Right now, the only tags information that we have is in the blind section.
---@class Blind
---@field type Blind.Type Type of the blind
---@field status Blind.Status Status of the bilnd
---@field name string Name of the blind (e.g., "Small", "Big" or the Boss name)
---@field effect string Description of the blind's effect
---@field score integer Score requirement to beat this blind
---@field tag_name string? Name of the tag associated with this blind (Small/Big only)
---@field tag_effect string? Description of the tag's effect (Small/Big only)
If we want to support the tags even more, we need to add a new field in the gamestate.
For example, we do not return the accumulated tags when skipping blinds.
Maybe the tag is something that we can treat like Card, and we can define a Tag type with its own attributes (and removing the keys tag_name and tag_effect). The new blind object will become
---@class Blind
---@field type Blind.Type Type of the blind
---@field status Blind.Status Status of the bilnd
---@field name string Name of the blind (e.g., "Small", "Big" or the Boss name)
---@field effect string Description of the blind's effect
---@field score integer Score requirement to beat this blind
---@field tag Tag? Tag collected if this blind is skipped
This issue requires planning.
Right now, the only tags information that we have is in the blind section.
If we want to support the tags even more, we need to add a new field in the gamestate.
For example, we do not return the accumulated tags when skipping blinds.
Maybe the tag is something that we can treat like
Card, and we can define aTagtype with its own attributes (and removing the keystag_nameandtag_effect). The new blind object will becomeThis issue requires planning.