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package game
type effect interface {
apply(*LocalState)
end(*LocalState)
}
type dynamicEffect struct {
_apply func(*LocalState)
_end func(*LocalState)
}
func (e *dynamicEffect) apply(s *LocalState) {
e._apply(s)
}
func (e *dynamicEffect) end(s *LocalState) {
e._end(s)
}
func newAdjustmentEffect(adjust func(Permanent, int), u *Unit, delta int) effect {
apply := func(*LocalState) { adjust(u, delta) }
end := func(*LocalState) { adjust(u, -delta) }
return &dynamicEffect{apply, end}
}
func newMeleeModificationEffect(u *Unit, delta int) effect {
return newAdjustmentEffect(adjustMelee, u, delta)
}
func newAttackModificationEffect(u *Unit, delta int) effect {
return newAdjustmentEffect(adjustAttack, u, delta)
}
func newMovementModificationEffect(u *Unit, delta int) effect {
return newAdjustmentEffect(adjustMovement, u, delta)
}
func newHealthModificationEffect(u *Unit, delta int) effect {
return newAdjustmentEffect(adjustHealth, u, delta)
}
func newTmpEffect(p Permanent, effect string) effect {
apply := func(*LocalState) { p.addTmpEffect(effect) }
end := func(*LocalState) { p.removeTmpEffect(effect) }
return &dynamicEffect{apply, end}
}
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