mercury/src/azul.rs

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Rust
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use std::ops::{Deref, DerefMut};
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use rand::prelude::*;
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum Tile {
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Start,
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Blue,
Yellow,
Red,
Black,
Teal
}
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// factory, color, pattern line
pub struct GameMove (pub usize, pub Tile, pub usize);
#[derive(Debug, Clone)]
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struct Bag (Vec<Tile>);
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impl Default for Bag {
fn default() -> Self {
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let mut bag = Vec::<Tile>::with_capacity(100);
for _ in 0..20 {
bag.push(Tile::Blue);
};
for _ in 0..20 {
bag.push(Tile::Yellow);
};
for _ in 0..20 {
bag.push(Tile::Red);
};
for _ in 0..20 {
bag.push(Tile::Black);
};
for _ in 0..20 {
bag.push(Tile::Teal);
};
Bag(bag)
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}
}
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impl Deref for Bag {
type Target = Vec<Tile>;
fn deref(&self) -> &Vec<Tile> {
&self.0
}
}
impl DerefMut for Bag {
fn deref_mut(&mut self) -> &mut Vec<Tile> {
&mut self.0
}
}
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impl From<Vec<Tile>> for Bag {
fn from(vector: Vec<Tile>) -> Bag {
Bag(vector)
}
}
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#[derive(Default, Debug, Clone)]
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struct Factory (Vec<Tile>);
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impl Deref for Factory {
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type Target = Vec<Tile>;
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fn deref(&self) -> &Vec<Tile> {
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&self.0
}
}
impl DerefMut for Factory {
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fn deref_mut(&mut self) -> &mut Vec<Tile> {
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&mut self.0
}
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}
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#[derive(Debug, Clone)]
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struct Market (Vec<Tile>);
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impl Default for Market {
fn default() -> Self {
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let mut market = Vec::<Tile>::with_capacity(20);
market.push(Tile::Start);
Market(market)
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}
}
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impl Deref for Market {
type Target = Vec<Tile>;
fn deref(&self) -> &Vec<Tile> {
&self.0
}
}
impl DerefMut for Market {
fn deref_mut(&mut self) -> &mut Vec<Tile> {
&mut self.0
}
}
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type Patterns = [Vec<Tile>; 5];
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type Row = [bool; 5];
type Wall = [Row; 5];
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#[derive(Debug, Clone)]
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struct Board {
score: u8,
wall: Wall,
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floor: Vec<Tile>,
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patterns: Patterns,
}
impl Default for Board {
fn default() -> Self {
Board {
score: 0,
wall: Wall::default(),
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floor: Vec::default(),
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patterns: Patterns::default()
}
}
}
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#[derive(Default, Debug, Clone)]
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pub struct Game {
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turn: u8,
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player: usize,
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box_top: Bag,
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bag: Bag,
market: Market,
factories: Vec<Factory>,
boards: Vec<Board>
}
impl Game {
pub fn new(players: usize) -> Result<Self, &'static str> {
let n_factories = match players {
2 => 5,
3 => 7,
4 => 9,
_ => return Err("Not a valid amount of players")
};
let mut factories = Vec::<Factory>::with_capacity(n_factories);
for _ in 0..n_factories {
factories.push(Factory::default())
}
let mut boards = Vec::<Board>::with_capacity(players);
for _ in 0..players {
boards.push(Board::default());
}
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let game = Game {
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turn: 0,
player: 0,
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box_top: Vec::<Tile>::with_capacity(100).into(),
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bag: Bag::default(),
market: Market::default(),
factories: factories,
boards: boards
};
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Ok(game)
}
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pub fn fill(&mut self) -> Result<(), &'static str> {
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for factory in &self.factories {
if factory.len() != 0 {
return Err("Cannot fill, factories are not empty")
};
};
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for factory in &mut self.factories {
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for _ in 0..4 {
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if self.bag.len() == 0 && self.box_top.len() > 0 {
self.bag.append(&mut self.box_top);
}
else if self.bag.len() == 0 {
return Ok(())
}
else {
let tile_i = (random::<f32>() * self.bag.len() as f32).floor() as usize;
let tile = self.bag.remove(tile_i);
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factory.push(tile);
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}
}
};
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Ok(())
}
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pub fn do_move(&self, game_move: GameMove) -> Result<Game, &'static str> {
if game_move.1 == Tile::Start {
return Err("You can't take the start tile alone")
}
let mut game = self.clone();
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let board = &mut game.boards[self.player];
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match game_move {
GameMove(_, Tile::Start, _) => return Err("You can't take the start tile specifically"),
GameMove(0, _, 0) => {
let mut hand = self.market.deref().clone();
hand.retain(|&x| x == Tile::Start || x == game_move.1);
game.market.retain(|&x| x != Tile::Start || x != game_move.1);
board.floor.append(&mut hand)
},
GameMove(_,_,_) => return Err("Not a valid move")
}
let old_factory = match game_move.0 {
0 => self.market.deref(),
1..=9 => {
if game_move.0 > self.factories.len() {
return Err("No factory with that indice")
}
self.factories[game_move.0 - 1].deref()
},
_ => return Err("Not a valid place to take tiles from")
};
let new_factory = match game_move.0 {
0 => game.market.deref_mut(),
1..=9 => game.factories[game_move.0 - 1].deref_mut(),
_ => return Err("Not a valid place to take tiles from (new)")
};
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let sel_tile = game_move.1;
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let mut hand = old_factory.to_vec();
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hand.retain(|x| *x == sel_tile);
if hand.len() == 0 {
return Err("That tile is not in that factory")
}
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new_factory.retain(|x| *x != sel_tile);
game.market.append(new_factory);
if game_move.2 == 0 {
board.floor.append(&mut hand);
return Ok(game)
};
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let target: &mut Vec<Tile> = match game_move.2 {
1..=5 => &mut board.patterns[game_move.2 - 1],
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_ => return Err("That's not a valid pattern line")
};
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println!("{:#?}", target);
if target.first() != None && target.first() != Some(&sel_tile) {
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return Err("You cannot place that tile on that pattern-line, because there are already other tiles with a different color there")
}
if target.len() == game_move.2 {
return Err("That line is full!")
}
let empty = game_move.2 - target.len();
if hand.len() <= empty {
target.append(&mut hand);
}
else {
for tile in hand.drain(..) {
let empty = game_move.2 - &target.len();
if empty >= 1 {
target.push(tile);
}
else {
board.floor.push(tile)
}
}
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}
game.turn += 1;
game.player = (game.player + 1) % self.boards.len();
Ok(game)
}
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}
// Tests
#[test]
fn bag() {
let game = Game::new(2).unwrap();
let bag = game.bag;
assert_eq!(bag.len(), 100);
let mut reds = bag.clone();
reds.retain(|x| *x == Tile::Red);
assert_eq!(reds.len(), 20);
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}