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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@@ -1,7 +1,8 @@
//! SpellGrid on the command line: `cargo run --bin spellgrid -- levels/l1-double-tap.json`.
//!
//! A thin loop over the harness: it draws the level, reads a command, and calls
//! `step`, `cast` or `play`. No rules live here.
//! `step`, `cast` or `play`. No rules live here. After a command that ran Part I
//! Sequences, it prints their events under `Log:` as an indented tree.
//!
//! ```text
//! w a s d one turn: up, left, down, right
@@ -159,6 +160,8 @@ fn play(g: &mut SpellGrid, level: &LevelDef, io: &Rc<RefCell<Io>>) -> Outcome {
return Outcome::Quit;
};
let words: Vec<&str> = line.split_whitespace().collect();
// The log holds only what this command does.
g.clear_log();
let dir = match words.first() {
Some(&"q") => return Outcome::Quit,
Some(&"w") => Some(Dir::Up),
@@ -189,5 +192,9 @@ fn play(g: &mut SpellGrid, level: &LevelDef, io: &Rc<RefCell<Io>>) -> Outcome {
if let Err(message) = done {
io.borrow_mut().write(&format!("{message}\n"));
}
let tree = g.log_tree();
if !tree.is_empty() {
io.borrow_mut().write(&format!("Log:\n{tree}"));
}
}
}
@@ -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};
@@ -275,8 +275,11 @@ fn react(world: &mut World, events: &[Event]) {
}
_ => world.board_index(source),
};
// The trigger's consequences are one level deeper in the log tree.
world.open_block();
let owner = world.owner_of(source);
run_effects(world, &trigger.effects, owner, Some(source), None, position);
world.close_block();
}
}
}
@@ -85,6 +85,10 @@ 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,
/// The auras in force as of the last Aura Update. Changes only there (see `aura.rs`).
auras: Vec<ActiveAura>,
/// Module 10: auras that no minion carries, for every player's minions. SpellGrid
@@ -105,6 +109,8 @@ impl World {
sides: Default::default(),
next_order_of_play: 0,
log: Vec::new(),
depths: Vec::new(),
depth: 0,
auras: Vec::new(),
rule_auras: Vec::new(),
end_of_phase: END_OF_PHASE.to_vec(),
@@ -310,10 +316,27 @@ 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;
}
/// Add a card to the library, or replace the card with the same name.
@@ -358,6 +381,7 @@ impl World {
pub fn clear_log(&mut self) {
self.log.clear();
self.depths.clear();
}
pub fn damage(&mut self, target: EntityId, amount: i32) {
@@ -60,6 +60,48 @@ impl 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,
}
@@ -151,6 +193,10 @@ 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, GameEvent::from_engine)
}
// ---- Module 3 ----
@@ -396,42 +442,45 @@ impl SpellGrid {
.map(|&id| world.card_name(id).to_string())
.collect()
}
/// The course's view of an engine event, with every entity id as a grid id.
fn grid_event(&self, event: &Event) -> Option<GameEvent> {
let id = |entity: Id| self.grid.id_of(entity);
Some(match GameEvent::from_engine(event)? {
GameEvent::Summoned { id: e } => GameEvent::Summoned { id: id(e) },
GameEvent::Destroyed { id: e } => GameEvent::Destroyed { id: id(e) },
GameEvent::Drew { player, id: e } => GameEvent::Drew { player, id: id(e) },
GameEvent::StatsChanged {
id: e,
attack,
health,
} => GameEvent::StatsChanged {
id: id(e),
attack,
health,
},
GameEvent::Damaged { target, amount } => GameEvent::Damaged {
target: id(target),
amount,
},
GameEvent::Triggered { source, trigger } => GameEvent::Triggered {
source: id(source),
trigger,
},
other => other,
})
}
/// Part I's log, with grid ids.
pub fn log(&self) -> Vec<GameEvent> {
let id = |entity: Id| self.grid.id_of(entity);
self.grid
.world()
.log()
.iter()
.filter_map(GameEvent::from_engine)
.map(|event| match event {
GameEvent::Summoned { id: e } => GameEvent::Summoned { id: id(e) },
GameEvent::Destroyed { id: e } => GameEvent::Destroyed { id: id(e) },
GameEvent::Drew { player, id: e } => GameEvent::Drew { player, id: id(e) },
GameEvent::StatsChanged {
id: e,
attack,
health,
} => GameEvent::StatsChanged {
id: id(e),
attack,
health,
},
GameEvent::Damaged { target, amount } => GameEvent::Damaged {
target: id(target),
amount,
},
GameEvent::Triggered { source, trigger } => GameEvent::Triggered {
source: id(source),
trigger,
},
other => other,
})
.collect()
let log = self.grid.world().log();
log.iter().filter_map(|e| self.grid_event(e)).collect()
}
pub fn clear_log(&mut self) {
self.grid.world_mut().clear_log();
}
/// Part I's log as an indented tree, with grid ids (see course/harness.md).
pub fn log_tree(&self) -> String {
log_tree(self.grid.world(), |e| self.grid_event(e))
}
/// Who makes Assemble's choices (`"base"`, `"donor"`, `"half"`).
pub fn set_chooser(&mut self, chooser: impl FnMut(&str, &[String]) -> String + 'static) {
self.grid.world_mut().set_chooser(Box::new(chooser));