feat: module 02 action queue

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
Lucas Winther
2026-10-29 02:30:26 +01:00
co-authored by Claude Opus 5.5
parent 78dc09b303
commit 9c50591d3b
36 changed files with 3616 additions and 0 deletions
@@ -0,0 +1,154 @@
//! 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.
use super::card::TriggerOn;
use super::event::Event;
use super::world::{EntityId, PlayerId, World};
/// 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>,
},
}
/// 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>,
}
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);
// Module 3: when the outermost Phase ends, deaths are processed here.
}
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::Cast {
card,
player,
target,
} => {
let effect = world
.card(&card)
.on_cast
.unwrap_or_else(|| panic!("{card:?} is not a spell"));
world.record(Event::SpellCast { card });
let actions = effect(&Ctx {
world,
owner: player,
source: None,
target,
});
for action in actions {
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 world.minions_in_play() {
for trigger in &world.card(world.card_name(listener)).triggers {
if responds(world, trigger.on, listener, event) {
queue.push((listener, *trigger));
}
}
}
}
// The Queue is now locked: nothing that happens below adds to it.
for (source, trigger) in queue {
world.record(Event::Triggered {
source,
on: trigger.on,
});
let ctx = Ctx {
world,
owner: world.owner_of(source),
source: Some(source),
target: None,
};
let actions = (trigger.effect)(&ctx);
// Depth-first: each action, and every reaction it causes, finishes before the next.
for action in actions {
perform(world, action);
}
}
}
/// Does a trigger listening for `on`, belonging to `listener`, respond to `event`?
fn responds(world: &World, on: TriggerOn, listener: EntityId, event: &Event) -> bool {
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,
}
}