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path: root/engine/action.go
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package engine

type BaseAction struct {
	User       *Player
	BaseSource IsCard
}

func (b *BaseAction) Actor() *Player {
	return b.User
}

func (b *BaseAction) Source() IsCard {
	return b.BaseSource
}

func (b *BaseAction) Then(g *Game) {
}

type Action interface {
	Actor() *Player
	Source() IsCard
	Then(g *Game)
}

func Interactions(a ...Action) map[InteractionID]Action {
	m := make(map[InteractionID]Action, len(a))
	for i, ac := range a {
		m[InteractionID(i)] = ac
	}
	return m
}

type DamageDecision bool

var (
	Aura DamageDecision = true
	Life DamageDecision = false
)

type DesignateDamage struct {
	Attacker   *Player
	Defender   *Player
	SourceCard *Card
}

func (d *DesignateDamage) Then(g *Game) {
}

type PlayCard struct {
	*BaseAction
}

func (u *PlayCard) Then(g *Game) {
	g.Actions = Interactions(&PlayCard{}, &UseVigor{})
}

type PlayAllOutCard struct {
	*BaseAction
}

func (p *PlayAllOutCard) Then(g *Game) {
	g.Actions = Interactions(&EndTurn{})
}

type ShuffleDeck struct {
	*BaseAction
}

func (s *ShuffleDeck) Then(g *Game) {
	g.Actions = Interactions(&DrawCard{})
}

type DrawCard struct {
	*BaseAction
}

func (d *DrawCard) Then(g *Game) {
	g.Actions = Interactions(&PlayCard{}, &PlayAllOutCard{}, &UseVigor{})
}

type UseVigor struct {
	*BaseAction
}

func (u *UseVigor) Then(g *Game) {
	g.Actions = Interactions(&PlayCard{}, &UseVigor{})
}

type EndTurn struct {
	*BaseAction
}

func (e *EndTurn) Then(g *Game) {
	g.NextTurn()
}