Add effect for Merchant
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83d5062a84
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@ -86,6 +86,7 @@ macro_rules! coin {
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pub enum CardType {
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Action(fn(&mut Game)),
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Curse,
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Reaction(fn(&mut Game)),
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Treasure(u32),
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Victory(u32),
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}
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95
src/main.rs
95
src/main.rs
@ -165,7 +165,13 @@ impl Default for GameSetup {
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}
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}
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#[derive(Clone)]
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enum Effect {
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OnCardPlayed(fn(&mut Game, &Card) -> bool),
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}
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pub struct Game {
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effects: Vec<Effect>,
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players: Vec<Player>,
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state: GameState,
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setup: GameSetup,
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@ -179,6 +185,7 @@ pub struct Game {
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impl Game {
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fn new(player: Player) -> Self {
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Self {
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effects: vec![],
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players: vec![player],
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state: GameState::Setup,
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setup: GameSetup::default(),
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@ -227,7 +234,12 @@ impl Game {
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Card {
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name: "Moat".into(),
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cost: 2,
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types: vec![CardType::Action(|game| draw!(game, 2))],
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types: vec![
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CardType::Action(|game| {
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draw!(game, 2);
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}),
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CardType::Reaction(|_| {}),
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],
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},
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10,
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),
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@ -249,6 +261,14 @@ impl Game {
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types: vec![CardType::Action(|game| {
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draw!(game, 1);
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action!(game, 1);
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game.add_effect(Effect::OnCardPlayed(|game, card| {
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if card.name.as_str() == "Silver" {
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coin!(game, 1);
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true
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} else {
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false
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}
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}));
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})],
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},
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10,
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@ -257,7 +277,7 @@ impl Game {
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Card {
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name: "Workshop".into(),
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cost: 3,
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types: vec![CardType::Action(|game| {})],
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types: vec![CardType::Action(|_| {})],
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},
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10,
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),
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@ -273,7 +293,7 @@ impl Game {
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Card {
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name: "Remodel".into(),
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cost: 4,
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types: vec![CardType::Action(|game| {})],
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types: vec![CardType::Action(|_| {})],
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},
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10,
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),
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@ -304,7 +324,7 @@ impl Game {
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Card {
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name: "Mine".into(),
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cost: 5,
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types: vec![CardType::Action(|game| {})],
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types: vec![CardType::Action(|_| {})],
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},
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10,
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),
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@ -330,6 +350,8 @@ impl Game {
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self.active_player += 1;
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self.active_player %= self.players.len();
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self.turn_state = TurnState::default();
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self.effects.clear();
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}
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// Check if the end game condition is reached and finish the game if so,
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@ -368,7 +390,32 @@ impl Game {
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.push(self.players[player_number].hand.remove(index));
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}
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pub fn play_card(&mut self, player_number: usize, index: usize) {
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pub fn can_play(&self, player_number: usize, index: usize) -> bool {
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let card = self.players[player_number].hand.get(index).unwrap();
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match card.action() {
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Some(_) => {
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if self.turn_state.actions > 0 {
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return true;
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}
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}
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None => (),
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}
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match card.treasure() {
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Some(_) => {
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return true;
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}
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None => (),
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}
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false
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}
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pub fn play_card(&mut self, player_number: usize, index: usize) -> bool {
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if !self.can_play(player_number, index) {
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return false;
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}
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let card = self.players[player_number].hand.remove(index);
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if let Some(coin) = card.treasure() {
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@ -381,7 +428,22 @@ impl Game {
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effect(self);
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}
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let mut effects = self.effects.clone();
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effects.retain(|effect| {
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match effect {
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Effect::OnCardPlayed(effect) => {
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if effect(self, &card) {
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return false;
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}
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}
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}
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true
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});
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self.effects = effects;
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self.players[player_number].played_cards.push(card);
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true
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}
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pub fn buy_card(&mut self, player_number: usize, index: usize) -> bool /*-> Result<(), &'static str>*/
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@ -409,6 +471,10 @@ impl Game {
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//Err("Not enough coin");
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false
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}
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fn add_effect(&mut self, effect: Effect) {
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self.effects.push(effect);
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}
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}
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#[derive(Clone, Default)]
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@ -683,14 +749,17 @@ async fn main() -> Result<(), std::io::Error> {
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let game = games.get_mut(&game_id).unwrap();
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let card_name = game.players[player_number].hand[index].name.clone();
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game.play_card(player_number, index);
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notify_players(
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&game,
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format!("{} spielt {}", game.players[player_number].name, card_name),
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)
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.await;
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broadcast_state(&game).await;
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if game.play_card(player_number, index) {
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notify_players(
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&game,
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format!(
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"{} spielt {}",
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game.players[player_number].name, card_name
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),
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)
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.await;
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broadcast_state(&game).await;
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}
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}
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ClientMessage::BuyCard { index } => {
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