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.
This commit is contained in:
Greyson Parrelli
2026-07-23 01:07:14 -04:00
parent 71fa20493a
commit b2aa7c5ca3
13 changed files with 282 additions and 7 deletions
+54
View File
@@ -519,6 +519,60 @@ func (g *Game) buildShopDecks() {
}
}
// Catalog returns one representative card for every pet and food in the game,
// tier by tier, for the debug "buy any card" panel. IDs are name-based
// placeholders (not real instances); pets use their first printed suit.
func Catalog() []Card {
var cards []Card
for tierIdx := range petTiers {
for _, t := range petTiers[tierIdx] {
suit := SuitRed
if len(t.Suits) > 0 {
suit = t.Suits[0]
}
cards = append(cards, Card{
ID: "pet-" + t.Name, Kind: KindPet, Name: t.Name, Tier: tierIdx + 1,
Power: t.Power, Suit: suit, Effects: t.Effects, EffectText: t.EffectText,
})
}
for _, f := range foodTiers[tierIdx] {
cards = append(cards, Card{
ID: "food-" + f.Name, Kind: KindFood, Name: f.Name, Tier: tierIdx + 1,
Food: f.Food, Perk: f.Perk, Effects: f.Effects, EffectText: f.EffectText,
})
}
}
return cards
}
// cardByName mints a fresh instance of the named pet or food from its
// template (pets take their first printed suit). Returns false if unknown.
func (g *Game) cardByName(name string) (Card, bool) {
for tierIdx := range petTiers {
for _, t := range petTiers[tierIdx] {
if t.Name == name {
suit := SuitRed
if len(t.Suits) > 0 {
suit = t.Suits[0]
}
return Card{
ID: g.newCardID(), Kind: KindPet, Name: t.Name, Tier: tierIdx + 1,
Power: t.Power, Suit: suit, Effects: t.Effects, EffectText: t.EffectText,
}, true
}
}
for _, f := range foodTiers[tierIdx] {
if f.Name == name {
return Card{
ID: g.newCardID(), Kind: KindFood, Name: f.Name, Tier: tierIdx + 1,
Food: f.Food, Perk: f.Perk, Effects: f.Effects, EffectText: f.EffectText,
}, true
}
}
}
return Card{}, false
}
// newApple mints an apple food card. Apples are temporary: they vanish from
// the deck after the next battle.
func (g *Game) newApple() Card {