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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