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package game
import (
"fmt"
"muhq.space/muhqs-game/go/log"
"muhq.space/muhqs-game/go/utils"
)
type eventType int
const (
destruction eventType = iota
eot
sacrifice
play
target
etb
damageDealt
shuffle
declaredAction
resolvedAction
discard
phaseChange
)
var EventTypes = struct {
Destruction eventType
Eot eventType
Sacrifice eventType
Play eventType
Target eventType
Etb eventType
DamageDealt eventType
Shuffle eventType
DeclaredAction eventType
ResolvedAction eventType
Discard eventType
PhaseChange eventType
}{
Destruction: destruction,
Eot: eot,
Sacrifice: sacrifice,
Play: play,
Target: target,
Etb: etb,
DamageDealt: damageDealt,
Shuffle: shuffle,
DeclaredAction: declaredAction,
ResolvedAction: resolvedAction,
Discard: discard,
PhaseChange: phaseChange,
}
func (e eventType) String() string {
switch e {
case destruction:
return "destruction"
case eot:
return "eot"
case sacrifice:
return "sacrifice"
case play:
return "play"
case target:
return "target"
case etb:
return "etb"
case damageDealt:
return "damageDealt"
case shuffle:
return "shuffle"
case declaredAction:
return "declaredAction"
case resolvedAction:
return "resolvedAction"
case discard:
return "discard"
case phaseChange:
return "phaseChange"
}
log.Panicf("Unknown eventType: %d", e)
return ""
}
type Event struct {
eventType eventType
sources []any
affected []any
}
func (e Event) String() string {
if e.eventType == phaseChange {
return fmt.Sprintf("%s", e.sources[0])
}
if len(e.sources) == 0 {
return e.eventType.String()
}
return fmt.Sprintf("%v:%v", e.sources, e.eventType)
}
func newEotEvent() Event {
return Event{eventType: eot}
}
func newTargetEvent(source any, targets *Targets) Event {
affected := make([]any, 0, len(targets.ts))
for _, t := range targets.ts {
affected = append(affected, t.sel...)
}
return Event{eventType: target, sources: []any{source}, affected: affected}
}
func newShuffleEvent(p *Player, affected []PileOfCards) Event {
return Event{
eventType: shuffle,
sources: []any{p},
affected: utils.TypedSliceToInterfaceSlice(affected),
}
}
func newDeclaredActionEvent(action Action) Event {
return Event{eventType: declaredAction, sources: []any{action}}
}
func newResolvedActionEvent(action Action, err error) Event {
return Event{
eventType: resolvedAction,
affected: []any{action, err},
}
}
func newPhaseChangeEvent(old, next PhaseType) Event {
return Event{eventType: phaseChange, sources: []any{old}, affected: []any{next}}
}
func (s *LocalState) fireEvent(e Event) {
log.Game(e)
s.events = append(s.events, e)
}
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