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Magic: The Gathering is a popular card game with over 20,000 unique cards where the cards themselves define the rules of the game. Can we write a Ruby app to simulate games of Magic: The Gathering? This is the story of one man's attempt to do just that.
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In the talk titled **"Magic is Ruby, Ruby is Magic!"** by Ryan Bigg at RubyConf AU 2024, the speaker explores the intersection of programming in Ruby and the card game **Magic: The Gathering**. He shares his passion for Ruby, which he has used for 18 years, and explains his journey into building a simulation of Magic: The Gathering using this programming language. ### Key Points: - **Introduction to Ruby and Magic:** - Ryan describes how Ruby's simplicity and the extensive community keep him engaged. - He recounts moving to Warrnambool and discovering Magic: The Gathering, especially the Commander format. - **Game Mechanics and Complexity:** - An overview of the game's mechanics is given, emphasizing the complexity and various states within the game. - Ryan highlights the extensive rulebooks and the fundamental **Golden Rule of Magic**, which states that card text takes precedence over the rules. - **Building the Card Game in Ruby:** - Ryan set out to create a simulation of Magic using Ruby to practice his programming skills in a lower-stakes environment than his fintech job. - The speaker introduces coding aspects through Domain-Specific Languages (DSLs) in Ruby to represent various cards, beginning with Basic Lands, followed by creature cards with power, toughness, and abilities. - **The Game Loop Concept:** - He explains the concept of the game loop where actions by players cause effects that change the game state. - Ryan outlines specific player actions (e.g., conceding, playing a land, tapping a land, casting a spell) and how they interact within the game loop. - **Events and Triggers:** - Ryan introduces events generated from actions and effects, discussing triggered abilities that respond to these events. - He explains both **triggered abilities** and **replacement effects**, demonstrating how various cards can interact, sometimes leading to complex situations. - **Programming Challenges:** - Ryan describes challenges in implementing the game, like ensuring creations won’t lead to infinite loops during gameplay. - He emphasizes the iterative learning process and suggests that practicing faced challenges enhances Ruby skills. ### Conclusion: - This project's primary goal is practicing Ruby programming, not achieving a perfect simulation of Magic, encouraging others to engage in deliberate practice. - Ryan invites developers to explore their Ruby skills, considering projects that push their boundaries. In closing, Ryan offers his GitHub repo for those interested in the code behind his project, inviting collaboration and discussion about improving Ruby programming through engaging projects.
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