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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) Actor() *Player {
return d.Defender
}
func (d *DesignateDamage) Instigator() *Player {
return d.Attacker
}
func (d *DesignateDamage) Then(g *Game) {
}
func (d *DesignateDamage) Source() IsCard {
return d.SourceCard
}
type PlayCard struct {
*BaseAction
}
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