feat: module 01 handles

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Lucas WintherandClaude Opus 5.5 committed 2026-10-29 00:17:31 +01:00
1 parent 1453a00b9c
commit 78dc09b303
32 files changed
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//! Card definitions as the engine sees them. The definitions themselves live in `content`.
use std::collections::HashMap;
/// What the engine needs to know about a card. Module 1: only its name.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct CardDef {
pub name: String,
}
impl CardDef {
pub fn new(name: &str) -> CardDef {
CardDef {
name: name.to_string(),
}
}
}
/// Every card the game can create, looked up by name.
#[derive(Debug, Default)]
pub struct CardLibrary {
cards: HashMap<String, CardDef>,
}
impl CardLibrary {
pub fn new(defs: Vec<CardDef>) -> CardLibrary {
let cards = defs.into_iter().map(|d| (d.name.clone(), d)).collect();
CardLibrary { cards }
}
pub fn get(&self, name: &str) -> &CardDef {
self.cards
.get(name)
.unwrap_or_else(|| panic!("unknown card {name:?}: define it in src/content"))
}
}
@@ -0,0 +1,11 @@
//! 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.
mod card;
mod world;
pub use card::{CardDef, CardLibrary};
pub use world::{EntityId, PlayerId, World, Zone};
@@ -0,0 +1,133 @@
//! Entities, zones and order of play.
use super::card::CardLibrary;
/// 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;
#[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>,
}
/// 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>,
}
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,
}
}
}
pub struct World {
library: CardLibrary,
/// Indexed by `EntityId`.
entities: Vec<Entity>,
sides: [Side; 2],
next_order_of_play: u32,
}
impl World {
pub fn new(library: CardLibrary) -> World {
World {
library,
entities: Vec::new(),
sides: Default::default(),
next_order_of_play: 0,
}
}
/// 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 {
assert!(owner < 2, "no player {owner}");
let card = self.library.get(card).name.clone();
let id = self.entities.len() as EntityId;
self.entities.push(Entity {
card,
owner,
zone,
order_of_play: None,
});
self.enter(id, zone);
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);
}
/// 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) {
let owner = self.entity(id).owner;
self.sides[owner as usize].zone_mut(zone).push(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);
}
}
fn entity(&self, id: EntityId) -> &Entity {
self.entities
.get(id as usize)
.unwrap_or_else(|| panic!("unknown entity id {id}"))
}
pub fn zone_of(&self, id: EntityId) -> Zone {
self.entity(id).zone
}
pub fn card_name(&self, id: EntityId) -> &str {
&self.entity(id).card
}
/// 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)
}
}