Crates.io | tbg |
lib.rs | tbg |
version | 0.1.3 |
source | src |
created_at | 2021-09-18 04:11:48.902457 |
updated_at | 2021-09-24 04:46:19.005721 |
description | A library for implementing turn based games logic |
homepage | |
repository | |
max_upload_size | |
id | 453190 |
size | 25,479 |
Provides an easy to use template for turn based games logic. You just need to implement 3 functions and provide some enums. While the main "entity" is called Card, a Card can be anything.
type MyMsg = ...
#[derive(Serialize, Deserialize, Clone, PartialEq, Eq, Debug)]
enum MyEvent {
GameStart,
CardPlayed(CardID),
PlayerTurnedBlue(PlayerID),
GameEnd,
...
}
#[derive(Serialize, Deserialize, Clone, PartialEq, Eq, Debug)]
enum MyTrigger {
YouHaveWonTheGame(PlayerID),
FlipTheTable(PlayerID),
...
}
#[derive(Serialize, Deserialize, Clone, PartialEq, Eq, Debug)]
enum MyEffect {
PlusOneAllStats(CardID),
TurnPlayerBlue(PlayerID),
...
}
// Similar effect layers to Magic The Gathering
#[derive(Serialize, Deserialize, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Debug)]
enum MyEffectLayer {
AttBase,
Control,
Mimic,
Text,
Flag,
Ability,
AttSet,
AttAdd,
AttMul,
AttDiv,
AttSub,
AttSwap,
React,
...
}
#[derive(Serialize, Deserialize, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Debug)]
enum MyAttName {
PlayerColor,
Wealth,
Health,
...
}
#[derive(Serialize, Deserialize, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Debug)]
enum MyDeckType {
Hand,
Discard,
Remove,
Sideboard,
Main,
...
}
#[derive(Serialize, Deserialize, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Debug)]
enum MyCardType {
PocketSand,
AntsOnFire,
QueenOfDarts,
...
}
#[derive(Serialize, Deserialize, Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Debug)]
enum MyPhaseType {
Untap,
Upkeep,
Draw,
Main,
Fight,
Die,
...
}
type MyGame = TBG<MyMsg,MyEvent,MyTrigger,MyEffect,MyEffectLayer,MyAttName,MyDeckType,MyCardType,MyPhaseType>;
impl TurnBasedGame<MyTrigger, MyEvent, MyEffect, MyEffectLayer, MyMsg> for MyGame {
fn handle_trigger(&mut self, event: &Event, trigger: &Trigger) -> bool {
...
}
fn handle_effect(&mut self, effect: &LayeredEffect<Effect, EffectLayer>) {
...
}
fn handle_msg(&mut self, msg: &Msg) {
...
}
}