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package game
import (
"fmt"
"log"
)
type eventType int
const (
destruction eventType = iota
eot
sacrifice
play
)
var EventTypes = struct {
Destruction eventType
Eot eventType
Sacrifice eventType
Play eventType
}{
Destruction: destruction,
Eot: eot,
Play: play,
}
func (e eventType) String() string {
switch e {
case destruction:
return "destruction"
case eot:
return "eot"
case sacrifice:
return "sacrifice"
case play:
return "play"
}
log.Panicf("Unknown evenType", e)
return ""
}
type Event struct {
eventType eventType
sources []interface{}
}
func (e Event) String() string {
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}
}
type Trigger interface {
Card() *Card
String() string
trigger(*State, Event) ([]*TriggeredAction, bool)
}
type triggerBase struct {
card *Card
condition func(*State, Event) (bool, bool)
resolveFunc ActionResolveFunc
costFunc ActionCostFunc
desc string
}
func (t *triggerBase) Card() *Card {
return t.card
}
func (t *triggerBase) String() string {
return t.desc
}
func (t *triggerBase) trigger(s *State, e Event) ([]*TriggeredAction, bool) {
triggered, remove := t.condition(s, e)
if !triggered {
return nil, remove
}
return []*TriggeredAction{newTriggeredAction(e, t, t.resolveFunc, t.costFunc)}, remove
}
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