Rakeela
e0dad09045
It's now possible to make issue options enabled or disabled conditional upon having taken other actions with that issue before.
49 lines
1.2 KiB
Go
49 lines
1.2 KiB
Go
package koboldsim
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import (
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"strings"
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"git.chromaticdragon.app/kistaro/CardSimEngine/cardsim"
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)
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func InitPlayer() *Player {
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p := cardsim.InitPlayer(NewKoboldMine())
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p.Name = RandomKoboldName()
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initDeck(p.Deck)
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initRules(p.Rules)
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p.HandLimit = 3
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p.InfoPanels = []InfoPanel{
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&cardsim.BasicStatsPanel[*KoboldMine]{
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Name: cardsim.MsgStr("All Stats"),
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Intro: cardsim.MsgStr("All available statistics."),
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},
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&cardsim.BasicStatsPanel[*KoboldMine]{
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Name: cardsim.MsgStr("Per Capita Economic"),
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Intro: cardsim.MsgStr("Yield and Investment per Capita"),
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Filter: cardsim.All(
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cardsim.VisibleOrDebug[*KoboldMine],
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func(p *Player, s cardsim.Stat) bool {
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return strings.Contains(s.StatName(), "Productivity") || strings.Contains(s.StatName(), "Investment")
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},
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),
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},
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}
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p.Prompt = &cardsim.BasicStatsPanel[*KoboldMine]{
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Name: cardsim.MsgStr("The Kobold Mine"),
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Intro: cardsim.MsgStr("We await your command, Overlord."),
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Filter: cardsim.VisibleOrDebugStatsNamed[*KoboldMine](
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"Kobolds",
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"Total Sector Income",
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"Total Government Expense",
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"Tax Rate",
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),
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}
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p.State = cardsim.GameActive
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p.DebugLevel = 5
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return p
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}
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func initRules(*cardsim.RuleCollection[*KoboldMine]) {
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// TODO: move to rules.go, add rules
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}
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