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 Winther
2026-10-29 04:05:42 +01:00
co-authored by Claude Opus 5.5
parent d993457772
commit bd80cefbef
64 changed files with 6933 additions and 0 deletions
@@ -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;