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|
declare const brand: unique symbol;
// branded typing
export type Brand<T, TBrand extends string> = T & {
[brand]: TBrand;
};
export type Player = Brand<string, 'Player'>;
export type CardId = Brand<number, 'CardId'>;
export type FactionId = Brand<string, 'FactionId'>;
export interface Game {
[index: number]: any;
seed: number;
log: string[];
undo: Game[];
turn: number;
year: number;
active: Player | null;
state: string | null;
bag_of_glory: Record<FactionId, number>;
blank_markers: number[][];
bonuses: number[];
cards_in_play: Record<FactionId, CardId>;
current_events: CardId[];
engine: EngineNode[];
fronts: {
a: number;
m: number;
n: number;
s: number;
};
hands: Record<FactionId, CardId[]>;
hero_points: Record<FactionId | 'pool', number>;
initiative: FactionId;
medaillons: Array<number | null>;
tableaus: Record<FactionId, CardId[]>;
tracks: number[];
result?: string;
victory?: string;
location?: string;
selected?: string;
state_data: any;
// played_card: CardId
// turn: Turn
}
export interface View {
engine: Game['engine'];
log: number | string[];
active?: string | null;
prompt: string | null;
actions?: any;
victory?: string;
location?: string;
selected?: string;
selected_card: CardId | null;
bonuses: Game['bonuses'];
current_events: CardId[];
fronts: Game['fronts'];
hand: CardId[];
medaillons: Game['medaillons'];
tracks: number[];
}
export type States = {
[key: string]: any;
};
export type EngineNode = FunctionNode | LeafNode | SeqNode;
export interface FunctionNode {
t: 'f';
f: string; // function to be triggered
a?: any; // args
r?: 0 | 1; // 1 if resolved
}
export interface SeqNode {
t: 's'; // Type
c: EngineNode[];
}
export interface LeafNode {
t: 'l';
s: string; // State
p: FactionId; // Player
a?: any; // args
r?: 0 | 1; // 1 if resolved
}
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