149 lines
4.9 KiB
Rust
149 lines
4.9 KiB
Rust
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// Copyright (C) 2025 Emilis Bliūdžius
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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use core::num::NonZeroU8;
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use crate::{
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diedto::DiedTo,
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error::GameError,
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game::night::{CurrentResult, Night, NightState, changes::NightChange},
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message::night::{ActionPrompt, ActionResult},
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};
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use super::Result;
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impl Night {
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#[allow(clippy::should_implement_trait)]
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pub fn next(&mut self) -> Result<()> {
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self.next_state_process_maple_starving()?;
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match &self.night_state {
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NightState::Active {
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current_prompt,
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current_result: CurrentResult::Result(ActionResult::Continue),
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current_changes,
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..
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} => {
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self.used_actions.push((
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current_prompt.clone(),
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ActionResult::Continue,
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current_changes.clone(),
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));
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}
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NightState::Active {
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current_prompt,
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current_result: CurrentResult::Result(ActionResult::GoBackToSleep),
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current_changes,
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..
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} => {
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self.used_actions.push((
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current_prompt.clone(),
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ActionResult::GoBackToSleep,
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current_changes.clone(),
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));
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}
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NightState::Active {
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current_result: CurrentResult::Result(_),
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..
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} => {
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// needs Continue, not Next
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return Err(GameError::AwaitingResponse);
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}
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NightState::Active {
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current_prompt,
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current_result: CurrentResult::GoBackToSleepAfterShown { result_with_data },
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current_changes,
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..
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} => {
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self.used_actions.push((
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current_prompt.clone(),
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result_with_data.clone(),
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current_changes.clone(),
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));
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}
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NightState::Active {
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current_prompt: _,
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current_result: CurrentResult::None,
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..
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} => return Err(GameError::AwaitingResponse),
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NightState::Complete => return Err(GameError::NightOver),
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}
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if let Some(prompt) = self.action_queue.pop_front() {
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if let ActionPrompt::Insomniac { character_id } = &prompt
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&& self.get_visits_for(character_id.character_id).is_empty()
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{
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// skip!
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self.used_actions.pop(); // it will be re-added
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return self.next();
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}
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self.night_state = NightState::Active {
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current_prompt: prompt,
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current_result: CurrentResult::None,
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current_changes: Vec::new(),
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current_page: 0,
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};
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} else {
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self.night_state = NightState::Complete;
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}
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Ok(())
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}
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fn next_state_process_maple_starving(&mut self) -> Result<()> {
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let (maple_id, target) = match self.current_prompt() {
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Some((
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ActionPrompt::MapleWolf {
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character_id,
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kill_or_die,
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marked,
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..
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},
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_,
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)) => {
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if *kill_or_die {
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(character_id.character_id, *marked)
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} else {
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return Ok(());
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}
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}
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Some(_) | None => return Ok(()),
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};
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let starve_change = if let Some(night) = NonZeroU8::new(self.night) {
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NightChange::Kill {
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target: maple_id,
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died_to: DiedTo::MapleWolfStarved { night },
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}
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} else {
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return Ok(());
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};
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let Some(target) = target else {
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return self.append_change(starve_change);
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};
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match self.died_to_tonight(target)? {
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Some(DiedTo::MapleWolf { source, .. }) => {
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if source != maple_id {
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self.append_change(starve_change)?;
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}
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}
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Some(_) | None => {
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self.append_change(starve_change)?;
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}
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}
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Ok(())
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}
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}
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