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

946 lines
34 KiB
Rust

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<NightChange>),
}
enum ResponseOutcome {
PromptUpdate(ActionPrompt),
ActionComplete(ActionComplete),
}
struct ActionComplete {
pub result: ActionResult,
pub change: Option<NightChange>,
}
impl From<ActionComplete> for ResponseOutcome {
fn from(value: ActionComplete) -> Self {
ResponseOutcome::ActionComplete(value)
}
}
impl ActionPrompt {
fn unless(&self) -> Option<Unless> {
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<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>,
current_changes: Vec<NightChange>,
current_page: usize,
},
Complete,
}
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Night {
village: Village,
night: u8,
action_queue: VecDeque<ActionPrompt>,
used_actions: Vec<(ActionPrompt, ActionResult, Vec<NightChange>)>,
night_state: NightState,
}
impl Night {
pub fn new(village: Village) -> Result<Self> {
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::<Result<Box<[_]>>>()?
.into_iter()
.flatten()
.chain(village.wolf_pack_kill())
.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_changes: Vec::new(),
current_result: None,
current_page: 0,
};
Ok(Self {
night,
village,
night_state,
action_queue,
used_actions: Vec::new(),
})
}
/// changes that require no input (such as hunter firing)
fn automatic_changes(&self) -> Vec<NightChange> {
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((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);
}
// panic!("{:#?}", self.action_queue.pop_front());
*current_prompt = prompt;
*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<Box<[NightChange]>> {
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<ActionResult> {
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 == 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)?.character_id(),
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<usize> {
match &self.night_state {
NightState::Active { current_page, .. } => Some(*current_page),
NightState::Complete => None,
}
}
pub fn received_response(&mut self, resp: ActionResponse) -> Result<ServerAction> {
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<ResponseOutcome> {
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<BlockResolvedOutcome> {
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<CharacterId> {
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()
}
}