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path: root/go/game/trigger.go
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package game

import (
	"slices"

	"muhq.space/muhqs-game/go/log"
	"muhq.space/muhqs-game/go/utils"
)

type Trigger interface {
	Source() any
	String() string
	Card() *Card
	trigger(*LocalState, Event) ([]*TriggeredAction, bool)
}

type triggerBase struct {
	source      any
	condition   func(*LocalState, Event) (bool, bool)
	resolveFunc func(*LocalState, Event) ActionResolveFunc
	costFunc    ActionCostFunc
	desc        string
}

func (t *triggerBase) Source() any    { return t.source }
func (t *triggerBase) String() string { return t.desc }
func (t *triggerBase) Card() *Card {
	switch t := t.source.(type) {
	case *Card:
		return t
	case Permanent:
		return t.Card()
	default:
		log.Panicf("Unhandled source type %v", t)
		return nil
	}
}

func (t *triggerBase) trigger(s *LocalState, e Event) ([]*TriggeredAction, bool) {
	triggered, remove := t.condition(s, e)
	if !triggered {
		return nil, remove
	}

	return []*TriggeredAction{newTriggeredAction(e, t, t.resolveFunc(s, e), t.costFunc)}, remove
}

func newUpkeepTrigger(
	src any,
	remove func(*LocalState, Event) bool,
	cond func(*LocalState, Event) bool,
	resolveFunc func(*LocalState, Event) ActionResolveFunc,
	desc string,
) Trigger {
	t := triggerBase{source: src, resolveFunc: resolveFunc, desc: desc}
	t.condition = func(s *LocalState, event Event) (bool, bool) {
		triggered := event.eventType == EventTypes.PhaseChange && s.activePhase == Phases.UpkeepPhase && cond(s, event)
		removed := remove(s, event)
		return triggered, removed
	}
	return &t
}

func newTargetedTrigger(p Permanent, singleshot bool, resolveFunc func(*LocalState, Event) ActionResolveFunc, desc string) Trigger {
	t := triggerBase{source: p, resolveFunc: resolveFunc, desc: desc}
	t.condition = func(_ *LocalState, event Event) (bool, bool) {
		c := event.eventType == EventTypes.Target &&
			slices.Contains(event.affected, p.(any))
		remove := singleshot && c
		return c, remove
	}
	return &t
}

func newDiscardTrigger(p Permanent, singleshot, singleturn bool, resolveFunc func(*LocalState, Event) ActionResolveFunc, cond func(Event) bool, desc string) Trigger {
	t := triggerBase{source: p, resolveFunc: resolveFunc, desc: desc}
	t.condition = func(_ *LocalState, event Event) (bool, bool) {
		if event.eventType == EventTypes.Eot && singleturn {
			return false, true
		}

		if event.eventType != EventTypes.Discard {
			return false, false
		}

		c := cond(event)
		remove := singleshot && c
		return c, remove
	}
	return &t
}

func newOwnDiscardTrigger(p Permanent, singleshot, singleturn bool, resolveFunc func(*LocalState, Event) ActionResolveFunc, desc string) Trigger {
	return newDiscardTrigger(p, singleshot, singleturn, resolveFunc, func(e Event) bool {
		return e.sources[0] == p.Controller()
	}, desc)
}

func newDeathTrigger(p Permanent, singleshot bool, resolveFunc func(*LocalState, Event) ActionResolveFunc, permCond func(Permanent) bool, desc string) Trigger {
	t := triggerBase{source: p, resolveFunc: resolveFunc, desc: desc}
	t.condition = func(_ *LocalState, event Event) (bool, bool) {
		if event.eventType != EventTypes.Sacrifice && event.eventType != EventTypes.Destruction {
			return false, false
		}
		destroyedPerm := event.affected[0].(Permanent)

		c := permCond(destroyedPerm)
		remove := singleshot && c
		return c, remove
	}
	return &t
}

func newOwnDeathTrigger(p Permanent, resolveFunc func(*LocalState, Event) ActionResolveFunc, desc string) Trigger {
	return newDeathTrigger(p, true, resolveFunc, func(destroyedPerm Permanent) bool {
		return p == destroyedPerm
	}, desc)
}

func newEnemyDeathTrigger(p Permanent, resolveFunc func(*LocalState, Event) ActionResolveFunc, desc string) Trigger {
	return newDeathTrigger(p, true, resolveFunc, func(destroyedPerm Permanent) bool {
		return p.Controller().IsEnemy(destroyedPerm.Controller())
	}, desc)
}

func newDamageDealtTrigger(source any, singleshot bool, cond func(Event) bool, resolveFunc func(*LocalState, Event) ActionResolveFunc, desc string) Trigger {
	t := triggerBase{source: source, resolveFunc: resolveFunc, desc: desc}
	t.condition = func(_ *LocalState, event Event) (bool, bool) {
		if event.eventType != EventTypes.DamageDealt {
			return false, false
		}

		return cond(event), singleshot
	}
	return &t
}

func newDamageDealtByTrigger(source any, singleshot bool, resolveFunc func(*LocalState, Event) ActionResolveFunc, desc string) Trigger {
	return newDamageDealtTrigger(source, singleshot,
		func(e Event) bool { return slices.Contains(e.sources, source) },
		resolveFunc, desc)
}

func newDamageDealtToTrigger(p Permanent, singleshot bool, resolveFunc func(*LocalState, Event) ActionResolveFunc, desc string) Trigger {
	return newDamageDealtTrigger(p, singleshot,
		func(e Event) bool { return slices.Contains(e.affected, p.(any)) },
		resolveFunc, desc)
}

func (s *LocalState) addTrigger(trigger Trigger) {
	s.triggers = append(s.triggers, trigger)
}

func (s *LocalState) removeTriggers(triggers []Trigger) {
	for _, t := range triggers {
		s.triggers = utils.RemoveFromUnorderedSlice(s.triggers, t)
	}
}

func (s *LocalState) removeTrigger(trigger Trigger) {
	s.removeTriggers([]Trigger{trigger})
}

func (s *LocalState) handleTriggers() {
	var actions []*TriggeredAction
	var triggersToRemove []Trigger

	for _, e := range s.events {
		for _, t := range s.triggers {
			a, remove := t.trigger(s, e)
			if a != nil {
				actions = append(actions, a...)
			}
			if remove {
				triggersToRemove = append(triggersToRemove, t)
			}
		}
	}

	// Reset occured events
	s.events = nil

	s.removeTriggers(triggersToRemove)

	if len(actions) > 0 {
		orderedActions := s.orderTriggeredActions(actions)
		for _, a := range orderedActions {
			s.declareAction(a)
		}
	}
}