werewolves/werewolves-proto/src/game/night.rs

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use core::{num::NonZeroU8, ops::Not};
use std::collections::VecDeque;
use serde::{Deserialize, Serialize};
use werewolves_macros::Extract;
use super::Result;
use crate::{
diedto::DiedTo,
error::GameError,
game::{
DateTime, Village,
kill::{self, ChangesLookup},
},
message::night::{ActionPrompt, ActionResponse, ActionResult, ActionType},
player::{Character, CharacterId, Protection},
role::{PreviousGuardianAction, Role, RoleBlock, RoleTitle},
};
#[derive(Debug, Clone, Serialize, Deserialize, Extract)]
pub enum NightChange {
RoleChange(CharacterId, RoleTitle),
HunterTarget {
source: CharacterId,
target: CharacterId,
},
Kill {
target: CharacterId,
died_to: DiedTo,
},
RoleBlock {
source: CharacterId,
target: CharacterId,
block_type: RoleBlock,
},
Shapeshift {
source: CharacterId,
},
Protection {
target: CharacterId,
protection: Protection,
},
}
struct ResponseOutcome {
pub result: ActionResult,
pub change: Option<NightChange>,
pub unless: Option<Unless>,
}
enum Unless {
TargetBlocked(CharacterId),
TargetsBlocked(CharacterId, CharacterId),
}
impl From<Unless> for ActionResult {
fn from(value: Unless) -> Self {
match value {
Unless::TargetBlocked(_) | Unless::TargetsBlocked(_, _) => ActionResult::RoleBlocked,
}
}
}
#[derive(Debug, Clone, Serialize, Deserialize)]
#[allow(clippy::large_enum_variant)]
enum NightState {
Active {
current_prompt: ActionPrompt,
current_result: Option<ActionResult>,
},
Complete,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Night {
village: Village,
night: u8,
action_queue: VecDeque<ActionPrompt>,
used_actions: Vec<ActionPrompt>,
changes: Vec<NightChange>,
night_state: NightState,
}
impl Night {
pub fn new(village: Village) -> Result<Self> {
let night = match village.date_time() {
DateTime::Day { number: _ } => return Err(GameError::NotNight),
DateTime::Night { number } => number,
};
let mut action_queue = village
.characters()
.into_iter()
.map(|c| c.night_action_prompt(&village))
.collect::<Result<Box<[_]>>>()?
.into_iter()
.flatten()
.chain((night > 0).then(|| ActionPrompt::WolfPackKill {
living_villagers: village.living_villagers(),
}))
.collect::<Vec<_>>();
action_queue.sort_by(|left_prompt, right_prompt| {
left_prompt
.partial_cmp(right_prompt)
.unwrap_or(core::cmp::Ordering::Equal)
});
let mut action_queue = VecDeque::from(action_queue);
if night == 0 {
action_queue.push_front(ActionPrompt::WolvesIntro {
wolves: village
.living_wolf_pack_players()
.into_iter()
.map(|w| (w.identity(), w.role().title()))
.collect(),
});
}
// let current_prompt = action_queue.pop_front().ok_or(GameError::NoNightActions)?;
let night_state = NightState::Active {
current_prompt: ActionPrompt::CoverOfDarkness,
current_result: None,
};
let mut changes = Vec::new();
if let Some(night_nz) = NonZeroU8::new(night) {
// TODO: prob should be an end-of-night thing
changes = village
.dead_characters()
.into_iter()
.filter_map(|c| c.died_to().map(|d| (c, d)))
.filter_map(|(c, d)| match c.role() {
Role::Hunter { target } => target.clone().map(|t| (c, t, d)),
_ => None,
})
.filter_map(|(c, t, d)| match d.date_time() {
DateTime::Day { number } => (number.get() == night).then_some((c, t)),
DateTime::Night { number: _ } => None,
})
.map(|(c, target)| NightChange::Kill {
target,
died_to: DiedTo::Hunter {
killer: c.character_id().clone(),
night: night_nz,
},
})
.collect();
}
Ok(Self {
night,
changes,
village,
night_state,
action_queue,
used_actions: Vec::new(),
})
}
pub fn previous_state(&mut self) -> Result<()> {
let prev_act = self.used_actions.pop().ok_or(GameError::NoPreviousState)?;
log::info!("loading previous prompt: {prev_act:?}");
match &self.night_state {
NightState::Active {
current_prompt,
current_result: Some(current_result),
} => {
log::info!("removing current result: {current_result:?}");
self.night_state = NightState::Active {
current_prompt: current_prompt.clone(),
current_result: None,
};
}
NightState::Active {
current_prompt,
current_result: None,
} => {
log::info!("pushing current prompt to front of action queue: {current_prompt:?}");
self.action_queue.push_front(current_prompt.clone());
self.night_state = NightState::Active {
current_prompt: prev_act,
current_result: None,
}
}
NightState::Complete => {
self.night_state = NightState::Active {
current_prompt: prev_act,
current_result: None,
};
}
}
Ok(())
}
#[cfg(test)]
pub fn action_queue(&self) -> Box<[ActionPrompt]> {
self.action_queue.iter().cloned().collect()
}
pub fn collect_completed(&self) -> Result<Village> {
if !matches!(self.night_state, NightState::Complete) {
return Err(GameError::NotEndOfNight);
}
let mut new_village = self.village.clone();
let mut changes = ChangesLookup::new(&self.changes);
for change in self.changes.iter() {
match change {
NightChange::RoleChange(character_id, role_title) => new_village
.character_by_id_mut(character_id)
.unwrap()
.role_change(*role_title, DateTime::Night { number: self.night })?,
NightChange::HunterTarget { source, target } => {
if let Role::Hunter { target: t } =
new_village.character_by_id_mut(source).unwrap().role_mut()
{
t.replace(target.clone());
}
if changes.killed(source).is_some()
&& changes.protected(source).is_none()
&& changes.protected(target).is_none()
{
new_village
.character_by_id_mut(target)
.unwrap()
.kill(DiedTo::Hunter {
killer: source.clone(),
night: NonZeroU8::new(self.night).unwrap(),
})
}
}
NightChange::Kill { target, died_to } => {
if let Some(kill) = kill::resolve_kill(
&mut changes,
target,
died_to,
self.night,
&self.village,
)? {
kill.apply_to_village(&mut new_village)?;
}
}
NightChange::Shapeshift { source } => {
if let Some(target) = changes.wolf_pack_kill_target()
&& changes.protected(target).is_none()
{
let ss = new_village.character_by_id_mut(source).unwrap();
match ss.role_mut() {
Role::Shapeshifter { shifted_into } => {
*shifted_into = Some(target.clone())
}
_ => unreachable!(),
}
ss.kill(DiedTo::Shapeshift {
into: target.clone(),
night: NonZeroU8::new(self.night).unwrap(),
});
// role change pushed in [apply_shapeshift]
}
}
NightChange::RoleBlock {
source: _,
target: _,
block_type: _,
}
| NightChange::Protection {
target: _,
protection: _,
} => {}
}
}
if new_village.is_game_over().is_none() {
new_village.to_day()?;
}
Ok(new_village)
}
fn apply_shapeshift(&mut self, source: &CharacterId) -> Result<()> {
if let Some(kill_target) = self.changes.iter().find_map(|c| match c {
NightChange::Kill {
target,
died_to:
DiedTo::Wolfpack {
night: _,
killing_wolf: _,
},
} => Some(target.clone()),
_ => None,
}) {
if self.changes.iter().any(|c| match c {
NightChange::Protection {
target,
protection: _,
} => target == &kill_target,
_ => false,
}) {
// there is protection, so the kill doesn't happen -> no shapeshift
return Ok(());
}
if self.changes.iter_mut().any(|c| {
matches!(
c,
NightChange::Kill {
target: _,
died_to: DiedTo::Wolfpack {
night: _,
killing_wolf: _
}
}
)
}) {
self.changes.push(NightChange::Kill {
target: source.clone(),
died_to: DiedTo::Shapeshift {
into: kill_target.clone(),
night: NonZeroU8::new(self.night).unwrap(),
},
});
}
self.changes.push(NightChange::Shapeshift {
source: source.clone(),
});
self.action_queue.push_front(ActionPrompt::RoleChange {
new_role: RoleTitle::Werewolf,
character_id: self
.village
.character_by_id(&kill_target)
.ok_or(GameError::NoMatchingCharacterFound)?
.identity(),
});
}
// Remove any further shapeshift prompts from the queue
let mut new_queue = VecDeque::new();
while let Some(prompt) = self.action_queue.pop_back() {
match &prompt {
ActionPrompt::Shapeshifter { character_id: _ } => {}
_ => new_queue.push_front(prompt),
}
}
self.action_queue = new_queue;
Ok(())
}
pub fn received_response(&mut self, resp: ActionResponse) -> Result<ActionResult> {
if let NightState::Active {
current_prompt: ActionPrompt::CoverOfDarkness,
current_result: None,
} = &mut self.night_state
&& let ActionResponse::ClearCoverOfDarkness = &resp
{
self.night_state = NightState::Active {
current_prompt: ActionPrompt::CoverOfDarkness,
current_result: Some(ActionResult::Continue),
};
return Ok(ActionResult::Continue);
}
match self.received_response_with_role_blocks(resp)? {
(result, Some(change)) => {
match &mut self.night_state {
NightState::Active {
current_prompt: _,
current_result,
} => current_result.replace(result.clone()),
NightState::Complete => return Err(GameError::NightOver),
};
if let NightChange::Shapeshift { source } = &change {
// needs to be resolved _now_ so that the target can be woken
// for the role change with the wolves
self.apply_shapeshift(source)?;
return Ok(self
.action_queue
.iter()
.next()
.and_then(|a| a.is_wolfy().then_some(ActionResult::Continue))
.unwrap_or(ActionResult::GoBackToSleep));
}
self.changes.push(change);
Ok(result)
}
(result, None) => {
match &mut self.night_state {
NightState::Active {
current_prompt: _,
current_result,
} => {
current_result.replace(result.clone());
}
NightState::Complete => return Err(GameError::NightOver),
};
Ok(result)
}
}
}
fn received_response_consecutive_wolves_dont_sleep(
&self,
resp: ActionResponse,
) -> Result<ResponseOutcome> {
let current_wolfy = self.current_prompt().unwrap().is_wolfy();
let next_wolfy = self
.action_queue
.iter()
.next()
.map(|a| a.is_wolfy())
.unwrap_or_default();
match (
self.received_response_inner(resp)?,
current_wolfy,
next_wolfy,
) {
(
ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Shapeshift { source }),
unless,
},
true,
_,
) => Ok(ResponseOutcome {
result: ActionResult::Continue,
change: Some(NightChange::Shapeshift { source }),
unless,
}),
(
ResponseOutcome {
result: ActionResult::GoBackToSleep,
change,
unless,
},
true,
true,
) => Ok(ResponseOutcome {
result: ActionResult::Continue,
change,
unless,
}),
(outcome, _, _) => Ok(outcome),
}
}
fn received_response_with_role_blocks(
&self,
resp: ActionResponse,
) -> Result<(ActionResult, Option<NightChange>)> {
match self.received_response_consecutive_wolves_dont_sleep(resp)? {
ResponseOutcome {
result,
change,
unless: Some(Unless::TargetBlocked(unless_blocked)),
} => {
if self.changes.iter().any(|c| match c {
NightChange::RoleBlock {
source: _,
target,
block_type: _,
} => target == &unless_blocked,
_ => false,
}) {
Ok((ActionResult::RoleBlocked, None))
} else {
Ok((result, change))
}
}
ResponseOutcome {
result,
change,
unless: Some(Unless::TargetsBlocked(unless_blocked1, unless_blocked2)),
} => {
if self.changes.iter().any(|c| match c {
NightChange::RoleBlock {
source: _,
target,
block_type: _,
} => target == &unless_blocked1 || target == &unless_blocked2,
_ => false,
}) {
Ok((ActionResult::RoleBlocked, None))
} else {
Ok((result, change))
}
}
ResponseOutcome {
result,
change,
unless: None,
} => Ok((result, change)),
}
}
fn received_response_inner(&self, resp: ActionResponse) -> Result<ResponseOutcome> {
let current_prompt = match &self.night_state {
NightState::Active {
current_prompt: _,
current_result: Some(_),
} => return Err(GameError::NightNeedsNext),
NightState::Active {
current_prompt,
current_result: None,
} => current_prompt,
NightState::Complete => return Err(GameError::NightOver),
};
match (current_prompt, resp) {
(
ActionPrompt::RoleChange {
character_id: current_char,
new_role,
},
ActionResponse::RoleChangeAck,
) => Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::RoleChange(
current_char.character_id.clone(),
*new_role,
)),
unless: None,
}),
(ActionPrompt::WolvesIntro { wolves: _ }, ActionResponse::WolvesIntroAck) => {
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
})
}
(
ActionPrompt::WolfPackKill { living_villagers },
ActionResponse::WolfPackKillVote(target),
) => {
let night = match NonZeroU8::new(self.night) {
Some(night) => night,
None => {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
}
};
if !living_villagers.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: target.clone(),
died_to: DiedTo::Wolfpack {
night,
killing_wolf: self.village.killing_wolf_id(),
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Seer {
character_id: _,
living_players,
},
ActionResponse::Seer(target),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::Seer(
self.village
.character_by_id(&target)
.unwrap()
.role()
.alignment(),
),
change: None,
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Arcanist {
character_id: _,
living_players,
},
ActionResponse::Arcanist(target1, target2),
) => {
if !(living_players.iter().any(|p| p.character_id == target1)
&& living_players.iter().any(|p| p.character_id == target2))
{
return Err(GameError::InvalidTarget);
}
let target1_align = self
.village
.character_by_id(&target1)
.unwrap()
.role()
.alignment();
let target2_align = self
.village
.character_by_id(&target2)
.unwrap()
.role()
.alignment();
Ok(ResponseOutcome {
result: ActionResult::Arcanist {
same: target1_align == target2_align,
},
change: None,
unless: Some(Unless::TargetsBlocked(target1, target2)),
})
}
(
ActionPrompt::Gravedigger {
character_id: _,
dead_players,
},
ActionResponse::Gravedigger(target),
) => {
if !dead_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
let target_role = self.village.character_by_id(&target).unwrap().role();
Ok(ResponseOutcome {
result: ActionResult::GraveDigger(
matches!(
target_role,
Role::Shapeshifter {
shifted_into: Some(_)
}
)
.not()
.then(|| target_role.title()),
),
change: None,
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Hunter {
character_id: current_char,
current_target: _,
living_players,
},
ActionResponse::Hunter(target),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::HunterTarget {
target: target.clone(),
source: current_char.character_id.clone(),
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Militia {
character_id: current_char,
living_players,
},
ActionResponse::Militia(Some(target)),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
let night = if let Some(night) = NonZeroU8::new(self.night) {
night
} else {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
};
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: target.clone(),
died_to: DiedTo::Militia {
night,
killer: current_char.character_id.clone(),
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Militia {
character_id: _,
living_players: _,
},
ActionResponse::Militia(None),
) => Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
}),
(
ActionPrompt::MapleWolf {
character_id: current_char,
kill_or_die,
living_players,
},
ActionResponse::MapleWolf(Some(target)),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
let night = if let Some(night) = NonZeroU8::new(self.night) {
night
} else {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
};
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: target.clone(),
died_to: DiedTo::MapleWolf {
night,
source: current_char.character_id.clone(),
starves_if_fails: *kill_or_die,
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::MapleWolf {
character_id: current_char,
kill_or_die: true,
living_players: _,
},
ActionResponse::MapleWolf(None),
) => {
let night = if let Some(night) = NonZeroU8::new(self.night) {
night
} else {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
};
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: current_char.character_id.clone(),
died_to: DiedTo::MapleWolfStarved { night },
}),
unless: None,
})
}
(
ActionPrompt::MapleWolf {
character_id: _,
kill_or_die: false,
living_players: _,
},
ActionResponse::MapleWolf(None),
) => Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
}),
(
ActionPrompt::Guardian {
character_id: current_char,
previous: Some(previous),
living_players,
},
ActionResponse::Guardian(target),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
let guarding = match previous {
PreviousGuardianAction::Protect(prev_target) => {
prev_target.character_id == target
}
PreviousGuardianAction::Guard(prev_target) => {
if prev_target.character_id == target {
return Err(GameError::InvalidTarget);
} else {
false
}
}
};
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Protection {
target: target.clone(),
protection: Protection::Guardian {
source: current_char.character_id.clone(),
guarding,
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Guardian {
character_id: current_char,
previous: None,
living_players,
},
ActionResponse::Guardian(target),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Protection {
target: target.clone(),
protection: Protection::Guardian {
source: current_char.character_id.clone(),
guarding: false,
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::Shapeshifter {
character_id: current_char,
},
ActionResponse::Shapeshifter(true),
) => Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Shapeshift {
source: current_char.character_id.clone(),
}),
unless: None,
}),
(
ActionPrompt::AlphaWolf {
character_id: _,
living_villagers: _,
},
ActionResponse::AlphaWolf(None),
)
| (
ActionPrompt::Shapeshifter { character_id: _ },
ActionResponse::Shapeshifter(false),
) => Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
}),
(
ActionPrompt::AlphaWolf {
character_id: current_char,
living_villagers,
},
ActionResponse::AlphaWolf(Some(target)),
) => {
let night = match NonZeroU8::new(self.night) {
Some(night) => night,
None => {
return Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: None,
unless: None,
});
}
};
if !living_villagers.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Kill {
target: target.clone(),
died_to: DiedTo::AlphaWolf {
killer: current_char.character_id.clone(),
night,
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
(
ActionPrompt::DireWolf {
character_id: current_char,
living_players,
},
ActionResponse::Direwolf(target),
) => {
if !living_players.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::RoleBlock {
source: current_char.character_id.clone(),
target,
block_type: RoleBlock::Direwolf,
}),
unless: None,
})
}
(
ActionPrompt::Protector {
character_id: current_char,
targets,
},
ActionResponse::Protector(target),
) => {
if !targets.iter().any(|p| p.character_id == target) {
return Err(GameError::InvalidTarget);
}
Ok(ResponseOutcome {
result: ActionResult::GoBackToSleep,
change: Some(NightChange::Protection {
target: target.clone(),
protection: Protection::Protector {
source: current_char.character_id.clone(),
},
}),
unless: Some(Unless::TargetBlocked(target)),
})
}
// For other responses that are invalid -- this allows the match to error
// if a new prompt is added
(
ActionPrompt::WolfPackKill {
living_villagers: _,
},
_,
)
| (ActionPrompt::WolvesIntro { wolves: _ }, _)
| (ActionPrompt::CoverOfDarkness, _)
| (
ActionPrompt::RoleChange {
character_id: _,
new_role: _,
},
_,
)
| (
ActionPrompt::Seer {
character_id: _,
living_players: _,
},
_,
)
| (
ActionPrompt::Protector {
character_id: _,
targets: _,
},
_,
)
| (
ActionPrompt::Arcanist {
character_id: _,
living_players: _,
},
_,
)
| (
ActionPrompt::Gravedigger {
character_id: _,
dead_players: _,
},
_,
)
| (
ActionPrompt::Hunter {
character_id: _,
current_target: _,
living_players: _,
},
_,
)
| (
ActionPrompt::Militia {
character_id: _,
living_players: _,
},
_,
)
| (
ActionPrompt::MapleWolf {
character_id: _,
kill_or_die: _,
living_players: _,
},
_,
)
| (
ActionPrompt::Guardian {
character_id: _,
previous: _,
living_players: _,
},
_,
)
| (ActionPrompt::Shapeshifter { character_id: _ }, _)
| (
ActionPrompt::AlphaWolf {
character_id: _,
living_villagers: _,
},
_,
)
| (
ActionPrompt::DireWolf {
character_id: _,
living_players: _,
},
_,
) => Err(GameError::InvalidMessageForGameState),
}
}
pub const fn village(&self) -> &Village {
&self.village
}
pub const fn current_result(&self) -> Option<&ActionResult> {
match &self.night_state {
NightState::Active {
current_prompt: _,
current_result,
} => current_result.as_ref(),
NightState::Complete => None,
}
}
pub const fn current_prompt(&self) -> Option<&ActionPrompt> {
match &self.night_state {
NightState::Active {
current_prompt,
current_result: _,
} => Some(current_prompt),
NightState::Complete => None,
}
}
pub const fn current_character_id(&self) -> Option<&CharacterId> {
match &self.night_state {
NightState::Active {
current_prompt,
current_result: _,
} => match current_prompt {
ActionPrompt::RoleChange {
character_id,
new_role: _,
}
| ActionPrompt::Seer {
character_id,
living_players: _,
}
| ActionPrompt::Protector {
character_id,
targets: _,
}
| ActionPrompt::Arcanist {
character_id,
living_players: _,
}
| ActionPrompt::Gravedigger {
character_id,
dead_players: _,
}
| ActionPrompt::Hunter {
character_id,
current_target: _,
living_players: _,
}
| ActionPrompt::Militia {
character_id,
living_players: _,
}
| ActionPrompt::MapleWolf {
character_id,
kill_or_die: _,
living_players: _,
}
| ActionPrompt::Guardian {
character_id,
previous: _,
living_players: _,
}
| ActionPrompt::Shapeshifter { character_id }
| ActionPrompt::AlphaWolf {
character_id,
living_villagers: _,
}
| ActionPrompt::DireWolf {
character_id,
living_players: _,
} => Some(&character_id.character_id),
ActionPrompt::WolvesIntro { wolves: _ }
| ActionPrompt::WolfPackKill {
living_villagers: _,
}
| ActionPrompt::CoverOfDarkness => None,
},
NightState::Complete => None,
}
}
pub fn current_character(&self) -> Option<&Character> {
self.current_character_id()
.and_then(|id| self.village.character_by_id(id))
}
pub const fn complete(&self) -> bool {
matches!(self.night_state, NightState::Complete)
}
pub fn next(&mut self) -> Result<()> {
match &self.night_state {
NightState::Active {
current_prompt: _,
current_result: Some(_),
} => {}
NightState::Active {
current_prompt: _,
current_result: None,
} => return Err(GameError::AwaitingResponse),
NightState::Complete => return Err(GameError::NightOver),
}
if let Some(prompt) = self.action_queue.pop_front() {
self.used_actions.push(prompt.clone());
self.night_state = NightState::Active {
current_prompt: prompt,
current_result: None,
};
} else {
self.night_state = NightState::Complete;
}
Ok(())
}
pub const fn changes(&self) -> &[NightChange] {
self.changes.as_slice()
}
}