feat: module 02 action queue
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
78dc09b303
commit
9c50591d3b
@@ -0,0 +1,46 @@
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//! Content: card definitions. Only this directory may name specific cards.
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//!
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//! Each effect is a small Rust function that returns engine actions. Module 5
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//! replaces these functions with card data the engine interprets.
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use crate::engine::{Action, CardDef, CardLibrary, TriggerOn};
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/// Every card this game knows.
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pub fn library() -> CardLibrary {
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CardLibrary::new(vec![
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// Fictional test minion with no text.
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CardDef::minion("Test Filler", 1, 1),
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// "Whenever a friendly minion takes damage, gain 1 Armor."
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CardDef::minion("Armorsmith", 1, 4).on(TriggerOn::FriendlyMinionDamaged, |c| {
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vec![Action::GainArmor {
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player: c.owner,
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amount: 1,
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}]
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}),
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// "Whenever this minion takes damage, draw a card."
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CardDef::minion("Acolyte of Pain", 1, 4).on(TriggerOn::SelfDamaged, |c| {
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vec![Action::Draw { player: c.owner }]
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}),
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// Fictional: "Whenever a minion takes damage, deal 1 damage to the enemy hero."
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CardDef::minion("Test Echo", 1, 5).on(TriggerOn::AnyMinionDamaged, |c| {
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vec![Action::Damage {
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targets: vec![c.enemy_hero()],
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amount: 1,
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}]
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}),
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// Fictional: "Whenever a hero takes damage, gain +1 Attack."
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CardDef::minion("Test Reactor", 1, 5).on(TriggerOn::HeroDamaged, |c| {
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vec![Action::GainAttack {
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id: c.minion(),
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amount: 1,
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}]
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}),
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// "Deal 1 damage to ALL minions."
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CardDef::spell("Whirlwind", |c| {
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vec![Action::Damage {
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targets: c.world.minions_in_play(),
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amount: 1,
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}]
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}),
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])
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}
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@@ -0,0 +1,96 @@
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//! Card definitions as the engine sees them. The definitions themselves live in `content`.
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use std::collections::HashMap;
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use super::queue::{Action, Ctx};
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/// A card's behaviour: given where and for whom it runs, the actions to perform.
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/// Module 2 writes these as Rust functions in `content`; Module 5 turns them into data.
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pub type EffectFn = fn(&Ctx) -> Vec<Action>;
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/// What a triggered ability listens for.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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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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}
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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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}
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}
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Trigger {
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pub on: TriggerOn,
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pub effect: EffectFn,
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}
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/// What the engine needs to know about a card.
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#[derive(Debug, Clone)]
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pub struct CardDef {
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pub name: String,
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pub attack: i32,
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pub health: i32,
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/// Triggered abilities, in printed order.
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pub triggers: Vec<Trigger>,
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/// A spell's effect when cast; `None` for minions.
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pub on_cast: Option<EffectFn>,
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}
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impl CardDef {
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pub fn minion(name: &str, attack: i32, health: i32) -> CardDef {
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CardDef {
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name: name.to_string(),
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attack,
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health,
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triggers: Vec::new(),
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on_cast: None,
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}
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}
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pub fn spell(name: &str, effect: EffectFn) -> CardDef {
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CardDef {
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on_cast: Some(effect),
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..CardDef::minion(name, 0, 0)
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}
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}
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/// Add a triggered ability: "Whenever <on>, <effect>".
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pub fn on(mut self, on: TriggerOn, effect: EffectFn) -> CardDef {
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self.triggers.push(Trigger { on, effect });
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self
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}
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}
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/// Every card the game can create, looked up by name.
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#[derive(Debug, Default)]
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pub struct CardLibrary {
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cards: HashMap<String, CardDef>,
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}
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impl CardLibrary {
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pub fn new(defs: Vec<CardDef>) -> CardLibrary {
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let cards = defs.into_iter().map(|d| (d.name.clone(), d)).collect();
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CardLibrary { cards }
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}
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pub fn get(&self, name: &str) -> &CardDef {
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self.cards
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.get(name)
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.unwrap_or_else(|| panic!("unknown card {name:?}: define it in src/content"))
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}
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}
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@@ -0,0 +1,38 @@
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//! What happened, in order. The engine records an event each time it changes the game.
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use super::card::TriggerOn;
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use super::world::{EntityId, PlayerId};
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub enum Event {
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Summoned {
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id: EntityId,
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},
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Damaged {
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target: EntityId,
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amount: i32,
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},
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Triggered {
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source: EntityId,
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on: TriggerOn,
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},
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Drew {
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player: PlayerId,
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id: EntityId,
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},
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Fatigue {
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player: PlayerId,
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},
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ArmorGained {
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player: PlayerId,
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amount: i32,
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},
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StatsChanged {
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id: EntityId,
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attack: i32,
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health: i32,
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},
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SpellCast {
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card: String,
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},
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}
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@@ -0,0 +1,18 @@
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//! Engine core: generic rules machinery. Never name a specific card here.
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//!
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//! Module 1: every card in the game is an entity addressed by an id handle.
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//! The engine knows which zone each entity is in, who owns it, and when it
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//! entered play.
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//!
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//! Module 2: heroes, Health, Attack and Armor; triggered abilities; and the
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//! action queue that resolves a Sequence depth-first, recording an event log.
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mod card;
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mod event;
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mod queue;
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mod world;
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pub use card::{CardDef, CardLibrary, EffectFn, Trigger, TriggerOn};
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pub use event::Event;
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pub use queue::{run_sequence, Action, Ctx};
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pub use world::{EntityId, PlayerId, World, Zone, HERO_HEALTH};
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@@ -0,0 +1,154 @@
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//! The action queue: how one player action (a Sequence) resolves.
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//!
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//! Performing an action changes the world and produces events. Every trigger that
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//! responds to those events goes into one Queue, oldest listener first, and the Queue
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//! is locked. Each queued trigger then resolves completely, including everything
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//! its own actions cause, before the next one starts: depth-first.
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use super::card::TriggerOn;
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use super::event::Event;
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use super::world::{EntityId, PlayerId, World};
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/// Something the engine can do. Card effects return these instead of changing the world.
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub enum Action {
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/// Deal `amount` to each target at once: all damage first, then the reactions.
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Damage {
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targets: Vec<EntityId>,
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amount: i32,
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},
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Draw {
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player: PlayerId,
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},
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GainArmor {
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player: PlayerId,
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amount: i32,
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},
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GainAttack {
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id: EntityId,
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amount: i32,
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},
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Cast {
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card: String,
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player: PlayerId,
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target: Option<EntityId>,
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},
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}
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/// What an effect may look at when it runs.
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pub struct Ctx<'a> {
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pub world: &'a World,
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/// The player the effect works for.
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pub owner: PlayerId,
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/// The minion whose trigger is resolving; `None` for a spell.
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pub source: Option<EntityId>,
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/// The chosen target, if any.
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pub target: Option<EntityId>,
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}
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impl Ctx<'_> {
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/// The minion whose trigger is resolving.
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pub fn minion(&self) -> EntityId {
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self.source.expect("only a triggered ability has a source")
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}
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pub fn enemy_hero(&self) -> EntityId {
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self.world.hero(1 - self.owner)
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}
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}
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/// Run one Sequence: a player action and everything it causes.
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pub fn run_sequence(world: &mut World, action: Action) {
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perform(world, action);
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// Module 3: when the outermost Phase ends, deaths are processed here.
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}
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fn perform(world: &mut World, action: Action) {
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match action {
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Action::Damage {
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mut targets,
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amount,
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} => {
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// Area damage: every Damage Event is created, in order of play, before any reaction.
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targets.sort_by_key(|&id| world.order_of_play(id));
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let mut events = Vec::new();
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for target in targets {
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world.damage(target, amount);
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events.push(Event::Damaged { target, amount });
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}
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react(world, &events);
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}
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Action::Draw { player } => world.draw(player),
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Action::GainArmor { player, amount } => world.gain_armor(player, amount),
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Action::GainAttack { id, amount } => world.gain_attack(id, amount),
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Action::Cast {
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card,
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player,
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target,
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} => {
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let effect = world
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.card(&card)
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.on_cast
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.unwrap_or_else(|| panic!("{card:?} is not a spell"));
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world.record(Event::SpellCast { card });
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let actions = effect(&Ctx {
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world,
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owner: player,
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source: None,
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target,
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});
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for action in actions {
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perform(world, action);
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}
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}
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}
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}
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/// A Phase: queue every trigger that responds to `events`, then resolve them one by one.
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fn react(world: &mut World, events: &[Event]) {
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// Fill the Queue: for each event (already in order of play), each listener in order of play.
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let mut queue = Vec::new();
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for event in events {
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for listener in world.minions_in_play() {
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for trigger in &world.card(world.card_name(listener)).triggers {
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if responds(world, trigger.on, listener, event) {
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queue.push((listener, *trigger));
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}
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}
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}
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}
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// The Queue is now locked: nothing that happens below adds to it.
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for (source, trigger) in queue {
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world.record(Event::Triggered {
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source,
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on: trigger.on,
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});
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let ctx = Ctx {
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world,
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owner: world.owner_of(source),
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source: Some(source),
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target: None,
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};
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let actions = (trigger.effect)(&ctx);
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// Depth-first: each action, and every reaction it causes, finishes before the next.
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for action in actions {
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perform(world, action);
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}
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}
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}
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/// Does a trigger listening for `on`, belonging to `listener`, respond to `event`?
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fn responds(world: &World, on: TriggerOn, listener: EntityId, event: &Event) -> bool {
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let Event::Damaged { target, .. } = *event else {
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return false;
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};
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let is_minion = !world.is_hero(target);
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match on {
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TriggerOn::SelfDamaged => target == listener,
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TriggerOn::FriendlyMinionDamaged => {
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is_minion && world.owner_of(target) == world.owner_of(listener)
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}
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TriggerOn::AnyMinionDamaged => is_minion,
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TriggerOn::HeroDamaged => !is_minion,
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}
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}
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@@ -0,0 +1,252 @@
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//! Entities, zones, order of play, stats and the event log: the game's state.
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//! The rules for resolving actions live in `queue.rs`.
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use super::card::{CardDef, CardLibrary};
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use super::event::Event;
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/// A handle to an entity. Ids are never reused and stay valid when the entity changes zone.
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pub type EntityId = u32;
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pub type PlayerId = u8;
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/// Starting Health of each hero.
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pub const HERO_HEALTH: i32 = 30;
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Zone {
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Deck,
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Hand,
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Board,
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Graveyard,
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}
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#[derive(Debug)]
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struct Entity {
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card: String,
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owner: PlayerId,
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zone: Zone,
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/// Stamped each time the entity enters the board; `None` until it first does.
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order_of_play: Option<u32>,
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attack: i32,
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/// Current Health. It can drop to 0 or below: Module 2 has no death step.
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health: i32,
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}
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/// One player's zones. Each is an ordered list of ids (the board is left to right).
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#[derive(Debug, Default)]
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struct Side {
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deck: Vec<EntityId>,
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hand: Vec<EntityId>,
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board: Vec<EntityId>,
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graveyard: Vec<EntityId>,
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hero: EntityId,
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armor: i32,
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}
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impl Side {
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fn zone(&self, zone: Zone) -> &Vec<EntityId> {
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match zone {
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Zone::Deck => &self.deck,
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Zone::Hand => &self.hand,
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Zone::Board => &self.board,
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Zone::Graveyard => &self.graveyard,
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}
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}
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fn zone_mut(&mut self, zone: Zone) -> &mut Vec<EntityId> {
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match zone {
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Zone::Deck => &mut self.deck,
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Zone::Hand => &mut self.hand,
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Zone::Board => &mut self.board,
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Zone::Graveyard => &mut self.graveyard,
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}
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}
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}
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pub struct World {
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library: CardLibrary,
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/// Indexed by `EntityId`.
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entities: Vec<Entity>,
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sides: [Side; 2],
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next_order_of_play: u32,
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log: Vec<Event>,
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}
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impl World {
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/// A new game: both heroes are in play from the start, so they are the oldest entities.
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pub fn new(library: CardLibrary) -> World {
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let mut world = World {
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library,
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entities: Vec::new(),
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sides: Default::default(),
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next_order_of_play: 0,
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log: Vec::new(),
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};
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for owner in 0..2 {
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let id = world.entities.len() as EntityId;
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world.next_order_of_play += 1;
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world.entities.push(Entity {
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card: "Hero".to_string(),
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owner,
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zone: Zone::Board,
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order_of_play: Some(world.next_order_of_play),
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attack: 0,
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health: HERO_HEALTH,
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});
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// In play, but not on the board list: the board holds minions only.
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world.sides[owner as usize].hero = id;
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}
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world
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}
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/// Create an entity of `card` for `owner` at the end of `zone` (the right end for the board).
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pub fn create(&mut self, card: &str, owner: PlayerId, zone: Zone) -> EntityId {
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assert!(owner < 2, "no player {owner}");
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let def = self.library.get(card);
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let entity = Entity {
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card: def.name.clone(),
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owner,
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zone,
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order_of_play: None,
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attack: def.attack,
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health: def.health,
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};
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let id = self.entities.len() as EntityId;
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self.entities.push(entity);
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self.enter(id, zone);
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id
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}
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/// Move an entity to the end of `zone` on its owner's side, keeping its id.
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pub fn move_to(&mut self, id: EntityId, zone: Zone) {
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let (owner, from) = (self.entity(id).owner, self.entity(id).zone);
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self.sides[owner as usize]
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.zone_mut(from)
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.retain(|&e| e != id);
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self.enter(id, zone);
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}
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/// The single place an entity arrives in a zone. Entering the board starts a new order of play.
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fn enter(&mut self, id: EntityId, zone: Zone) {
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let owner = self.entity(id).owner;
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self.sides[owner as usize].zone_mut(zone).push(id);
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let entity = &mut self.entities[id as usize];
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entity.zone = zone;
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if zone == Zone::Board {
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self.next_order_of_play += 1;
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entity.order_of_play = Some(self.next_order_of_play);
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self.record(Event::Summoned { id });
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}
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}
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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) -> &CardDef {
|
||||
self.library.get(name)
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
pub fn armor(&self, owner: PlayerId) -> i32 {
|
||||
self.sides[owner as usize].armor
|
||||
}
|
||||
|
||||
pub fn log(&self) -> &[Event] {
|
||||
&self.log
|
||||
}
|
||||
|
||||
// ---- Changes: each one records its event ----------------------------
|
||||
|
||||
pub fn record(&mut self, event: Event) {
|
||||
self.log.push(event);
|
||||
}
|
||||
|
||||
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 }),
|
||||
}
|
||||
}
|
||||
|
||||
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 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 +1,139 @@
|
||||
//! 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::{run_sequence, Action, Event, World};
|
||||
|
||||
pub use crate::engine::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 From<&Event> for GameEvent {
|
||||
fn from(event: &Event) -> GameEvent {
|
||||
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 },
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Game {
|
||||
world: World,
|
||||
}
|
||||
|
||||
pub fn new_game(opts: GameOpts) -> Game {
|
||||
let mut world = World::new(content::library());
|
||||
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 {
|
||||
self.world.create(card, player, Zone::Board)
|
||||
}
|
||||
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. This is the Module 1 Expansion Drop: see
|
||||
/// course/01-handles/expansion/README.md.
|
||||
pub fn play(&mut self, _hand_id: Id) {
|
||||
todo!("Module 1 Expansion Drop")
|
||||
}
|
||||
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().map(GameEvent::from).collect()
|
||||
}
|
||||
pub fn clear_log(&mut self) {
|
||||
self.world.clear_log();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
pub mod content;
|
||||
pub mod engine;
|
||||
pub mod harness;
|
||||
Reference in New Issue
Block a user