Modeling resource supply and costs
Represent main-deck resources, auxiliary decks, and automatic supply without game-specific vocabulary.
Describe source and use
A resource system can be described by where units come from, how many arrive each turn, and whether used units refresh. DrawState supports committing cards from hand, drawing from a separate resource deck, and automatic generation. Name resource kinds freely and choose whether units are shared or attached to a target.
Choose a payment mode
Check-only verifies ownership without changing state. Exhaust makes units unavailable until refresh. Consume removes them permanently. Combine typed requirements with generic amounts, and place costs on draw or search effects as well as target cards.
Match turn order and attachment
Set first-turn and later supply, refresh timing, and maximum units to match the rules. When a card from hand becomes a resource, the policy also chooses which card to give up. Compare with a no-resource baseline so this strategic approximation remains visible.
Control runtime and verify
Resource states add action branches and can run more slowly than an opening-hand calculation. Validate with a short target turn and small sample, then increase trials for the final run. When resource rules are disabled, the calculator retains its established fast path.