feat: module 08 push chains

Movement planned in full, then committed: a Planner builds a plan
(moving and destroyed ids) by running content's movement responses
(OPEN/SHUT, PUSH, STOP) for every step, rolling back failed branches.
Edge of level blocks; YOU objects move furthest-ahead first; rules are
reparsed once after movement. Harness: move/move_dir(Dir), posOf,
kindsAt. Expansion Drop: PULL as one word plus one content response.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Lucas WintherandClaude Opus 5.5 committed 2026-10-29 04:05:42 +01:00
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@@ -0,0 +1 @@
{ "track": "rust", "engineDirs": ["src/engine"], "contentDirs": ["src/content", "cards"], "module": "08" }
@@ -0,0 +1 @@
target/
@@ -0,0 +1,9 @@
[package]
name = "engine"
version = "0.1.0"
edition = "2021"
[dependencies]
# Module 5: cards are JSON data.
serde = { version = "1", features = ["derive"] }
serde_json = "1"
@@ -0,0 +1,17 @@
# Module 8 reference engine (Rust)
The course's own engine as of the end of Module 8. Part I's card engine is unchanged, and all of its tests still pass. The Part II engine in `src/engine/puzzle/` now moves objects: each `YOU` object's move is planned in full, push chain and all, and only then committed. Module 7's reference was the starting point, so a diff between the two shows what this module adds.
- `cards/` (at the crate root; not in this directory): Part I's card data, a copy of `course/cards/` staged by `tools/verify-references.mjs`. Part II doesn't read it.
- `src/engine/puzzle/`: the Part II engine. It names no noun: the engine's own words are the operators `IS`, `AND`, `NOT`, the meta-noun `TEXT`, the property `PUSH` of the base rule `TEXT IS PUSH`, and from Module 8 the property `YOU`, which picks the objects that move.
- `grid.rs`: the level format, object kinds and the board. Module 8 adds `Board::find`, `Board::remove`, `Board::shift`, `Board::at` and `Display` for `Kind` (the kind as placed, for `kinds_at`).
- `movement.rs` (new): validate, then commit. `Planner` (`try_move`, `staying_at`, `destroy`, `has`), `Step`, `Plan`, `Response` and `Dir`. The planner reads the board and plans one step at a time; for each step it runs content's movement responses in order, and rolls back everything a step added if a response blocks it. The edge of the level blocks every step.
- `level.rs`: a level in play. Module 8 adds `Level::move_you`: the `YOU` objects move one at a time, furthest ahead first, each planned and then committed; the rules are reparsed once at the end. `has_property` is `false` for a destroyed object.
- `word.rs`, `parse.rs`, `resolve.rs`: unchanged.
- `mod.rs`: the module's exports.
- The rest of `src/engine/`: Part I, unchanged.
- `src/content/movement.rs` (new) and `src/content/mod.rs`: the movement responses, in the order the engine runs them: `OPEN`/`SHUT`, `PUSH`, `STOP`. What a property does when something moves is content, not engine.
- `src/content/words.json`: Module 8 adds `OPEN` and `SHUT`.
- `src/harness.rs`: the adapter the course tests call. Module 8 adds `Baba::move_dir`, `Baba::pos_of`, `Baba::kinds_at`, and re-exports `Dir`.
Run it with the module's tests: `node tools/verify-references.mjs 08` from the course repository.
@@ -0,0 +1,51 @@
//! Content: the cards and the Baba Is You words. Only this directory (and the card data in `cards/`) may name
//! specific cards, or specific Baba Is You nouns.
//!
//! From Module 5 every card is a JSON file in `cards/` at the crate root, in the
//! course's card format (`course/schema/card.schema.json`). The functions that
//! were card effects in Modules 2–4 are gone: the engine interprets the data.
//! `start-module` copies the course's card files into `cards/`; add your own there.
use std::path::Path;
use std::sync::OnceLock;
use crate::engine::CardDef;
mod movement;
pub use movement::responses as movement;
/// Every card in `cards/`, in file-name order. Read once per test run.
pub fn cards() -> Vec<CardDef> {
static CARDS: OnceLock<Vec<CardDef>> = OnceLock::new();
CARDS
.get_or_init(|| load_dir(&Path::new(env!("CARGO_MANIFEST_DIR")).join("cards")))
.clone()
}
/// Parse every `.json` file in `dir` as a card definition.
pub fn load_dir(dir: &Path) -> Vec<CardDef> {
let entries = std::fs::read_dir(dir)
.unwrap_or_else(|e| panic!("cannot read card directory {}: {e}", dir.display()));
let mut paths: Vec<_> = entries
.map(|entry| entry.expect("card directory entry").path())
.filter(|p| p.extension().and_then(|x| x.to_str()) == Some("json"))
.collect();
paths.sort();
paths
.iter()
.map(|path| {
let text = std::fs::read_to_string(path)
.unwrap_or_else(|e| panic!("cannot read {}: {e}", path.display()));
serde_json::from_str(&text)
.unwrap_or_else(|e| panic!("{} is not a valid card: {e}", path.display()))
})
.collect()
}
/// Part II: the words of Baba Is You the parser can read, besides the engine's own
/// (`IS`, `AND`, `NOT`, `TEXT`). Nouns and properties are data: a new word is one
/// more entry in `words.json` in this directory.
pub fn words() -> Vec<crate::engine::puzzle::WordDef> {
serde_json::from_str(include_str!("words.json"))
.expect("src/content/words.json is not a word list")
}
@@ -0,0 +1,44 @@
//! Part II: what each property does when an object moves. The engine plans a move
//! one step at a time and runs these responses for every step, in this order (the
//! order of the wiki's movement checks: OPEN/SHUT, then PUSH, then STOP). A new
//! movement property is one more response here.
use crate::engine::puzzle::{Planner, Response, Step};
/// The movement responses, in the order the engine runs them.
pub fn responses() -> Vec<Response> {
vec![open_shut, push, stop]
}
/// An OPEN object stepping onto a SHUT one (or a SHUT one onto an OPEN one)
/// destroys both, and that object doesn't block the step. One partner per step:
/// the oldest.
fn open_shut(p: &mut Planner, s: Step) -> bool {
for (mine, theirs) in [("OPEN", "SHUT"), ("SHUT", "OPEN")] {
if !p.has(s.mover, mine) {
continue;
}
let partner = p.staying_at(s.to).into_iter().find(|&o| p.has(o, theirs));
if let Some(partner) = partner {
p.destroy(partner);
p.destroy(s.mover);
return true;
}
}
true
}
/// Every PUSH object on the tile ahead must step the same way, or the step fails.
fn push(p: &mut Planner, s: Step) -> bool {
for o in p.staying_at(s.to) {
if p.has(o, "PUSH") && !p.try_move(o) {
return false;
}
}
true
}
/// A STOP object still on the tile ahead blocks the step.
fn stop(p: &mut Planner, s: Step) -> bool {
!p.staying_at(s.to).into_iter().any(|o| p.has(o, "STOP"))
}
@@ -0,0 +1,17 @@
[
{ "name": "BABA", "role": "noun" },
{ "name": "ROCK", "role": "noun" },
{ "name": "WALL", "role": "noun" },
{ "name": "FLAG", "role": "noun" },
{ "name": "LAVA", "role": "noun" },
{ "name": "KEY", "role": "noun" },
{ "name": "DOOR", "role": "noun" },
{ "name": "SKULL", "role": "noun" },
{ "name": "WATER", "role": "noun" },
{ "name": "YOU", "role": "property" },
{ "name": "WIN", "role": "property" },
{ "name": "PUSH", "role": "property" },
{ "name": "STOP", "role": "property" },
{ "name": "OPEN", "role": "property" },
{ "name": "SHUT", "role": "property" }
]
@@ -0,0 +1,153 @@
//! Assemble: "Get a random minion. Change half its text."
//!
//! Card text is a list of clauses, so changing half of it is list surgery: the base
//! card's `text[..split]` (top) or `text[split..]` (bottom) is replaced by the same
//! half of a donor card. Name, cost and stats stay the base's. This works only
//! because a card's behaviour is its data: the new card needs no new code.
//!
//! Hearthstone's wiki doesn't define "half". The course's `split` field is its
//! definition: each card's data says where its top half ends.
use std::fmt;
use super::card::{CardDef, PoolFilter};
use super::world::{EntityId, PlayerId, World, Zone};
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Half {
Top,
Bottom,
}
impl Half {
pub const BOTH: [Half; 2] = [Half::Top, Half::Bottom];
pub fn label(self) -> &'static str {
match self {
Half::Top => "top",
Half::Bottom => "bottom",
}
}
}
/// Assembling `base` with `donor`'s `half` would leave the base's text unchanged.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct AssembleError {
pub base: String,
pub donor: String,
pub half: Half,
}
impl fmt::Display for AssembleError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(
f,
"assembling {:?} with the {} half of {:?} leaves its text unchanged",
self.base,
self.half.label(),
self.donor
)
}
}
impl std::error::Error for AssembleError {}
/// The base card with `half` of its text replaced by the same half of `donor`.
/// It keeps the base's type, cost and stats, and is named "<base> (Assembled)".
pub fn assemble(base: &CardDef, donor: &CardDef, half: Half) -> Result<CardDef, AssembleError> {
let (base_top, base_bottom) = base.text.split_at(base.split);
let (donor_top, donor_bottom) = donor.text.split_at(donor.split);
let (top, bottom) = match half {
Half::Top => (donor_top, base_bottom),
Half::Bottom => (base_top, donor_bottom),
};
let text = [top, bottom].concat();
if text == base.text {
return Err(AssembleError {
base: base.name.clone(),
donor: donor.name.clone(),
half,
});
}
Ok(CardDef {
name: format!("{} (Assembled)", base.name),
split: top.len(),
text,
..base.clone()
})
}
/// Register an assembled card and return its name. If a different card already has
/// the name (an earlier Assemble of the same base), a number is added: "(Assembled 2)".
pub fn register_assembled(world: &mut World, mut def: CardDef) -> String {
let stem = def.name.clone();
let mut n = 1;
while world.has_card(&def.name) && world.card(&def.name).def != def {
n += 1;
def.name = format!("{} {n})", stem.trim_end_matches(')'));
}
let name = def.name.clone();
world.register_assembled(def);
name
}
/// The `assemble` effect: the owner's chooser picks a base minion from the pool
/// (filtered), a donor that changes its text, and the half to replace. The
/// Assembled minion goes to the owner's hand. Real Hearthstone picks the base at
/// random and offers two donors; here every choice is the chooser's.
pub fn assemble_from_pool(
world: &mut World,
player: PlayerId,
filter: &PoolFilter,
) -> Option<EntityId> {
// Each pool card, and whether the filter lets it be the base.
let pool: Vec<(CardDef, bool)> = world
.pool()
.into_iter()
.map(|c| {
(
c.def.clone(),
filter.trigger.map_or(true, |on| c.has_trigger(on)),
)
})
.collect();
let bases: Vec<String> = pool
.iter()
.filter(|(_, allowed)| *allowed)
.map(|(d, _)| d.name.clone())
.collect();
if bases.is_empty() {
return None;
}
let base_name = world.choose("base", &bases);
let base = world.card(&base_name).def.clone();
let changes = |donor: &CardDef, half: Half| assemble(&base, donor, half).is_ok();
let donors: Vec<String> = pool
.iter()
.map(|(d, _)| d)
.filter(|d| d.name != base.name && Half::BOTH.iter().any(|&h| changes(d, h)))
.map(|d| d.name.clone())
.collect();
if donors.is_empty() {
return None;
}
let donor_name = world.choose("donor", &donors);
let donor = world.card(&donor_name).def.clone();
let halves: Vec<String> = Half::BOTH
.iter()
.filter(|&&h| changes(&donor, h))
.map(|h| h.label().to_string())
.collect();
let half = world.choose("half", &halves);
let half = if half == "top" {
Half::Top
} else {
Half::Bottom
};
let def = assemble(&base, &donor, half).expect("only halves that change the text are offered");
let name = register_assembled(world, def);
Some(world.create(&name, player, Zone::Hand))
}
@@ -0,0 +1,53 @@
//! Auras, and the one routine that applies trigger multipliers.
//!
//! An aura is data on a card: a continuous effect its minion has while in play.
//! The engine never asks "is that card on the board?" in the middle of resolving
//! something. It takes a snapshot of the auras in force at defined points (an Aura
//! Update) and every rule reads the snapshot.
//!
//! Hearthstone runs two kinds of Aura Update when the outermost Phase ends: one for
//! Health/Attack auras before the Death Creation Step, and one for every other aura
//! after it. Trigger multipliers are "Other" auras, so a minion that dies in a Death
//! Creation Step no longer multiplies the Deathrattles of that step's Death Phase.
//! Summoning a minion also runs an Aura Update.
use super::card::{Aura, Stacking, TriggerOn};
use super::world::{ActiveAura, PlayerId, World};
/// Aura Update (Other): replace the snapshot with the auras of every minion now in play.
pub fn aura_update_other(world: &mut World) {
let mut active = Vec::new();
for id in world.minions_in_play() {
for &aura in &world.card(world.card_name(id)).auras {
active.push(ActiveAura {
owner: world.owner_of(id),
aura,
});
}
}
world.set_active_auras(active);
}
/// How many times a trigger listening for `on`, on a minion `owner` controls, activates
/// when it resolves. Reads the snapshot from the last Aura Update. With no multiplier in
/// force the answer is 1. Multipliers with `Stacking::Max` contribute their largest
/// `times`; each `Stacking::Additive` one adds `times - 1` extra activations.
pub fn activations(world: &World, owner: PlayerId, on: TriggerOn) -> u32 {
let mut max = 1;
let mut extra = 0;
for active in world.active_auras() {
let Aura::TriggerMultiplier {
trigger,
times,
stacking,
} = active.aura;
if active.owner != owner || trigger != on {
continue;
}
match stacking {
Stacking::Max => max = max.max(times),
Stacking::Additive => extra += times - 1,
}
}
max + extra
}
@@ -0,0 +1,290 @@
//! Cards as data. A `CardDef` is the course's card format (`course/schema/card.schema.json`),
//! read straight from JSON. The engine compiles each definition once, when it is
//! registered, into the lists it reads while resolving: triggers, auras and a
//! spell's effects. The definitions themselves live in `cards/`, loaded by `content`.
use std::collections::HashMap;
use serde::Deserialize;
/// What a triggered ability listens for.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
#[serde(rename_all = "camelCase")]
pub enum TriggerOn {
/// This minion takes damage.
SelfDamaged,
/// A minion with the same owner (this one included) takes damage.
FriendlyMinionDamaged,
/// Any minion takes damage.
AnyMinionDamaged,
/// Either hero takes damage.
HeroDamaged,
/// This minion dies. It resolves after the minion has left play.
Deathrattle,
/// This minion is played from hand.
Battlecry,
/// The end of its owner's turn. The course has no turns, so it never fires; card
/// data may still name it, for example in a trigger multiplier.
EndOfTurn,
}
impl TriggerOn {
/// The trigger's family name, as reported in `Triggered` events.
pub fn label(self) -> &'static str {
match self {
TriggerOn::SelfDamaged
| TriggerOn::FriendlyMinionDamaged
| TriggerOn::AnyMinionDamaged
| TriggerOn::HeroDamaged => "damaged",
TriggerOn::Deathrattle => "deathrattle",
TriggerOn::Battlecry => "battlecry",
TriggerOn::EndOfTurn => "endOfTurn",
}
}
}
/// How several trigger multipliers for the same trigger combine.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
#[serde(rename_all = "camelCase")]
pub enum Stacking {
/// The largest multiplier wins: two copies of a doubler still double.
Max,
/// Each copy adds its extra activations.
Additive,
}
/// An aura: a continuous effect a minion has while it is in play. The engine reads
/// auras only at the Aura Update points (see `aura.rs`), never mid-Phase.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
#[serde(tag = "type", rename_all = "camelCase")]
pub enum Aura {
/// Triggers listening for `trigger`, belonging to minions with the aura owner's
/// owner, activate `times` times each.
TriggerMultiplier {
trigger: TriggerOn,
times: u32,
stacking: Stacking,
},
}
/// Who an effect touches. `This` is the schema's `"self"`.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
#[serde(rename_all = "camelCase")]
pub enum Target {
#[serde(rename = "self")]
This,
AllMinions,
AllOtherMinions,
AllOtherCharacters,
EnemyHero,
Chosen,
}
/// Which minions an Assemble may pick as its base. An empty filter allows any.
#[derive(Debug, Clone, Default, PartialEq, Eq, Deserialize)]
pub struct PoolFilter {
/// Only minions with a trigger clause listening for this.
#[serde(default)]
pub trigger: Option<TriggerOn>,
}
/// One effect: a node of a card's ability, interpreted by `effect.rs`.
#[derive(Debug, Clone, PartialEq, Eq, Deserialize)]
#[serde(tag = "type", rename_all = "camelCase")]
pub enum Effect {
DealDamage {
target: Target,
amount: i32,
},
Draw {
count: u32,
},
Summon {
card: String,
count: u32,
},
GainArmor {
amount: i32,
},
GainAttack {
target: Target,
amount: i32,
},
Destroy {
target: Target,
},
/// Part III (SpellGrid) only: puts a word on the grid.
SpawnText {
word: String,
at: String,
},
/// Get a minion from the pool, with half its text replaced (see `assemble.rs`).
Assemble {
filter: PoolFilter,
},
/// Give every minion in the owner's hand +attack/+health.
BuffHand {
attack: i32,
health: i32,
},
}
/// One line of card text. A trigger clause applies to the effect clauses after it,
/// until the next trigger, keyword or aura. Effects before any trigger are what a
/// spell does when cast.
#[derive(Debug, Clone, PartialEq, Eq, Deserialize)]
#[serde(tag = "kind", rename_all = "camelCase")]
pub enum Clause {
Keyword { keyword: String },
Trigger { on: TriggerOn },
Aura { modifier: Aura },
Effect { effect: Effect },
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
#[serde(rename_all = "camelCase")]
pub enum CardType {
Minion,
Spell,
}
/// A card as data, in the course's card format. Fields the engine doesn't use
/// (`fictional`, `game`, `noun`) are ignored.
#[derive(Debug, Clone, PartialEq, Eq, Deserialize)]
pub struct CardDef {
pub name: String,
#[serde(rename = "type")]
pub card_type: CardType,
pub cost: i32,
#[serde(default)]
pub attack: i32,
#[serde(default)]
pub health: i32,
pub text: Vec<Clause>,
/// `text[..split]` is the top half, `text[split..]` the bottom half.
pub split: usize,
}
/// A triggered ability: "whenever <on>, <effects>".
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Trigger {
pub on: TriggerOn,
pub effects: Vec<Effect>,
}
/// A registered card: its definition, and the definition's text compiled into the
/// lists the engine reads while resolving.
#[derive(Debug, Clone)]
pub struct Card {
pub def: CardDef,
/// Triggered abilities, in printed order.
pub triggers: Vec<Trigger>,
/// Auras this minion has while in play.
pub auras: Vec<Aura>,
/// What the card does when cast (a spell's effects).
pub on_cast: Vec<Effect>,
/// May an Assemble offer this card? Minions with text that were not themselves assembled.
pub in_pool: bool,
}
impl Card {
/// Compile a definition's text. Panics if `split` is past the end of the text.
pub fn compile(def: CardDef, in_pool: bool) -> Card {
assert!(
def.split <= def.text.len(),
"{:?}: split {} is past the end of its text",
def.name,
def.split
);
let mut triggers: Vec<Trigger> = Vec::new();
let mut auras = Vec::new();
let mut on_cast = Vec::new();
// Is the latest clause a trigger whose effects are still being listed?
let mut open_trigger = false;
for clause in &def.text {
match clause {
Clause::Trigger { on } => {
triggers.push(Trigger {
on: *on,
effects: Vec::new(),
});
open_trigger = true;
}
Clause::Effect { effect } if open_trigger => {
triggers.last_mut().unwrap().effects.push(effect.clone());
}
Clause::Effect { effect } => on_cast.push(effect.clone()),
Clause::Aura { modifier } => {
auras.push(*modifier);
open_trigger = false;
}
// The course has no combat, so keywords such as Taunt do nothing here.
Clause::Keyword { .. } => open_trigger = false,
}
}
let in_pool = in_pool && def.card_type == CardType::Minion && !def.text.is_empty();
Card {
def,
triggers,
auras,
on_cast,
in_pool,
}
}
pub fn is_spell(&self) -> bool {
self.def.card_type == CardType::Spell
}
pub fn has_trigger(&self, on: TriggerOn) -> bool {
self.triggers.iter().any(|t| t.on == on)
}
}
/// Every card the game can create, looked up by name.
#[derive(Debug, Default)]
pub struct CardLibrary {
cards: HashMap<String, Card>,
}
impl CardLibrary {
pub fn new(defs: Vec<CardDef>) -> CardLibrary {
let mut library = CardLibrary::default();
for def in defs {
library.register(def);
}
library
}
/// Add a card, or replace the card with the same name. It joins the Assemble pool
/// if it is a minion with text.
pub fn register(&mut self, def: CardDef) {
self.insert(Card::compile(def, true));
}
/// Add a card made by Assemble. It never joins the pool.
pub fn register_assembled(&mut self, def: CardDef) {
self.insert(Card::compile(def, false));
}
fn insert(&mut self, card: Card) {
self.cards.insert(card.def.name.clone(), card);
}
pub fn contains(&self, name: &str) -> bool {
self.cards.contains_key(name)
}
pub fn get(&self, name: &str) -> &Card {
self.cards
.get(name)
.unwrap_or_else(|| panic!("unknown card {name:?}: add its file to cards/"))
}
/// The Assemble pool: every card with `in_pool`, sorted by name.
pub fn pool(&self) -> Vec<&Card> {
let mut pool: Vec<&Card> = self.cards.values().filter(|c| c.in_pool).collect();
pool.sort_by(|a, b| a.def.name.cmp(&b.def.name));
pool
}
}
@@ -0,0 +1,30 @@
//! The Death Creation Step: the one place minions leave play.
//!
//! Damage and destroy effects only mark a minion (0 or less Health, or pending
//! destroy). It stays in play, and keeps triggering, until the outermost Phase
//! ends. Then this step removes every marked minion at once.
use super::event::Event;
use super::world::World;
/// Remove every mortally wounded or pending-destroy minion from play, simultaneously.
/// Returns their Death Events in order of play; empty if nothing died.
pub fn death_creation_step(world: &mut World) -> Vec<Event> {
// Every position is read before anything moves: removal is simultaneous, and each
// Death Event remembers where its minion stood when the step began.
let mut deaths = Vec::new();
for id in world.minions_in_play() {
if world.is_doomed(id) {
let position = world
.board_index(id)
.expect("a minion in play is on the board");
deaths.push(Event::Destroyed { id, position });
}
}
for death in &deaths {
if let Event::Destroyed { id, position } = *death {
world.kill(id, position);
}
}
deaths
}
@@ -0,0 +1,91 @@
//! The interpreter: turns one effect, as data, into engine actions.
//!
//! This is the only place that knows what an effect *means*. A card's text is a
//! small tree (clauses holding effects holding targets); the engine walks it. The
//! effect vocabulary is closed: a card can only do what this match can do, which is
//! what makes a data card safe to load.
use super::card::{Effect, Target};
use super::queue::{Action, Ctx};
use super::world::EntityId;
/// The actions one effect performs, in order, given where and for whom it runs.
pub fn actions(effect: &Effect, ctx: &Ctx) -> Vec<Action> {
let owner = ctx.owner;
match effect {
Effect::DealDamage { target, amount } => vec![Action::Damage {
targets: targets(*target, ctx),
amount: *amount,
}],
Effect::Draw { count } => (0..*count)
.map(|_| Action::Draw { player: owner })
.collect(),
Effect::Summon { card, count } => (0..*count)
.map(|_| Action::Summon {
card: card.clone(),
player: owner,
at: summon_position(ctx),
})
.collect(),
Effect::GainArmor { amount } => vec![Action::GainArmor {
player: owner,
amount: *amount,
}],
Effect::GainAttack { target, amount } => targets(*target, ctx)
.into_iter()
.map(|id| Action::GainAttack {
id,
amount: *amount,
})
.collect(),
Effect::Destroy { target } => vec![Action::Destroy {
targets: targets(*target, ctx),
}],
Effect::Assemble { filter } => vec![Action::Assemble {
player: owner,
filter: filter.clone(),
}],
Effect::BuffHand { attack, health } => ctx
.world
.minions_in_hand(owner)
.into_iter()
.map(|id| Action::Buff {
id,
attack: *attack,
health: *health,
})
.collect(),
Effect::SpawnText { .. } => panic!("spawnText needs a grid: it is a Part III effect"),
}
}
/// The entities a target names, from where the effect runs.
fn targets(target: Target, ctx: &Ctx) -> Vec<EntityId> {
let world = ctx.world;
let others = |ids: Vec<EntityId>| -> Vec<EntityId> {
ids.into_iter()
.filter(|&id| Some(id) != ctx.source)
.collect()
};
match target {
Target::This => vec![ctx.minion()],
Target::AllMinions => world.minions_in_play(),
Target::AllOtherMinions => others(world.minions_in_play()),
Target::AllOtherCharacters => {
let mut ids = vec![world.hero(0), world.hero(1)];
ids.extend(world.minions_in_play());
others(ids)
}
Target::EnemyHero => vec![ctx.enemy_hero()],
Target::Chosen => ctx.target.into_iter().collect(),
}
}
/// Where a summon goes: to the right of a source still on the board; where a dead
/// source stood (its Death Event's position); at the right end for a spell.
fn summon_position(ctx: &Ctx) -> Option<usize> {
match ctx.source.and_then(|s| ctx.world.board_index(s)) {
Some(index) => Some(index + 1),
None => ctx.position,
}
}
@@ -0,0 +1,51 @@
//! What happened, in order. The engine records an event each time it changes the game.
use super::card::TriggerOn;
use super::world::{EntityId, PlayerId};
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum Event {
Summoned {
id: EntityId,
},
Damaged {
target: EntityId,
amount: i32,
},
Triggered {
source: EntityId,
on: TriggerOn,
},
Drew {
player: PlayerId,
id: EntityId,
},
Fatigue {
player: PlayerId,
},
ArmorGained {
player: PlayerId,
amount: i32,
},
StatsChanged {
id: EntityId,
attack: i32,
health: i32,
},
SpellCast {
card: String,
},
/// A Death Event: the Death Creation Step moved `id` from play to the graveyard.
/// `position` is the board index it had when the step began; its Deathrattle summons there.
Destroyed {
id: EntityId,
position: usize,
},
DeathPhase {
round: u32,
},
/// A minion was played from hand (it has just entered the board). Its Battlecry answers this.
Played {
id: EntityId,
},
}
@@ -0,0 +1,45 @@
//! 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.
//!
//! Module 2: heroes, Health, Attack and Armor; triggered abilities; and the
//! action queue that resolves a Sequence depth-first, recording an event log.
//!
//! Module 3: deferred death. Damage and destroy effects only mark minions; the
//! Death Creation Step removes them when the outermost Phase ends, and Death
//! Phases resolve their Deathrattles until no new deaths occur.
//!
//! Module 4: auras as card data, Aura Updates at defined points, and one
//! routine that decides how many times a queued trigger activates. Playing a
//! minion from hand, and Battlecries.
//!
//! Module 5: behaviour as data. Cards are definitions in the course's card format,
//! loaded from JSON; one interpreter turns their effects into actions. Assemble
//! builds a new card by swapping half of one card's text for half of another's.
//!
//! Part II lives in `puzzle`: a second engine, for the rule-writing puzzle game,
//! beside the first.
//! Module 6: the grid, the lexer and the parser.
//! Module 7: `IS NOT`, and the resolution pass that turns parsed rules into rules in force.
//! Module 8: movement, planned in full and then committed; push chains.
mod assemble;
mod aura;
mod card;
mod death;
mod effect;
mod event;
pub mod puzzle;
mod queue;
mod world;
pub use assemble::{assemble, register_assembled, AssembleError, Half};
pub use card::{
Aura, Card, CardDef, CardLibrary, CardType, Clause, Effect, PoolFilter, Stacking, Target,
Trigger, TriggerOn,
};
pub use event::Event;
pub use queue::{run_sequence, summon, Action, Ctx};
pub use world::{Chooser, EntityId, PlayerId, World, Zone, HERO_HEALTH};
@@ -0,0 +1,146 @@
//! The grid: objects on tiles. `x` grows right, `y` grows down, and any number of
//! objects may share a tile.
use std::collections::BTreeMap;
use std::fmt;
use serde::Deserialize;
pub type ObjectId = u32;
/// A level in the course's level format (`course/schema/level.schema.json`).
#[derive(Debug, Clone, Default, Deserialize)]
pub struct LevelDef {
pub width: i32,
pub height: i32,
#[serde(default)]
pub objects: Vec<LevelObject>,
}
#[derive(Debug, Clone, Deserialize)]
pub struct LevelObject {
pub kind: String,
pub x: i32,
pub y: i32,
}
/// What an object is: a thing named by a noun (kind `"<noun>"`, the noun in lower case),
/// or a piece of text carrying one word (kind `"text:<WORD>"`).
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum Kind {
Thing { noun: String },
Text { word: String },
}
impl Kind {
const TEXT_PREFIX: &'static str = "text:";
pub fn parse(kind: &str) -> Kind {
match kind.strip_prefix(Self::TEXT_PREFIX) {
Some(word) => Kind::Text {
word: word.to_uppercase(),
},
None => Kind::Thing {
noun: kind.to_uppercase(),
},
}
}
}
/// The kind as it is placed: `"<noun>"` in lower case, or `"text:<WORD>"`.
impl fmt::Display for Kind {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
match self {
Kind::Thing { noun } => write!(f, "{}", noun.to_lowercase()),
Kind::Text { word } => write!(f, "{}{word}", Self::TEXT_PREFIX),
}
}
}
#[derive(Debug, Clone)]
pub struct Object {
pub id: ObjectId,
pub kind: Kind,
pub x: i32,
pub y: i32,
}
#[derive(Debug, Clone, Default)]
pub struct Board {
pub width: i32,
pub height: i32,
objects: BTreeMap<ObjectId, Object>,
next_id: ObjectId,
}
impl Board {
pub fn new(width: i32, height: i32) -> Board {
Board {
width,
height,
..Default::default()
}
}
pub fn in_bounds(&self, x: i32, y: i32) -> bool {
(0..self.width).contains(&x) && (0..self.height).contains(&y)
}
/// Add an object; ids start at 1 and are never reused. Panics off the board.
pub fn place(&mut self, kind: Kind, x: i32, y: i32) -> ObjectId {
assert!(
self.in_bounds(x, y),
"({x}, {y}) is outside the {}x{} level",
self.width,
self.height
);
self.next_id += 1;
let id = self.next_id;
self.objects.insert(id, Object { id, kind, x, y });
id
}
/// The object `id`. Panics if there is none.
pub fn get(&self, id: ObjectId) -> &Object {
self.objects
.get(&id)
.unwrap_or_else(|| panic!("no object {id}"))
}
/// The object `id`, or `None` once it has been removed. Panics on an id this
/// board never issued.
pub fn find(&self, id: ObjectId) -> Option<&Object> {
assert!((1..=self.next_id).contains(&id), "no object {id}");
self.objects.get(&id)
}
/// Take object `id` off the board for good.
pub fn remove(&mut self, id: ObjectId) {
self.objects.remove(&id);
}
/// Move object `id` by `(dx, dy)`. Panics if it would leave the board.
pub fn shift(&mut self, id: ObjectId, (dx, dy): (i32, i32)) {
let (width, height) = (self.width, self.height);
let o = self
.objects
.get_mut(&id)
.unwrap_or_else(|| panic!("no object {id}"));
let (x, y) = (o.x + dx, o.y + dy);
assert!(
(0..width).contains(&x) && (0..height).contains(&y),
"({x}, {y}) is outside the {width}x{height} level"
);
(o.x, o.y) = (x, y);
}
/// The objects on tile (x, y), oldest first.
pub fn at(&self, x: i32, y: i32) -> impl Iterator<Item = &Object> {
self.objects().filter(move |o| (o.x, o.y) == (x, y))
}
/// Every object, oldest first.
pub fn objects(&self) -> impl Iterator<Item = &Object> {
self.objects.values()
}
}
@@ -0,0 +1,124 @@
//! A level in play: the board, the words content provides, and the rules compiled
//! from them. Every change to the board recompiles the rules from scratch: parse,
//! then resolve. Every question about what an object is goes through `has_property`.
//!
//! A move (Module 8) is planned for each `YOU` object, then committed; the rules are
//! reparsed once, after all of them.
use super::grid::{Board, Kind, LevelDef, ObjectId};
use super::movement::{Dir, Plan, Planner, Response};
use super::parse::{parse, Rule};
use super::resolve::resolve;
use super::word::{Lexicon, WordDef};
#[derive(Debug, Clone)]
pub struct Level {
board: Board,
lexicon: Lexicon,
responses: Vec<Response>,
rules: Vec<Rule>,
active: Vec<Rule>,
}
/// The property that makes an object move when the player moves.
pub const YOU: &str = "YOU";
impl Level {
/// A level from its definition, the words content provides, and content's
/// movement responses, in the order they are to run.
pub fn new(def: &LevelDef, words: &[WordDef], responses: Vec<Response>) -> Level {
let mut level = Level {
board: Board::new(def.width, def.height),
lexicon: Lexicon::new(words),
responses,
rules: vec![],
active: vec![],
};
for o in &def.objects {
level.board.place(Kind::parse(&o.kind), o.x, o.y);
}
level.reparse();
level
}
pub fn place(&mut self, kind: &str, x: i32, y: i32) -> ObjectId {
let id = self.board.place(Kind::parse(kind), x, y);
self.reparse();
id
}
pub fn board(&self) -> &Board {
&self.board
}
/// The movement responses, in the order they run.
pub fn responses(&self) -> &[Response] {
&self.responses
}
/// Every rule the text spells, as parsed: negated rules and duplicates included.
pub fn rules(&self) -> &[Rule] {
&self.rules
}
/// The rules in force after the resolution pass.
pub fn active_rules(&self) -> &[Rule] {
&self.active
}
/// Does object `id` have `property`? Yes if an active rule gives it to a noun
/// that names the object and no active negated rule takes it from one. A
/// destroyed object has no properties.
pub fn has_property(&self, id: ObjectId, property: &str) -> bool {
let Some(object) = self.board.find(id) else {
return false;
};
let kind = &object.kind;
let about_it: Vec<&Rule> = self
.active
.iter()
.filter(|r| r.complement == property && self.lexicon.names(&r.subject, kind))
.collect();
about_it.iter().any(|r| !r.negated) && !about_it.iter().any(|r| r.negated)
}
/// Move every `YOU` object one tile in `dir`, then reparse. The `YOU` objects
/// move one at a time, the one furthest ahead in `dir` first (oldest first on a
/// tie); each one's move is planned in full, then committed, before the next is
/// planned. Every move uses the rules in force before the first.
pub fn move_you(&mut self, dir: Dir) {
let (dx, dy) = dir.delta();
let mut you: Vec<_> = self
.board
.objects()
.filter(|o| self.has_property(o.id, YOU))
.map(|o| (-(o.x * dx + o.y * dy), o.id))
.collect();
you.sort();
for (_, id) in you {
if self.board.find(id).is_none() {
continue; // destroyed by an earlier move
}
let mut planner = Planner::new(self, dir);
if planner.try_move(id) {
let plan = planner.into_plan();
self.commit(&plan, dir);
}
}
self.reparse();
}
fn commit(&mut self, plan: &Plan, dir: Dir) {
for &id in &plan.destroyed {
self.board.remove(id);
}
for &id in plan.moving.difference(&plan.destroyed) {
self.board.shift(id, dir.delta());
}
}
fn reparse(&mut self) {
self.rules = parse(&self.board, &self.lexicon);
self.active = resolve(&self.rules);
}
}
@@ -0,0 +1,29 @@
//! Part II: the rule-writing puzzle game. Objects have no behaviour of their own; every rule is
//! compiled from the text on the board, and recompiled whenever the board changes.
//!
//! Module 6: the grid, the lexer (text objects to words with grammatical roles)
//! and the parser (words to rules). The engine knows the operators `IS`, `AND`,
//! `NOT`, the meta-noun `TEXT` and the base rule `TEXT IS PUSH`. Every other word,
//! nouns included, is data handed in by content.
//!
//! Module 7: `IS NOT` in the parser, and the resolution pass (negation, then the
//! identity lock) that turns the parsed rules into the rules in force. Objects are
//! asked about through `Level::has_property`, which knows which nouns name them.
//!
//! Module 8: movement. `Level::move_you` plans each `YOU` object's move in full
//! (`Planner`), then commits it, then reparses. What a property does when something
//! moves is a `Response` that content provides; the engine runs them in order.
mod grid;
mod level;
mod movement;
mod parse;
mod resolve;
mod word;
pub use grid::{Board, Kind, LevelDef, LevelObject, Object, ObjectId};
pub use level::{Level, YOU};
pub use movement::{Dir, Plan, Planner, Response, Step};
pub use parse::{parse, Rule, BASE_RULES};
pub use resolve::resolve;
pub use word::{lex, Lexicon, Role, Selects, Token, WordDef};
@@ -0,0 +1,134 @@
//! Movement: validate, then commit.
//!
//! A move is planned before anything on the board changes. The `Planner` asks
//! whether one object can step one tile; to answer, it runs every movement
//! response content provides for that step, and a response may ask the planner
//! to move other objects too (a push), or to destroy objects. If any response
//! says no, the planner forgets everything that step added to the plan, so a
//! failed push leaves no trace. Only a plan that succeeded is committed.
//!
//! The engine knows the board, its edge, and the order of the steps. What each
//! property does when something moves (`PUSH`, `STOP`, `OPEN`/`SHUT`, ...) is a
//! response in content, run in the order content lists them.
use std::collections::BTreeSet;
use super::grid::ObjectId;
use super::level::Level;
/// One of the four directions a move can take.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Dir {
Up,
Down,
Left,
Right,
}
impl Dir {
/// One tile in this direction, as `(dx, dy)`; `y` grows down.
pub fn delta(self) -> (i32, i32) {
match self {
Dir::Up => (0, -1),
Dir::Down => (0, 1),
Dir::Left => (-1, 0),
Dir::Right => (1, 0),
}
}
}
/// One object stepping one tile, from `from` to `to`, in direction `dir`.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct Step {
pub mover: ObjectId,
pub from: (i32, i32),
pub to: (i32, i32),
pub dir: Dir,
}
/// A movement response: content's rule for what happens when an object steps.
/// It returns `false` to block the step. It may plan other moves or destroy
/// objects through the planner.
pub type Response = fn(&mut Planner<'_>, Step) -> bool;
/// What a move will do: the objects that step one tile, and the objects destroyed.
/// A destroyed object doesn't step, even if it was pushed.
#[derive(Debug, Clone, Default, PartialEq, Eq)]
pub struct Plan {
pub moving: BTreeSet<ObjectId>,
pub destroyed: BTreeSet<ObjectId>,
}
/// Plans one move on a board it only reads.
pub struct Planner<'a> {
level: &'a Level,
dir: Dir,
plan: Plan,
}
impl<'a> Planner<'a> {
pub fn new(level: &'a Level, dir: Dir) -> Planner<'a> {
Planner {
level,
dir,
plan: Plan::default(),
}
}
/// Does object `id` have `property`, under the rules in force before the move?
pub fn has(&self, id: ObjectId, property: &str) -> bool {
self.level.has_property(id, property)
}
/// The objects that will still be on tile `at` when the plan so far is
/// committed: those there now, less those planned to move away or be destroyed.
/// Oldest first.
pub fn staying_at(&self, (x, y): (i32, i32)) -> Vec<ObjectId> {
self.level
.board()
.at(x, y)
.map(|o| o.id)
.filter(|id| !self.plan.moving.contains(id) && !self.plan.destroyed.contains(id))
.collect()
}
/// Plan object `id`'s destruction.
pub fn destroy(&mut self, id: ObjectId) {
self.plan.destroyed.insert(id);
}
/// Plan object `id` stepping one tile in the move's direction, with whatever
/// the responses add. Returns whether it can. If it can't, the plan is left as
/// it was before the call. An object already planned to move, or to be
/// destroyed, is out of the way: the answer is yes, and nothing is added.
pub fn try_move(&mut self, id: ObjectId) -> bool {
if self.plan.moving.contains(&id) || self.plan.destroyed.contains(&id) {
return true;
}
let level = self.level;
let o = level.board().get(id);
let (dx, dy) = self.dir.delta();
let to = (o.x + dx, o.y + dy);
// The edge of the level blocks every step (the course's choice; see the lesson).
if !level.board().in_bounds(to.0, to.1) {
return false;
}
let before = self.plan.clone();
self.plan.moving.insert(id);
let step = Step {
mover: id,
from: (o.x, o.y),
to,
dir: self.dir,
};
let allowed = level.responses().iter().all(|respond| respond(self, step));
if !allowed {
self.plan = before;
}
allowed
}
pub fn into_plan(self) -> Plan {
self.plan
}
}
@@ -0,0 +1,166 @@
//! The parser: words on the grid become rules.
//!
//! Grammar (Module 7): `NOUN [AND NOUN]* IS [NOT] (NOUN|PROPERTY) [AND [NOT] (NOUN|PROPERTY)]*`,
//! read left to right in a row and top to bottom in a column. The parser starts at
//! every `IS`, collects the subjects before it and the complements after it, and
//! emits one rule per pair: AND distributes over both sides. A tile holding several
//! words contributes each of them, so stacked text yields every possible rule.
//!
//! `NOT` before a complement negates that one complement. `NOT` before a subject is
//! not in the grammar: the run of subjects stops there and that subject is dropped.
//!
//! The parser only reads; which rules win is the resolution pass (`resolve`).
use std::collections::BTreeMap;
use std::fmt;
use super::grid::{Board, ObjectId};
use super::word::{lex, Lexicon, Role, Token, AND, IS, NOT, TEXT};
/// One rule: `subject IS complement`, or `subject IS NOT complement` when `negated`.
/// `text` is the text objects that spell it (subject, `IS`, `NOT` if any,
/// complement), or empty for a base rule.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Rule {
pub subject: String,
pub complement: String,
pub complement_role: Role,
pub negated: bool,
pub text: Vec<ObjectId>,
}
impl Rule {
/// `X IS Y` where `Y` is a noun: every X is to become a Y.
pub fn is_conversion(&self) -> bool {
self.complement_role == Role::Noun
}
/// `X IS X` (or `X IS NOT X`).
pub fn is_identity(&self) -> bool {
self.subject == self.complement
}
/// Same subject and complement, opposite sign: `X IS NOT Y` negates `X IS Y`.
pub fn negates(&self, other: &Rule) -> bool {
self.negated
&& !other.negated
&& self.subject == other.subject
&& self.complement == other.complement
}
}
impl fmt::Display for Rule {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
let not = if self.negated { " NOT" } else { "" };
write!(f, "{} {IS}{not} {}", self.subject, self.complement)
}
}
/// Rules in force with no text: the game's base rules (`(subject, property)`).
pub const BASE_RULES: &[(&str, &str)] = &[(TEXT, "PUSH")];
type Tiles = BTreeMap<(i32, i32), Vec<Token>>;
/// A word in a run, with the `NOT` in front of it if there is one.
struct Word<'a> {
not: Option<&'a Token>,
token: &'a Token,
}
/// Every rule the board spells, base rules first, negated rules included. A rule
/// spelled by two different sets of text objects appears twice.
pub fn parse(board: &Board, lexicon: &Lexicon) -> Vec<Rule> {
let tiles = lex(board, lexicon);
let mut rules: Vec<Rule> = BASE_RULES
.iter()
.map(|&(subject, property)| Rule {
subject: subject.to_string(),
complement: property.to_string(),
complement_role: Role::Property,
negated: false,
text: vec![],
})
.collect();
for (&(x, y), tokens) in &tiles {
for is in tokens.iter().filter(|t| t.word == IS) {
for (dx, dy) in [(1, 0), (0, 1)] {
let subjects = subjects(&tiles, (x - dx, y - dy), (-dx, -dy));
let complements = complements(&tiles, (x + dx, y + dy), (dx, dy));
for s in &subjects {
for c in &complements {
let mut text = vec![s.id, is.id];
text.extend(c.not.map(|n| n.id));
text.push(c.token.id);
rules.push(Rule {
subject: s.word.clone(),
complement: c.token.word.clone(),
complement_role: c.token.role,
negated: c.not.is_some(),
text,
});
}
}
}
}
}
rules
}
fn words_at(tiles: &Tiles, p: (i32, i32)) -> &[Token] {
tiles.get(&p).map(Vec::as_slice).unwrap_or(&[])
}
fn holds(tiles: &Tiles, p: (i32, i32), word: &str) -> bool {
words_at(tiles, p).iter().any(|t| t.word == word)
}
fn ahead(p: (i32, i32), step: (i32, i32)) -> (i32, i32) {
(p.0 + step.0, p.1 + step.1)
}
/// The run of subjects before an `IS`, walking backwards from `at`: the nouns at
/// `at`, then, if the tile before them holds an AND, the run beyond it. A `NOT`
/// before a noun ends the run without it (a negated subject is not in the grammar).
fn subjects(tiles: &Tiles, at: (i32, i32), step: (i32, i32)) -> Vec<&Token> {
let before = ahead(at, step);
if holds(tiles, before, NOT) {
return vec![];
}
let mut found: Vec<&Token> = words_at(tiles, at)
.iter()
.filter(|t| t.role == Role::Noun)
.collect();
if !found.is_empty() && holds(tiles, before, AND) {
found.extend(subjects(tiles, ahead(before, step), step));
}
found
}
/// The run of complements after an `IS`, walking forwards from `at`: the nouns
/// and properties at `at`, or, if `at` holds a `NOT`, those on the tile after it,
/// negated; then, if the next tile holds an AND, the run beyond it.
fn complements(tiles: &Tiles, at: (i32, i32), step: (i32, i32)) -> Vec<Word<'_>> {
let fits = |t: &&Token| matches!(t.role, Role::Noun | Role::Property);
let mut found = vec![];
// Plain words here, and negated words one tile on: a stack may hold both.
let mut branches: Vec<(Option<&Token>, (i32, i32))> = vec![(None, at)];
for not in words_at(tiles, at).iter().filter(|t| t.word == NOT) {
branches.push((Some(not), ahead(at, step)));
}
for (not, p) in branches {
let words: Vec<Word> = words_at(tiles, p)
.iter()
.filter(fits)
.map(|token| Word { not, token })
.collect();
if words.is_empty() {
continue;
}
found.extend(words);
let and_at = ahead(p, step);
if holds(tiles, and_at, AND) {
found.extend(complements(tiles, ahead(and_at, step), step));
}
}
found
}
@@ -0,0 +1,33 @@
//! The resolution pass: from every rule the text spells to the rules in force.
//!
//! The parser reports what is written; this pass decides what wins, over the whole
//! rule list at once, so it doesn't matter where on the board each rule is written:
//!
//! 1. **Negation.** `X IS NOT Y` cancels every `X IS Y`. The negated rule stays in
//! force: it keeps overriding, and `X IS NOT X` is also the record that every X is
//! to vanish (the turn removes them, Module 9).
//! 2. **Identity.** A surviving `X IS X` cancels every conversion `X IS Y` (`Y` a noun):
//! X can't become anything else. It doesn't stop other nouns becoming X. Because
//! negation runs first, `X IS NOT X` cancels `X IS X` and conversions work again.
//!
//! Base rules are rules like any other, so `TEXT IS NOT PUSH` cancels `TEXT IS PUSH`.
use super::parse::Rule;
/// The rules in force, in the order they were parsed.
pub fn resolve(rules: &[Rule]) -> Vec<Rule> {
let survives_negation: Vec<&Rule> = rules
.iter()
.filter(|r| !rules.iter().any(|n| n.negates(r)))
.collect();
let locked = |subject: &str| {
survives_negation
.iter()
.any(|r| !r.negated && r.is_identity() && r.subject == subject)
};
survives_negation
.iter()
.filter(|r| r.negated || !r.is_conversion() || r.is_identity() || !locked(&r.subject))
.map(|&r| r.clone())
.collect()
}
@@ -0,0 +1,119 @@
//! The lexer: text objects become words with a grammatical role.
//!
//! The engine owns the grammar words (`IS`, `AND`, `NOT`) and the meta-noun `TEXT`.
//! Every other word comes from content as data: the engine never names a noun.
//! A noun also says which objects it names (`Selects`), so a meta-noun that names
//! a whole group of objects can be data too.
use std::collections::{BTreeMap, HashMap};
use serde::Deserialize;
use super::grid::{Board, Kind, ObjectId};
#[derive(Debug, Clone, Copy, PartialEq, Eq, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum Role {
Noun,
Property,
Operator,
}
/// Which objects a noun names when it is the subject of a rule.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Deserialize)]
#[serde(rename_all = "lowercase")]
pub enum Selects {
/// The things of its own name: `<NOUN>` names every object of kind `"<noun>"`.
#[default]
Named,
/// Every text object (the meta-noun `TEXT`).
Text,
/// Every object that is not text, whatever its noun.
Things,
}
/// One entry of the word list content provides: `{ "name": "<NOUN>", "role": "noun" }`,
/// optionally with `"selects"` (default `"named"`).
#[derive(Debug, Clone, Deserialize)]
pub struct WordDef {
pub name: String,
pub role: Role,
#[serde(default)]
pub selects: Selects,
}
pub const IS: &str = "IS";
pub const AND: &str = "AND";
pub const NOT: &str = "NOT";
/// The meta-noun for every text object.
pub const TEXT: &str = "TEXT";
/// Every word the parser can read, with its role.
#[derive(Debug, Clone, Default)]
pub struct Lexicon {
roles: HashMap<String, Role>,
selects: HashMap<String, Selects>,
}
impl Lexicon {
/// The engine's own words plus `words`. Content can't redefine an engine word.
pub fn new(words: &[WordDef]) -> Lexicon {
let mut roles: HashMap<String, Role> = words
.iter()
.map(|w| (w.name.to_uppercase(), w.role))
.collect();
let mut selects: HashMap<String, Selects> = words
.iter()
.map(|w| (w.name.to_uppercase(), w.selects))
.collect();
for op in [IS, AND, NOT] {
roles.insert(op.to_string(), Role::Operator);
}
roles.insert(TEXT.to_string(), Role::Noun);
selects.insert(TEXT.to_string(), Selects::Text);
Lexicon { roles, selects }
}
/// `None` for a word the lexicon doesn't know: such text spells nothing.
pub fn role(&self, word: &str) -> Option<Role> {
self.roles.get(word).copied()
}
/// Does the noun `word`, as the subject of a rule, name an object of this kind?
pub fn names(&self, word: &str, kind: &Kind) -> bool {
let selects = self.selects.get(word).copied().unwrap_or_default();
match (selects, kind) {
(Selects::Named, Kind::Thing { noun }) => noun == word,
(Selects::Text, Kind::Text { .. }) => true,
(Selects::Things, Kind::Thing { .. }) => true,
_ => false,
}
}
}
/// A piece of text the parser can read: which object, which word, which role.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Token {
pub id: ObjectId,
pub word: String,
pub role: Role,
}
/// The words on the board, by tile; a tile's words in object order (oldest first).
/// Text whose word the lexicon doesn't know is left out.
pub fn lex(board: &Board, lexicon: &Lexicon) -> BTreeMap<(i32, i32), Vec<Token>> {
let mut tiles: BTreeMap<(i32, i32), Vec<Token>> = BTreeMap::new();
for object in board.objects() {
let Kind::Text { word } = &object.kind else {
continue;
};
if let Some(role) = lexicon.role(word) {
tiles.entry((object.x, object.y)).or_default().push(Token {
id: object.id,
word: word.clone(),
role,
});
}
}
tiles
}
@@ -0,0 +1,285 @@
//! 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.
//!
//! Module 3: nothing leaves play mid-Sequence. When the outermost Phase ends, the
//! Death Creation Step removes the dead, and a Death Phase resolves their
//! Deathrattles. That repeats until a step finds no new deaths.
//!
//! Module 4: a queued trigger may activate more than once. How many times is
//! decided by one routine, `activations` in `aura.rs`, from aura data on cards.
//! Nothing here knows which cards multiply which triggers.
//!
//! Module 5: a card's effects are data. Each one is interpreted (`effect.rs`) and
//! its actions performed before the next effect of the same ability is read, so
//! "Assemble a minion. Give all minions in your hand +2/+2." buffs the new minion.
use super::assemble::assemble_from_pool;
use super::aura::{activations, aura_update_other};
use super::card::{Effect, PoolFilter, TriggerOn};
use super::death::death_creation_step;
use super::effect::actions;
use super::event::Event;
use super::world::{EntityId, PlayerId, World, Zone};
/// 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>,
},
/// Mark each target pending destroy. They leave play in the next Death Creation Step.
Destroy {
targets: Vec<EntityId>,
},
/// Summon `card` for `player` at board index `at`, or at the right end if `at` is `None`.
Summon {
card: String,
player: PlayerId,
at: Option<usize>,
},
/// Play a minion from its owner's hand: it enters the right end of the board, then its
/// Battlecry resolves.
Play {
id: EntityId,
},
/// Put an Assembled minion into `player`'s hand (see `assemble.rs`).
Assemble {
player: PlayerId,
filter: PoolFilter,
},
/// Give one entity +attack/+health.
Buff {
id: EntityId,
attack: i32,
health: i32,
},
}
/// 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>,
/// The source's board position. For a Deathrattle, the source has left play,
/// and this is the position its Death Event remembered.
pub position: Option<usize>,
}
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);
// The outermost Phase has ended. Each Death Phase is itself an outermost
// Phase, so the end-of-Phase steps run again after it, until nothing dies.
let mut deaths = end_of_outermost_phase(world);
let mut round = 0;
while !deaths.is_empty() {
round += 1;
world.record(Event::DeathPhase { round });
react(world, &deaths);
deaths = end_of_outermost_phase(world);
}
}
/// The steps that run only when the outermost Phase ends; returns the Death Events.
/// Hearthstone runs an Aura Update (Health/Attack) first. The course has no
/// Health/Attack auras, so that step has nothing to do and is left out.
fn end_of_outermost_phase(world: &mut World) -> Vec<Event> {
let deaths = death_creation_step(world);
// After the step: a minion that just died no longer contributes its auras
// to the Death Phase that resolves these deaths.
aura_update_other(world);
deaths
}
/// Summon `card` for `player` at board index `at` (or the right end). Summoning runs an
/// Aura Update.
pub fn summon(world: &mut World, card: &str, player: PlayerId, at: Option<usize>) -> EntityId {
let id = world.create_at(card, player, Zone::Board, at);
aura_update_other(world);
id
}
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::Destroy { targets } => {
for target in targets {
world.mark_destroyed(target);
}
}
Action::Summon { card, player, at } => {
summon(world, &card, player, at);
}
Action::Play { id } => {
assert!(
world.zone_of(id) == Zone::Hand,
"play: entity {id} is not in a hand"
);
// Playing is not summoning: no Aura Update here. The played minion's own
// auras join at the end of the outermost Phase.
world.move_to(id, Zone::Board);
let played = Event::Played { id };
world.record(played.clone());
react(world, &[played]);
}
Action::Cast {
card,
player,
target,
} => {
let spell = world.card(&card);
assert!(spell.is_spell(), "{card:?} is not a spell");
let effects = spell.on_cast.clone();
world.record(Event::SpellCast { card });
run_effects(world, &effects, player, None, target, None);
}
Action::Assemble { player, filter } => {
assemble_from_pool(world, player, &filter);
}
Action::Buff { id, attack, health } => world.buff(id, attack, health),
}
}
/// Interpret and perform an ability's effects in printed order. Each effect sees the
/// world as the effects before it left it. Depth-first: each action, and every
/// reaction it causes, finishes before the next.
fn run_effects(
world: &mut World,
effects: &[Effect],
owner: PlayerId,
source: Option<EntityId>,
target: Option<EntityId>,
position: Option<usize>,
) {
for effect in effects {
let ctx = Ctx {
world,
owner,
source,
target,
position,
};
for action in actions(effect, &ctx) {
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 listeners(world, event) {
for trigger in &world.card(world.card_name(listener)).triggers {
if responds(world, trigger.on, listener, event) {
queue.push((listener, trigger.clone(), event));
}
}
}
}
// The Queue is now locked: nothing that happens below adds to it.
for (source, trigger, event) in queue {
// The interceptor: the entry was queued once; the auras in force when it
// starts decide how many times it activates, back to back.
let times = activations(world, world.owner_of(source), trigger.on);
for _ in 0..times {
world.record(Event::Triggered {
source,
on: trigger.on,
});
let position = match *event {
Event::Destroyed { id, position } if id == source => Some(position),
_ => world.board_index(source),
};
let owner = world.owner_of(source);
run_effects(world, &trigger.effects, owner, Some(source), None, position);
}
}
}
/// Who may respond to `event`, in order of play: every minion in play and, for a
/// Death Event, the minion that died. It has left play, but its Deathrattle still answers.
fn listeners(world: &World, event: &Event) -> Vec<EntityId> {
let mut ids = world.minions_in_play();
if let Event::Destroyed { id, .. } = *event {
ids.push(id);
ids.sort_by_key(|&id| world.order_of_play(id));
}
ids
}
/// Does a trigger listening for `on`, belonging to `listener`, respond to `event`?
fn responds(world: &World, on: TriggerOn, listener: EntityId, event: &Event) -> bool {
if let Event::Destroyed { id, .. } = *event {
return on == TriggerOn::Deathrattle && id == listener;
}
if let Event::Played { id } = *event {
return on == TriggerOn::Battlecry && id == listener;
}
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,
TriggerOn::Deathrattle | TriggerOn::Battlecry | TriggerOn::EndOfTurn => false,
}
}
@@ -0,0 +1,378 @@
//! Entities, zones, order of play, stats and the event log: the game's state.
//! The rules for resolving actions live in `queue.rs`.
use super::card::{Aura, Card, CardDef, CardLibrary};
use super::event::Event;
/// 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;
/// Starting Health of each hero.
pub const HERO_HEALTH: i32 = 30;
#[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>,
attack: i32,
/// Current Health. At 0 or below the entity is mortally wounded: still in play until the
/// Death Creation Step.
health: i32,
/// Hit by a destroy effect: still in play until the Death Creation Step.
pending_destroy: bool,
}
/// An aura in force: which player's minion has it.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct ActiveAura {
pub owner: PlayerId,
pub aura: Aura,
}
/// 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>,
hero: EntityId,
armor: i32,
}
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,
}
}
}
/// Makes a player's choices: called with what is being chosen and the options, it
/// returns one of the options. Hearthstone would ask the player or pick at random.
pub type Chooser = Box<dyn FnMut(&str, &[String]) -> String>;
pub struct World {
library: CardLibrary,
chooser: Chooser,
/// Indexed by `EntityId`.
entities: Vec<Entity>,
sides: [Side; 2],
next_order_of_play: u32,
log: Vec<Event>,
/// The auras in force as of the last Aura Update. Changes only there (see `aura.rs`).
auras: Vec<ActiveAura>,
}
impl World {
/// A new game: both heroes are in play from the start, so they are the oldest entities.
pub fn new(library: CardLibrary) -> World {
let mut world = World {
library,
// Until a chooser is set, take the first option.
chooser: Box::new(|_, options| options[0].clone()),
entities: Vec::new(),
sides: Default::default(),
next_order_of_play: 0,
log: Vec::new(),
auras: Vec::new(),
};
for owner in 0..2 {
let id = world.entities.len() as EntityId;
world.next_order_of_play += 1;
world.entities.push(Entity {
card: "Hero".to_string(),
owner,
zone: Zone::Board,
order_of_play: Some(world.next_order_of_play),
attack: 0,
health: HERO_HEALTH,
pending_destroy: false,
});
// In play, but not on the board list: the board holds minions only.
world.sides[owner as usize].hero = id;
}
world
}
/// 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 {
self.create_at(card, owner, zone, None)
}
/// Create an entity of `card` for `owner` in `zone` at index `at` (clamped to the
/// zone's length), or at the end if `at` is `None`.
pub fn create_at(
&mut self,
card: &str,
owner: PlayerId,
zone: Zone,
at: Option<usize>,
) -> EntityId {
assert!(owner < 2, "no player {owner}");
let def = &self.library.get(card).def;
let entity = Entity {
card: def.name.clone(),
owner,
zone,
order_of_play: None,
attack: def.attack,
health: def.health,
pending_destroy: false,
};
let id = self.entities.len() as EntityId;
self.entities.push(entity);
self.enter(id, zone, at);
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, None);
}
/// 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, at: Option<usize>) {
let owner = self.entity(id).owner;
let list = self.sides[owner as usize].zone_mut(zone);
list.insert(at.map_or(list.len(), |i| i.min(list.len())), 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);
self.record(Event::Summoned { id });
}
}
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) -> &Card {
self.library.get(name)
}
pub fn has_card(&self, name: &str) -> bool {
self.library.contains(name)
}
/// The cards an Assemble may offer, sorted by name.
pub fn pool(&self) -> Vec<&Card> {
self.library.pool()
}
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
}
/// The cost printed on the entity's card.
pub fn cost(&self, id: EntityId) -> i32 {
self.card(self.card_name(id)).def.cost
}
/// The minions in a player's hand, in hand order.
pub fn minions_in_hand(&self, owner: PlayerId) -> Vec<EntityId> {
self.zone(owner, Zone::Hand)
.iter()
.copied()
.filter(|&id| !self.card(self.card_name(id)).is_spell())
.collect()
}
/// Mortally wounded (0 or less Health) or pending destroy: it leaves play at the next
/// Death Creation Step.
pub fn is_doomed(&self, id: EntityId) -> bool {
let entity = self.entity(id);
entity.health <= 0 || entity.pending_destroy
}
/// Index of a minion on its owner's board, left to right; `None` if it is not on the board.
pub fn board_index(&self, id: EntityId) -> Option<usize> {
self.zone(self.owner_of(id), Zone::Board)
.iter()
.position(|&e| e == id)
}
pub fn armor(&self, owner: PlayerId) -> i32 {
self.sides[owner as usize].armor
}
pub fn active_auras(&self) -> &[ActiveAura] {
&self.auras
}
pub fn log(&self) -> &[Event] {
&self.log
}
// ---- Changes: each one records its event ----------------------------
pub fn record(&mut self, event: Event) {
self.log.push(event);
}
/// Add a card to the library, or replace the card with the same name.
pub fn register(&mut self, def: CardDef) {
self.library.register(def);
}
/// Add a card made by Assemble (see `assemble.rs`).
pub fn register_assembled(&mut self, def: CardDef) {
self.library.register_assembled(def);
}
pub fn set_chooser(&mut self, chooser: Chooser) {
self.chooser = chooser;
}
/// Ask the chooser to pick one of `options` (not empty). Panics if it answers
/// something that isn't an option.
pub fn choose(&mut self, kind: &str, options: &[String]) -> String {
let answer = (self.chooser)(kind, options);
assert!(
options.contains(&answer),
"chooser answered {answer:?} for {kind:?}; the options were {options:?}"
);
answer
}
/// Only an Aura Update calls this.
pub fn set_active_auras(&mut self, auras: Vec<ActiveAura>) {
self.auras = auras;
}
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 }),
}
}
/// Mark for destruction. Nothing leaves play until the Death Creation Step.
pub fn mark_destroyed(&mut self, id: EntityId) {
self.entity_mut(id).pending_destroy = true;
}
/// Move a minion from play to its owner's graveyard, recording its Death Event.
pub fn kill(&mut self, id: EntityId, position: usize) {
self.entity_mut(id).pending_destroy = false;
self.move_to(id, Zone::Graveyard);
self.record(Event::Destroyed { id, position });
}
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 buff(&mut self, id: EntityId, attack: i32, health: i32) {
let entity = self.entity_mut(id);
entity.attack += attack;
entity.health += health;
let (attack, health) = (entity.attack, entity.health);
self.record(Event::StatsChanged { id, attack, health });
}
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 +1,265 @@
//! 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::{self, puzzle, run_sequence, summon, Action, CardLibrary, Event, World};
pub use crate::engine::{AssembleError, CardDef, Half, 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 GameEvent {
/// The course's view of an engine event; `None` for engine events the course log
/// doesn't show.
fn from_engine(event: &Event) -> Option<GameEvent> {
Some(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 },
Event::Destroyed { id, .. } => GameEvent::Destroyed { id },
Event::DeathPhase { round } => GameEvent::DeathPhase { round },
// A played minion's `Summoned` already shows it entering the board.
Event::Played { .. } => return None,
})
}
}
pub struct Game {
world: World,
}
pub fn new_game(opts: GameOpts) -> Game {
let mut world = World::new(CardLibrary::new(content::cards()));
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 {
summon(&mut self.world, card, player, None)
}
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, as one Sequence: it enters the right end of the board, then
/// its Battlecry resolves. (The Module 1 Expansion Drop; required from Module 4.)
pub fn play(&mut self, hand_id: Id) {
run_sequence(&mut self.world, Action::Play { id: hand_id });
}
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()
.filter_map(GameEvent::from_engine)
.collect()
}
pub fn clear_log(&mut self) {
self.world.clear_log();
}
// ---- Module 3 ----
/// Mark `target` pending destroy, as one Sequence. It leaves play in the death step.
pub fn destroy(&mut self, target: Id) {
let targets = vec![target];
run_sequence(&mut self.world, Action::Destroy { targets });
}
// ---- Module 5 ----
/// Add card definitions to this game, replacing any with the same name.
pub fn register_cards(&mut self, defs: Vec<CardDef>) {
for def in defs {
self.world.register(def);
}
}
/// Register `base` with `half` of its text replaced by the same half of `donor`,
/// and return the new card's name, `"<base> (Assembled)"`.
pub fn assemble(
&mut self,
base: &str,
donor: &str,
half: Half,
) -> Result<String, AssembleError> {
let base = &self.world.card(base).def;
let donor = &self.world.card(donor).def;
let def = engine::assemble(base, donor, half)?;
Ok(engine::register_assembled(&mut self.world, def))
}
pub fn cost(&self, id: Id) -> i32 {
self.world.cost(id)
}
/// Who makes choices (Assemble's base, donor and half): called with the kind of
/// choice (`"base"`, `"donor"`, `"half"`) and the options; returns one of them.
pub fn set_chooser(&mut self, chooser: impl FnMut(&str, &[String]) -> String + 'static) {
self.world.set_chooser(Box::new(chooser));
}
}
// ======== Part II: Baba Is You ========
pub use crate::engine::puzzle::{Dir, LevelDef, LevelObject};
/// A Baba Is You level in play (Part II).
pub struct Baba {
level: puzzle::Level,
}
/// A level from a level definition; its text is parsed straight away.
pub fn new_baba(level: LevelDef) -> Baba {
Baba {
level: puzzle::Level::new(&level, &content::words(), content::movement()),
}
}
impl Baba {
// ---- Module 6 ----
/// Add an object (`"baba"`) or a piece of text (`"text:BABA"`) at (x, y).
pub fn place(&mut self, kind: &str, x: i32, y: i32) -> Id {
self.level.place(kind, x, y)
}
/// Every distinct rule the text spells, before resolution, normalised
/// (`"BABA IS YOU"`, `"BABA IS NOT YOU"`) and sorted.
pub fn rules(&self) -> Vec<String> {
normalised(self.level.rules())
}
// ---- Module 7 ----
/// Every distinct rule in force after resolution, normalised and sorted.
pub fn active_rules(&self) -> Vec<String> {
normalised(self.level.active_rules())
}
/// Does object `id` have the property `prop` under the rules in force?
pub fn has_property(&self, id: Id, prop: &str) -> bool {
self.level.has_property(id, prop)
}
// ---- Module 8 ----
/// Move every `YOU` object one tile in `dir`, pushing what it pushes, then
/// reparse the rules. Movement only: no conversion, hazard or win (Module 9).
pub fn move_dir(&mut self, dir: Dir) {
self.level.move_you(dir);
}
/// Where object `id` is, or `None` once it has been destroyed.
pub fn pos_of(&self, id: Id) -> Option<(i32, i32)> {
self.level.board().find(id).map(|o| (o.x, o.y))
}
/// The kinds of the objects on tile (x, y), as placed (`"baba"`, `"text:ROCK"`), sorted.
pub fn kinds_at(&self, x: i32, y: i32) -> Vec<String> {
let mut kinds: Vec<String> = self
.level
.board()
.at(x, y)
.map(|o| o.kind.to_string())
.collect();
kinds.sort();
kinds
}
}
fn normalised(rules: &[puzzle::Rule]) -> Vec<String> {
let mut rules: Vec<String> = rules.iter().map(|r| r.to_string()).collect();
rules.sort();
rules.dedup();
rules
}
@@ -0,0 +1,3 @@
pub mod content;
pub mod engine;
pub mod harness;
@@ -0,0 +1 @@
{ "track": "ts", "engineDirs": ["src/engine"], "contentDirs": ["src/content", "cards"], "module": "08" }
@@ -0,0 +1 @@
node_modules/
@@ -0,0 +1,17 @@
# Module 8 reference engine (TypeScript)
The course's own engine as of the end of Module 8. Part I's card engine is unchanged, and all of its tests still pass. The Part II engine in `src/engine/puzzle/` now moves objects: each `YOU` object's move is planned in full, push chain and all, and only then committed. Module 7's reference was the starting point, so a diff between the two shows what this module adds.
- `cards/` (at the package root; not in this directory): Part I's card data, a copy of `course/cards/` staged by `tools/verify-references.mjs`. Part II doesn't read it.
- `src/engine/puzzle/`: the Part II engine. It names no noun: the engine's own words are the operators `IS`, `AND`, `NOT`, the meta-noun `TEXT`, the property `PUSH` of the base rule `TEXT IS PUSH`, and from Module 8 the property `YOU`, which picks the objects that move.
- `grid.ts`: the level format, object kinds and the board. Module 8 adds `Board.find`, `Board.remove`, `Board.shift`, `Board.at` and `Kind.format` (the kind as placed, for `kindsAt`).
- `movement.ts` (new): validate, then commit. `Planner` (`tryMove`, `stayingAt`, `destroy`, `has`), `Step`, `Plan`, `Response` and `Dir`. The planner reads the board and plans one step at a time; for each step it runs content's movement responses in order, and rolls back everything a step added if a response blocks it. The edge of the level blocks every step.
- `level.ts`: a level in play. Module 8 adds `Level.moveYou`: the `YOU` objects move one at a time, furthest ahead first, each planned and then committed; the rules are reparsed once at the end. `hasProperty` is `false` for a destroyed object.
- `word.ts`, `parse.ts`, `resolve.ts`: unchanged.
- `index.ts`: the module's exports.
- The rest of `src/engine/`: Part I, unchanged.
- `src/content/movement.ts` (new) and `src/content/index.ts`: the movement responses, in the order the engine runs them: `OPEN`/`SHUT`, `PUSH`, `STOP`. What a property does when something moves is content, not engine.
- `src/content/words.json`: Module 8 adds `OPEN` and `SHUT`.
- `src/harness.ts`: the adapter the course tests call. Module 8 adds `move`, `posOf` and `kindsAt` on `Baba`.
Run it with the module's tests: `node tools/verify-references.mjs 08` from the course repository.
File diff suppressed because it is too large. Load diff
@@ -0,0 +1,14 @@
{
"name": "systemic-design-workspace",
"version": "0.1.0",
"private": true,
"type": "module",
"scripts": {
"test": "vitest run",
"typecheck": "tsc --noEmit"
},
"devDependencies": {
"typescript": "^5.6.0",
"vitest": "^2.1.0"
}
}
@@ -0,0 +1,34 @@
/// <reference types="vite/client" />
// Content: the cards and the Baba Is You words. Only this directory (and the card
// data in `cards/`) may name specific cards, or specific Baba Is You nouns.
//
// From Module 5 every card is a JSON file in `cards/` at the package root, in the
// course's card format (`course/schema/card.schema.json`). The functions that were
// card effects in Modules 2–4 are gone: the engine interprets the data.
// `start-module` copies the course's card files into `cards/`; add your own there.
//
// `import.meta.glob` is Vite's (Vitest runs on Vite): it imports every matching
// JSON file when this module loads, so no file system code is needed.
import type { CardDef, puzzle } from "../engine";
import wordList from "./words.json";
export { responses as movement } from "./movement";
const files = import.meta.glob<CardDef>("../../cards/*.json", { eager: true, import: "default" });
/** Every card in `cards/`, in file-name order. */
export function cards(): CardDef[] {
return Object.keys(files)
.sort()
.map((path) => files[path]);
}
/**
* Part II: the words of Baba Is You the parser can read, besides the engine's own
* (`IS`, `AND`, `NOT`, `TEXT`). Nouns and properties are data: a new word is one
* more entry in `words.json` in this directory.
*/
export function words(): puzzle.WordDef[] {
return wordList as puzzle.WordDef[];
}
@@ -0,0 +1,45 @@
// Part II: what each property does when an object moves. The engine plans a move
// one step at a time and runs these responses for every step, in this order (the
// order of the wiki's movement checks: OPEN/SHUT, then PUSH, then STOP). A new
// movement property is one more response here.
import type { puzzle } from "../engine";
type Planner = puzzle.Planner;
type Step = puzzle.Step;
/**
* An OPEN object stepping onto a SHUT one (or a SHUT one onto an OPEN one)
* destroys both, and that object doesn't block the step. One partner per step:
* the oldest.
*/
function openShut(p: Planner, s: Step): boolean {
for (const [mine, theirs] of [
["OPEN", "SHUT"],
["SHUT", "OPEN"],
]) {
if (!p.has(s.mover, mine)) continue;
const partner = p.stayingAt(s.to).find((o) => p.has(o, theirs));
if (partner !== undefined) {
p.destroy(partner);
p.destroy(s.mover);
return true;
}
}
return true;
}
/** Every PUSH object on the tile ahead must step the same way, or the step fails. */
function push(p: Planner, s: Step): boolean {
return p.stayingAt(s.to).every((o) => !p.has(o, "PUSH") || p.tryMove(o));
}
/** A STOP object still on the tile ahead blocks the step. */
function stop(p: Planner, s: Step): boolean {
return !p.stayingAt(s.to).some((o) => p.has(o, "STOP"));
}
/** The movement responses, in the order the engine runs them. */
export function responses(): puzzle.Response[] {
return [openShut, push, stop];
}
@@ -0,0 +1,17 @@
[
{ "name": "BABA", "role": "noun" },
{ "name": "ROCK", "role": "noun" },
{ "name": "WALL", "role": "noun" },
{ "name": "FLAG", "role": "noun" },
{ "name": "LAVA", "role": "noun" },
{ "name": "KEY", "role": "noun" },
{ "name": "DOOR", "role": "noun" },
{ "name": "SKULL", "role": "noun" },
{ "name": "WATER", "role": "noun" },
{ "name": "YOU", "role": "property" },
{ "name": "WIN", "role": "property" },
{ "name": "PUSH", "role": "property" },
{ "name": "STOP", "role": "property" },
{ "name": "OPEN", "role": "property" },
{ "name": "SHUT", "role": "property" }
]
@@ -0,0 +1,102 @@
// Assemble: "Get a random minion. Change half its text."
//
// Card text is a list of clauses, so changing half of it is list surgery: the base
// card's `text.slice(0, split)` (top) or `text.slice(split)` (bottom) is replaced by
// the same half of a donor card. Name, cost and stats stay the base's. This works
// only because a card's behaviour is its data: the new card needs no new code.
//
// Hearthstone's wiki doesn't define "half". The course's `split` field is its
// definition: each card's data says where its top half ends.
import { hasTrigger, type CardDef, type PoolFilter } from "./card";
import type { EntityId, PlayerId, World } from "./world";
export type Half = "top" | "bottom";
const HALVES: Half[] = ["top", "bottom"];
/** Assembling `base` with `donor`'s `half` would leave the base's text unchanged. */
export class AssembleError extends Error {
constructor(
readonly base: string,
readonly donor: string,
readonly half: Half,
) {
super(`assembling "${base}" with the ${half} half of "${donor}" leaves its text unchanged`);
this.name = "AssembleError";
}
}
/** JSON with object keys sorted, so two clauses written with their keys in a different order compare equal. */
const canonical = (value: unknown): string =>
JSON.stringify(value, (_key, v) =>
v && typeof v === "object" && !Array.isArray(v)
? Object.fromEntries(Object.entries(v).sort(([a], [b]) => (a < b ? -1 : 1)))
: v,
);
const sameText = (a: CardDef["text"], b: CardDef["text"]): boolean => canonical(a) === canonical(b);
/**
* The base card with `half` of its text replaced by the same half of `donor`.
* It keeps the base's type, cost and stats, and is named "<base> (Assembled)".
*/
export function assemble(base: CardDef, donor: CardDef, half: Half): CardDef {
const topOf = (c: CardDef) => c.text.slice(0, c.split);
const bottomOf = (c: CardDef) => c.text.slice(c.split);
const top = half === "top" ? topOf(donor) : topOf(base);
const bottom = half === "bottom" ? bottomOf(donor) : bottomOf(base);
const text = [...top, ...bottom];
if (sameText(text, base.text)) throw new AssembleError(base.name, donor.name, half);
return { ...base, name: `${base.name} (Assembled)`, text, split: top.length };
}
const changes = (base: CardDef, donor: CardDef, half: Half): boolean => {
try {
assemble(base, donor, half);
return true;
} catch (e) {
if (e instanceof AssembleError) return false;
throw e;
}
};
/**
* Register an assembled card and return its name. If a different card already has
* the name (an earlier Assemble of the same base), a number is added: "(Assembled 2)".
*/
export function registerAssembled(world: World, def: CardDef): string {
const stem = def.name.replace(/\)$/, "");
let name = def.name;
// Same base, so the same name and stats: only the text can differ.
for (let n = 2; world.hasCard(name) && !sameText(world.card(name).def.text, def.text); n++) {
name = `${stem} ${n})`;
}
world.registerAssembled({ ...def, name });
return name;
}
/**
* The `assemble` effect: the owner's chooser picks a base minion from the pool
* (filtered), a donor that changes its text, and the half to replace. The
* Assembled minion goes to the owner's hand. Real Hearthstone picks the base at
* random and offers two donors; here every choice is the chooser's.
*/
export function assembleFromPool(world: World, player: PlayerId, filter: PoolFilter): EntityId | undefined {
const pool = world.pool();
const bases = pool.filter((c) => filter.trigger === undefined || hasTrigger(c, filter.trigger)).map((c) => c.def.name);
if (bases.length === 0) return undefined;
const base = world.card(world.choose("base", bases)).def;
const donors = pool
.map((c) => c.def)
.filter((d) => d.name !== base.name && HALVES.some((h) => changes(base, d, h)))
.map((d) => d.name);
if (donors.length === 0) return undefined;
const donor = world.card(world.choose("donor", donors)).def;
const half = world.choose(
"half",
HALVES.filter((h) => changes(base, donor, h)),
) as Half;
const name = registerAssembled(world, assemble(base, donor, half));
return world.create(name, player, "hand");
}
@@ -0,0 +1,42 @@
// Auras, and the one routine that applies trigger multipliers.
//
// An aura is data on a card: a continuous effect its minion has while in play.
// The engine never asks "is that card on the board?" in the middle of resolving
// something. It takes a snapshot of the auras in force at defined points (an Aura
// Update) and every rule reads the snapshot.
//
// Hearthstone runs two kinds of Aura Update when the outermost Phase ends: one for
// Health/Attack auras before the Death Creation Step, and one for every other aura
// after it. Trigger multipliers are "Other" auras, so a minion that dies in a Death
// Creation Step no longer multiplies the Deathrattles of that step's Death Phase.
// Summoning a minion also runs an Aura Update.
import type { TriggerOn } from "./card";
import type { PlayerId, World } from "./world";
/** Aura Update (Other): replace the snapshot with the auras of every minion now in play. */
export function auraUpdateOther(world: World): void {
world.setActiveAuras(
world.minionsInPlay().flatMap((id) =>
world.card(world.cardName(id)).auras.map((aura) => ({ owner: world.ownerOf(id), aura })),
),
);
}
/**
* How many times a trigger listening for `on`, on a minion `owner` controls, activates
* when it resolves. Reads the snapshot from the last Aura Update. With no multiplier in
* force the answer is 1. Multipliers with `stacking: "max"` contribute their largest
* `times`; each `"additive"` one adds `times - 1` extra activations.
*/
export function activations(world: World, owner: PlayerId, on: TriggerOn): number {
let max = 1;
let extra = 0;
for (const active of world.activeAuras()) {
const { trigger, times, stacking } = active.aura;
if (active.owner !== owner || trigger !== on) continue;
if (stacking === "max") max = Math.max(max, times);
else extra += times - 1;
}
return max + extra;
}
@@ -0,0 +1,175 @@
// Cards as data. A `CardDef` is the course's card format (`course/schema/card.schema.json`),
// read straight from JSON. The engine compiles each definition once, when it is
// registered, into the lists it reads while resolving: triggers, auras and a
// spell's effects. The definitions themselves live in `cards/`, loaded by `content`.
/** What a triggered ability listens for. */
export type TriggerOn =
| "selfDamaged" // this minion takes damage
| "friendlyMinionDamaged" // a minion with the same owner (this one included) takes damage
| "anyMinionDamaged" // any minion takes damage
| "heroDamaged" // either hero takes damage
| "deathrattle" // this minion dies (it resolves after the minion has left play)
| "battlecry" // this minion is played from hand
| "endOfTurn"; // the end of its owner's turn: the course has no turns, so it never fires
/** The trigger's family name, as reported in `Triggered` events. */
export function triggerLabel(on: TriggerOn): string {
switch (on) {
case "selfDamaged":
case "friendlyMinionDamaged":
case "anyMinionDamaged":
case "heroDamaged":
return "damaged";
case "deathrattle":
case "battlecry":
case "endOfTurn":
return on;
}
}
/**
* An aura: a continuous effect a minion has while it is in play. The engine reads
* auras only at the Aura Update points (see `aura.ts`), never mid-Phase.
*
* `triggerMultiplier`: triggers listening for `trigger`, belonging to minions with
* the aura owner's owner, activate `times` times each. `stacking` says how several
* multipliers for the same trigger combine: `"max"` takes the largest (two copies of
* a doubler still double); `"additive"` adds each copy's extra activations.
*/
export type Aura = { type: "triggerMultiplier"; trigger: TriggerOn; times: number; stacking: "max" | "additive" };
/** Who an effect touches. */
export type Target = "self" | "allMinions" | "allOtherMinions" | "allOtherCharacters" | "enemyHero" | "chosen";
/** Which minions an Assemble may pick as its base. An empty filter allows any. */
export interface PoolFilter {
/** Only minions with a trigger clause listening for this. */
trigger?: TriggerOn;
}
/** One effect: a node of a card's ability, interpreted by `effect.ts`. */
export type Effect =
| { type: "dealDamage"; target: Target; amount: number }
| { type: "draw"; count: number }
| { type: "summon"; card: string; count: number }
| { type: "gainArmor"; amount: number }
| { type: "gainAttack"; target: Target; amount: number }
| { type: "destroy"; target: Target }
/** Part III (SpellGrid) only: puts a word on the grid. */
| { type: "spawnText"; word: string; at: "self" }
/** Get a minion from the pool, with half its text replaced (see `assemble.ts`). */
| { type: "assemble"; filter: PoolFilter }
/** Give every minion in the owner's hand +attack/+health. */
| { type: "buffHand"; attack: number; health: number };
/**
* One line of card text. A trigger clause applies to the effect clauses after it,
* until the next trigger, keyword or aura. Effects before any trigger are what a
* spell does when cast.
*/
export type Clause =
| { kind: "keyword"; keyword: string }
| { kind: "trigger"; on: TriggerOn }
| { kind: "aura"; modifier: Aura }
| { kind: "effect"; effect: Effect };
/** A card as data, in the course's card format. */
export interface CardDef {
name: string;
type: "minion" | "spell";
cost: number;
attack?: number;
health?: number;
noun?: string;
text: Clause[];
/** `text.slice(0, split)` is the top half, `text.slice(split)` the bottom half. */
split: number;
fictional?: boolean;
game?: string;
}
/** A triggered ability: "whenever <on>, <effects>". */
export interface Trigger {
on: TriggerOn;
effects: Effect[];
}
/** A registered card: its definition, and the definition's text compiled into the lists the engine reads. */
export interface Card {
def: CardDef;
/** Triggered abilities, in printed order. */
triggers: Trigger[];
/** Auras this minion has while in play. */
auras: Aura[];
/** What the card does when cast (a spell's effects). */
onCast: Effect[];
/** May an Assemble offer this card? Minions with text that were not themselves assembled. */
inPool: boolean;
}
/** Compile a definition's text. Throws if `split` is past the end of the text. */
export function compile(def: CardDef, inPool: boolean): Card {
if (def.split > def.text.length) throw new Error(`"${def.name}": split ${def.split} is past the end of its text`);
const card: Card = { def, triggers: [], auras: [], onCast: [], inPool: false };
// The trigger whose effects are still being listed, if any.
let open: Trigger | undefined;
for (const clause of def.text) {
switch (clause.kind) {
case "trigger":
open = { on: clause.on, effects: [] };
card.triggers.push(open);
break;
case "effect":
(open ? open.effects : card.onCast).push(clause.effect);
break;
case "aura":
card.auras.push(clause.modifier);
open = undefined;
break;
case "keyword": // The course has no combat, so keywords such as Taunt do nothing here.
open = undefined;
break;
}
}
card.inPool = inPool && def.type === "minion" && def.text.length > 0;
return card;
}
export const hasTrigger = (card: Card, on: TriggerOn): boolean => card.triggers.some((t) => t.on === on);
/** Every card the game can create, looked up by name. */
export class CardLibrary {
private readonly cards = new Map<string, Card>();
constructor(defs: CardDef[]) {
for (const def of defs) this.register(def);
}
/** Add a card, or replace the card with the same name. It joins the Assemble pool if it is a minion with text. */
register(def: CardDef): void {
this.cards.set(def.name, compile(def, true));
}
/** Add a card made by Assemble. It never joins the pool. */
registerAssembled(def: CardDef): void {
this.cards.set(def.name, compile(def, false));
}
has(name: string): boolean {
return this.cards.has(name);
}
get(name: string): Card {
const card = this.cards.get(name);
if (!card) throw new Error(`unknown card "${name}": add its file to cards/`);
return card;
}
/** The Assemble pool: every card with `inPool`, sorted by name. */
pool(): Card[] {
return [...this.cards.values()]
.filter((c) => c.inPool)
.sort((a, b) => (a.def.name < b.def.name ? -1 : a.def.name > b.def.name ? 1 : 0));
}
}
@@ -0,0 +1,21 @@
// The Death Creation Step: the one place minions leave play.
//
// Damage and destroy effects only mark a minion (0 or less Health, or pending
// destroy). It stays in play, and keeps triggering, until the outermost Phase
// ends. Then this step removes every marked minion at once.
import type { Event } from "./event";
import type { World } from "./world";
/**
* Remove every mortally wounded or pending-destroy minion from play, simultaneously.
* Returns their Death Events in order of play; empty if nothing died.
*/
export function deathCreationStep(world: World): Event[] {
const dying = world.minionsInPlay().filter((id) => world.isDoomed(id));
// Every position is read before anything moves: removal is simultaneous, and each
// Death Event remembers where its minion stood when the step began.
const deaths = dying.map((id) => ({ type: "Destroyed" as const, id, position: world.boardIndex(id)! }));
for (const { id, position } of deaths) world.kill(id, position);
return deaths;
}
@@ -0,0 +1,68 @@
// The interpreter: turns one effect, as data, into engine actions.
//
// This is the only place that knows what an effect *means*. A card's text is a
// small tree (clauses holding effects holding targets); the engine walks it. The
// effect vocabulary is closed: a card can only do what this switch can do, which is
// what makes a data card safe to load.
import type { Effect, Target } from "./card";
import type { Action, Ctx } from "./queue";
import type { EntityId } from "./world";
const times = <T>(count: number, make: () => T): T[] => Array.from({ length: count }, make);
/** The actions one effect performs, in order, given where and for whom it runs. */
export function actions(effect: Effect, ctx: Ctx): Action[] {
const player = ctx.owner;
switch (effect.type) {
case "dealDamage":
return [{ type: "damage", targets: targets(effect.target, ctx), amount: effect.amount }];
case "draw":
return times(effect.count, () => ({ type: "draw", player }));
case "summon":
return times(effect.count, () => ({ type: "summon", card: effect.card, player, at: summonPosition(ctx) }));
case "gainArmor":
return [{ type: "gainArmor", player, amount: effect.amount }];
case "gainAttack":
return targets(effect.target, ctx).map((id) => ({ type: "gainAttack", id, amount: effect.amount }));
case "destroy":
return [{ type: "destroy", targets: targets(effect.target, ctx) }];
case "assemble":
return [{ type: "assemble", player, filter: effect.filter }];
case "buffHand":
return ctx.world
.minionsInHand(player)
.map((id) => ({ type: "buff", id, attack: effect.attack, health: effect.health }));
case "spawnText":
throw new Error("spawnText needs a grid: it is a Part III effect");
}
}
/** The entities a target names, from where the effect runs. */
function targets(target: Target, ctx: Ctx): EntityId[] {
const { world } = ctx;
const others = (ids: EntityId[]) => ids.filter((id) => id !== ctx.source);
switch (target) {
case "self":
return [ctx.minion()];
case "allMinions":
return world.minionsInPlay();
case "allOtherMinions":
return others(world.minionsInPlay());
case "allOtherCharacters":
return others([world.hero(0), world.hero(1), ...world.minionsInPlay()]);
case "enemyHero":
return [ctx.enemyHero()];
case "chosen":
return ctx.target === undefined ? [] : [ctx.target];
}
}
/**
* Where a summon goes: to the right of a source still on the board; where a dead
* source stood (its Death Event's position); at the right end for a spell.
*/
function summonPosition(ctx: Ctx): number | undefined {
const index = ctx.source === undefined ? undefined : ctx.world.boardIndex(ctx.source);
return index === undefined ? ctx.position : index + 1;
}
@@ -0,0 +1,22 @@
// What happened, in order. The engine records an event each time it changes the game.
import type { TriggerOn } from "./card";
import type { EntityId, PlayerId } from "./world";
export type Event =
| { type: "Summoned"; id: EntityId }
| { type: "Damaged"; target: EntityId; amount: number }
| { type: "Triggered"; source: EntityId; on: TriggerOn }
| { type: "Drew"; player: PlayerId; id: EntityId }
| { type: "Fatigue"; player: PlayerId }
| { type: "ArmorGained"; player: PlayerId; amount: number }
| { type: "StatsChanged"; id: EntityId; attack: number; health: number }
| { type: "SpellCast"; card: string }
/**
* A Death Event: the Death Creation Step moved `id` from play to the graveyard.
* `position` is the board index it had when the step began; its Deathrattle summons there.
*/
| { type: "Destroyed"; id: EntityId; position: number }
| { type: "DeathPhase"; round: number }
/** A minion was played from hand (it has just entered the board). Its Battlecry answers this. */
| { type: "Played"; id: EntityId };
@@ -0,0 +1,45 @@
// 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.
//
// Module 2: heroes, Health, Attack and Armor; triggered abilities; and the
// action queue that resolves a Sequence depth-first, recording an event log.
//
// Module 3: deferred death. Damage and destroy effects only mark minions; the
// Death Creation Step removes them when the outermost Phase ends, and Death
// Phases resolve their Deathrattles until no new deaths occur.
//
// Module 4: auras as card data, Aura Updates at defined points, and one
// routine that decides how many times a queued trigger activates. Playing a
// minion from hand, and Battlecries.
//
// Module 5: behaviour as data. Cards are definitions in the course's card format,
// loaded from JSON; one interpreter turns their effects into actions. Assemble
// builds a new card by swapping half of one card's text for half of another's.
//
// Part II lives in `puzzle/`: a second engine, for the rule-writing puzzle game,
// beside the first.
// Module 6: the grid, the lexer and the parser.
// Module 7: `IS NOT`, and the resolution pass that turns parsed rules into rules in force.
// Module 8: movement, planned in full and then committed; push chains.
export * as puzzle from "./puzzle";
export { AssembleError, assemble, registerAssembled, type Half } from "./assemble";
export {
CardLibrary,
triggerLabel,
type Aura,
type Card,
type CardDef,
type Clause,
type Effect,
type PoolFilter,
type Target,
type Trigger,
type TriggerOn,
} from "./card";
export type { Event } from "./event";
export { Ctx, runSequence, summon, type Action } from "./queue";
export { HERO_HEALTH, World, type Chooser, type EntityId, type PlayerId, type Zone } from "./world";
@@ -0,0 +1,103 @@
// The grid: objects on tiles. `x` grows right, `y` grows down, and any number of
// objects may share a tile.
export type ObjectId = number;
/** A level in the course's level format (`course/schema/level.schema.json`). */
export interface LevelDef {
width: number;
height: number;
objects: LevelObject[];
}
export interface LevelObject {
kind: string;
x: number;
y: number;
}
/**
* What an object is: a thing named by a noun (kind `"<noun>"`, the noun in lower case),
* or a piece of text carrying one word (kind `"text:<WORD>"`).
*/
export type Kind = { type: "thing"; noun: string } | { type: "text"; word: string };
const TEXT_PREFIX = "text:";
export const Kind = {
parse(kind: string): Kind {
return kind.startsWith(TEXT_PREFIX)
? { type: "text", word: kind.slice(TEXT_PREFIX.length).toUpperCase() }
: { type: "thing", noun: kind.toUpperCase() };
},
/** The kind as it is placed: `"<noun>"` in lower case, or `"text:<WORD>"`. */
format(kind: Kind): string {
return kind.type === "text" ? TEXT_PREFIX + kind.word : kind.noun.toLowerCase();
},
};
export interface Obj {
id: ObjectId;
kind: Kind;
x: number;
y: number;
}
export class Board {
private readonly objectsById = new Map<ObjectId, Obj>();
private nextId = 0;
constructor(
readonly width: number,
readonly height: number,
) {}
inBounds(x: number, y: number): boolean {
return x >= 0 && x < this.width && y >= 0 && y < this.height;
}
/** Add an object; ids start at 1 and are never reused. Throws off the board. */
place(kind: Kind, x: number, y: number): ObjectId {
if (!this.inBounds(x, y)) throw new Error(`(${x}, ${y}) is outside the ${this.width}x${this.height} level`);
const id = ++this.nextId;
this.objectsById.set(id, { id, kind, x, y });
return id;
}
/** The object `id`. Throws if there is none. */
get(id: ObjectId): Obj {
const o = this.objectsById.get(id);
if (o === undefined) throw new Error(`no object ${id}`);
return o;
}
/** The object `id`, or `undefined` once it has been removed. Throws on an id this board never issued. */
find(id: ObjectId): Obj | undefined {
if (!(id >= 1 && id <= this.nextId)) throw new Error(`no object ${id}`);
return this.objectsById.get(id);
}
/** Take object `id` off the board for good. */
remove(id: ObjectId): void {
this.objectsById.delete(id);
}
/** Move object `id` by `[dx, dy]`. Throws if it would leave the board. */
shift(id: ObjectId, [dx, dy]: readonly [number, number]): void {
const o = this.get(id);
const [x, y] = [o.x + dx, o.y + dy];
if (!this.inBounds(x, y)) throw new Error(`(${x}, ${y}) is outside the ${this.width}x${this.height} level`);
o.x = x;
o.y = y;
}
/** The objects on tile (x, y), oldest first. */
at(x: number, y: number): Obj[] {
return this.objects().filter((o) => o.x === x && o.y === y);
}
/** Every object, oldest first. */
objects(): Obj[] {
return [...this.objectsById.values()];
}
}
@@ -0,0 +1,22 @@
// Part II: the rule-writing puzzle game. Objects have no behaviour of their own; every rule is
// compiled from the text on the board, and recompiled whenever the board changes.
//
// Module 6: the grid, the lexer (text objects to words with grammatical roles)
// and the parser (words to rules). The engine knows the operators `IS`, `AND`,
// `NOT`, the meta-noun `TEXT` and the base rule `TEXT IS PUSH`. Every other word,
// nouns included, is data handed in by content.
//
// Module 7: `IS NOT` in the parser, and the resolution pass (negation, then the
// identity lock) that turns the parsed rules into the rules in force. Objects are
// asked about through `Level.hasProperty`, which knows which nouns name them.
//
// Module 8: movement. `Level.moveYou` plans each `YOU` object's move in full
// (`Planner`), then commits it, then reparses. What a property does when something
// moves is a `Response` that content provides; the engine runs them in order.
export { Board, Kind, type LevelDef, type LevelObject, type Obj, type ObjectId } from "./grid";
export { Level, YOU } from "./level";
export { delta, Planner, type Dir, type MoveContext, type Plan, type Pos, type Response, type Step } from "./movement";
export { BASE_RULES, isConversion, isIdentity, negates, parse, ruleText, type Rule } from "./parse";
export { resolve } from "./resolve";
export { lex, Lexicon, type Role, type Selects, type Token, type WordDef } from "./word";
@@ -0,0 +1,103 @@
// A level in play: the board, the words content provides, and the rules compiled
// from them. Every change to the board recompiles the rules from scratch: parse,
// then resolve. Every question about what an object is goes through `hasProperty`.
//
// A move (Module 8) is planned for each `YOU` object, then committed; the rules are
// reparsed once, after all of them.
import { Board, Kind, type LevelDef, type ObjectId } from "./grid";
import { delta, Planner, type Dir, type Plan, type Response } from "./movement";
import { parse, type Rule } from "./parse";
import { resolve } from "./resolve";
import { Lexicon, type WordDef } from "./word";
/** The property that makes an object move when the player moves. */
export const YOU = "YOU";
export class Level {
readonly board: Board;
private readonly lexicon: Lexicon;
private compiled: Rule[] = [];
private active: Rule[] = [];
/**
* A level from its definition, the words content provides, and content's
* movement responses, in the order they are to run.
*/
constructor(
def: LevelDef,
words: readonly WordDef[],
private readonly moveResponses: readonly Response[],
) {
this.board = new Board(def.width, def.height);
this.lexicon = new Lexicon(words);
for (const o of def.objects) this.board.place(Kind.parse(o.kind), o.x, o.y);
this.reparse();
}
place(kind: string, x: number, y: number): ObjectId {
const id = this.board.place(Kind.parse(kind), x, y);
this.reparse();
return id;
}
/** The movement responses, in the order they run. */
responses(): readonly Response[] {
return this.moveResponses;
}
/** Every rule the text spells, as parsed: negated rules and duplicates included. */
rules(): readonly Rule[] {
return this.compiled;
}
/** The rules in force after the resolution pass. */
activeRules(): readonly Rule[] {
return this.active;
}
/**
* Does object `id` have `property`? Yes if an active rule gives it to a noun
* that names the object and no active negated rule takes it from one. A
* destroyed object has no properties.
*/
hasProperty(id: ObjectId, property: string): boolean {
const object = this.board.find(id);
if (object === undefined) return false;
const kind = object.kind;
const aboutIt = this.active.filter((r) => r.complement === property && this.lexicon.names(r.subject, kind));
return aboutIt.some((r) => !r.negated) && !aboutIt.some((r) => r.negated);
}
/**
* Move every `YOU` object one tile in `dir`, then reparse. The `YOU` objects
* move one at a time, the one furthest ahead in `dir` first (oldest first on a
* tie); each one's move is planned in full, then committed, before the next is
* planned. Every move uses the rules in force before the first.
*/
moveYou(dir: Dir): void {
const [dx, dy] = delta(dir);
const ahead = (o: { x: number; y: number }) => o.x * dx + o.y * dy;
const you = this.board
.objects()
.filter((o) => this.hasProperty(o.id, YOU))
.sort((a, b) => ahead(b) - ahead(a) || a.id - b.id)
.map((o) => o.id);
for (const id of you) {
if (this.board.find(id) === undefined) continue; // destroyed by an earlier move
const planner = new Planner(this, dir);
if (planner.tryMove(id)) this.commit(planner.result(), dir);
}
this.reparse();
}
private commit(plan: Plan, dir: Dir): void {
for (const id of plan.destroyed) this.board.remove(id);
for (const id of plan.moving) if (!plan.destroyed.has(id)) this.board.shift(id, delta(dir));
}
private reparse(): void {
this.compiled = parse(this.board, this.lexicon);
this.active = resolve(this.compiled);
}
}
@@ -0,0 +1,121 @@
// Movement: validate, then commit.
//
// A move is planned before anything on the board changes. The `Planner` asks
// whether one object can step one tile; to answer, it runs every movement
// response content provides for that step, and a response may ask the planner
// to move other objects too (a push), or to destroy objects. If any response
// says no, the planner forgets everything that step added to the plan, so a
// failed push leaves no trace. Only a plan that succeeded is committed.
//
// The engine knows the board, its edge, and the order of the steps. What each
// property does when something moves (`PUSH`, `STOP`, `OPEN`/`SHUT`, ...) is a
// response in content, run in the order content lists them.
import type { Board, ObjectId } from "./grid";
/** One of the four directions a move can take. */
export type Dir = "up" | "down" | "left" | "right";
export type Pos = readonly [number, number];
/** One tile in direction `dir`, as `[dx, dy]`; `y` grows down. */
export function delta(dir: Dir): Pos {
switch (dir) {
case "up":
return [0, -1];
case "down":
return [0, 1];
case "left":
return [-1, 0];
case "right":
return [1, 0];
}
}
/** One object stepping one tile, from `from` to `to`, in direction `dir`. */
export interface Step {
mover: ObjectId;
from: Pos;
to: Pos;
dir: Dir;
}
/**
* A movement response: content's rule for what happens when an object steps.
* It returns `false` to block the step. It may plan other moves or destroy
* objects through the planner.
*/
export type Response = (p: Planner, s: Step) => boolean;
/**
* What a move will do: the objects that step one tile, and the objects destroyed.
* A destroyed object doesn't step, even if it was pushed.
*/
export interface Plan {
moving: Set<ObjectId>;
destroyed: Set<ObjectId>;
}
/** What the planner reads: the board, the properties in force, the responses. */
export interface MoveContext {
readonly board: Board;
hasProperty(id: ObjectId, property: string): boolean;
responses(): readonly Response[];
}
/** Plans one move on a board it only reads. */
export class Planner {
private plan: Plan = { moving: new Set(), destroyed: new Set() };
constructor(
private readonly level: MoveContext,
private readonly dir: Dir,
) {}
/** Does object `id` have `property`, under the rules in force before the move? */
has(id: ObjectId, property: string): boolean {
return this.level.hasProperty(id, property);
}
/**
* The objects that will still be on tile `at` when the plan so far is
* committed: those there now, less those planned to move away or be destroyed.
* Oldest first.
*/
stayingAt([x, y]: Pos): ObjectId[] {
return this.level.board
.at(x, y)
.map((o) => o.id)
.filter((id) => !this.plan.moving.has(id) && !this.plan.destroyed.has(id));
}
/** Plan object `id`'s destruction. */
destroy(id: ObjectId): void {
this.plan.destroyed.add(id);
}
/**
* Plan object `id` stepping one tile in the move's direction, with whatever
* the responses add. Returns whether it can. If it can't, the plan is left as
* it was before the call. An object already planned to move, or to be
* destroyed, is out of the way: the answer is yes, and nothing is added.
*/
tryMove(id: ObjectId): boolean {
if (this.plan.moving.has(id) || this.plan.destroyed.has(id)) return true;
const o = this.level.board.get(id);
const [dx, dy] = delta(this.dir);
const to: Pos = [o.x + dx, o.y + dy];
// The edge of the level blocks every step (the course's choice; see the lesson).
if (!this.level.board.inBounds(...to)) return false;
const before: Plan = { moving: new Set(this.plan.moving), destroyed: new Set(this.plan.destroyed) };
this.plan.moving.add(id);
const step: Step = { mover: id, from: [o.x, o.y], to, dir: this.dir };
const allowed = this.level.responses().every((respond) => respond(this, step));
if (!allowed) this.plan = before;
return allowed;
}
result(): Plan {
return this.plan;
}
}
@@ -0,0 +1,130 @@
// The parser: words on the grid become rules.
//
// Grammar (Module 7): `NOUN [AND NOUN]* IS [NOT] (NOUN|PROPERTY) [AND [NOT] (NOUN|PROPERTY)]*`,
// read left to right in a row and top to bottom in a column. The parser starts at
// every `IS`, collects the subjects before it and the complements after it, and
// emits one rule per pair: AND distributes over both sides. A tile holding several
// words contributes each of them, so stacked text yields every possible rule.
//
// `NOT` before a complement negates that one complement. `NOT` before a subject is
// not in the grammar: the run of subjects stops there and that subject is dropped.
//
// The parser only reads; which rules win is the resolution pass (`resolve`).
import type { Board, ObjectId } from "./grid";
import { AND, IS, lex, NOT, TEXT, tileKey, type Lexicon, type Role, type Token } from "./word";
/**
* One rule: `subject IS complement`, or `subject IS NOT complement` when `negated`.
* `text` is the text objects that spell it (subject, `IS`, `NOT` if any,
* complement), or empty for a base rule.
*/
export interface Rule {
subject: string;
complement: string;
complementRole: Role;
negated: boolean;
text: ObjectId[];
}
/** The normalised form: `"TEXT IS PUSH"`, `"TEXT IS NOT PUSH"`. */
export const ruleText = (r: Rule): string => `${r.subject} ${IS}${r.negated ? ` ${NOT}` : ""} ${r.complement}`;
/** `X IS Y` where `Y` is a noun: every X is to become a Y. */
export const isConversion = (r: Rule): boolean => r.complementRole === "noun";
/** `X IS X` (or `X IS NOT X`). */
export const isIdentity = (r: Rule): boolean => r.subject === r.complement;
/** Same subject and complement, opposite sign: `X IS NOT Y` negates `X IS Y`. */
export const negates = (n: Rule, r: Rule): boolean =>
n.negated && !r.negated && n.subject === r.subject && n.complement === r.complement;
/** Rules in force with no text: the game's base rules (`[subject, property]`). */
export const BASE_RULES: readonly (readonly [string, string])[] = [[TEXT, "PUSH"]];
type Tiles = Map<string, Token[]>;
type Pos = readonly [number, number];
/** A word in a run, with the `NOT` in front of it if there is one. */
interface Word {
not?: Token;
token: Token;
}
/**
* Every rule the board spells, base rules first, negated rules included. A rule
* spelled by two different sets of text objects appears twice.
*/
export function parse(board: Board, lexicon: Lexicon): Rule[] {
const tiles = lex(board, lexicon);
const rules: Rule[] = BASE_RULES.map(([subject, property]) => ({
subject,
complement: property,
complementRole: "property",
negated: false,
text: [],
}));
for (const o of board.objects()) {
if (o.kind.type !== "text" || o.kind.word !== IS) continue;
for (const [dx, dy] of [
[1, 0],
[0, 1],
] as const) {
const ss = subjects(tiles, [o.x - dx, o.y - dy], [-dx, -dy]);
const cs = complements(tiles, [o.x + dx, o.y + dy], [dx, dy]);
for (const s of ss) {
for (const c of cs) {
rules.push({
subject: s.word,
complement: c.token.word,
complementRole: c.token.role,
negated: c.not !== undefined,
text: c.not ? [s.id, o.id, c.not.id, c.token.id] : [s.id, o.id, c.token.id],
});
}
}
}
}
return rules;
}
const wordsAt = (tiles: Tiles, [x, y]: Pos): Token[] => tiles.get(tileKey(x, y)) ?? [];
const holds = (tiles: Tiles, p: Pos, word: string): boolean => wordsAt(tiles, p).some((t) => t.word === word);
const ahead = ([x, y]: Pos, [dx, dy]: Pos): Pos => [x + dx, y + dy];
/**
* The run of subjects before an `IS`, walking backwards from `at`: the nouns at
* `at`, then, if the tile before them holds an AND, the run beyond it. A `NOT`
* before a noun ends the run without it (a negated subject is not in the grammar).
*/
function subjects(tiles: Tiles, at: Pos, step: Pos): Token[] {
const before = ahead(at, step);
if (holds(tiles, before, NOT)) return [];
const found = wordsAt(tiles, at).filter((t) => t.role === "noun");
if (found.length > 0 && holds(tiles, before, AND)) found.push(...subjects(tiles, ahead(before, step), step));
return found;
}
/**
* The run of complements after an `IS`, walking forwards from `at`: the nouns
* and properties at `at`, or, if `at` holds a `NOT`, those on the tile after it,
* negated; then, if the next tile holds an AND, the run beyond it.
*/
function complements(tiles: Tiles, at: Pos, step: Pos): Word[] {
const fits = (t: Token) => t.role === "noun" || t.role === "property";
const found: Word[] = [];
// Plain words here, and negated words one tile on: a stack may hold both.
const branches: [Token | undefined, Pos][] = [[undefined, at]];
for (const not of wordsAt(tiles, at).filter((t) => t.word === NOT)) branches.push([not, ahead(at, step)]);
for (const [not, p] of branches) {
const words = wordsAt(tiles, p)
.filter(fits)
.map((token) => ({ not, token }));
if (words.length === 0) continue;
found.push(...words);
const andAt = ahead(p, step);
if (holds(tiles, andAt, AND)) found.push(...complements(tiles, ahead(andAt, step), step));
}
return found;
}
@@ -0,0 +1,23 @@
// The resolution pass: from every rule the text spells to the rules in force.
//
// The parser reports what is written; this pass decides what wins, over the whole
// rule list at once, so it doesn't matter where on the board each rule is written:
//
// 1. Negation. `X IS NOT Y` cancels every `X IS Y`. The negated rule stays in
// force: it keeps overriding, and `X IS NOT X` is also the record that every X is
// to vanish (the turn removes them, Module 9).
// 2. Identity. A surviving `X IS X` cancels every conversion `X IS Y` (`Y` a noun):
// X can't become anything else. It doesn't stop other nouns becoming X. Because
// negation runs first, `X IS NOT X` cancels `X IS X` and conversions work again.
//
// Base rules are rules like any other, so `TEXT IS NOT PUSH` cancels `TEXT IS PUSH`.
import { isConversion, isIdentity, negates, type Rule } from "./parse";
/** The rules in force, in the order they were parsed. */
export function resolve(rules: readonly Rule[]): Rule[] {
const survivesNegation = rules.filter((r) => !rules.some((n) => negates(n, r)));
const locked = (subject: string) =>
survivesNegation.some((r) => !r.negated && isIdentity(r) && r.subject === subject);
return survivesNegation.filter((r) => r.negated || !isConversion(r) || isIdentity(r) || !locked(r.subject));
}
@@ -0,0 +1,96 @@
// The lexer: text objects become words with a grammatical role.
//
// The engine owns the grammar words (`IS`, `AND`, `NOT`) and the meta-noun `TEXT`.
// Every other word comes from content as data: the engine never names a noun.
// A noun also says which objects it names (`Selects`), so a meta-noun that names
// a whole group of objects can be data too.
import type { Board, Kind, ObjectId } from "./grid";
export type Role = "noun" | "property" | "operator";
/**
* Which objects a noun names when it is the subject of a rule:
* - `"named"` (the default): the things of its own name, `<NOUN>` names every object of kind `"<noun>"`;
* - `"text"`: every text object (the meta-noun `TEXT`);
* - `"things"`: every object that is not text, whatever its noun.
*/
export type Selects = "named" | "text" | "things";
/**
* One entry of the word list content provides: `{ "name": "<NOUN>", "role": "noun" }`,
* optionally with `"selects"` (default `"named"`).
*/
export interface WordDef {
name: string;
role: Role;
selects?: Selects;
}
export const IS = "IS";
export const AND = "AND";
export const NOT = "NOT";
/** The meta-noun for every text object. */
export const TEXT = "TEXT";
/** Every word the parser can read, with its role. */
export class Lexicon {
private readonly roles = new Map<string, Role>();
private readonly selects = new Map<string, Selects>();
/** The engine's own words plus `words`. Content can't redefine an engine word. */
constructor(words: readonly WordDef[]) {
for (const w of words) {
this.roles.set(w.name.toUpperCase(), w.role);
this.selects.set(w.name.toUpperCase(), w.selects ?? "named");
}
for (const op of [IS, AND, NOT]) this.roles.set(op, "operator");
this.roles.set(TEXT, "noun");
this.selects.set(TEXT, "text");
}
/** `undefined` for a word the lexicon doesn't know: such text spells nothing. */
role(word: string): Role | undefined {
return this.roles.get(word);
}
/** Does the noun `word`, as the subject of a rule, name an object of this kind? */
names(word: string, kind: Kind): boolean {
switch (this.selects.get(word) ?? "named") {
case "named":
return kind.type === "thing" && kind.noun === word;
case "text":
return kind.type === "text";
case "things":
return kind.type === "thing";
}
}
}
/** A piece of text the parser can read: which object, which word, which role. */
export interface Token {
id: ObjectId;
word: string;
role: Role;
}
/** Tile id for maps: `"x,y"`. */
export const tileKey = (x: number, y: number): string => `${x},${y}`;
/**
* The words on the board, by tile; a tile's words in object order (oldest first).
* Text whose word the lexicon doesn't know is left out.
*/
export function lex(board: Board, lexicon: Lexicon): Map<string, Token[]> {
const tiles = new Map<string, Token[]>();
for (const o of board.objects()) {
if (o.kind.type !== "text") continue;
const role = lexicon.role(o.kind.word);
if (role === undefined) continue;
const tile = tileKey(o.x, o.y);
const tokens = tiles.get(tile) ?? [];
tokens.push({ id: o.id, word: o.kind.word, role });
tiles.set(tile, tokens);
}
return tiles;
}
@@ -0,0 +1,227 @@
// 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.
//
// Module 3: nothing leaves play mid-Sequence. When the outermost Phase ends, the
// Death Creation Step removes the dead, and a Death Phase resolves their
// Deathrattles. That repeats until a step finds no new deaths.
//
// Module 4: a queued trigger may activate more than once. How many times is
// decided by one routine, `activations` in `aura.ts`, from aura data on cards.
// Nothing here knows which cards multiply which triggers.
//
// Module 5: a card's effects are data. Each one is interpreted (`effect.ts`) and
// its actions performed before the next effect of the same ability is read, so
// "Assemble a minion. Give all minions in your hand +2/+2." buffs the new minion.
import { assembleFromPool } from "./assemble";
import { activations, auraUpdateOther } from "./aura";
import type { Effect, PoolFilter, Trigger, TriggerOn } from "./card";
import { deathCreationStep } from "./death";
import { actions } from "./effect";
import type { Event } from "./event";
import type { EntityId, PlayerId, World } from "./world";
/** Something the engine can do. Card effects return these instead of changing the world. */
export type Action =
/** Deal `amount` to each target at once: all damage first, then the reactions. */
| { type: "damage"; targets: EntityId[]; amount: number }
| { type: "draw"; player: PlayerId }
| { type: "gainArmor"; player: PlayerId; amount: number }
| { type: "gainAttack"; id: EntityId; amount: number }
| { type: "cast"; card: string; player: PlayerId; target?: EntityId }
/** Mark each target pending destroy. They leave play in the next Death Creation Step. */
| { type: "destroy"; targets: EntityId[] }
/** Summon `card` for `player` at board index `at`, or at the right end if `at` is undefined. */
| { type: "summon"; card: string; player: PlayerId; at?: number }
/** Play a minion from its owner's hand: it enters the right end of the board, then its Battlecry resolves. */
| { type: "play"; id: EntityId }
/** Put an Assembled minion into `player`'s hand (see `assemble.ts`). */
| { type: "assemble"; player: PlayerId; filter: PoolFilter }
/** Give one entity +attack/+health. */
| { type: "buff"; id: EntityId; attack: number; health: number };
/** What an effect may look at when it runs. */
export class Ctx {
constructor(
readonly world: World,
/** The player the effect works for. */
readonly owner: PlayerId,
/** The minion whose trigger is resolving; undefined for a spell. */
readonly source?: EntityId,
/** The chosen target, if any. */
readonly target?: EntityId,
/**
* The source's board position. For a Deathrattle, the source has left play,
* and this is the position its Death Event remembered.
*/
readonly position?: number,
) {}
/** The minion whose trigger is resolving. */
minion(): EntityId {
if (this.source === undefined) throw new Error("only a triggered ability has a source");
return this.source;
}
enemyHero(): EntityId {
return this.world.hero(this.owner === 0 ? 1 : 0);
}
}
/** Run one Sequence: a player action and everything it causes. */
export function runSequence(world: World, action: Action): void {
perform(world, action);
// The outermost Phase has ended. Each Death Phase is itself an outermost
// Phase, so the end-of-Phase steps run again after it, until nothing dies.
let deaths = endOfOutermostPhase(world);
for (let round = 1; deaths.length > 0; round++) {
world.record({ type: "DeathPhase", round });
react(world, deaths);
deaths = endOfOutermostPhase(world);
}
}
/**
* The steps that run only when the outermost Phase ends; returns the Death Events.
* Hearthstone runs an Aura Update (Health/Attack) first. The course has no
* Health/Attack auras, so that step has nothing to do and is left out.
*/
function endOfOutermostPhase(world: World): Event[] {
const deaths = deathCreationStep(world);
// After the step: a minion that just died no longer contributes its auras
// to the Death Phase that resolves these deaths.
auraUpdateOther(world);
return deaths;
}
/** Summon `card` for `player` at board index `at` (or the right end). Summoning runs an Aura Update. */
export function summon(world: World, card: string, player: PlayerId, at?: number): EntityId {
const id = world.create(card, player, "board", at);
auraUpdateOther(world);
return id;
}
function perform(world: World, action: Action): void {
switch (action.type) {
case "damage": {
// Area damage: every Damage Event is created, in order of play, before any reaction.
const targets = [...action.targets].sort((a, b) => world.orderOfPlay(a)! - world.orderOfPlay(b)!);
const events: Event[] = [];
for (const target of targets) {
world.damage(target, action.amount);
events.push({ type: "Damaged", target, amount: action.amount });
}
react(world, events);
break;
}
case "draw":
world.draw(action.player);
break;
case "gainArmor":
world.gainArmor(action.player, action.amount);
break;
case "gainAttack":
world.gainAttack(action.id, action.amount);
break;
case "destroy":
for (const target of action.targets) world.markDestroyed(target);
break;
case "summon":
summon(world, action.card, action.player, action.at);
break;
case "play": {
if (world.zoneOf(action.id) !== "hand") throw new Error(`play: entity ${action.id} is not in a hand`);
// Playing is not summoning: no Aura Update here. The played minion's own
// auras join at the end of the outermost Phase.
world.moveTo(action.id, "board");
const played: Event = { type: "Played", id: action.id };
world.record(played);
react(world, [played]);
break;
}
case "cast": {
const spell = world.card(action.card);
if (spell.def.type !== "spell") throw new Error(`"${action.card}" is not a spell`);
world.record({ type: "SpellCast", card: action.card });
runEffects(world, spell.onCast, new Ctx(world, action.player, undefined, action.target));
break;
}
case "assemble":
assembleFromPool(world, action.player, action.filter);
break;
case "buff":
world.buff(action.id, action.attack, action.health);
break;
}
}
/**
* Interpret and perform an ability's effects in printed order. Each effect sees the
* world as the effects before it left it. Depth-first: each action, and every
* reaction it causes, finishes before the next.
*/
function runEffects(world: World, effects: Effect[], ctx: Ctx): void {
for (const effect of effects) {
for (const action of actions(effect, ctx)) perform(world, action);
}
}
/** A Phase: queue every trigger that responds to `events`, then resolve them one by one. */
function react(world: World, events: Event[]): void {
// Fill the Queue: for each event (already in order of play), each listener in order of play.
const queue: [EntityId, Trigger, Event][] = [];
for (const event of events) {
for (const listener of listeners(world, event)) {
for (const trigger of world.card(world.cardName(listener)).triggers) {
if (responds(world, trigger.on, listener, event)) queue.push([listener, trigger, event]);
}
}
}
// The Queue is now locked: nothing that happens below adds to it.
for (const [source, trigger, event] of queue) {
// The interceptor: the entry was queued once; the auras in force when it
// starts decide how many times it activates, back to back.
const times = activations(world, world.ownerOf(source), trigger.on);
for (let i = 0; i < times; i++) {
world.record({ type: "Triggered", source, on: trigger.on });
const position = event.type === "Destroyed" && event.id === source ? event.position : world.boardIndex(source);
runEffects(world, trigger.effects, new Ctx(world, world.ownerOf(source), source, undefined, position));
}
}
}
/**
* Who may respond to `event`, in order of play: every minion in play and, for a
* Death Event, the minion that died. It has left play, but its Deathrattle still answers.
*/
function listeners(world: World, event: Event): EntityId[] {
const inPlay = world.minionsInPlay();
if (event.type !== "Destroyed") return inPlay;
return [...inPlay, event.id].sort((a, b) => world.orderOfPlay(a)! - world.orderOfPlay(b)!);
}
/** Does a trigger listening for `on`, belonging to `listener`, respond to `event`? */
function responds(world: World, on: TriggerOn, listener: EntityId, event: Event): boolean {
if (event.type === "Destroyed") return on === "deathrattle" && event.id === listener;
if (event.type === "Played") return on === "battlecry" && event.id === listener;
if (event.type !== "Damaged") return false;
const isMinion = !world.isHero(event.target);
switch (on) {
case "selfDamaged":
return event.target === listener;
case "friendlyMinionDamaged":
return isMinion && world.ownerOf(event.target) === world.ownerOf(listener);
case "anyMinionDamaged":
return isMinion;
case "heroDamaged":
return !isMinion;
case "deathrattle":
case "battlecry":
case "endOfTurn":
return false;
}
}
@@ -0,0 +1,301 @@
// Entities, zones, order of play, stats and the event log: the game's state.
// The rules for resolving actions live in `queue.ts`.
import type { Aura, Card, CardDef, CardLibrary } from "./card";
import type { Event } from "./event";
/** A handle to an entity. Ids are never reused and stay valid when the entity changes zone. */
export type EntityId = number;
export type PlayerId = 0 | 1;
export type Zone = "deck" | "hand" | "board" | "graveyard";
/** Starting Health of each hero. */
export const HERO_HEALTH = 30;
interface Entity {
card: string;
owner: PlayerId;
zone: Zone;
/** Stamped each time the entity enters the board; undefined until it first does. */
orderOfPlay?: number;
attack: number;
/** Current Health. At 0 or below the entity is mortally wounded: still in play until the Death Creation Step. */
health: number;
/** Hit by a destroy effect: still in play until the Death Creation Step. */
pendingDestroy: boolean;
}
/** An aura in force: which player's minion has it. */
export interface ActiveAura {
owner: PlayerId;
aura: Aura;
}
/**
* Makes a player's choices: called with what is being chosen and the options, it
* returns one of the options. Hearthstone would ask the player or pick at random.
*/
export type Chooser = (kind: string, options: readonly string[]) => string;
/** One player's zones (each an ordered list of ids; the board is left to right), hero and Armor. */
type Side = Record<Zone, EntityId[]> & { hero: EntityId; armor: number };
export class World {
/** Indexed by EntityId. */
private readonly entities: Entity[] = [];
private readonly sides: [Side, Side];
private nextOrderOfPlay = 0;
private events: Event[] = [];
/** The auras in force as of the last Aura Update. Changes only there (see `aura.ts`). */
private auras: ActiveAura[] = [];
/** Until a chooser is set, take the first option. */
private chooser: Chooser = (_kind, options) => options[0];
/** A new game: both heroes are in play from the start, so they are the oldest entities. */
constructor(private readonly library: CardLibrary) {
const side = (owner: PlayerId): Side => {
const hero = this.entities.length;
this.entities.push({
card: "Hero",
owner,
zone: "board",
orderOfPlay: ++this.nextOrderOfPlay,
attack: 0,
health: HERO_HEALTH,
pendingDestroy: false,
});
// In play, but not on the board list: the board holds minions only.
return { deck: [], hand: [], board: [], graveyard: [], hero, armor: 0 };
};
this.sides = [side(0), side(1)];
}
/**
* Create an entity of `card` for `owner` in `zone`: at the end (the right end for the board),
* or at index `at` when given (clamped to the zone's length).
*/
create(card: string, owner: PlayerId, zone: Zone, at?: number): EntityId {
if (owner !== 0 && owner !== 1) throw new Error(`no player ${owner}`);
const { def } = this.library.get(card);
const id = this.entities.length;
this.entities.push({
card: def.name,
owner,
zone,
attack: def.attack ?? 0,
health: def.health ?? 0,
pendingDestroy: false,
});
this.enter(id, zone, at);
return id;
}
/** Move an entity to the end of `zone` on its owner's side, keeping its id. */
moveTo(id: EntityId, zone: Zone): void {
const { owner, zone: from } = this.entity(id);
const list = this.sides[owner][from];
list.splice(list.indexOf(id), 1);
this.enter(id, zone);
}
/** The single place an entity arrives in a zone. Entering the board starts a new order of play. */
private enter(id: EntityId, zone: Zone, at?: number): void {
const entity = this.entity(id);
const list = this.sides[entity.owner][zone];
list.splice(at === undefined ? list.length : Math.min(at, list.length), 0, id);
entity.zone = zone;
if (zone === "board") {
entity.orderOfPlay = ++this.nextOrderOfPlay;
this.record({ type: "Summoned", id });
}
}
private entity(id: EntityId): Entity {
const entity = this.entities[id];
if (!entity) throw new Error(`unknown entity id ${id}`);
return entity;
}
// ---- Queries ----
card(name: string): Card {
return this.library.get(name);
}
hasCard(name: string): boolean {
return this.library.has(name);
}
/** The cards an Assemble may offer, sorted by name. */
pool(): Card[] {
return this.library.pool();
}
zoneOf(id: EntityId): Zone {
return this.entity(id).zone;
}
cardName(id: EntityId): string {
return this.entity(id).card;
}
ownerOf(id: EntityId): PlayerId {
return this.entity(id).owner;
}
/** When the entity last entered the board (larger is later); undefined if it never has. */
orderOfPlay(id: EntityId): number | undefined {
return this.entity(id).orderOfPlay;
}
/** The ids in one player's zone, in zone order (left to right for the board). */
zone(owner: PlayerId, zone: Zone): readonly EntityId[] {
if (owner !== 0 && owner !== 1) throw new Error(`no player ${owner}`);
return this.sides[owner][zone];
}
hero(owner: PlayerId): EntityId {
if (owner !== 0 && owner !== 1) throw new Error(`no player ${owner}`);
return this.sides[owner].hero;
}
isHero(id: EntityId): boolean {
return this.sides.some((s) => s.hero === id);
}
/** Every minion on either board, oldest first (order of play). */
minionsInPlay(): EntityId[] {
return [...this.sides[0].board, ...this.sides[1].board].sort(
(a, b) => this.orderOfPlay(a)! - this.orderOfPlay(b)!,
);
}
attack(id: EntityId): number {
return this.entity(id).attack;
}
health(id: EntityId): number {
return this.entity(id).health;
}
/** The cost printed on the entity's card. */
cost(id: EntityId): number {
return this.card(this.cardName(id)).def.cost;
}
/** The minions in a player's hand, in hand order. */
minionsInHand(owner: PlayerId): EntityId[] {
return this.zone(owner, "hand").filter((id) => this.card(this.cardName(id)).def.type === "minion");
}
/** Mortally wounded (0 or less Health) or pending destroy: it leaves play at the next Death Creation Step. */
isDoomed(id: EntityId): boolean {
const entity = this.entity(id);
return entity.health <= 0 || entity.pendingDestroy;
}
/** Index of a minion on its owner's board, left to right; undefined if it is not on the board. */
boardIndex(id: EntityId): number | undefined {
const index = this.sides[this.ownerOf(id)].board.indexOf(id);
return index < 0 ? undefined : index;
}
armor(owner: PlayerId): number {
return this.sides[owner].armor;
}
activeAuras(): readonly ActiveAura[] {
return this.auras;
}
log(): readonly Event[] {
return this.events;
}
// ---- Changes: each one records its event ----
record(event: Event): void {
this.events.push(event);
}
/** Add a card to the library, or replace the card with the same name. */
register(def: CardDef): void {
this.library.register(def);
}
/** Add a card made by Assemble (see `assemble.ts`). */
registerAssembled(def: CardDef): void {
this.library.registerAssembled(def);
}
setChooser(chooser: Chooser): void {
this.chooser = chooser;
}
/** Ask the chooser to pick one of `options` (not empty). Throws if it answers something that isn't an option. */
choose(kind: string, options: readonly string[]): string {
const answer = this.chooser(kind, options);
if (!options.includes(answer)) {
throw new Error(`chooser answered "${answer}" for "${kind}"; the options were ${JSON.stringify(options)}`);
}
return answer;
}
/** Only an Aura Update calls this. */
setActiveAuras(auras: ActiveAura[]): void {
this.auras = auras;
}
clearLog(): void {
this.events = [];
}
damage(target: EntityId, amount: number): void {
this.entity(target).health -= amount;
this.record({ type: "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.
*/
draw(player: PlayerId): void {
const id = this.zone(player, "deck")[0];
if (id === undefined) {
this.record({ type: "Fatigue", player });
return;
}
this.moveTo(id, "hand");
this.record({ type: "Drew", player, id });
}
/** Mark for destruction. Nothing leaves play until the Death Creation Step. */
markDestroyed(id: EntityId): void {
this.entity(id).pendingDestroy = true;
}
/** Move a minion from play to its owner's graveyard, recording its Death Event. */
kill(id: EntityId, position: number): void {
this.entity(id).pendingDestroy = false;
this.moveTo(id, "graveyard");
this.record({ type: "Destroyed", id, position });
}
gainArmor(player: PlayerId, amount: number): void {
this.sides[player].armor += amount;
this.record({ type: "ArmorGained", player, amount });
}
buff(id: EntityId, attack: number, health: number): void {
const entity = this.entity(id);
entity.attack += attack;
entity.health += health;
this.record({ type: "StatsChanged", id, attack: entity.attack, health: entity.health });
}
gainAttack(id: EntityId, amount: number): void {
const entity = this.entity(id);
entity.attack += amount;
this.record({ type: "StatsChanged", id, attack: entity.attack, health: entity.health });
}
}
@@ -0,0 +1,158 @@
// Test harness: the thin adapter the course tests call. It translates each
// call into engine operations and holds no rules of its own.
import { cards, movement, words } from "./content";
import {
assemble,
CardLibrary,
puzzle,
registerAssembled,
runSequence,
summon,
triggerLabel,
World,
type CardDef,
type Chooser,
type Event,
type Half,
type Zone,
} from "./engine";
export { AssembleError } from "./engine";
export type { CardDef, Chooser, Half, Zone };
export type Id = number;
export type Player = 0 | 1;
/** The events the tests read from `log()` (see course/harness.md). */
export type GameEvent =
| { type: "Summoned"; id: Id }
| { type: "Damaged"; target: Id; amount: number }
| { type: "Triggered"; source: Id; trigger: string }
| { type: "Destroyed"; id: Id }
| { type: "DeathPhase"; round: number }
| { type: "Drew"; player: Player; id: Id }
| { type: "Fatigue"; player: Player }
| { type: "ArmorGained"; player: Player; amount: number }
| { type: "StatsChanged"; id: Id; attack: number; health: number }
| { type: "SpellCast"; card: string };
/** The course's view of an engine event; `undefined` for engine events the course log doesn't show. */
function toGameEvent(event: Event): GameEvent | undefined {
if (event.type === "Triggered") return { type: "Triggered", source: event.source, trigger: triggerLabel(event.on) };
if (event.type === "Destroyed") return { type: "Destroyed", id: event.id };
// A played minion's `Summoned` already shows it entering the board.
if (event.type === "Played") return undefined;
return { ...event };
}
export interface Game {
summon(card: string, player?: Player): Id; // to right end of board
addToHand(card: string, player?: Player): Id;
addToDeck(card: string, player?: Player): Id;
play(handId: Id): void; // Module 1 Expansion Drop; required from Module 4 (Battlecry)
zoneOf(id: Id): Zone;
board(player: Player): Id[]; // left to right
hand(player: Player): Id[];
orderOfPlay(id: Id): number;
nameOf(id: Id): string;
// Module 2
hero(player: Player): Id;
dealDamage(target: Id, amount: number): void; // one Sequence
cast(card: string, player?: Player, target?: Id): void;
health(id: Id): number;
attack(id: Id): number;
armor(player: Player): number;
log(): GameEvent[];
clearLog(): void;
// Module 3
destroy(target: Id): void; // marks pending destroy, one Sequence
// Module 5
registerCards(defs: CardDef[]): void; // add card definitions, replacing any with the same name
assemble(base: string, donor: string, half: Half): string; // registers "<base> (Assembled)"; throws AssembleError
cost(id: Id): number;
setChooser(choose: Chooser): void; // makes Assemble's choices: kind "base" | "donor" | "half"
}
export function newGame(opts?: { decks?: [string[], string[]] }): Game {
const world = new World(new CardLibrary(cards()));
opts?.decks?.forEach((deck, player) => {
for (const card of deck) world.create(card, player as Player, "deck");
});
return {
summon: (card, player = 0) => summon(world, card, player),
addToHand: (card, player = 0) => world.create(card, player, "hand"),
addToDeck: (card, player = 0) => world.create(card, player, "deck"),
// Play a card from hand, as one Sequence: it enters the right end of the board, then its Battlecry resolves.
play: (handId) => runSequence(world, { type: "play", id: handId }),
zoneOf: (id) => world.zoneOf(id),
board: (player) => [...world.zone(player, "board")],
hand: (player) => [...world.zone(player, "hand")],
orderOfPlay: (id) => {
const order = world.orderOfPlay(id);
if (order === undefined) throw new Error(`entity ${id} has not entered play`);
return order;
},
nameOf: (id) => world.cardName(id),
hero: (player) => world.hero(player),
dealDamage: (target, amount) => runSequence(world, { type: "damage", targets: [target], amount }),
cast: (card, player = 0, target) => runSequence(world, { type: "cast", card, player, target }),
health: (id) => world.health(id),
attack: (id) => world.attack(id),
armor: (player) => world.armor(player),
log: () => world.log().flatMap((event) => toGameEvent(event) ?? []),
clearLog: () => world.clearLog(),
destroy: (target) => runSequence(world, { type: "destroy", targets: [target] }),
registerCards: (defs) => defs.forEach((def) => world.register(def)),
assemble: (base, donor, half) =>
registerAssembled(world, assemble(world.card(base).def, world.card(donor).def, half)),
cost: (id) => world.cost(id),
setChooser: (choose) => world.setChooser(choose),
};
}
// ======== Part II: Baba Is You ========
export type { Dir, LevelDef, LevelObject } from "./engine/puzzle";
/** A Baba Is You level in play (Part II). */
export interface Baba {
// Module 6
place(kind: string, x: number, y: number): Id; // "baba" or "text:BABA"
rules(): string[]; // distinct, normalised ("BABA IS YOU", "BABA IS NOT YOU"), sorted; before resolution
// Module 7
activeRules(): string[]; // the same, after resolution (NOT, identity)
hasProperty(id: Id, prop: string): boolean;
// Module 8
move(dir: puzzle.Dir): void; // every YOU object one tile, with what it pushes; then reparse. Movement only.
posOf(id: Id): [number, number] | null; // null once destroyed
kindsAt(x: number, y: number): string[]; // kinds as placed ("baba", "text:ROCK"), sorted
}
/** Distinct rules as normalised strings, sorted. */
const normalised = (rules: readonly puzzle.Rule[]): string[] => [...new Set(rules.map(puzzle.ruleText))].sort();
/** A level from a level definition; its text is parsed straight away. */
export function newBaba(level: puzzle.LevelDef): Baba {
const lvl = new puzzle.Level(level, words(), movement());
return {
place: (kind, x, y) => lvl.place(kind, x, y),
rules: () => normalised(lvl.rules()),
activeRules: () => normalised(lvl.activeRules()),
hasProperty: (id, prop) => lvl.hasProperty(id, prop),
move: (dir) => lvl.moveYou(dir),
posOf: (id) => {
const o = lvl.board.find(id);
return o === undefined ? null : [o.x, o.y];
},
kindsAt: (x, y) =>
lvl.board
.at(x, y)
.map((o) => puzzle.Kind.format(o.kind))
.sort(),
};
}
@@ -0,0 +1,13 @@
{
"compilerOptions": {
"target": "ES2022",
"module": "ESNext",
"moduleResolution": "Bundler",
"strict": true,
"noEmit": true,
"skipLibCheck": true,
"esModuleInterop": true,
"resolveJsonModule": true
},
"include": ["src", "tests"]
}
@@ -0,0 +1,5 @@
import { defineConfig } from "vitest/config";
export default defineConfig({
test: { include: ["tests/**/*.test.ts"], passWithNoTests: true },
});