//! 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::{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, attack: i32, /// Current Health. It can drop to 0 or below: Module 2 has no death step. health: i32, } /// One player's zones. Each is an ordered list of ids (the board is left to right). #[derive(Debug, Default)] struct Side { deck: Vec, hand: Vec, board: Vec, graveyard: Vec, hero: EntityId, armor: i32, } impl Side { fn zone(&self, zone: Zone) -> &Vec { 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 { match zone { Zone::Deck => &mut self.deck, Zone::Hand => &mut self.hand, Zone::Board => &mut self.board, Zone::Graveyard => &mut self.graveyard, } } } pub struct World { library: CardLibrary, /// Indexed by `EntityId`. entities: Vec, sides: [Side; 2], next_order_of_play: u32, log: Vec, } 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, entities: Vec::new(), sides: Default::default(), next_order_of_play: 0, log: 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, }); // 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 { assert!(owner < 2, "no player {owner}"); let def = self.library.get(card); let entity = Entity { card: def.name.clone(), owner, zone, order_of_play: None, attack: def.attack, health: def.health, }; let id = self.entities.len() as EntityId; self.entities.push(entity); self.enter(id, zone); 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); } /// 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) { let owner = self.entity(id).owner; self.sides[owner as usize].zone_mut(zone).push(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) -> &CardDef { self.library.get(name) } pub fn zone_of(&self, id: EntityId) -> Zone { self.entity(id).zone } pub fn card_name(&self, id: EntityId) -> &str { &self.entity(id).card } pub fn owner_of(&self, id: EntityId) -> PlayerId { self.entity(id).owner } /// When the entity last entered the board (larger is later); `None` if it never has. pub fn order_of_play(&self, id: EntityId) -> Option { 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 { let mut ids: Vec = self.sides.iter().flat_map(|s| s.board.clone()).collect(); ids.sort_by_key(|&id| self.order_of_play(id)); ids } pub fn attack(&self, id: EntityId) -> i32 { self.entity(id).attack } pub fn health(&self, id: EntityId) -> i32 { self.entity(id).health } pub fn armor(&self, owner: PlayerId) -> i32 { self.sides[owner as usize].armor } pub fn log(&self) -> &[Event] { &self.log } // ---- Changes: each one records its event ---------------------------- pub fn record(&mut self, event: Event) { self.log.push(event); } pub fn clear_log(&mut self) { self.log.clear(); } pub fn damage(&mut self, target: EntityId, amount: i32) { self.entity_mut(target).health -= amount; self.record(Event::Damaged { target, amount }); } /// Draw the top card of `player`'s deck (the first in the list). An empty deck /// records `Fatigue` and changes nothing else. pub fn draw(&mut self, player: PlayerId) { match self.zone(player, Zone::Deck).first() { Some(&id) => { self.move_to(id, Zone::Hand); self.record(Event::Drew { player, id }); } None => self.record(Event::Fatigue { player }), } } pub fn gain_armor(&mut self, player: PlayerId, amount: i32) { self.sides[player as usize].armor += amount; self.record(Event::ArmorGained { player, amount }); } pub fn gain_attack(&mut self, id: EntityId, amount: i32) { let entity = self.entity_mut(id); entity.attack += amount; let (attack, health) = (entity.attack, entity.health); self.record(Event::StatsChanged { id, attack, health }); } }