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package game
type areaEffect interface {
onEntering(Permanent)
onLeaving(Permanent)
}
type dynamicAreaEffect struct {
_onEntering func(Permanent)
_onLeaving func(Permanent)
}
func newDynamicAreaEffect(enter func(Permanent), leave func(Permanent)) *dynamicAreaEffect {
return &dynamicAreaEffect{enter, leave}
}
func (e *dynamicAreaEffect) onEntering(p Permanent) {
if e._onEntering != nil {
e._onEntering(p)
}
}
func (e *dynamicAreaEffect) onLeaving(p Permanent) {
if e._onLeaving != nil {
e._onLeaving(p)
}
}
func newCombinedAreaEffect(aoes []areaEffect) *dynamicAreaEffect {
return &dynamicAreaEffect{
_onEntering: func(p Permanent) {
for _, aoe := range aoes {
aoe.onEntering(p)
}
},
_onLeaving: func(p Permanent) {
for _, aoe := range aoes {
aoe.onLeaving(p)
}
},
}
}
func newGrantFullActionEffect(cardPath string, f ActionFuncPrototype, desc, tag string,
) *dynamicAreaEffect {
onEntering := func(p Permanent) {
if cardPath != "*" && p.Card().Path() != cardPath {
return
}
u := p.(*Unit)
fa := newFullAction(u, f, desc)
fa.tag = tag
u.FullActions = append(u.FullActions, fa)
}
onLeaving := func(p Permanent) {
if cardPath != "*" && p.Card().Path() != cardPath {
return
}
u := p.(*Unit)
u.removeFullAction(tag)
}
return newDynamicAreaEffect(onEntering, onLeaving)
}
func newAdjustmentAreaEffect(adjust func(Permanent, int), delta int) *dynamicAreaEffect {
onEntering := func(p Permanent) {
u := p.(*Unit)
e := newAdjustmentEffect(adjust, u, delta)
e.apply(u.controller.gameState)
}
onLeaving := func(p Permanent) {
u := p.(*Unit)
e := newAdjustmentEffect(adjust, u, delta)
e.end(u.controller.gameState)
}
return newDynamicAreaEffect(onEntering, onLeaving)
}
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