feat: module 06 parser
First Part II module. The cumulative reference adds a second engine (src/engine/puzzle: grid, lexer, parser) beside Part I's; nouns and properties are data in src/content/words.json, and the engine names only IS/AND/NOT/TEXT and the base rule TEXT IS PUSH. Rules are recompiled from the board on every change; rules() is a sorted set. Adds the M6 scenarios and tests (rows, columns, shared IS, AND distribution, stacked text, base rule), the HOT word as a data-only Expansion Drop, the lesson with the Part II bridge, and the Rust LevelDef shape in harness.md. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -0,0 +1,48 @@
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//! Content: the cards and the Baba Is You words. Only this directory (and the card data in `cards/`) may name
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//! specific cards, or specific Baba Is You nouns.
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//!
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//! From Module 5 every card is a JSON file in `cards/` at the crate root, in the
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//! course's card format (`course/schema/card.schema.json`). The functions that
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//! were card effects in Modules 2–4 are gone: the engine interprets the data.
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//! `start-module` copies the course's card files into `cards/`; add your own there.
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use std::path::Path;
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use std::sync::OnceLock;
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use crate::engine::CardDef;
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/// Every card in `cards/`, in file-name order. Read once per test run.
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pub fn cards() -> Vec<CardDef> {
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static CARDS: OnceLock<Vec<CardDef>> = OnceLock::new();
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CARDS
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.get_or_init(|| load_dir(&Path::new(env!("CARGO_MANIFEST_DIR")).join("cards")))
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.clone()
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}
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/// Parse every `.json` file in `dir` as a card definition.
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pub fn load_dir(dir: &Path) -> Vec<CardDef> {
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let entries = std::fs::read_dir(dir)
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.unwrap_or_else(|e| panic!("cannot read card directory {}: {e}", dir.display()));
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let mut paths: Vec<_> = entries
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.map(|entry| entry.expect("card directory entry").path())
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.filter(|p| p.extension().and_then(|x| x.to_str()) == Some("json"))
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.collect();
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paths.sort();
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paths
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.iter()
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.map(|path| {
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let text = std::fs::read_to_string(path)
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.unwrap_or_else(|e| panic!("cannot read {}: {e}", path.display()));
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serde_json::from_str(&text)
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.unwrap_or_else(|e| panic!("{} is not a valid card: {e}", path.display()))
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})
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.collect()
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}
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/// Part II: the words of Baba Is You the parser can read, besides the engine's own
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/// (`IS`, `AND`, `NOT`, `TEXT`). Nouns and properties are data: a new word is one
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/// more entry in `words.json` in this directory.
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pub fn words() -> Vec<crate::engine::puzzle::WordDef> {
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serde_json::from_str(include_str!("words.json"))
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.expect("src/content/words.json is not a word list")
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}
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@@ -0,0 +1,15 @@
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[
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{ "name": "BABA", "role": "noun" },
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{ "name": "ROCK", "role": "noun" },
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{ "name": "WALL", "role": "noun" },
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{ "name": "FLAG", "role": "noun" },
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{ "name": "LAVA", "role": "noun" },
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{ "name": "KEY", "role": "noun" },
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{ "name": "DOOR", "role": "noun" },
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{ "name": "SKULL", "role": "noun" },
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{ "name": "WATER", "role": "noun" },
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{ "name": "YOU", "role": "property" },
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{ "name": "WIN", "role": "property" },
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{ "name": "PUSH", "role": "property" },
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{ "name": "STOP", "role": "property" }
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]
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@@ -0,0 +1,153 @@
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//! Assemble: "Get a random minion. Change half its text."
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//!
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//! Card text is a list of clauses, so changing half of it is list surgery: the base
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//! card's `text[..split]` (top) or `text[split..]` (bottom) is replaced by the same
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//! half of a donor card. Name, cost and stats stay the base's. This works only
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//! because a card's behaviour is its data: the new card needs no new code.
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//!
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//! Hearthstone's wiki doesn't define "half". The course's `split` field is its
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//! definition: each card's data says where its top half ends.
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use std::fmt;
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use super::card::{CardDef, PoolFilter};
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use super::world::{EntityId, PlayerId, World, Zone};
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Half {
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Top,
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Bottom,
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}
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impl Half {
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pub const BOTH: [Half; 2] = [Half::Top, Half::Bottom];
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pub fn label(self) -> &'static str {
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match self {
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Half::Top => "top",
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Half::Bottom => "bottom",
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}
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}
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}
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/// Assembling `base` with `donor`'s `half` would leave the base's text unchanged.
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub struct AssembleError {
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pub base: String,
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pub donor: String,
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pub half: Half,
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}
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impl fmt::Display for AssembleError {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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write!(
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f,
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"assembling {:?} with the {} half of {:?} leaves its text unchanged",
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self.base,
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self.half.label(),
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self.donor
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)
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}
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}
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impl std::error::Error for AssembleError {}
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/// The base card with `half` of its text replaced by the same half of `donor`.
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/// It keeps the base's type, cost and stats, and is named "<base> (Assembled)".
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pub fn assemble(base: &CardDef, donor: &CardDef, half: Half) -> Result<CardDef, AssembleError> {
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let (base_top, base_bottom) = base.text.split_at(base.split);
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let (donor_top, donor_bottom) = donor.text.split_at(donor.split);
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let (top, bottom) = match half {
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Half::Top => (donor_top, base_bottom),
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Half::Bottom => (base_top, donor_bottom),
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};
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let text = [top, bottom].concat();
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if text == base.text {
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return Err(AssembleError {
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base: base.name.clone(),
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donor: donor.name.clone(),
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half,
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});
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}
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Ok(CardDef {
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name: format!("{} (Assembled)", base.name),
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split: top.len(),
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text,
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..base.clone()
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})
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}
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/// Register an assembled card and return its name. If a different card already has
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/// the name (an earlier Assemble of the same base), a number is added: "(Assembled 2)".
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pub fn register_assembled(world: &mut World, mut def: CardDef) -> String {
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let stem = def.name.clone();
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let mut n = 1;
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while world.has_card(&def.name) && world.card(&def.name).def != def {
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n += 1;
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def.name = format!("{} {n})", stem.trim_end_matches(')'));
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}
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let name = def.name.clone();
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world.register_assembled(def);
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name
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}
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/// The `assemble` effect: the owner's chooser picks a base minion from the pool
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/// (filtered), a donor that changes its text, and the half to replace. The
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/// Assembled minion goes to the owner's hand. Real Hearthstone picks the base at
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/// random and offers two donors; here every choice is the chooser's.
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pub fn assemble_from_pool(
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world: &mut World,
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player: PlayerId,
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filter: &PoolFilter,
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) -> Option<EntityId> {
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// Each pool card, and whether the filter lets it be the base.
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let pool: Vec<(CardDef, bool)> = world
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.pool()
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.into_iter()
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.map(|c| {
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(
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c.def.clone(),
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filter.trigger.map_or(true, |on| c.has_trigger(on)),
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)
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})
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.collect();
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let bases: Vec<String> = pool
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.iter()
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.filter(|(_, allowed)| *allowed)
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.map(|(d, _)| d.name.clone())
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.collect();
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if bases.is_empty() {
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return None;
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}
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let base_name = world.choose("base", &bases);
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let base = world.card(&base_name).def.clone();
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let changes = |donor: &CardDef, half: Half| assemble(&base, donor, half).is_ok();
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let donors: Vec<String> = pool
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.iter()
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.map(|(d, _)| d)
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.filter(|d| d.name != base.name && Half::BOTH.iter().any(|&h| changes(d, h)))
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.map(|d| d.name.clone())
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.collect();
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if donors.is_empty() {
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return None;
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}
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let donor_name = world.choose("donor", &donors);
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let donor = world.card(&donor_name).def.clone();
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let halves: Vec<String> = Half::BOTH
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.iter()
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.filter(|&&h| changes(&donor, h))
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.map(|h| h.label().to_string())
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.collect();
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let half = world.choose("half", &halves);
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let half = if half == "top" {
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Half::Top
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} else {
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Half::Bottom
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};
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let def = assemble(&base, &donor, half).expect("only halves that change the text are offered");
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let name = register_assembled(world, def);
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Some(world.create(&name, player, Zone::Hand))
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}
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@@ -0,0 +1,53 @@
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//! Auras, and the one routine that applies trigger multipliers.
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//!
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//! An aura is data on a card: a continuous effect its minion has while in play.
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//! The engine never asks "is that card on the board?" in the middle of resolving
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//! something. It takes a snapshot of the auras in force at defined points (an Aura
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//! Update) and every rule reads the snapshot.
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//!
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//! Hearthstone runs two kinds of Aura Update when the outermost Phase ends: one for
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//! Health/Attack auras before the Death Creation Step, and one for every other aura
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//! after it. Trigger multipliers are "Other" auras, so a minion that dies in a Death
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//! Creation Step no longer multiplies the Deathrattles of that step's Death Phase.
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//! Summoning a minion also runs an Aura Update.
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use super::card::{Aura, Stacking, TriggerOn};
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use super::world::{ActiveAura, PlayerId, World};
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/// Aura Update (Other): replace the snapshot with the auras of every minion now in play.
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pub fn aura_update_other(world: &mut World) {
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let mut active = Vec::new();
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for id in world.minions_in_play() {
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for &aura in &world.card(world.card_name(id)).auras {
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active.push(ActiveAura {
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owner: world.owner_of(id),
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aura,
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});
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}
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}
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world.set_active_auras(active);
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}
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/// How many times a trigger listening for `on`, on a minion `owner` controls, activates
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/// when it resolves. Reads the snapshot from the last Aura Update. With no multiplier in
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/// force the answer is 1. Multipliers with `Stacking::Max` contribute their largest
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/// `times`; each `Stacking::Additive` one adds `times - 1` extra activations.
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pub fn activations(world: &World, owner: PlayerId, on: TriggerOn) -> u32 {
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let mut max = 1;
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let mut extra = 0;
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for active in world.active_auras() {
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let Aura::TriggerMultiplier {
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trigger,
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times,
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stacking,
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} = active.aura;
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if active.owner != owner || trigger != on {
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continue;
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}
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match stacking {
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Stacking::Max => max = max.max(times),
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Stacking::Additive => extra += times - 1,
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}
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}
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max + extra
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}
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@@ -0,0 +1,290 @@
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//! Cards as data. A `CardDef` is the course's card format (`course/schema/card.schema.json`),
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//! read straight from JSON. The engine compiles each definition once, when it is
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//! registered, into the lists it reads while resolving: triggers, auras and a
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//! spell's effects. The definitions themselves live in `cards/`, loaded by `content`.
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use std::collections::HashMap;
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use serde::Deserialize;
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/// What a triggered ability listens for.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
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#[serde(rename_all = "camelCase")]
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pub enum TriggerOn {
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/// This minion takes damage.
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SelfDamaged,
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/// A minion with the same owner (this one included) takes damage.
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FriendlyMinionDamaged,
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/// Any minion takes damage.
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AnyMinionDamaged,
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/// Either hero takes damage.
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HeroDamaged,
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/// This minion dies. It resolves after the minion has left play.
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Deathrattle,
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/// This minion is played from hand.
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Battlecry,
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/// The end of its owner's turn. The course has no turns, so it never fires; card
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/// data may still name it, for example in a trigger multiplier.
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EndOfTurn,
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}
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impl TriggerOn {
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/// The trigger's family name, as reported in `Triggered` events.
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pub fn label(self) -> &'static str {
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match self {
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TriggerOn::SelfDamaged
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| TriggerOn::FriendlyMinionDamaged
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| TriggerOn::AnyMinionDamaged
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| TriggerOn::HeroDamaged => "damaged",
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TriggerOn::Deathrattle => "deathrattle",
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TriggerOn::Battlecry => "battlecry",
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TriggerOn::EndOfTurn => "endOfTurn",
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}
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}
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}
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/// How several trigger multipliers for the same trigger combine.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
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#[serde(rename_all = "camelCase")]
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pub enum Stacking {
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/// The largest multiplier wins: two copies of a doubler still double.
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Max,
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/// Each copy adds its extra activations.
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Additive,
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}
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/// An aura: a continuous effect a minion has while it is in play. The engine reads
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/// auras only at the Aura Update points (see `aura.rs`), never mid-Phase.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
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#[serde(tag = "type", rename_all = "camelCase")]
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pub enum Aura {
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/// Triggers listening for `trigger`, belonging to minions with the aura owner's
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/// owner, activate `times` times each.
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TriggerMultiplier {
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trigger: TriggerOn,
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times: u32,
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stacking: Stacking,
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},
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}
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/// Who an effect touches. `This` is the schema's `"self"`.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
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#[serde(rename_all = "camelCase")]
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pub enum Target {
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#[serde(rename = "self")]
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This,
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AllMinions,
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AllOtherMinions,
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AllOtherCharacters,
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EnemyHero,
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Chosen,
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}
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/// Which minions an Assemble may pick as its base. An empty filter allows any.
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#[derive(Debug, Clone, Default, PartialEq, Eq, Deserialize)]
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pub struct PoolFilter {
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/// Only minions with a trigger clause listening for this.
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#[serde(default)]
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pub trigger: Option<TriggerOn>,
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}
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/// One effect: a node of a card's ability, interpreted by `effect.rs`.
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#[derive(Debug, Clone, PartialEq, Eq, Deserialize)]
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#[serde(tag = "type", rename_all = "camelCase")]
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pub enum Effect {
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DealDamage {
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target: Target,
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amount: i32,
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},
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Draw {
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count: u32,
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},
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Summon {
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card: String,
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count: u32,
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},
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GainArmor {
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amount: i32,
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},
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GainAttack {
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target: Target,
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amount: i32,
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},
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Destroy {
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target: Target,
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},
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/// Part III (SpellGrid) only: puts a word on the grid.
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SpawnText {
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word: String,
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at: String,
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},
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/// Get a minion from the pool, with half its text replaced (see `assemble.rs`).
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Assemble {
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filter: PoolFilter,
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},
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/// Give every minion in the owner's hand +attack/+health.
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BuffHand {
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attack: i32,
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health: i32,
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},
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}
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/// One line of card text. A trigger clause applies to the effect clauses after it,
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/// until the next trigger, keyword or aura. Effects before any trigger are what a
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/// spell does when cast.
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#[derive(Debug, Clone, PartialEq, Eq, Deserialize)]
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#[serde(tag = "kind", rename_all = "camelCase")]
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pub enum Clause {
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Keyword { keyword: String },
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Trigger { on: TriggerOn },
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Aura { modifier: Aura },
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Effect { effect: Effect },
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}
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
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#[serde(rename_all = "camelCase")]
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pub enum CardType {
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Minion,
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Spell,
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}
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/// A card as data, in the course's card format. Fields the engine doesn't use
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/// (`fictional`, `game`, `noun`) are ignored.
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#[derive(Debug, Clone, PartialEq, Eq, Deserialize)]
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pub struct CardDef {
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pub name: String,
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#[serde(rename = "type")]
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pub card_type: CardType,
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pub cost: i32,
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#[serde(default)]
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pub attack: i32,
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#[serde(default)]
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pub health: i32,
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pub text: Vec<Clause>,
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||||
/// `text[..split]` is the top half, `text[split..]` the bottom half.
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pub split: usize,
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}
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||||
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/// A triggered ability: "whenever <on>, <effects>".
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub struct Trigger {
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pub on: TriggerOn,
|
||||
pub effects: Vec<Effect>,
|
||||
}
|
||||
|
||||
/// A registered card: its definition, and the definition's text compiled into the
|
||||
/// lists the engine reads while resolving.
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Card {
|
||||
pub def: CardDef,
|
||||
/// Triggered abilities, in printed order.
|
||||
pub triggers: Vec<Trigger>,
|
||||
/// Auras this minion has while in play.
|
||||
pub auras: Vec<Aura>,
|
||||
/// What the card does when cast (a spell's effects).
|
||||
pub on_cast: Vec<Effect>,
|
||||
/// May an Assemble offer this card? Minions with text that were not themselves assembled.
|
||||
pub in_pool: bool,
|
||||
}
|
||||
|
||||
impl Card {
|
||||
/// Compile a definition's text. Panics if `split` is past the end of the text.
|
||||
pub fn compile(def: CardDef, in_pool: bool) -> Card {
|
||||
assert!(
|
||||
def.split <= def.text.len(),
|
||||
"{:?}: split {} is past the end of its text",
|
||||
def.name,
|
||||
def.split
|
||||
);
|
||||
let mut triggers: Vec<Trigger> = Vec::new();
|
||||
let mut auras = Vec::new();
|
||||
let mut on_cast = Vec::new();
|
||||
// Is the latest clause a trigger whose effects are still being listed?
|
||||
let mut open_trigger = false;
|
||||
for clause in &def.text {
|
||||
match clause {
|
||||
Clause::Trigger { on } => {
|
||||
triggers.push(Trigger {
|
||||
on: *on,
|
||||
effects: Vec::new(),
|
||||
});
|
||||
open_trigger = true;
|
||||
}
|
||||
Clause::Effect { effect } if open_trigger => {
|
||||
triggers.last_mut().unwrap().effects.push(effect.clone());
|
||||
}
|
||||
Clause::Effect { effect } => on_cast.push(effect.clone()),
|
||||
Clause::Aura { modifier } => {
|
||||
auras.push(*modifier);
|
||||
open_trigger = false;
|
||||
}
|
||||
// The course has no combat, so keywords such as Taunt do nothing here.
|
||||
Clause::Keyword { .. } => open_trigger = false,
|
||||
}
|
||||
}
|
||||
let in_pool = in_pool && def.card_type == CardType::Minion && !def.text.is_empty();
|
||||
Card {
|
||||
def,
|
||||
triggers,
|
||||
auras,
|
||||
on_cast,
|
||||
in_pool,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn is_spell(&self) -> bool {
|
||||
self.def.card_type == CardType::Spell
|
||||
}
|
||||
|
||||
pub fn has_trigger(&self, on: TriggerOn) -> bool {
|
||||
self.triggers.iter().any(|t| t.on == on)
|
||||
}
|
||||
}
|
||||
|
||||
/// Every card the game can create, looked up by name.
|
||||
#[derive(Debug, Default)]
|
||||
pub struct CardLibrary {
|
||||
cards: HashMap<String, Card>,
|
||||
}
|
||||
|
||||
impl CardLibrary {
|
||||
pub fn new(defs: Vec<CardDef>) -> CardLibrary {
|
||||
let mut library = CardLibrary::default();
|
||||
for def in defs {
|
||||
library.register(def);
|
||||
}
|
||||
library
|
||||
}
|
||||
|
||||
/// Add a card, or replace the card with the same name. It joins the Assemble pool
|
||||
/// if it is a minion with text.
|
||||
pub fn register(&mut self, def: CardDef) {
|
||||
self.insert(Card::compile(def, true));
|
||||
}
|
||||
|
||||
/// Add a card made by Assemble. It never joins the pool.
|
||||
pub fn register_assembled(&mut self, def: CardDef) {
|
||||
self.insert(Card::compile(def, false));
|
||||
}
|
||||
|
||||
fn insert(&mut self, card: Card) {
|
||||
self.cards.insert(card.def.name.clone(), card);
|
||||
}
|
||||
|
||||
pub fn contains(&self, name: &str) -> bool {
|
||||
self.cards.contains_key(name)
|
||||
}
|
||||
|
||||
pub fn get(&self, name: &str) -> &Card {
|
||||
self.cards
|
||||
.get(name)
|
||||
.unwrap_or_else(|| panic!("unknown card {name:?}: add its file to cards/"))
|
||||
}
|
||||
|
||||
/// The Assemble pool: every card with `in_pool`, sorted by name.
|
||||
pub fn pool(&self) -> Vec<&Card> {
|
||||
let mut pool: Vec<&Card> = self.cards.values().filter(|c| c.in_pool).collect();
|
||||
pool.sort_by(|a, b| a.def.name.cmp(&b.def.name));
|
||||
pool
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
//! The Death Creation Step: the one place minions leave play.
|
||||
//!
|
||||
//! Damage and destroy effects only mark a minion (0 or less Health, or pending
|
||||
//! destroy). It stays in play, and keeps triggering, until the outermost Phase
|
||||
//! ends. Then this step removes every marked minion at once.
|
||||
|
||||
use super::event::Event;
|
||||
use super::world::World;
|
||||
|
||||
/// Remove every mortally wounded or pending-destroy minion from play, simultaneously.
|
||||
/// Returns their Death Events in order of play; empty if nothing died.
|
||||
pub fn death_creation_step(world: &mut World) -> Vec<Event> {
|
||||
// Every position is read before anything moves: removal is simultaneous, and each
|
||||
// Death Event remembers where its minion stood when the step began.
|
||||
let mut deaths = Vec::new();
|
||||
for id in world.minions_in_play() {
|
||||
if world.is_doomed(id) {
|
||||
let position = world
|
||||
.board_index(id)
|
||||
.expect("a minion in play is on the board");
|
||||
deaths.push(Event::Destroyed { id, position });
|
||||
}
|
||||
}
|
||||
for death in &deaths {
|
||||
if let Event::Destroyed { id, position } = *death {
|
||||
world.kill(id, position);
|
||||
}
|
||||
}
|
||||
deaths
|
||||
}
|
||||
@@ -0,0 +1,91 @@
|
||||
//! The interpreter: turns one effect, as data, into engine actions.
|
||||
//!
|
||||
//! This is the only place that knows what an effect *means*. A card's text is a
|
||||
//! small tree (clauses holding effects holding targets); the engine walks it. The
|
||||
//! effect vocabulary is closed: a card can only do what this match can do, which is
|
||||
//! what makes a data card safe to load.
|
||||
|
||||
use super::card::{Effect, Target};
|
||||
use super::queue::{Action, Ctx};
|
||||
use super::world::EntityId;
|
||||
|
||||
/// The actions one effect performs, in order, given where and for whom it runs.
|
||||
pub fn actions(effect: &Effect, ctx: &Ctx) -> Vec<Action> {
|
||||
let owner = ctx.owner;
|
||||
match effect {
|
||||
Effect::DealDamage { target, amount } => vec![Action::Damage {
|
||||
targets: targets(*target, ctx),
|
||||
amount: *amount,
|
||||
}],
|
||||
Effect::Draw { count } => (0..*count)
|
||||
.map(|_| Action::Draw { player: owner })
|
||||
.collect(),
|
||||
Effect::Summon { card, count } => (0..*count)
|
||||
.map(|_| Action::Summon {
|
||||
card: card.clone(),
|
||||
player: owner,
|
||||
at: summon_position(ctx),
|
||||
})
|
||||
.collect(),
|
||||
Effect::GainArmor { amount } => vec![Action::GainArmor {
|
||||
player: owner,
|
||||
amount: *amount,
|
||||
}],
|
||||
Effect::GainAttack { target, amount } => targets(*target, ctx)
|
||||
.into_iter()
|
||||
.map(|id| Action::GainAttack {
|
||||
id,
|
||||
amount: *amount,
|
||||
})
|
||||
.collect(),
|
||||
Effect::Destroy { target } => vec![Action::Destroy {
|
||||
targets: targets(*target, ctx),
|
||||
}],
|
||||
Effect::Assemble { filter } => vec![Action::Assemble {
|
||||
player: owner,
|
||||
filter: filter.clone(),
|
||||
}],
|
||||
Effect::BuffHand { attack, health } => ctx
|
||||
.world
|
||||
.minions_in_hand(owner)
|
||||
.into_iter()
|
||||
.map(|id| Action::Buff {
|
||||
id,
|
||||
attack: *attack,
|
||||
health: *health,
|
||||
})
|
||||
.collect(),
|
||||
Effect::SpawnText { .. } => panic!("spawnText needs a grid: it is a Part III effect"),
|
||||
}
|
||||
}
|
||||
|
||||
/// The entities a target names, from where the effect runs.
|
||||
fn targets(target: Target, ctx: &Ctx) -> Vec<EntityId> {
|
||||
let world = ctx.world;
|
||||
let others = |ids: Vec<EntityId>| -> Vec<EntityId> {
|
||||
ids.into_iter()
|
||||
.filter(|&id| Some(id) != ctx.source)
|
||||
.collect()
|
||||
};
|
||||
match target {
|
||||
Target::This => vec![ctx.minion()],
|
||||
Target::AllMinions => world.minions_in_play(),
|
||||
Target::AllOtherMinions => others(world.minions_in_play()),
|
||||
Target::AllOtherCharacters => {
|
||||
let mut ids = vec![world.hero(0), world.hero(1)];
|
||||
ids.extend(world.minions_in_play());
|
||||
others(ids)
|
||||
}
|
||||
Target::EnemyHero => vec![ctx.enemy_hero()],
|
||||
Target::Chosen => ctx.target.into_iter().collect(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Where a summon goes: to the right of a source still on the board; where a dead
|
||||
/// source stood (its Death Event's position); at the right end for a spell.
|
||||
fn summon_position(ctx: &Ctx) -> Option<usize> {
|
||||
match ctx.source.and_then(|s| ctx.world.board_index(s)) {
|
||||
Some(index) => Some(index + 1),
|
||||
None => ctx.position,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
//! What happened, in order. The engine records an event each time it changes the game.
|
||||
|
||||
use super::card::TriggerOn;
|
||||
use super::world::{EntityId, PlayerId};
|
||||
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub enum Event {
|
||||
Summoned {
|
||||
id: EntityId,
|
||||
},
|
||||
Damaged {
|
||||
target: EntityId,
|
||||
amount: i32,
|
||||
},
|
||||
Triggered {
|
||||
source: EntityId,
|
||||
on: TriggerOn,
|
||||
},
|
||||
Drew {
|
||||
player: PlayerId,
|
||||
id: EntityId,
|
||||
},
|
||||
Fatigue {
|
||||
player: PlayerId,
|
||||
},
|
||||
ArmorGained {
|
||||
player: PlayerId,
|
||||
amount: i32,
|
||||
},
|
||||
StatsChanged {
|
||||
id: EntityId,
|
||||
attack: i32,
|
||||
health: i32,
|
||||
},
|
||||
SpellCast {
|
||||
card: String,
|
||||
},
|
||||
/// A Death Event: the Death Creation Step moved `id` from play to the graveyard.
|
||||
/// `position` is the board index it had when the step began; its Deathrattle summons there.
|
||||
Destroyed {
|
||||
id: EntityId,
|
||||
position: usize,
|
||||
},
|
||||
DeathPhase {
|
||||
round: u32,
|
||||
},
|
||||
/// A minion was played from hand (it has just entered the board). Its Battlecry answers this.
|
||||
Played {
|
||||
id: EntityId,
|
||||
},
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
//! Engine core: generic rules machinery. Never name a specific card here.
|
||||
//!
|
||||
//! Module 1: every card in the game is an entity addressed by an id handle.
|
||||
//! The engine knows which zone each entity is in, who owns it, and when it
|
||||
//! entered play.
|
||||
//!
|
||||
//! Module 2: heroes, Health, Attack and Armor; triggered abilities; and the
|
||||
//! action queue that resolves a Sequence depth-first, recording an event log.
|
||||
//!
|
||||
//! Module 3: deferred death. Damage and destroy effects only mark minions; the
|
||||
//! Death Creation Step removes them when the outermost Phase ends, and Death
|
||||
//! Phases resolve their Deathrattles until no new deaths occur.
|
||||
//!
|
||||
//! Module 4: auras as card data, Aura Updates at defined points, and one
|
||||
//! routine that decides how many times a queued trigger activates. Playing a
|
||||
//! minion from hand, and Battlecries.
|
||||
//!
|
||||
//! Module 5: behaviour as data. Cards are definitions in the course's card format,
|
||||
//! loaded from JSON; one interpreter turns their effects into actions. Assemble
|
||||
//! builds a new card by swapping half of one card's text for half of another's.
|
||||
//!
|
||||
//! Part II lives in `puzzle`: a second engine, for the rule-writing puzzle game,
|
||||
//! beside the first.
|
||||
//! Module 6: the grid, the lexer and the parser.
|
||||
|
||||
mod assemble;
|
||||
mod aura;
|
||||
mod card;
|
||||
mod death;
|
||||
mod effect;
|
||||
mod event;
|
||||
pub mod puzzle;
|
||||
mod queue;
|
||||
mod world;
|
||||
|
||||
pub use assemble::{assemble, register_assembled, AssembleError, Half};
|
||||
pub use card::{
|
||||
Aura, Card, CardDef, CardLibrary, CardType, Clause, Effect, PoolFilter, Stacking, Target,
|
||||
Trigger, TriggerOn,
|
||||
};
|
||||
pub use event::Event;
|
||||
pub use queue::{run_sequence, summon, Action, Ctx};
|
||||
pub use world::{Chooser, EntityId, PlayerId, World, Zone, HERO_HEALTH};
|
||||
@@ -0,0 +1,96 @@
|
||||
//! The grid: objects on tiles. `x` grows right, `y` grows down, and any number of
|
||||
//! objects may share a tile.
|
||||
|
||||
use std::collections::BTreeMap;
|
||||
|
||||
use serde::Deserialize;
|
||||
|
||||
pub type ObjectId = u32;
|
||||
|
||||
/// A level in the course's level format (`course/schema/level.schema.json`).
|
||||
#[derive(Debug, Clone, Default, Deserialize)]
|
||||
pub struct LevelDef {
|
||||
pub width: i32,
|
||||
pub height: i32,
|
||||
#[serde(default)]
|
||||
pub objects: Vec<LevelObject>,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Deserialize)]
|
||||
pub struct LevelObject {
|
||||
pub kind: String,
|
||||
pub x: i32,
|
||||
pub y: i32,
|
||||
}
|
||||
|
||||
/// What an object is: a thing named by a noun (kind `"<noun>"`, the noun in lower case),
|
||||
/// or a piece of text carrying one word (kind `"text:<WORD>"`).
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub enum Kind {
|
||||
Thing { noun: String },
|
||||
Text { word: String },
|
||||
}
|
||||
|
||||
impl Kind {
|
||||
const TEXT_PREFIX: &'static str = "text:";
|
||||
|
||||
pub fn parse(kind: &str) -> Kind {
|
||||
match kind.strip_prefix(Self::TEXT_PREFIX) {
|
||||
Some(word) => Kind::Text {
|
||||
word: word.to_uppercase(),
|
||||
},
|
||||
None => Kind::Thing {
|
||||
noun: kind.to_uppercase(),
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Object {
|
||||
pub id: ObjectId,
|
||||
pub kind: Kind,
|
||||
pub x: i32,
|
||||
pub y: i32,
|
||||
}
|
||||
|
||||
#[derive(Debug, Clone, Default)]
|
||||
pub struct Board {
|
||||
pub width: i32,
|
||||
pub height: i32,
|
||||
objects: BTreeMap<ObjectId, Object>,
|
||||
next_id: ObjectId,
|
||||
}
|
||||
|
||||
impl Board {
|
||||
pub fn new(width: i32, height: i32) -> Board {
|
||||
Board {
|
||||
width,
|
||||
height,
|
||||
..Default::default()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn in_bounds(&self, x: i32, y: i32) -> bool {
|
||||
(0..self.width).contains(&x) && (0..self.height).contains(&y)
|
||||
}
|
||||
|
||||
/// Add an object; ids start at 1 and are never reused. Panics off the board.
|
||||
pub fn place(&mut self, kind: Kind, x: i32, y: i32) -> ObjectId {
|
||||
assert!(
|
||||
self.in_bounds(x, y),
|
||||
"({x}, {y}) is outside the {}x{} level",
|
||||
self.width,
|
||||
self.height
|
||||
);
|
||||
self.next_id += 1;
|
||||
let id = self.next_id;
|
||||
self.objects.insert(id, Object { id, kind, x, y });
|
||||
id
|
||||
}
|
||||
|
||||
/// Every object, oldest first.
|
||||
pub fn objects(&self) -> impl Iterator<Item = &Object> {
|
||||
self.objects.values()
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
//! A level in play: the board, the words content provides, and the rules compiled
|
||||
//! from them. Every change to the board recompiles the rules from scratch.
|
||||
|
||||
use super::grid::{Board, Kind, LevelDef, ObjectId};
|
||||
use super::parse::{parse, Rule};
|
||||
use super::word::{Lexicon, WordDef};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Level {
|
||||
board: Board,
|
||||
lexicon: Lexicon,
|
||||
rules: Vec<Rule>,
|
||||
}
|
||||
|
||||
impl Level {
|
||||
pub fn new(def: &LevelDef, words: &[WordDef]) -> Level {
|
||||
let mut level = Level {
|
||||
board: Board::new(def.width, def.height),
|
||||
lexicon: Lexicon::new(words),
|
||||
rules: vec![],
|
||||
};
|
||||
for o in &def.objects {
|
||||
level.board.place(Kind::parse(&o.kind), o.x, o.y);
|
||||
}
|
||||
level.reparse();
|
||||
level
|
||||
}
|
||||
|
||||
pub fn place(&mut self, kind: &str, x: i32, y: i32) -> ObjectId {
|
||||
let id = self.board.place(Kind::parse(kind), x, y);
|
||||
self.reparse();
|
||||
id
|
||||
}
|
||||
|
||||
pub fn board(&self) -> &Board {
|
||||
&self.board
|
||||
}
|
||||
|
||||
/// Every rule in force, as parsed (duplicates included).
|
||||
pub fn rules(&self) -> &[Rule] {
|
||||
&self.rules
|
||||
}
|
||||
|
||||
fn reparse(&mut self) {
|
||||
self.rules = parse(&self.board, &self.lexicon);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
//! Part II: the rule-writing puzzle game. Objects have no behaviour of their own; every rule is
|
||||
//! compiled from the text on the board, and recompiled whenever the board changes.
|
||||
//!
|
||||
//! Module 6: the grid, the lexer (text objects to words with grammatical roles)
|
||||
//! and the parser (words to rules). The engine knows the operators `IS`, `AND`,
|
||||
//! `NOT`, the meta-noun `TEXT` and the base rule `TEXT IS PUSH`. Every other word,
|
||||
//! nouns included, is data handed in by content.
|
||||
|
||||
mod grid;
|
||||
mod level;
|
||||
mod parse;
|
||||
mod word;
|
||||
|
||||
pub use grid::{Board, Kind, LevelDef, LevelObject, Object, ObjectId};
|
||||
pub use level::Level;
|
||||
pub use parse::{parse, Rule, BASE_RULES};
|
||||
pub use word::{lex, Lexicon, Role, Token, WordDef};
|
||||
@@ -0,0 +1,95 @@
|
||||
//! The parser: words on the grid become rules.
|
||||
//!
|
||||
//! Grammar (Module 6): `NOUN [AND NOUN]* IS (NOUN|PROPERTY) [AND (NOUN|PROPERTY)]*`,
|
||||
//! read left to right in a row and top to bottom in a column. The parser starts at
|
||||
//! every `IS`, collects the subjects before it and the complements after it, and
|
||||
//! emits one rule per pair: AND distributes over both sides. A tile holding several
|
||||
//! words contributes each of them, so stacked text yields every possible rule.
|
||||
|
||||
use std::collections::BTreeMap;
|
||||
use std::fmt;
|
||||
|
||||
use super::grid::{Board, ObjectId};
|
||||
use super::word::{lex, Lexicon, Role, Token, AND, IS, TEXT};
|
||||
|
||||
/// One rule: `subject IS complement`. `text` is the three text objects that spell
|
||||
/// it (subject, `IS`, complement), or empty for a base rule.
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub struct Rule {
|
||||
pub subject: String,
|
||||
pub complement: String,
|
||||
pub text: Vec<ObjectId>,
|
||||
}
|
||||
|
||||
impl fmt::Display for Rule {
|
||||
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
|
||||
write!(f, "{} {IS} {}", self.subject, self.complement)
|
||||
}
|
||||
}
|
||||
|
||||
/// Rules in force with no text: the game's base rules (`(subject, complement)`).
|
||||
pub const BASE_RULES: &[(&str, &str)] = &[(TEXT, "PUSH")];
|
||||
|
||||
type Tiles = BTreeMap<(i32, i32), Vec<Token>>;
|
||||
|
||||
/// Every rule the board spells, base rules first. A rule spelled by two different
|
||||
/// sets of text objects appears twice.
|
||||
pub fn parse(board: &Board, lexicon: &Lexicon) -> Vec<Rule> {
|
||||
let tiles = lex(board, lexicon);
|
||||
let mut rules: Vec<Rule> = BASE_RULES
|
||||
.iter()
|
||||
.map(|&(subject, complement)| Rule {
|
||||
subject: subject.to_string(),
|
||||
complement: complement.to_string(),
|
||||
text: vec![],
|
||||
})
|
||||
.collect();
|
||||
for (&(x, y), tokens) in &tiles {
|
||||
for is in tokens.iter().filter(|t| t.word == IS) {
|
||||
for (dx, dy) in [(1, 0), (0, 1)] {
|
||||
let subjects = run(&tiles, (x - dx, y - dy), (-dx, -dy), is_subject);
|
||||
let complements = run(&tiles, (x + dx, y + dy), (dx, dy), is_complement);
|
||||
for s in &subjects {
|
||||
for c in &complements {
|
||||
rules.push(Rule {
|
||||
subject: s.word.clone(),
|
||||
complement: c.word.clone(),
|
||||
text: vec![s.id, is.id, c.id],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
rules
|
||||
}
|
||||
|
||||
fn is_subject(t: &Token) -> bool {
|
||||
t.role == Role::Noun
|
||||
}
|
||||
|
||||
fn is_complement(t: &Token) -> bool {
|
||||
matches!(t.role, Role::Noun | Role::Property)
|
||||
}
|
||||
|
||||
/// A run of words joined by AND, walking from `at` in `step` direction: the words
|
||||
/// at `at` that `fits` accepts, then, if the next tile holds an AND, the run that
|
||||
/// starts on the tile after it. Empty if `at` holds no fitting word.
|
||||
fn run<'a>(
|
||||
tiles: &'a Tiles,
|
||||
at: (i32, i32),
|
||||
step: (i32, i32),
|
||||
fits: fn(&Token) -> bool,
|
||||
) -> Vec<&'a Token> {
|
||||
let words_at = |p: (i32, i32)| tiles.get(&p).map(Vec::as_slice).unwrap_or(&[]);
|
||||
let mut found: Vec<&Token> = words_at(at).iter().filter(|t| fits(t)).collect();
|
||||
if found.is_empty() {
|
||||
return found;
|
||||
}
|
||||
let and_at = (at.0 + step.0, at.1 + step.1);
|
||||
if words_at(and_at).iter().any(|t| t.word == AND) {
|
||||
let next = (and_at.0 + step.0, and_at.1 + step.1);
|
||||
found.extend(run(tiles, next, step, fits));
|
||||
}
|
||||
found
|
||||
}
|
||||
@@ -0,0 +1,84 @@
|
||||
//! The lexer: text objects become words with a grammatical role.
|
||||
//!
|
||||
//! The engine owns the grammar words (`IS`, `AND`, `NOT`) and the meta-noun `TEXT`.
|
||||
//! Every other word comes from content as data: the engine never names a noun.
|
||||
|
||||
use std::collections::{BTreeMap, HashMap};
|
||||
|
||||
use serde::Deserialize;
|
||||
|
||||
use super::grid::{Board, Kind, ObjectId};
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
|
||||
#[serde(rename_all = "lowercase")]
|
||||
pub enum Role {
|
||||
Noun,
|
||||
Property,
|
||||
Operator,
|
||||
}
|
||||
|
||||
/// One entry of the word list content provides: `{ "name": "<NOUN>", "role": "noun" }`.
|
||||
#[derive(Debug, Clone, Deserialize)]
|
||||
pub struct WordDef {
|
||||
pub name: String,
|
||||
pub role: Role,
|
||||
}
|
||||
|
||||
pub const IS: &str = "IS";
|
||||
pub const AND: &str = "AND";
|
||||
pub const NOT: &str = "NOT";
|
||||
/// The meta-noun for every text object.
|
||||
pub const TEXT: &str = "TEXT";
|
||||
|
||||
/// Every word the parser can read, with its role.
|
||||
#[derive(Debug, Clone, Default)]
|
||||
pub struct Lexicon {
|
||||
roles: HashMap<String, Role>,
|
||||
}
|
||||
|
||||
impl Lexicon {
|
||||
/// The engine's own words plus `words`. Content can't redefine an engine word.
|
||||
pub fn new(words: &[WordDef]) -> Lexicon {
|
||||
let mut roles: HashMap<String, Role> = words
|
||||
.iter()
|
||||
.map(|w| (w.name.to_uppercase(), w.role))
|
||||
.collect();
|
||||
for op in [IS, AND, NOT] {
|
||||
roles.insert(op.to_string(), Role::Operator);
|
||||
}
|
||||
roles.insert(TEXT.to_string(), Role::Noun);
|
||||
Lexicon { roles }
|
||||
}
|
||||
|
||||
/// `None` for a word the lexicon doesn't know: such text spells nothing.
|
||||
pub fn role(&self, word: &str) -> Option<Role> {
|
||||
self.roles.get(word).copied()
|
||||
}
|
||||
}
|
||||
|
||||
/// A piece of text the parser can read: which object, which word, which role.
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub struct Token {
|
||||
pub id: ObjectId,
|
||||
pub word: String,
|
||||
pub role: Role,
|
||||
}
|
||||
|
||||
/// The words on the board, by tile; a tile's words in object order (oldest first).
|
||||
/// Text whose word the lexicon doesn't know is left out.
|
||||
pub fn lex(board: &Board, lexicon: &Lexicon) -> BTreeMap<(i32, i32), Vec<Token>> {
|
||||
let mut tiles: BTreeMap<(i32, i32), Vec<Token>> = BTreeMap::new();
|
||||
for object in board.objects() {
|
||||
let Kind::Text { word } = &object.kind else {
|
||||
continue;
|
||||
};
|
||||
if let Some(role) = lexicon.role(word) {
|
||||
tiles.entry((object.x, object.y)).or_default().push(Token {
|
||||
id: object.id,
|
||||
word: word.clone(),
|
||||
role,
|
||||
});
|
||||
}
|
||||
}
|
||||
tiles
|
||||
}
|
||||
@@ -0,0 +1,285 @@
|
||||
//! The action queue: how one player action (a Sequence) resolves.
|
||||
//!
|
||||
//! Performing an action changes the world and produces events. Every trigger that
|
||||
//! responds to those events goes into one Queue, oldest listener first, and the Queue
|
||||
//! is locked. Each queued trigger then resolves completely, including everything
|
||||
//! its own actions cause, before the next one starts: depth-first.
|
||||
//!
|
||||
//! Module 3: nothing leaves play mid-Sequence. When the outermost Phase ends, the
|
||||
//! Death Creation Step removes the dead, and a Death Phase resolves their
|
||||
//! Deathrattles. That repeats until a step finds no new deaths.
|
||||
//!
|
||||
//! Module 4: a queued trigger may activate more than once. How many times is
|
||||
//! decided by one routine, `activations` in `aura.rs`, from aura data on cards.
|
||||
//! Nothing here knows which cards multiply which triggers.
|
||||
//!
|
||||
//! Module 5: a card's effects are data. Each one is interpreted (`effect.rs`) and
|
||||
//! its actions performed before the next effect of the same ability is read, so
|
||||
//! "Assemble a minion. Give all minions in your hand +2/+2." buffs the new minion.
|
||||
|
||||
use super::assemble::assemble_from_pool;
|
||||
use super::aura::{activations, aura_update_other};
|
||||
use super::card::{Effect, PoolFilter, TriggerOn};
|
||||
use super::death::death_creation_step;
|
||||
use super::effect::actions;
|
||||
use super::event::Event;
|
||||
use super::world::{EntityId, PlayerId, World, Zone};
|
||||
|
||||
/// Something the engine can do. Card effects return these instead of changing the world.
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub enum Action {
|
||||
/// Deal `amount` to each target at once: all damage first, then the reactions.
|
||||
Damage {
|
||||
targets: Vec<EntityId>,
|
||||
amount: i32,
|
||||
},
|
||||
Draw {
|
||||
player: PlayerId,
|
||||
},
|
||||
GainArmor {
|
||||
player: PlayerId,
|
||||
amount: i32,
|
||||
},
|
||||
GainAttack {
|
||||
id: EntityId,
|
||||
amount: i32,
|
||||
},
|
||||
Cast {
|
||||
card: String,
|
||||
player: PlayerId,
|
||||
target: Option<EntityId>,
|
||||
},
|
||||
/// Mark each target pending destroy. They leave play in the next Death Creation Step.
|
||||
Destroy {
|
||||
targets: Vec<EntityId>,
|
||||
},
|
||||
/// Summon `card` for `player` at board index `at`, or at the right end if `at` is `None`.
|
||||
Summon {
|
||||
card: String,
|
||||
player: PlayerId,
|
||||
at: Option<usize>,
|
||||
},
|
||||
/// Play a minion from its owner's hand: it enters the right end of the board, then its
|
||||
/// Battlecry resolves.
|
||||
Play {
|
||||
id: EntityId,
|
||||
},
|
||||
/// Put an Assembled minion into `player`'s hand (see `assemble.rs`).
|
||||
Assemble {
|
||||
player: PlayerId,
|
||||
filter: PoolFilter,
|
||||
},
|
||||
/// Give one entity +attack/+health.
|
||||
Buff {
|
||||
id: EntityId,
|
||||
attack: i32,
|
||||
health: i32,
|
||||
},
|
||||
}
|
||||
|
||||
/// What an effect may look at when it runs.
|
||||
pub struct Ctx<'a> {
|
||||
pub world: &'a World,
|
||||
/// The player the effect works for.
|
||||
pub owner: PlayerId,
|
||||
/// The minion whose trigger is resolving; `None` for a spell.
|
||||
pub source: Option<EntityId>,
|
||||
/// The chosen target, if any.
|
||||
pub target: Option<EntityId>,
|
||||
/// The source's board position. For a Deathrattle, the source has left play,
|
||||
/// and this is the position its Death Event remembered.
|
||||
pub position: Option<usize>,
|
||||
}
|
||||
|
||||
impl Ctx<'_> {
|
||||
/// The minion whose trigger is resolving.
|
||||
pub fn minion(&self) -> EntityId {
|
||||
self.source.expect("only a triggered ability has a source")
|
||||
}
|
||||
|
||||
pub fn enemy_hero(&self) -> EntityId {
|
||||
self.world.hero(1 - self.owner)
|
||||
}
|
||||
}
|
||||
|
||||
/// Run one Sequence: a player action and everything it causes.
|
||||
pub fn run_sequence(world: &mut World, action: Action) {
|
||||
perform(world, action);
|
||||
// The outermost Phase has ended. Each Death Phase is itself an outermost
|
||||
// Phase, so the end-of-Phase steps run again after it, until nothing dies.
|
||||
let mut deaths = end_of_outermost_phase(world);
|
||||
let mut round = 0;
|
||||
while !deaths.is_empty() {
|
||||
round += 1;
|
||||
world.record(Event::DeathPhase { round });
|
||||
react(world, &deaths);
|
||||
deaths = end_of_outermost_phase(world);
|
||||
}
|
||||
}
|
||||
|
||||
/// The steps that run only when the outermost Phase ends; returns the Death Events.
|
||||
/// Hearthstone runs an Aura Update (Health/Attack) first. The course has no
|
||||
/// Health/Attack auras, so that step has nothing to do and is left out.
|
||||
fn end_of_outermost_phase(world: &mut World) -> Vec<Event> {
|
||||
let deaths = death_creation_step(world);
|
||||
// After the step: a minion that just died no longer contributes its auras
|
||||
// to the Death Phase that resolves these deaths.
|
||||
aura_update_other(world);
|
||||
deaths
|
||||
}
|
||||
|
||||
/// Summon `card` for `player` at board index `at` (or the right end). Summoning runs an
|
||||
/// Aura Update.
|
||||
pub fn summon(world: &mut World, card: &str, player: PlayerId, at: Option<usize>) -> EntityId {
|
||||
let id = world.create_at(card, player, Zone::Board, at);
|
||||
aura_update_other(world);
|
||||
id
|
||||
}
|
||||
|
||||
fn perform(world: &mut World, action: Action) {
|
||||
match action {
|
||||
Action::Damage {
|
||||
mut targets,
|
||||
amount,
|
||||
} => {
|
||||
// Area damage: every Damage Event is created, in order of play, before any reaction.
|
||||
targets.sort_by_key(|&id| world.order_of_play(id));
|
||||
let mut events = Vec::new();
|
||||
for target in targets {
|
||||
world.damage(target, amount);
|
||||
events.push(Event::Damaged { target, amount });
|
||||
}
|
||||
react(world, &events);
|
||||
}
|
||||
Action::Draw { player } => world.draw(player),
|
||||
Action::GainArmor { player, amount } => world.gain_armor(player, amount),
|
||||
Action::GainAttack { id, amount } => world.gain_attack(id, amount),
|
||||
Action::Destroy { targets } => {
|
||||
for target in targets {
|
||||
world.mark_destroyed(target);
|
||||
}
|
||||
}
|
||||
Action::Summon { card, player, at } => {
|
||||
summon(world, &card, player, at);
|
||||
}
|
||||
Action::Play { id } => {
|
||||
assert!(
|
||||
world.zone_of(id) == Zone::Hand,
|
||||
"play: entity {id} is not in a hand"
|
||||
);
|
||||
// Playing is not summoning: no Aura Update here. The played minion's own
|
||||
// auras join at the end of the outermost Phase.
|
||||
world.move_to(id, Zone::Board);
|
||||
let played = Event::Played { id };
|
||||
world.record(played.clone());
|
||||
react(world, &[played]);
|
||||
}
|
||||
Action::Cast {
|
||||
card,
|
||||
player,
|
||||
target,
|
||||
} => {
|
||||
let spell = world.card(&card);
|
||||
assert!(spell.is_spell(), "{card:?} is not a spell");
|
||||
let effects = spell.on_cast.clone();
|
||||
world.record(Event::SpellCast { card });
|
||||
run_effects(world, &effects, player, None, target, None);
|
||||
}
|
||||
Action::Assemble { player, filter } => {
|
||||
assemble_from_pool(world, player, &filter);
|
||||
}
|
||||
Action::Buff { id, attack, health } => world.buff(id, attack, health),
|
||||
}
|
||||
}
|
||||
|
||||
/// Interpret and perform an ability's effects in printed order. Each effect sees the
|
||||
/// world as the effects before it left it. Depth-first: each action, and every
|
||||
/// reaction it causes, finishes before the next.
|
||||
fn run_effects(
|
||||
world: &mut World,
|
||||
effects: &[Effect],
|
||||
owner: PlayerId,
|
||||
source: Option<EntityId>,
|
||||
target: Option<EntityId>,
|
||||
position: Option<usize>,
|
||||
) {
|
||||
for effect in effects {
|
||||
let ctx = Ctx {
|
||||
world,
|
||||
owner,
|
||||
source,
|
||||
target,
|
||||
position,
|
||||
};
|
||||
for action in actions(effect, &ctx) {
|
||||
perform(world, action);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A Phase: queue every trigger that responds to `events`, then resolve them one by one.
|
||||
fn react(world: &mut World, events: &[Event]) {
|
||||
// Fill the Queue: for each event (already in order of play), each listener in order of play.
|
||||
let mut queue = Vec::new();
|
||||
for event in events {
|
||||
for listener in listeners(world, event) {
|
||||
for trigger in &world.card(world.card_name(listener)).triggers {
|
||||
if responds(world, trigger.on, listener, event) {
|
||||
queue.push((listener, trigger.clone(), event));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// The Queue is now locked: nothing that happens below adds to it.
|
||||
for (source, trigger, event) in queue {
|
||||
// The interceptor: the entry was queued once; the auras in force when it
|
||||
// starts decide how many times it activates, back to back.
|
||||
let times = activations(world, world.owner_of(source), trigger.on);
|
||||
for _ in 0..times {
|
||||
world.record(Event::Triggered {
|
||||
source,
|
||||
on: trigger.on,
|
||||
});
|
||||
let position = match *event {
|
||||
Event::Destroyed { id, position } if id == source => Some(position),
|
||||
_ => world.board_index(source),
|
||||
};
|
||||
let owner = world.owner_of(source);
|
||||
run_effects(world, &trigger.effects, owner, Some(source), None, position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Who may respond to `event`, in order of play: every minion in play and, for a
|
||||
/// Death Event, the minion that died. It has left play, but its Deathrattle still answers.
|
||||
fn listeners(world: &World, event: &Event) -> Vec<EntityId> {
|
||||
let mut ids = world.minions_in_play();
|
||||
if let Event::Destroyed { id, .. } = *event {
|
||||
ids.push(id);
|
||||
ids.sort_by_key(|&id| world.order_of_play(id));
|
||||
}
|
||||
ids
|
||||
}
|
||||
|
||||
/// Does a trigger listening for `on`, belonging to `listener`, respond to `event`?
|
||||
fn responds(world: &World, on: TriggerOn, listener: EntityId, event: &Event) -> bool {
|
||||
if let Event::Destroyed { id, .. } = *event {
|
||||
return on == TriggerOn::Deathrattle && id == listener;
|
||||
}
|
||||
if let Event::Played { id } = *event {
|
||||
return on == TriggerOn::Battlecry && id == listener;
|
||||
}
|
||||
let Event::Damaged { target, .. } = *event else {
|
||||
return false;
|
||||
};
|
||||
let is_minion = !world.is_hero(target);
|
||||
match on {
|
||||
TriggerOn::SelfDamaged => target == listener,
|
||||
TriggerOn::FriendlyMinionDamaged => {
|
||||
is_minion && world.owner_of(target) == world.owner_of(listener)
|
||||
}
|
||||
TriggerOn::AnyMinionDamaged => is_minion,
|
||||
TriggerOn::HeroDamaged => !is_minion,
|
||||
TriggerOn::Deathrattle | TriggerOn::Battlecry | TriggerOn::EndOfTurn => false,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,378 @@
|
||||
//! Entities, zones, order of play, stats and the event log: the game's state.
|
||||
//! The rules for resolving actions live in `queue.rs`.
|
||||
|
||||
use super::card::{Aura, Card, CardDef, CardLibrary};
|
||||
use super::event::Event;
|
||||
|
||||
/// A handle to an entity. Ids are never reused and stay valid when the entity changes zone.
|
||||
pub type EntityId = u32;
|
||||
pub type PlayerId = u8;
|
||||
|
||||
/// Starting Health of each hero.
|
||||
pub const HERO_HEALTH: i32 = 30;
|
||||
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub enum Zone {
|
||||
Deck,
|
||||
Hand,
|
||||
Board,
|
||||
Graveyard,
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
struct Entity {
|
||||
card: String,
|
||||
owner: PlayerId,
|
||||
zone: Zone,
|
||||
/// Stamped each time the entity enters the board; `None` until it first does.
|
||||
order_of_play: Option<u32>,
|
||||
attack: i32,
|
||||
/// Current Health. At 0 or below the entity is mortally wounded: still in play until the
|
||||
/// Death Creation Step.
|
||||
health: i32,
|
||||
/// Hit by a destroy effect: still in play until the Death Creation Step.
|
||||
pending_destroy: bool,
|
||||
}
|
||||
|
||||
/// An aura in force: which player's minion has it.
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
||||
pub struct ActiveAura {
|
||||
pub owner: PlayerId,
|
||||
pub aura: Aura,
|
||||
}
|
||||
|
||||
/// One player's zones. Each is an ordered list of ids (the board is left to right).
|
||||
#[derive(Debug, Default)]
|
||||
struct Side {
|
||||
deck: Vec<EntityId>,
|
||||
hand: Vec<EntityId>,
|
||||
board: Vec<EntityId>,
|
||||
graveyard: Vec<EntityId>,
|
||||
hero: EntityId,
|
||||
armor: i32,
|
||||
}
|
||||
|
||||
impl Side {
|
||||
fn zone(&self, zone: Zone) -> &Vec<EntityId> {
|
||||
match zone {
|
||||
Zone::Deck => &self.deck,
|
||||
Zone::Hand => &self.hand,
|
||||
Zone::Board => &self.board,
|
||||
Zone::Graveyard => &self.graveyard,
|
||||
}
|
||||
}
|
||||
|
||||
fn zone_mut(&mut self, zone: Zone) -> &mut Vec<EntityId> {
|
||||
match zone {
|
||||
Zone::Deck => &mut self.deck,
|
||||
Zone::Hand => &mut self.hand,
|
||||
Zone::Board => &mut self.board,
|
||||
Zone::Graveyard => &mut self.graveyard,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Makes a player's choices: called with what is being chosen and the options, it
|
||||
/// returns one of the options. Hearthstone would ask the player or pick at random.
|
||||
pub type Chooser = Box<dyn FnMut(&str, &[String]) -> String>;
|
||||
|
||||
pub struct World {
|
||||
library: CardLibrary,
|
||||
chooser: Chooser,
|
||||
/// Indexed by `EntityId`.
|
||||
entities: Vec<Entity>,
|
||||
sides: [Side; 2],
|
||||
next_order_of_play: u32,
|
||||
log: Vec<Event>,
|
||||
/// The auras in force as of the last Aura Update. Changes only there (see `aura.rs`).
|
||||
auras: Vec<ActiveAura>,
|
||||
}
|
||||
|
||||
impl World {
|
||||
/// A new game: both heroes are in play from the start, so they are the oldest entities.
|
||||
pub fn new(library: CardLibrary) -> World {
|
||||
let mut world = World {
|
||||
library,
|
||||
// Until a chooser is set, take the first option.
|
||||
chooser: Box::new(|_, options| options[0].clone()),
|
||||
entities: Vec::new(),
|
||||
sides: Default::default(),
|
||||
next_order_of_play: 0,
|
||||
log: Vec::new(),
|
||||
auras: Vec::new(),
|
||||
};
|
||||
for owner in 0..2 {
|
||||
let id = world.entities.len() as EntityId;
|
||||
world.next_order_of_play += 1;
|
||||
world.entities.push(Entity {
|
||||
card: "Hero".to_string(),
|
||||
owner,
|
||||
zone: Zone::Board,
|
||||
order_of_play: Some(world.next_order_of_play),
|
||||
attack: 0,
|
||||
health: HERO_HEALTH,
|
||||
pending_destroy: false,
|
||||
});
|
||||
// In play, but not on the board list: the board holds minions only.
|
||||
world.sides[owner as usize].hero = id;
|
||||
}
|
||||
world
|
||||
}
|
||||
|
||||
/// Create an entity of `card` for `owner` at the end of `zone` (the right end for the board).
|
||||
pub fn create(&mut self, card: &str, owner: PlayerId, zone: Zone) -> EntityId {
|
||||
self.create_at(card, owner, zone, None)
|
||||
}
|
||||
|
||||
/// Create an entity of `card` for `owner` in `zone` at index `at` (clamped to the
|
||||
/// zone's length), or at the end if `at` is `None`.
|
||||
pub fn create_at(
|
||||
&mut self,
|
||||
card: &str,
|
||||
owner: PlayerId,
|
||||
zone: Zone,
|
||||
at: Option<usize>,
|
||||
) -> EntityId {
|
||||
assert!(owner < 2, "no player {owner}");
|
||||
let def = &self.library.get(card).def;
|
||||
let entity = Entity {
|
||||
card: def.name.clone(),
|
||||
owner,
|
||||
zone,
|
||||
order_of_play: None,
|
||||
attack: def.attack,
|
||||
health: def.health,
|
||||
pending_destroy: false,
|
||||
};
|
||||
let id = self.entities.len() as EntityId;
|
||||
self.entities.push(entity);
|
||||
self.enter(id, zone, at);
|
||||
id
|
||||
}
|
||||
|
||||
/// Move an entity to the end of `zone` on its owner's side, keeping its id.
|
||||
pub fn move_to(&mut self, id: EntityId, zone: Zone) {
|
||||
let (owner, from) = (self.entity(id).owner, self.entity(id).zone);
|
||||
self.sides[owner as usize]
|
||||
.zone_mut(from)
|
||||
.retain(|&e| e != id);
|
||||
self.enter(id, zone, None);
|
||||
}
|
||||
|
||||
/// The single place an entity arrives in a zone. Entering the board starts a new order of play.
|
||||
fn enter(&mut self, id: EntityId, zone: Zone, at: Option<usize>) {
|
||||
let owner = self.entity(id).owner;
|
||||
let list = self.sides[owner as usize].zone_mut(zone);
|
||||
list.insert(at.map_or(list.len(), |i| i.min(list.len())), id);
|
||||
let entity = &mut self.entities[id as usize];
|
||||
entity.zone = zone;
|
||||
if zone == Zone::Board {
|
||||
self.next_order_of_play += 1;
|
||||
entity.order_of_play = Some(self.next_order_of_play);
|
||||
self.record(Event::Summoned { id });
|
||||
}
|
||||
}
|
||||
|
||||
fn entity(&self, id: EntityId) -> &Entity {
|
||||
self.entities
|
||||
.get(id as usize)
|
||||
.unwrap_or_else(|| panic!("unknown entity id {id}"))
|
||||
}
|
||||
|
||||
fn entity_mut(&mut self, id: EntityId) -> &mut Entity {
|
||||
self.entities
|
||||
.get_mut(id as usize)
|
||||
.unwrap_or_else(|| panic!("unknown entity id {id}"))
|
||||
}
|
||||
|
||||
// ---- Queries -------------------------------------------------------
|
||||
|
||||
pub fn card(&self, name: &str) -> &Card {
|
||||
self.library.get(name)
|
||||
}
|
||||
|
||||
pub fn has_card(&self, name: &str) -> bool {
|
||||
self.library.contains(name)
|
||||
}
|
||||
|
||||
/// The cards an Assemble may offer, sorted by name.
|
||||
pub fn pool(&self) -> Vec<&Card> {
|
||||
self.library.pool()
|
||||
}
|
||||
|
||||
pub fn zone_of(&self, id: EntityId) -> Zone {
|
||||
self.entity(id).zone
|
||||
}
|
||||
|
||||
pub fn card_name(&self, id: EntityId) -> &str {
|
||||
&self.entity(id).card
|
||||
}
|
||||
|
||||
pub fn owner_of(&self, id: EntityId) -> PlayerId {
|
||||
self.entity(id).owner
|
||||
}
|
||||
|
||||
/// When the entity last entered the board (larger is later); `None` if it never has.
|
||||
pub fn order_of_play(&self, id: EntityId) -> Option<u32> {
|
||||
self.entity(id).order_of_play
|
||||
}
|
||||
|
||||
/// The ids in one player's zone, in zone order (left to right for the board).
|
||||
pub fn zone(&self, owner: PlayerId, zone: Zone) -> &[EntityId] {
|
||||
assert!(owner < 2, "no player {owner}");
|
||||
self.sides[owner as usize].zone(zone)
|
||||
}
|
||||
|
||||
pub fn hero(&self, owner: PlayerId) -> EntityId {
|
||||
assert!(owner < 2, "no player {owner}");
|
||||
self.sides[owner as usize].hero
|
||||
}
|
||||
|
||||
pub fn is_hero(&self, id: EntityId) -> bool {
|
||||
self.sides.iter().any(|s| s.hero == id)
|
||||
}
|
||||
|
||||
/// Every minion on either board, oldest first (order of play).
|
||||
pub fn minions_in_play(&self) -> Vec<EntityId> {
|
||||
let mut ids: Vec<EntityId> = self.sides.iter().flat_map(|s| s.board.clone()).collect();
|
||||
ids.sort_by_key(|&id| self.order_of_play(id));
|
||||
ids
|
||||
}
|
||||
|
||||
pub fn attack(&self, id: EntityId) -> i32 {
|
||||
self.entity(id).attack
|
||||
}
|
||||
|
||||
pub fn health(&self, id: EntityId) -> i32 {
|
||||
self.entity(id).health
|
||||
}
|
||||
|
||||
/// The cost printed on the entity's card.
|
||||
pub fn cost(&self, id: EntityId) -> i32 {
|
||||
self.card(self.card_name(id)).def.cost
|
||||
}
|
||||
|
||||
/// The minions in a player's hand, in hand order.
|
||||
pub fn minions_in_hand(&self, owner: PlayerId) -> Vec<EntityId> {
|
||||
self.zone(owner, Zone::Hand)
|
||||
.iter()
|
||||
.copied()
|
||||
.filter(|&id| !self.card(self.card_name(id)).is_spell())
|
||||
.collect()
|
||||
}
|
||||
|
||||
/// Mortally wounded (0 or less Health) or pending destroy: it leaves play at the next
|
||||
/// Death Creation Step.
|
||||
pub fn is_doomed(&self, id: EntityId) -> bool {
|
||||
let entity = self.entity(id);
|
||||
entity.health <= 0 || entity.pending_destroy
|
||||
}
|
||||
|
||||
/// Index of a minion on its owner's board, left to right; `None` if it is not on the board.
|
||||
pub fn board_index(&self, id: EntityId) -> Option<usize> {
|
||||
self.zone(self.owner_of(id), Zone::Board)
|
||||
.iter()
|
||||
.position(|&e| e == id)
|
||||
}
|
||||
|
||||
pub fn armor(&self, owner: PlayerId) -> i32 {
|
||||
self.sides[owner as usize].armor
|
||||
}
|
||||
|
||||
pub fn active_auras(&self) -> &[ActiveAura] {
|
||||
&self.auras
|
||||
}
|
||||
|
||||
pub fn log(&self) -> &[Event] {
|
||||
&self.log
|
||||
}
|
||||
|
||||
// ---- Changes: each one records its event ----------------------------
|
||||
|
||||
pub fn record(&mut self, event: Event) {
|
||||
self.log.push(event);
|
||||
}
|
||||
|
||||
/// Add a card to the library, or replace the card with the same name.
|
||||
pub fn register(&mut self, def: CardDef) {
|
||||
self.library.register(def);
|
||||
}
|
||||
|
||||
/// Add a card made by Assemble (see `assemble.rs`).
|
||||
pub fn register_assembled(&mut self, def: CardDef) {
|
||||
self.library.register_assembled(def);
|
||||
}
|
||||
|
||||
pub fn set_chooser(&mut self, chooser: Chooser) {
|
||||
self.chooser = chooser;
|
||||
}
|
||||
|
||||
/// Ask the chooser to pick one of `options` (not empty). Panics if it answers
|
||||
/// something that isn't an option.
|
||||
pub fn choose(&mut self, kind: &str, options: &[String]) -> String {
|
||||
let answer = (self.chooser)(kind, options);
|
||||
assert!(
|
||||
options.contains(&answer),
|
||||
"chooser answered {answer:?} for {kind:?}; the options were {options:?}"
|
||||
);
|
||||
answer
|
||||
}
|
||||
|
||||
/// Only an Aura Update calls this.
|
||||
pub fn set_active_auras(&mut self, auras: Vec<ActiveAura>) {
|
||||
self.auras = auras;
|
||||
}
|
||||
|
||||
pub fn clear_log(&mut self) {
|
||||
self.log.clear();
|
||||
}
|
||||
|
||||
pub fn damage(&mut self, target: EntityId, amount: i32) {
|
||||
self.entity_mut(target).health -= amount;
|
||||
self.record(Event::Damaged { target, amount });
|
||||
}
|
||||
|
||||
/// Draw the top card of `player`'s deck (the first in the list). An empty deck
|
||||
/// records `Fatigue` and changes nothing else.
|
||||
pub fn draw(&mut self, player: PlayerId) {
|
||||
match self.zone(player, Zone::Deck).first() {
|
||||
Some(&id) => {
|
||||
self.move_to(id, Zone::Hand);
|
||||
self.record(Event::Drew { player, id });
|
||||
}
|
||||
None => self.record(Event::Fatigue { player }),
|
||||
}
|
||||
}
|
||||
|
||||
/// Mark for destruction. Nothing leaves play until the Death Creation Step.
|
||||
pub fn mark_destroyed(&mut self, id: EntityId) {
|
||||
self.entity_mut(id).pending_destroy = true;
|
||||
}
|
||||
|
||||
/// Move a minion from play to its owner's graveyard, recording its Death Event.
|
||||
pub fn kill(&mut self, id: EntityId, position: usize) {
|
||||
self.entity_mut(id).pending_destroy = false;
|
||||
self.move_to(id, Zone::Graveyard);
|
||||
self.record(Event::Destroyed { id, position });
|
||||
}
|
||||
|
||||
pub fn gain_armor(&mut self, player: PlayerId, amount: i32) {
|
||||
self.sides[player as usize].armor += amount;
|
||||
self.record(Event::ArmorGained { player, amount });
|
||||
}
|
||||
|
||||
pub fn buff(&mut self, id: EntityId, attack: i32, health: i32) {
|
||||
let entity = self.entity_mut(id);
|
||||
entity.attack += attack;
|
||||
entity.health += health;
|
||||
let (attack, health) = (entity.attack, entity.health);
|
||||
self.record(Event::StatsChanged { id, attack, health });
|
||||
}
|
||||
|
||||
pub fn gain_attack(&mut self, id: EntityId, amount: i32) {
|
||||
let entity = self.entity_mut(id);
|
||||
entity.attack += amount;
|
||||
let (attack, health) = (entity.attack, entity.health);
|
||||
self.record(Event::StatsChanged { id, attack, health });
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,223 @@
|
||||
//! Test harness: the thin adapter the course tests call. It translates each
|
||||
//! call into engine operations and holds no rules of its own.
|
||||
|
||||
use crate::content;
|
||||
use crate::engine::{self, puzzle, run_sequence, summon, Action, CardLibrary, Event, World};
|
||||
|
||||
pub use crate::engine::{AssembleError, CardDef, Half, Zone};
|
||||
|
||||
pub type Id = u32;
|
||||
pub type Player = u8;
|
||||
|
||||
#[derive(Debug, Default, Clone)]
|
||||
pub struct GameOpts {
|
||||
pub decks: Option<[Vec<String>; 2]>,
|
||||
}
|
||||
|
||||
/// The events the tests read from `log()` (see course/harness.md).
|
||||
#[derive(Debug, Clone, PartialEq, Eq)]
|
||||
pub enum GameEvent {
|
||||
Summoned { id: Id },
|
||||
Damaged { target: Id, amount: i32 },
|
||||
Triggered { source: Id, trigger: String },
|
||||
Destroyed { id: Id },
|
||||
DeathPhase { round: u32 },
|
||||
Drew { player: Player, id: Id },
|
||||
Fatigue { player: Player },
|
||||
ArmorGained { player: Player, amount: i32 },
|
||||
StatsChanged { id: Id, attack: i32, health: i32 },
|
||||
SpellCast { card: String },
|
||||
}
|
||||
|
||||
impl GameEvent {
|
||||
/// The course's view of an engine event; `None` for engine events the course log
|
||||
/// doesn't show.
|
||||
fn from_engine(event: &Event) -> Option<GameEvent> {
|
||||
Some(match event.clone() {
|
||||
Event::Summoned { id } => GameEvent::Summoned { id },
|
||||
Event::Damaged { target, amount } => GameEvent::Damaged { target, amount },
|
||||
Event::Triggered { source, on } => GameEvent::Triggered {
|
||||
source,
|
||||
trigger: on.label().to_string(),
|
||||
},
|
||||
Event::Drew { player, id } => GameEvent::Drew { player, id },
|
||||
Event::Fatigue { player } => GameEvent::Fatigue { player },
|
||||
Event::ArmorGained { player, amount } => GameEvent::ArmorGained { player, amount },
|
||||
Event::StatsChanged { id, attack, health } => {
|
||||
GameEvent::StatsChanged { id, attack, health }
|
||||
}
|
||||
Event::SpellCast { card } => GameEvent::SpellCast { card },
|
||||
Event::Destroyed { id, .. } => GameEvent::Destroyed { id },
|
||||
Event::DeathPhase { round } => GameEvent::DeathPhase { round },
|
||||
// A played minion's `Summoned` already shows it entering the board.
|
||||
Event::Played { .. } => return None,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Game {
|
||||
world: World,
|
||||
}
|
||||
|
||||
pub fn new_game(opts: GameOpts) -> Game {
|
||||
let mut world = World::new(CardLibrary::new(content::cards()));
|
||||
if let Some(decks) = opts.decks {
|
||||
for (player, deck) in decks.iter().enumerate() {
|
||||
for card in deck {
|
||||
world.create(card, player as Player, Zone::Deck);
|
||||
}
|
||||
}
|
||||
}
|
||||
Game { world }
|
||||
}
|
||||
|
||||
impl Game {
|
||||
/// Put `card` at the right end of `player`'s board.
|
||||
pub fn summon(&mut self, card: &str, player: Player) -> Id {
|
||||
summon(&mut self.world, card, player, None)
|
||||
}
|
||||
pub fn add_to_hand(&mut self, card: &str, player: Player) -> Id {
|
||||
self.world.create(card, player, Zone::Hand)
|
||||
}
|
||||
pub fn add_to_deck(&mut self, card: &str, player: Player) -> Id {
|
||||
self.world.create(card, player, Zone::Deck)
|
||||
}
|
||||
/// Play a card from hand, as one Sequence: it enters the right end of the board, then
|
||||
/// its Battlecry resolves. (The Module 1 Expansion Drop; required from Module 4.)
|
||||
pub fn play(&mut self, hand_id: Id) {
|
||||
run_sequence(&mut self.world, Action::Play { id: hand_id });
|
||||
}
|
||||
pub fn zone_of(&self, id: Id) -> Zone {
|
||||
self.world.zone_of(id)
|
||||
}
|
||||
/// Board ids, left to right.
|
||||
pub fn board(&self, player: Player) -> Vec<Id> {
|
||||
self.world.zone(player, Zone::Board).to_vec()
|
||||
}
|
||||
pub fn hand(&self, player: Player) -> Vec<Id> {
|
||||
self.world.zone(player, Zone::Hand).to_vec()
|
||||
}
|
||||
pub fn order_of_play(&self, id: Id) -> u32 {
|
||||
self.world
|
||||
.order_of_play(id)
|
||||
.unwrap_or_else(|| panic!("entity {id} has not entered play"))
|
||||
}
|
||||
pub fn name_of(&self, id: Id) -> String {
|
||||
self.world.card_name(id).to_string()
|
||||
}
|
||||
|
||||
// ---- Module 2 ----
|
||||
|
||||
pub fn hero(&self, player: Player) -> Id {
|
||||
self.world.hero(player)
|
||||
}
|
||||
/// Deal damage to one character, as one Sequence.
|
||||
pub fn deal_damage(&mut self, target: Id, amount: i32) {
|
||||
let targets = vec![target];
|
||||
run_sequence(&mut self.world, Action::Damage { targets, amount });
|
||||
}
|
||||
pub fn cast(&mut self, card: &str, player: Player, target: Option<Id>) {
|
||||
let card = card.to_string();
|
||||
run_sequence(
|
||||
&mut self.world,
|
||||
Action::Cast {
|
||||
card,
|
||||
player,
|
||||
target,
|
||||
},
|
||||
);
|
||||
}
|
||||
pub fn health(&self, id: Id) -> i32 {
|
||||
self.world.health(id)
|
||||
}
|
||||
pub fn attack(&self, id: Id) -> i32 {
|
||||
self.world.attack(id)
|
||||
}
|
||||
pub fn armor(&self, player: Player) -> i32 {
|
||||
self.world.armor(player)
|
||||
}
|
||||
pub fn log(&self) -> Vec<GameEvent> {
|
||||
self.world
|
||||
.log()
|
||||
.iter()
|
||||
.filter_map(GameEvent::from_engine)
|
||||
.collect()
|
||||
}
|
||||
pub fn clear_log(&mut self) {
|
||||
self.world.clear_log();
|
||||
}
|
||||
|
||||
// ---- Module 3 ----
|
||||
|
||||
/// Mark `target` pending destroy, as one Sequence. It leaves play in the death step.
|
||||
pub fn destroy(&mut self, target: Id) {
|
||||
let targets = vec![target];
|
||||
run_sequence(&mut self.world, Action::Destroy { targets });
|
||||
}
|
||||
|
||||
// ---- Module 5 ----
|
||||
|
||||
/// Add card definitions to this game, replacing any with the same name.
|
||||
pub fn register_cards(&mut self, defs: Vec<CardDef>) {
|
||||
for def in defs {
|
||||
self.world.register(def);
|
||||
}
|
||||
}
|
||||
|
||||
/// Register `base` with `half` of its text replaced by the same half of `donor`,
|
||||
/// and return the new card's name, `"<base> (Assembled)"`.
|
||||
pub fn assemble(
|
||||
&mut self,
|
||||
base: &str,
|
||||
donor: &str,
|
||||
half: Half,
|
||||
) -> Result<String, AssembleError> {
|
||||
let base = &self.world.card(base).def;
|
||||
let donor = &self.world.card(donor).def;
|
||||
let def = engine::assemble(base, donor, half)?;
|
||||
Ok(engine::register_assembled(&mut self.world, def))
|
||||
}
|
||||
|
||||
pub fn cost(&self, id: Id) -> i32 {
|
||||
self.world.cost(id)
|
||||
}
|
||||
|
||||
/// Who makes choices (Assemble's base, donor and half): called with the kind of
|
||||
/// choice (`"base"`, `"donor"`, `"half"`) and the options; returns one of them.
|
||||
pub fn set_chooser(&mut self, chooser: impl FnMut(&str, &[String]) -> String + 'static) {
|
||||
self.world.set_chooser(Box::new(chooser));
|
||||
}
|
||||
}
|
||||
|
||||
// ======== Part II: Baba Is You ========
|
||||
|
||||
pub use crate::engine::puzzle::{LevelDef, LevelObject};
|
||||
|
||||
/// A Baba Is You level in play (Part II).
|
||||
pub struct Baba {
|
||||
level: puzzle::Level,
|
||||
}
|
||||
|
||||
/// A level from a level definition; its text is parsed straight away.
|
||||
pub fn new_baba(level: LevelDef) -> Baba {
|
||||
Baba {
|
||||
level: puzzle::Level::new(&level, &content::words()),
|
||||
}
|
||||
}
|
||||
|
||||
impl Baba {
|
||||
// ---- Module 6 ----
|
||||
|
||||
/// Add an object (`"baba"`) or a piece of text (`"text:BABA"`) at (x, y).
|
||||
pub fn place(&mut self, kind: &str, x: i32, y: i32) -> Id {
|
||||
self.level.place(kind, x, y)
|
||||
}
|
||||
|
||||
/// Every distinct rule in force, normalised (`"BABA IS YOU"`) and sorted.
|
||||
pub fn rules(&self) -> Vec<String> {
|
||||
let mut rules: Vec<String> = self.level.rules().iter().map(|r| r.to_string()).collect();
|
||||
rules.sort();
|
||||
rules.dedup();
|
||||
rules
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
pub mod content;
|
||||
pub mod engine;
|
||||
pub mod harness;
|
||||
Reference in new issue
Block a user