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package game
import (
"fmt"
"log"
"golang.org/x/exp/slices"
"muhq.space/muhqs-game/go/utils"
)
type eventType int
const (
destruction eventType = iota
eot
sacrifice
play
target
etb
damageDealt
)
var EventTypes = struct {
Destruction eventType
Eot eventType
Sacrifice eventType
Play eventType
Target eventType
Etb eventType
DamageDealt eventType
}{
Destruction: destruction,
Eot: eot,
Sacrifice: sacrifice,
Play: play,
Target: target,
Etb: etb,
DamageDealt: damageDealt,
}
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"
}
log.Panicf("Unknown evenType: %d", e)
return ""
}
type Event struct {
eventType eventType
sources []any
affected []any
}
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}
}
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 (s *LocalState) fireEvent(e Event) {
log.Println("fire event:", e)
s.events = append(s.events, e)
}
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 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 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)
}
}
}
|