Add a persistent event log for shop and prep actions.
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+19
-1
@@ -93,6 +93,9 @@ type Game struct {
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Battle *BattleResult `json:"battle,omitempty"` // most recent battle
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NextCardID int `json:"nextCardId"`
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WinnerSeat int `json:"winnerSeat"` // set at gameover; -1 = tie
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// Log is the running, human-readable event log shown across every phase.
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Log []LogEntry `json:"log,omitempty"`
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LogSeq int `json:"logSeq"` // last assigned entry sequence number
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// RollDie overrides the rock die (faces 0,0,1,1,2,2) for tests. Nil
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// (including after loading from storage) means a fair random roll.
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@@ -225,6 +228,7 @@ func (g *Game) startShopRound() {
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}
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// The priority-token holder shops first.
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g.Turn = g.PrioritySeat
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g.logf(-1, "🛒", "Round %d — shop opens (%s goes first).", g.Round, g.Players[g.PrioritySeat].Name)
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}
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// drawFromTier pops the top card of the given tier's deck (1-based tier).
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@@ -273,6 +277,7 @@ func (g *Game) Buy(playerID string, rowIdx int) error {
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p.Coins--
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bought := g.ShopRow[rowIdx]
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p.Deck = append(p.Deck, bought)
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g.logf(p.Seat, "🛒", "%s bought %s %s.", p.Name, article(bought.Name), bought.Name)
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g.ShopRow[rowIdx] = g.drawFromTier(g.Round)
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g.applyShopTrigger(p, bought, TriggerBuy)
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g.advanceShopTurn()
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@@ -310,11 +315,15 @@ func (g *Game) applyShopTrigger(p *Player, c Card, trigger EffectTrigger) {
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}
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switch e.Action {
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case ActionGainApple:
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for range e.count() {
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n := e.count()
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for range n {
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p.Deck = append(p.Deck, g.newApple())
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}
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g.addLog(LogEntry{Seat: p.Seat, Icon: "🍎", Source: c.ID, Spawn: "apple",
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Text: fmt.Sprintf("%s adds %d apple%s to %s's deck.", c.Name, n, plural(n), p.Name)})
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case ActionRefreshGold:
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p.Coins = min(p.Coins+e.count(), CoinsPerRound)
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g.logf(p.Seat, "🪙", "%s refreshes %s's coins.", c.Name, p.Name)
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case ActionDoubleApples:
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apples := 0
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for _, dc := range p.Deck {
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@@ -325,6 +334,10 @@ func (g *Game) applyShopTrigger(p *Player, c Card, trigger EffectTrigger) {
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for range apples {
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p.Deck = append(p.Deck, g.newApple())
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}
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if apples > 0 {
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g.addLog(LogEntry{Seat: p.Seat, Icon: "🍎", Source: c.ID, Spawn: "apple",
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Text: fmt.Sprintf("%s doubles %s's apples (+%d).", c.Name, p.Name, apples)})
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}
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}
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}
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}
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@@ -349,6 +362,8 @@ func (g *Game) sellCards(p *Player, cardIDs []string) error {
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}
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for _, c := range sold {
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p.Deck = append(p.Deck, g.newApple())
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g.addLog(LogEntry{Seat: p.Seat, Icon: "🍎", Source: c.ID, Spawn: "apple",
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Text: fmt.Sprintf("%s sold %s — it becomes an apple.", p.Name, c.Name)})
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g.applyShopTrigger(p, c, TriggerSell)
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}
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return nil
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@@ -397,6 +412,7 @@ func (g *Game) TradeStart(playerID string, cardIDs []string) error {
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}
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p.Coins--
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p.TripledThisRound = true
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g.logf(p.Seat, "🔄", "%s traded in 3 %s pets for a tier %d pick.", p.Name, suit, nextTier)
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g.Pending = &PendingTrade{
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PlayerID: playerID,
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Tier: nextTier,
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@@ -424,6 +440,7 @@ func (g *Game) TradeChoose(playerID string, pick int) error {
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tierIdx := g.Pending.Tier - 1
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g.ShopDecks[tierIdx] = append(g.ShopDecks[tierIdx], other)
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g.Pending = nil
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g.logf(p.Seat, "🔄", "%s picked %s from the trade.", p.Name, chosen.Name)
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// Pets obtained via the Triple action trigger their Buy effects.
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g.applyShopTrigger(p, chosen, TriggerBuy)
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g.advanceShopTurn()
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@@ -456,6 +473,7 @@ func (g *Game) Pass(playerID string) error {
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return err
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}
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p.Coins = 0
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g.logf(p.Seat, "✋", "%s passed.", p.Name)
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g.advanceShopTurn()
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return nil
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}
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@@ -0,0 +1,55 @@
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package game
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import (
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"fmt"
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"strings"
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)
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// LogEntry is one human-readable line in the game's running event log. The
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// log is public — both players see the same entries across every phase — and
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// explains not just what happened but why (e.g. which pet granted an apple).
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type LogEntry struct {
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Seq int `json:"seq"` // stable, monotonically increasing id
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Round int `json:"round"` // round the entry belongs to
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Phase Phase `json:"phase"`
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Seat int `json:"seat"` // acting seat, or -1 when none
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Icon string `json:"icon,omitempty"` // leading emoji
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Text string `json:"text"` // the sentence itself
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Source string `json:"source,omitempty"` // card id that caused a spawn
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Spawn string `json:"spawn,omitempty"` // "apple" | "bee" for spawn entries
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}
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// addLog appends an entry, stamping it with the next sequence number and the
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// current round/phase. Callers set Seat/Icon/Text (and Source/Spawn when the
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// entry represents something spawning off a card).
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func (g *Game) addLog(e LogEntry) {
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g.LogSeq++
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e.Seq = g.LogSeq
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e.Round = g.Round
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e.Phase = g.Phase
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g.Log = append(g.Log, e)
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}
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// logf is the common case: an entry with just a seat, icon, and message.
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func (g *Game) logf(seat int, icon, format string, args ...any) {
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g.addLog(LogEntry{Seat: seat, Icon: icon, Text: fmt.Sprintf(format, args...)})
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}
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// article returns "a" or "an" to suit the following word.
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func article(word string) string {
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if word == "" {
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return "a"
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}
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if strings.ContainsRune("aeiouAEIOU", rune(word[0])) {
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return "an"
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}
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return "a"
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}
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// plural returns "s" when n is not 1, for simple "N apple(s)" phrasing.
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func plural(n int) string {
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if n == 1 {
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return ""
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}
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return "s"
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}
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@@ -35,6 +35,8 @@ type View struct {
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Pending *PendingTrade `json:"pending,omitempty"`
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Battle *BattleResult `json:"battle,omitempty"`
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WinnerSeat int `json:"winnerSeat"`
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// Log is the shared, public event log shown across every phase.
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Log []LogEntry `json:"log,omitempty"`
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// Debug is set by the server when its DEBUG flag is on, unlocking the
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// client's "buy any card" panel. Not part of the pure game state.
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Debug bool `json:"debug,omitempty"`
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@@ -54,6 +56,7 @@ func (g *Game) ViewFor(playerID string) View {
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PrioritySeat: g.PrioritySeat,
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ShopRow: g.ShopRow,
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WinnerSeat: g.WinnerSeat,
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Log: g.Log,
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}
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for _, deck := range g.ShopDecks {
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v.DeckCounts = append(v.DeckCounts, len(deck))
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