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path: root/engine/action.go
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package engine

type BaseAction struct {
	User        *Player
	BaseSource  IsCard
	Description string
}

func (b *BaseAction) Actor(g *Game) *Player {
	u := b.User
	if u == nil {
		u = g.CurrentPlayer
	}
	return u
}

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

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

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

func Interactions(a ...Action) []Action {
	return a
}

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 ShuffleDeck struct {
	*BaseAction
}

func (s *ShuffleDeck) Then(g *Game) {
	g.Actions = Interactions(&DrawCard{
		BaseAction: &BaseAction{
			Description: "Draw a card (or lose 1 life)",
		},
	})
}

func ShuffleDeckAction(g *Game) Action {
	return &ShuffleDeck{
		BaseAction: &BaseAction{
			Description: "Pay 1 life to shuffle your deck",
		},
	}
}

type DrawCard struct {
	*BaseAction
}

func (d *DrawCard) Then(g *Game) {
	if len(g.CurrentPlayer.DrawPile) < 1 {
		g.CurrentPlayer.Life.Subtract(1)
	} else {
		c := g.Yin.DrawPile.Pop()
		g.CurrentPlayer.Hand = append(g.CurrentPlayer.Hand, c.Base())
	}
	g.Actions = append(VigorActions(g, g.CurrentPlayer), EndTurnAction(g))
}

func DrawCardAction(g *Game) Action {
	return &DrawCard{
		BaseAction: &BaseAction{
			Description: "Draw a card from your draw pile",
		},
	}
}

type EndTurn struct {
	*BaseAction
}

func EndTurnAction(g *Game) Action {
	return &EndTurn{
		BaseAction: &BaseAction{
			User:        g.CurrentPlayer,
			BaseSource:  nil,
			Description: "End your turn",
		},
	}
}

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