feat: log tree from Module 2 (logTree / log_tree); SpellGrid CLIs print Log:

Engine events carry the nesting depth they were recorded at; the harness
prints the log as an indented tree. New tests test_02_log_tree_shows_nesting
and test_03_log_tree_death_phase; both SpellGrid CLIs print the tree of the
last command's Sequences under a Log: line.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Lucas WintherandClaude Opus 5.5 committed 2026-11-11 10:23:59 +01:00
1 parent 06a1b34c5d
commit 97c64ebee8
86 files changed
+1375 -55

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@@ -1,4 +1,5 @@
//! What happened, in order. The engine records an event each time it changes the game.
//! The world also keeps the nesting depth each event was recorded at (`World::log_depths`).
use super::card::TriggerOn;
use super::world::{EntityId, PlayerId};
@@ -130,10 +130,13 @@ fn react(world: &mut World, events: &[Event]) {
target: None,
};
let actions = (trigger.effect)(&ctx);
// The trigger's consequences are one level deeper in the log tree.
world.open_block();
// Depth-first: each action, and every reaction it causes, finishes before the next.
for action in actions {
perform(world, action);
}
world.close_block();
}
}
@@ -69,6 +69,10 @@ pub struct World {
sides: [Side; 2],
next_order_of_play: u32,
log: Vec<Event>,
/// The nesting depth at which each event in `log` was recorded, index for index.
depths: Vec<u32>,
/// How many triggers are resolving right now, one inside another.
depth: u32,
}
impl World {
@@ -80,6 +84,8 @@ impl World {
sides: Default::default(),
next_order_of_play: 0,
log: Vec::new(),
depths: Vec::new(),
depth: 0,
};
for owner in 0..2 {
let id = world.entities.len() as EntityId;
@@ -211,14 +217,32 @@ impl World {
&self.log
}
/// The nesting depth of each event in `log()`, index for index: 0 for the outermost
/// action's own events.
pub fn log_depths(&self) -> &[u32] {
&self.depths
}
// ---- Changes: each one records its event ----------------------------
pub fn record(&mut self, event: Event) {
self.log.push(event);
self.depths.push(self.depth);
}
/// A trigger starts resolving: the events it causes are recorded one level deeper.
pub fn open_block(&mut self) {
self.depth += 1;
}
/// The trigger that last opened a block has finished resolving.
pub fn close_block(&mut self) {
self.depth -= 1;
}
pub fn clear_log(&mut self) {
self.log.clear();
self.depths.clear();
}
pub fn damage(&mut self, target: EntityId, amount: i32) {
@@ -49,6 +49,48 @@ impl From<&Event> for GameEvent {
}
}
/// One event as `scenarios.md` writes it, such as `Triggered{source: 3, trigger: "deathrattle"}`.
impl std::fmt::Display for GameEvent {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
GameEvent::Summoned { id } => write!(f, "Summoned{{id: {id}}}"),
GameEvent::Damaged { target, amount } => {
write!(f, "Damaged{{target: {target}, amount: {amount}}}")
}
GameEvent::Triggered { source, trigger } => {
write!(f, "Triggered{{source: {source}, trigger: {trigger:?}}}")
}
GameEvent::Destroyed { id } => write!(f, "Destroyed{{id: {id}}}"),
GameEvent::DeathPhase { round } => write!(f, "DeathPhase{{round: {round}}}"),
GameEvent::Drew { player, id } => write!(f, "Drew{{player: {player}, id: {id}}}"),
GameEvent::Fatigue { player } => write!(f, "Fatigue{{player: {player}}}"),
GameEvent::ArmorGained { player, amount } => {
write!(f, "ArmorGained{{player: {player}, amount: {amount}}}")
}
GameEvent::StatsChanged { id, attack, health } => {
write!(
f,
"StatsChanged{{id: {id}, attack: {attack}, health: {health}}}"
)
}
GameEvent::SpellCast { card } => write!(f, "SpellCast{{card: {card:?}}}"),
}
}
}
/// The log as a tree: one event per line, two spaces of indent per level of nesting.
fn log_tree(world: &World, view: impl Fn(&Event) -> Option<GameEvent>) -> String {
world
.log()
.iter()
.zip(world.log_depths())
.filter_map(|(event, &depth)| {
let shown = view(event)?;
Some(format!("{}{shown}\n", " ".repeat(depth as usize)))
})
.collect()
}
pub struct Game {
world: World,
}
@@ -136,4 +178,8 @@ impl Game {
pub fn clear_log(&mut self) {
self.world.clear_log();
}
/// The log as an indented tree (see course/harness.md).
pub fn log_tree(&self) -> String {
log_tree(&self.world, |event| Some(GameEvent::from(event)))
}
}