Add DEBUG-gated panel to buy any card in the shop
When the server's DEBUG env var is on, expose a card catalog endpoint and a collapsible client panel that drops any pet or food straight into your deck (free, off-turn). Gated server-side so it is inert in normal play.
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@@ -519,6 +519,60 @@ func (g *Game) buildShopDecks() {
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}
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}
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// Catalog returns one representative card for every pet and food in the game,
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// tier by tier, for the debug "buy any card" panel. IDs are name-based
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// placeholders (not real instances); pets use their first printed suit.
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func Catalog() []Card {
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var cards []Card
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for tierIdx := range petTiers {
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for _, t := range petTiers[tierIdx] {
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suit := SuitRed
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if len(t.Suits) > 0 {
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suit = t.Suits[0]
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}
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cards = append(cards, Card{
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ID: "pet-" + t.Name, Kind: KindPet, Name: t.Name, Tier: tierIdx + 1,
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Power: t.Power, Suit: suit, Effects: t.Effects, EffectText: t.EffectText,
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})
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}
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for _, f := range foodTiers[tierIdx] {
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cards = append(cards, Card{
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ID: "food-" + f.Name, Kind: KindFood, Name: f.Name, Tier: tierIdx + 1,
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Food: f.Food, Perk: f.Perk, Effects: f.Effects, EffectText: f.EffectText,
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})
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}
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}
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return cards
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}
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// cardByName mints a fresh instance of the named pet or food from its
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// template (pets take their first printed suit). Returns false if unknown.
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func (g *Game) cardByName(name string) (Card, bool) {
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for tierIdx := range petTiers {
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for _, t := range petTiers[tierIdx] {
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if t.Name == name {
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suit := SuitRed
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if len(t.Suits) > 0 {
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suit = t.Suits[0]
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}
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return Card{
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ID: g.newCardID(), Kind: KindPet, Name: t.Name, Tier: tierIdx + 1,
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Power: t.Power, Suit: suit, Effects: t.Effects, EffectText: t.EffectText,
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}, true
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}
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}
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for _, f := range foodTiers[tierIdx] {
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if f.Name == name {
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return Card{
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ID: g.newCardID(), Kind: KindFood, Name: f.Name, Tier: tierIdx + 1,
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Food: f.Food, Perk: f.Perk, Effects: f.Effects, EffectText: f.EffectText,
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}, true
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}
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}
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}
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return Card{}, false
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}
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// newApple mints an apple food card. Apples are temporary: they vanish from
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// the deck after the next battle.
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func (g *Game) newApple() Card {
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@@ -430,6 +430,25 @@ func (g *Game) TradeChoose(playerID string, pick int) error {
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return nil
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}
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// DebugGrant drops any card straight into a player's deck during the shop,
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// free and off-turn — a testing aid gated behind the server's DEBUG flag, not
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// a normal action. No buy effects fire.
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func (g *Game) DebugGrant(playerID, name string) error {
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if g.Phase != PhaseShop && g.Phase != PhaseCleanup {
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return ErrWrongPhase
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}
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p := g.PlayerByID(playerID)
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if p == nil {
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return errors.New("unknown player")
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}
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c, ok := g.cardByName(name)
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if !ok {
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return fmt.Errorf("%w: no card named %q", ErrInvalidAction, name)
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}
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p.Deck = append(p.Deck, c)
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return nil
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}
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// Pass forfeits the player's remaining coins and ends their shopping.
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func (g *Game) Pass(playerID string) error {
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p, err := g.requireShopTurn(playerID)
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@@ -482,3 +482,33 @@ func TestViewHidesSecrets(t *testing.T) {
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t.Fatal("trade options must be visible to the trader")
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}
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}
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func TestDebugGrant(t *testing.T) {
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g, p1, _ := testGame(t)
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before := len(p1.Deck)
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if err := g.DebugGrant(p1.ID, "Ant"); err != nil {
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t.Fatal(err)
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}
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if len(p1.Deck) != before+1 || p1.Deck[before].Name != "Ant" || !p1.Deck[before].IsPet() {
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t.Fatalf("granted card should be an Ant appended to the deck: %+v", p1.Deck)
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}
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if p1.Deck[before].ID == "" {
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t.Fatal("granted card should get a real instance ID")
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}
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// Unknown card name is rejected.
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if err := g.DebugGrant(p1.ID, "Nonexistent"); err == nil {
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t.Fatal("unknown card name should error")
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}
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// Foods can be granted too.
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if err := g.DebugGrant(p1.ID, "Honey"); err != nil {
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t.Fatal(err)
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}
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if !Catalog()[0].IsPet() { // sanity on the shared catalog helper
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t.Fatal("catalog should start with a pet")
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}
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// Not allowed outside shop/cleanup.
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g.Phase = PhaseBattle
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if err := g.DebugGrant(p1.ID, "Ant"); err == nil {
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t.Fatal("grant should be rejected outside the shop")
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}
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}
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@@ -35,6 +35,9 @@ 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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// 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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}
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// ViewFor builds the state visible to the given player.
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