecessary).
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func OverrideMsg(m cardsim.Message) func(*Player) (cardsim.Message, error) {
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return func(p *Player) (cardsim.Message, error) {
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return m, ErrKeepMessage
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}
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}
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