pub mod changes; mod process; use core::num::NonZeroU8; use std::collections::VecDeque; use serde::{Deserialize, Serialize}; use werewolves_macros::Extract; use super::Result; use crate::{ character::{Character, CharacterId}, diedto::DiedTo, error::GameError, game::{ GameTime, Village, kill::{self}, night::changes::{ChangesLookup, NightChange}, story::NightChoice, }, message::night::{ActionPrompt, ActionResponse, ActionResult, Visits}, player::Protection, role::{PYREMASTER_VILLAGER_KILLS_TO_DIE, RoleBlock, RoleTitle}, }; enum BlockResolvedOutcome { PromptUpdate(ActionPrompt), ActionComplete(ActionResult, Option), } enum ResponseOutcome { PromptUpdate(ActionPrompt), ActionComplete(ActionComplete), } struct ActionComplete { pub result: ActionResult, pub change: Option, } impl From for ResponseOutcome { fn from(value: ActionComplete) -> Self { ResponseOutcome::ActionComplete(value) } } impl ActionPrompt { fn unless(&self) -> Option { match &self { ActionPrompt::Insomniac { .. } | ActionPrompt::MasonsWake { .. } | ActionPrompt::WolvesIntro { .. } | ActionPrompt::RoleChange { .. } | ActionPrompt::Shapeshifter { .. } | ActionPrompt::ElderReveal { .. } | ActionPrompt::CoverOfDarkness => None, ActionPrompt::Arcanist { marked: (Some(marked1), Some(marked2)), .. } => Some(Unless::TargetsBlocked(*marked1, *marked2)), ActionPrompt::LoneWolfKill { marked: Some(marked), .. } | ActionPrompt::Seer { marked: Some(marked), .. } | ActionPrompt::Protector { marked: Some(marked), .. } | ActionPrompt::Gravedigger { marked: Some(marked), .. } | ActionPrompt::Hunter { marked: Some(marked), .. } | ActionPrompt::Militia { marked: Some(marked), .. } | ActionPrompt::MapleWolf { marked: Some(marked), .. } | ActionPrompt::Guardian { marked: Some(marked), .. } | ActionPrompt::Adjudicator { marked: Some(marked), .. } | ActionPrompt::PowerSeer { marked: Some(marked), .. } | ActionPrompt::Mortician { marked: Some(marked), .. } | ActionPrompt::Beholder { marked: Some(marked), .. } | ActionPrompt::MasonLeaderRecruit { marked: Some(marked), .. } | ActionPrompt::Empath { marked: Some(marked), .. } | ActionPrompt::Vindicator { marked: Some(marked), .. } | ActionPrompt::PyreMaster { marked: Some(marked), .. } | ActionPrompt::WolfPackKill { marked: Some(marked), .. } | ActionPrompt::AlphaWolf { marked: Some(marked), .. } | ActionPrompt::DireWolf { marked: Some(marked), .. } => Some(Unless::TargetBlocked(*marked)), ActionPrompt::LoneWolfKill { marked: None, .. } | ActionPrompt::Seer { marked: None, .. } | ActionPrompt::Protector { marked: None, .. } | ActionPrompt::Gravedigger { marked: None, .. } | ActionPrompt::Hunter { marked: None, .. } | ActionPrompt::Militia { marked: None, .. } | ActionPrompt::MapleWolf { marked: None, .. } | ActionPrompt::Guardian { marked: None, .. } | ActionPrompt::Adjudicator { marked: None, .. } | ActionPrompt::PowerSeer { marked: None, .. } | ActionPrompt::Mortician { marked: None, .. } | ActionPrompt::Beholder { marked: None, .. } | ActionPrompt::MasonLeaderRecruit { marked: None, .. } | ActionPrompt::Empath { marked: None, .. } | ActionPrompt::Vindicator { marked: None, .. } | ActionPrompt::PyreMaster { marked: None, .. } | ActionPrompt::WolfPackKill { marked: None, .. } | ActionPrompt::AlphaWolf { marked: None, .. } | ActionPrompt::DireWolf { marked: None, .. } | ActionPrompt::Arcanist { marked: (Some(_), None), .. } | ActionPrompt::Arcanist { marked: (None, Some(_)), .. } | ActionPrompt::Arcanist { marked: (None, None), .. } => None, } } } impl Default for ActionComplete { fn default() -> Self { Self { result: ActionResult::GoBackToSleep, change: None, } } } enum Unless { TargetBlocked(CharacterId), TargetsBlocked(CharacterId, CharacterId), } impl From 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, current_changes: Vec, current_page: usize, }, Complete, } #[derive(Debug, Clone, Serialize, Deserialize)] pub struct Night { village: Village, night: u8, action_queue: VecDeque, used_actions: Vec<(ActionPrompt, ActionResult, Vec)>, night_state: NightState, } impl Night { pub fn new(village: Village) -> Result { let night = match village.time() { GameTime::Day { number: _ } => return Err(GameError::NotNight), GameTime::Night { number } => number, }; let filter = if village.executed_known_elder() { // there is a lynched elder, remove villager PRs from the prompts filter::no_village } else { filter::no_filter }; let mut action_queue = village .characters() .into_iter() .filter(filter) .map(|c| c.night_action_prompts(&village)) .collect::>>()? .into_iter() .flatten() .chain(village.wolf_pack_kill()) .collect::>(); 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(), }); } if let Some(prompt) = village.wolf_revert_prompt() { match &prompt { ActionPrompt::RoleChange { character_id, new_role, } => { action_queue = Self::remove_reverted_prompts( action_queue, character_id.character_id, *new_role, ) } prompt => { log::error!( "wolf_revert_prompt should have returned a role change, got {prompt:?}" ) } } action_queue.push_front(prompt); } let night_state = NightState::Active { current_prompt: ActionPrompt::CoverOfDarkness, current_changes: Vec::new(), current_result: None, current_page: 0, }; Ok(Self { night, village, night_state, action_queue, used_actions: Vec::new(), }) } fn remove_reverted_prompts( mut action_queue: VecDeque, reverting: CharacterId, reverting_into: RoleTitle, ) -> VecDeque { let mut new_queue = VecDeque::new(); if let Some(wolves) = action_queue.iter_mut().find_map(|q| match q { ActionPrompt::WolvesIntro { wolves } => Some(wolves), _ => None, }) && let Some(w) = wolves.iter_mut().find(|w| w.0.character_id == reverting) { w.1 = reverting_into; } // remove prompts by the reverting wolf that are in the queue // for prompt in action_queue { while let Some(prompt) = action_queue.pop_front() { log::warn!("prompt: {:?}", prompt.title()); let (wolf_id, prompt) = match prompt { ActionPrompt::WolvesIntro { mut wolves } => { if let Some(w) = wolves.iter_mut().find(|w| w.0.character_id == reverting) { w.1 = reverting_into; } new_queue.push_back(ActionPrompt::WolvesIntro { wolves }); continue; } ActionPrompt::Shapeshifter { character_id } => ( character_id.character_id, ActionPrompt::Shapeshifter { character_id }, ), ActionPrompt::AlphaWolf { character_id, living_villagers, marked, } => ( character_id.character_id, ActionPrompt::AlphaWolf { character_id, living_villagers, marked, }, ), ActionPrompt::DireWolf { character_id, living_players, marked, } => ( character_id.character_id, ActionPrompt::DireWolf { character_id, living_players, marked, }, ), ActionPrompt::LoneWolfKill { character_id, living_players, marked, } => ( character_id.character_id, ActionPrompt::LoneWolfKill { character_id, living_players, marked, }, ), other => { new_queue.push_back(other); continue; } }; if wolf_id != reverting { new_queue.push_back(prompt); } } new_queue } /// changes that require no input (such as hunter firing) fn automatic_changes(&self) -> Vec { let mut changes = Vec::new(); let night = match NonZeroU8::new(self.night) { Some(night) => night, None => return changes, }; if !self.village.executed_known_elder() { self.village .dead_characters() .into_iter() .filter_map(|c| c.died_to().map(|d| (c, d))) .filter_map(|(c, d)| c.hunter().ok().and_then(|h| *h).map(|t| (c, t, d))) .filter_map(|(c, t, d)| match d.date_time() { GameTime::Day { number } => (number.get() == night.get()).then_some((c, t)), GameTime::Night { number: _ } => None, }) .map(|(c, target)| NightChange::Kill { target, died_to: DiedTo::Hunter { night, killer: c.character_id(), }, }) .for_each(|c| changes.push(c)); } changes } pub fn previous_state(&mut self) -> Result<()> { let (current_prompt, current_result, current_changes) = match &mut self.night_state { NightState::Active { current_prompt, current_result, current_changes, current_page, } => { if let Some(page_back) = current_page.checked_sub(1) { *current_page = page_back; return Ok(()); } else { (current_prompt, current_result, current_changes) } } NightState::Complete => return Err(GameError::NightOver), }; if let Some((mut prompt, _, changes)) = self.used_actions.pop() { // Remove the shapeshifter role change from the queue if let ActionPrompt::Shapeshifter { character_id: ss_char, } = &prompt && let Some(change) = changes.first() && let NightChange::Shapeshift { source, into } = change && ss_char.character_id == *source && let Some(next) = self.action_queue.pop_front() && let ActionPrompt::RoleChange { character_id: role_change_char, .. } = &next && role_change_char.character_id != *into { // put it back in self.action_queue.push_front(next); } let ss_target = changes.iter().find_map(|c| match c { NightChange::Shapeshift { into, .. } => Some(into), _ => None, }); core::mem::swap(&mut prompt, current_prompt); let last_prompt = prompt; let next_prompt_ss_related_role_change = match (&last_prompt, ss_target) { ( ActionPrompt::RoleChange { character_id, new_role: RoleTitle::Werewolf, }, Some(ss_target), ) => character_id.character_id == *ss_target, (_, _) => false, }; if !next_prompt_ss_related_role_change { // only push the last prompt back in if it's not the // role change associated with the shapeshift self.action_queue.push_front(last_prompt); } log::warn!( "next prompts: {:?}", self.action_queue .iter() .map(ActionPrompt::title) .collect::>() ); *current_result = None; *current_changes = Vec::new(); Ok(()) } else { Err(GameError::NoPreviousState) } } #[cfg(test)] pub fn action_queue(&self) -> Box<[ActionPrompt]> { self.action_queue.iter().cloned().collect() } pub fn collect_changes(&self) -> Result> { if !matches!(self.night_state, NightState::Complete) { return Err(GameError::NotEndOfNight); } let mut all_changes = self.automatic_changes(); all_changes.append(&mut self.changes_from_actions().into_vec()); Ok(all_changes.into_boxed_slice()) } fn apply_mason_recruit( &mut self, mason_leader: CharacterId, recruiting: CharacterId, ) -> Result { if self.village.character_by_id(recruiting)?.is_village() { if let Some(masons) = self.action_queue.iter_mut().find_map(|a| match a { ActionPrompt::MasonsWake { leader, masons, .. } => { (leader.character_id == mason_leader).then_some(masons) } _ => None, }) { let mut ext_masons = masons.to_vec(); ext_masons.push(self.village.character_by_id(recruiting)?.identity()); *masons = ext_masons.into_boxed_slice(); } else { self.action_queue.push_front(ActionPrompt::MasonsWake { leader: self.village.character_by_id(mason_leader)?.identity(), masons: Box::new([self.village.character_by_id(recruiting)?.identity()]), }); } Ok(ActionResult::Continue) } else { Ok(ActionResult::GoBackToSleep) } } fn apply_shapeshift(&mut self, source: &CharacterId) -> Result<()> { if let Some(kill_target) = self .changes_from_actions() .into_iter() .find_map(|c| match c { NightChange::Kill { target, died_to: DiedTo::Wolfpack { night: _, killing_wolf: _, }, } => Some(target), _ => None, }) { if self.changes_from_actions().into_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_from_actions().into_iter().any(|c| { matches!( c, NightChange::Kill { target: _, died_to: DiedTo::Wolfpack { night: _, killing_wolf: _ } } ) }) { match &mut self.night_state { NightState::Active { current_changes, .. } => current_changes.push(NightChange::Kill { target: *source, died_to: DiedTo::Shapeshift { into: kill_target, night: NonZeroU8::new(self.night).unwrap(), }, }), _ => return Err(GameError::InvalidMessageForGameState), } } match &mut self.night_state { NightState::Active { current_changes, .. } => current_changes.push(NightChange::Shapeshift { source: *source, into: kill_target, }), _ => return Err(GameError::InvalidMessageForGameState), } self.action_queue.push_front(ActionPrompt::RoleChange { new_role: RoleTitle::Werewolf, character_id: self.village.character_by_id(kill_target)?.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 const fn page(&self) -> Option { match &self.night_state { NightState::Active { current_page, .. } => Some(*current_page), NightState::Complete => None, } } pub fn received_response(&mut self, resp: ActionResponse) -> Result { match self.received_response_with_role_blocks(resp)? { BlockResolvedOutcome::PromptUpdate(prompt) => match &mut self.night_state { NightState::Active { current_result: Some(_), .. } => Err(GameError::AwaitingResponse), NightState::Active { current_prompt, .. } => { *current_prompt = prompt.clone(); Ok(ServerAction::Prompt(prompt)) } NightState::Complete => Err(GameError::NightOver), }, BlockResolvedOutcome::ActionComplete(mut 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(ServerAction::Result( self.action_queue .iter() .next() .and_then(|a| a.is_wolfy().then_some(ActionResult::Continue)) .unwrap_or(ActionResult::GoBackToSleep), )); } if let NightChange::MasonRecruit { mason_leader, recruiting, } = &change { result = self.apply_mason_recruit(*mason_leader, *recruiting)?; } match &mut self.night_state { NightState::Active { current_changes, .. } => current_changes.push(change), NightState::Complete => return Err(GameError::InvalidMessageForGameState), } Ok(ServerAction::Result(result)) } BlockResolvedOutcome::ActionComplete(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(ServerAction::Result(result)) } } } fn received_response_consecutive_wolves_dont_sleep( &self, resp: ActionResponse, ) -> Result { let (current_cover, current_wolfy) = self .current_prompt() .map(|(current_prompt, _)| { ( *current_prompt == ActionPrompt::CoverOfDarkness, current_prompt.is_wolfy(), ) }) .unwrap_or_default(); let next_wolfy = self .action_queue .iter() .next() .map(|a| a.is_wolfy()) .unwrap_or_default(); if current_cover && let ActionResponse::Continue = &resp { return Ok(ResponseOutcome::ActionComplete(ActionComplete { result: ActionResult::Continue, change: None, })); } match (self.process(resp)?, current_wolfy, next_wolfy) { (ResponseOutcome::PromptUpdate(p), _, _) => Ok(ResponseOutcome::PromptUpdate(p)), ( ResponseOutcome::ActionComplete(ActionComplete { result: ActionResult::GoBackToSleep, change: Some(NightChange::Shapeshift { source, into }), }), true, _, ) => Ok(ResponseOutcome::ActionComplete(ActionComplete { result: ActionResult::Continue, change: Some(NightChange::Shapeshift { source, into }), })), ( ResponseOutcome::ActionComplete(ActionComplete { result: ActionResult::GoBackToSleep, change, }), true, true, ) => Ok(ResponseOutcome::ActionComplete(ActionComplete { result: ActionResult::Continue, change, })), (outcome, _, _) => Ok(outcome), } } fn received_response_with_role_blocks( &self, resp: ActionResponse, ) -> Result { match self.received_response_consecutive_wolves_dont_sleep(resp)? { ResponseOutcome::PromptUpdate(update) => Ok(BlockResolvedOutcome::PromptUpdate(update)), ResponseOutcome::ActionComplete(ActionComplete { result, change }) => { match self .current_prompt() .ok_or(GameError::NightOver)? .0 .unless() { Some(Unless::TargetBlocked(unless_blocked)) => { if self.changes_from_actions().into_iter().any(|c| match c { NightChange::RoleBlock { source: _, target, block_type: _, } => target == unless_blocked, _ => false, }) { Ok(BlockResolvedOutcome::ActionComplete( ActionResult::RoleBlocked, None, )) } else { Ok(BlockResolvedOutcome::ActionComplete(result, change)) } } Some(Unless::TargetsBlocked(unless_blocked1, unless_blocked2)) => { if self.changes_from_actions().into_iter().any(|c| match c { NightChange::RoleBlock { source: _, target, block_type: _, } => target == unless_blocked1 || target == unless_blocked2, _ => false, }) { Ok(BlockResolvedOutcome::ActionComplete( ActionResult::RoleBlocked, None, )) } else { Ok(BlockResolvedOutcome::ActionComplete(result, change)) } } None => Ok(BlockResolvedOutcome::ActionComplete(result, change)), } } } } 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, usize)> { match &self.night_state { NightState::Active { current_prompt, current_result: _, current_page, .. } => Some((current_prompt, *current_page)), NightState::Complete => None, } } pub const fn current_character_id(&self) -> Option { match &self.night_state { NightState::Active { current_prompt, current_result: _, .. } => match current_prompt { ActionPrompt::Insomniac { character_id, .. } | ActionPrompt::LoneWolfKill { character_id, .. } | ActionPrompt::ElderReveal { character_id } | ActionPrompt::RoleChange { character_id, .. } | ActionPrompt::Seer { character_id, .. } | ActionPrompt::Protector { character_id, .. } | ActionPrompt::Arcanist { character_id, .. } | ActionPrompt::Gravedigger { character_id, .. } | ActionPrompt::Hunter { character_id, .. } | ActionPrompt::Militia { character_id, .. } | ActionPrompt::MapleWolf { character_id, .. } | ActionPrompt::Guardian { character_id, .. } | ActionPrompt::Shapeshifter { character_id } | ActionPrompt::AlphaWolf { character_id, .. } | ActionPrompt::Adjudicator { character_id, .. } | ActionPrompt::PowerSeer { character_id, .. } | ActionPrompt::Mortician { character_id, .. } | ActionPrompt::Beholder { character_id, .. } | ActionPrompt::MasonLeaderRecruit { character_id, .. } | ActionPrompt::Empath { character_id, .. } | ActionPrompt::Vindicator { character_id, .. } | ActionPrompt::PyreMaster { character_id, .. } | ActionPrompt::DireWolf { character_id, .. } => Some(character_id.character_id), ActionPrompt::WolvesIntro { wolves: _ } | ActionPrompt::MasonsWake { .. } | ActionPrompt::WolfPackKill { .. } | 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).ok()) } pub const fn complete(&self) -> bool { matches!(self.night_state, NightState::Complete) } pub fn used_actions(&self) -> Box<[(ActionPrompt, ActionResult)]> { self.used_actions .iter() .map(|(p, r, _)| (p.clone(), r.clone())) .collect() } pub fn next(&mut self) -> Result<()> { match &self.night_state { NightState::Active { current_prompt, current_result: Some(result), current_changes, .. } => { self.used_actions.push(( current_prompt.clone(), result.clone(), current_changes.clone(), )); } 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() { if let ActionPrompt::Insomniac { character_id } = &prompt && self.get_visits_for(character_id.character_id).is_empty() { // skip! self.used_actions.pop(); // it will be re-added return self.next(); } self.night_state = NightState::Active { current_prompt: prompt, current_result: None, current_changes: Vec::new(), current_page: 0, }; } else { self.night_state = NightState::Complete; } Ok(()) } fn changes_from_actions(&self) -> Box<[NightChange]> { self.used_actions .iter() .flat_map(|(_, _, act)| act.iter()) .cloned() .collect() } pub fn get_visits_for(&self, visit_char: CharacterId) -> Visits { Visits::new( self.used_actions .iter() .filter_map(|(prompt, _, _)| match prompt { ActionPrompt::Arcanist { character_id, marked: (Some(marked1), Some(marked2)), .. } => (*marked1 == visit_char || *marked2 == visit_char) .then_some(character_id.clone()), ActionPrompt::WolfPackKill { marked: Some(marked), .. } => (*marked == visit_char) .then(|| self.village.killing_wolf().map(|c| c.identity())) .flatten(), ActionPrompt::Seer { character_id, marked: Some(marked), .. } | ActionPrompt::Protector { character_id, marked: Some(marked), .. } | ActionPrompt::Gravedigger { character_id, marked: Some(marked), .. } | ActionPrompt::Hunter { character_id, marked: Some(marked), .. } | ActionPrompt::Militia { character_id, marked: Some(marked), .. } | ActionPrompt::MapleWolf { character_id, marked: Some(marked), .. } | ActionPrompt::Guardian { character_id, marked: Some(marked), .. } | ActionPrompt::Adjudicator { character_id, marked: Some(marked), .. } | ActionPrompt::PowerSeer { character_id, marked: Some(marked), .. } | ActionPrompt::Mortician { character_id, marked: Some(marked), .. } | ActionPrompt::Beholder { character_id, marked: Some(marked), .. } | ActionPrompt::MasonLeaderRecruit { character_id, marked: Some(marked), .. } | ActionPrompt::Empath { character_id, marked: Some(marked), .. } | ActionPrompt::Vindicator { character_id, marked: Some(marked), .. } | ActionPrompt::PyreMaster { character_id, marked: Some(marked), .. } | ActionPrompt::AlphaWolf { character_id, marked: Some(marked), .. } | ActionPrompt::DireWolf { character_id, marked: Some(marked), .. } | ActionPrompt::LoneWolfKill { character_id, marked: Some(marked), .. } => (*marked == visit_char).then(|| character_id.clone()), ActionPrompt::WolfPackKill { marked: None, .. } | ActionPrompt::Arcanist { marked: _, .. } | ActionPrompt::LoneWolfKill { marked: None, .. } | ActionPrompt::Seer { marked: None, .. } | ActionPrompt::Protector { marked: None, .. } | ActionPrompt::Gravedigger { marked: None, .. } | ActionPrompt::Hunter { marked: None, .. } | ActionPrompt::Militia { marked: None, .. } | ActionPrompt::MapleWolf { marked: None, .. } | ActionPrompt::Guardian { marked: None, .. } | ActionPrompt::Adjudicator { marked: None, .. } | ActionPrompt::PowerSeer { marked: None, .. } | ActionPrompt::Mortician { marked: None, .. } | ActionPrompt::Beholder { marked: None, .. } | ActionPrompt::MasonLeaderRecruit { marked: None, .. } | ActionPrompt::Empath { marked: None, .. } | ActionPrompt::Vindicator { marked: None, .. } | ActionPrompt::PyreMaster { marked: None, .. } | ActionPrompt::AlphaWolf { marked: None, .. } | ActionPrompt::DireWolf { marked: None, .. } | ActionPrompt::CoverOfDarkness | ActionPrompt::WolvesIntro { .. } | ActionPrompt::RoleChange { .. } | ActionPrompt::ElderReveal { .. } | ActionPrompt::Shapeshifter { .. } | ActionPrompt::MasonsWake { .. } | ActionPrompt::Insomniac { .. } => None, }) .collect(), ) } pub fn next_page(&mut self) { if let NightState::Active { current_page, .. } = &mut self.night_state { *current_page += 1 } } } pub enum ServerAction { Prompt(ActionPrompt), Result(ActionResult), } mod filter { use crate::character::Character; pub fn no_filter(_: &Character) -> bool { true } pub fn no_village(c: &Character) -> bool { !c.is_village() } }