use std::ops::{Deref, DerefMut}; use rand::prelude::*; #[derive(Debug, Clone, Copy, PartialEq)] pub enum Tile { Start, Blue, Yellow, Red, Black, Teal } // factory, color, pattern line #[derive(Debug, Clone, Copy)] pub struct GameMove (pub usize, pub Tile, pub usize); impl Default for GameMove { fn default() -> Self { GameMove(0, Tile::Blue, 0) } } #[derive(Debug, Clone)] struct Bag (Vec); impl Default for Bag { fn default() -> Self { let mut bag = Vec::::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) } } impl Deref for Bag { type Target = Vec; fn deref(&self) -> &Vec { &self.0 } } impl DerefMut for Bag { fn deref_mut(&mut self) -> &mut Vec { &mut self.0 } } impl From> for Bag { fn from(vector: Vec) -> Bag { Bag(vector) } } #[derive(Default, Debug, Clone)] struct Factory (Vec); impl Deref for Factory { type Target = Vec; fn deref(&self) -> &Vec { &self.0 } } impl DerefMut for Factory { fn deref_mut(&mut self) -> &mut Vec { &mut self.0 } } #[derive(Debug, Clone)] struct Market (Vec); impl Default for Market { fn default() -> Self { let mut market = Vec::::with_capacity(20); market.push(Tile::Start); Market(market) } } impl Deref for Market { type Target = Vec; fn deref(&self) -> &Vec { &self.0 } } impl DerefMut for Market { fn deref_mut(&mut self) -> &mut Vec { &mut self.0 } } type Patterns = [Vec; 5]; type Row = [bool; 5]; type Wall = [Row; 5]; #[derive(Debug, Clone)] struct Board { score: u8, wall: Wall, floor: Vec, patterns: Patterns, } impl Board { fn wall_index(color: Tile, row: usize) -> Result { match row { 0 => { match color { Tile::Blue => Ok(0), Tile::Yellow => Ok(1), Tile::Red => Ok(2), Tile::Black => Ok(3), Tile::Teal => Ok(4), _ => return Err("Not a valid tile on the wall") } }, 1 => { match color { Tile::Blue => Ok(1), Tile::Yellow => Ok(2), Tile::Red => Ok(3), Tile::Black => Ok(4), Tile::Teal => Ok(0), _ => return Err("Not a valid tile on the wall") } }, 2 => { match color { Tile::Blue => Ok(2), Tile::Yellow => Ok(3), Tile::Red => Ok(4), Tile::Black => Ok(0), Tile::Teal => Ok(1), _ => return Err("Not a valid tile on the wall") } }, 3 => { match color { Tile::Blue => Ok(3), Tile::Yellow => Ok(4), Tile::Red => Ok(0), Tile::Black => Ok(1), Tile::Teal => Ok(2), _ => return Err("Not a valid tile on the wall") } }, 4 => { match color { Tile::Blue => Ok(4), Tile::Yellow => Ok(0), Tile::Red => Ok(1), Tile::Black => Ok(2), Tile::Teal => Ok(3), _ => return Err("Not a valid tile on the wall") } }, _ => return Err("Not a valid row on the wall") } } fn connected(&self, coordinate: (usize, usize)) -> u8 { coz::scope!("connected tiles"); let wall = self.wall; let mut sum = 0; let mut active = false; let mut count = 0; for i in 0..5 { if active == true && wall[coordinate.0][i] == false { break; } else if wall[coordinate.0][i] == false { count = 0; } else if (coordinate.0, i) == coordinate { active = true; count += 1; } else { count += 1; } } sum += count; let mut active = false; let mut count = 0; for i in 0..5 { if active == true && wall[i][coordinate.1] == false { break; } else if wall[i][coordinate.1] == false { count = 0; } else if (i, coordinate.1) == coordinate { active = true; count += 1; } else { count += 1; } } sum += count; return sum } } impl Default for Board { fn default() -> Self { Board { score: 0, wall: Wall::default(), floor: Vec::default(), patterns: Patterns::default() } } } #[derive(Default, Debug, Clone)] pub struct Game { turn: u32, player: usize, box_top: Bag, bag: Bag, market: Market, factories: Vec, boards: Vec } impl Game { pub fn new(players: usize) -> Result { coz::scope!("create game"); let n_factories = match players { 2 => 5, 3 => 7, 4 => 9, _ => return Err("Not a valid amount of players") }; let mut factories = Vec::::with_capacity(n_factories); for _ in 0..n_factories { factories.push(Factory::default()) } let mut boards = Vec::::with_capacity(players); for _ in 0..players { boards.push(Board::default()); } let game = Game { turn: 0, player: 0, box_top: Vec::::with_capacity(100).into(), bag: Bag::default(), market: Market::default(), factories: factories, boards: boards }; Ok(game) } pub fn fill(&mut self) -> Result<(), &'static str> { coz::scope!("fill factories from bag"); for factory in &self.factories { if factory.len() != 0 { return Err("Cannot fill, factories are not empty") }; }; for factory in &mut self.factories { for _ in 0..4 { 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::() * self.bag.len() as f32).floor() as usize; let tile = self.bag.remove(tile_i); factory.push(tile); } } }; Ok(()) } fn score(&mut self) -> Result<(), &'static str> { coz::scope!("score boards"); for board in &mut self.boards { for row in 0..4 { if board.patterns[row].len() == (row + 1) { let color = board.patterns[row].remove(0); let index = Board::wall_index(color, row)?; board.wall[row][index] = true; board.score += board.connected((row, index)); self.box_top.append(&mut board.patterns[row]) } } let negative = match board.floor.len() { 0 => 0, 1 => 1, 2 => 2, 3 => 4, 4 => 6, 5 => 8, 6 => 11, _ => 14 }; board.score -= negative; } Ok(()) } pub fn do_move(&self, game_move: GameMove) -> Result { coz::scope!("do a move"); if game_move.1 == Tile::Start { return Err("You can't take the start tile alone") } let mut game = self.clone(); let board = &mut game.boards[self.player]; match game_move { GameMove(_, Tile::Start, _) => return Err("You can't take the start tile specifically"), GameMove(0, _, 0) => { if self.market.contains(&game_move.1) { 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) } else { return Err("Market does not contain selected tile") } }, GameMove(0, _, 1..=6) => { if self.market.len() == 0 { return Err("Market is empty"); } else if self.market.contains(&game_move.1) { let target = &mut board.patterns[game_move.2 - 1]; let empty = game_move.2 - target.len(); if empty == 0 { return Err("That pattern is full") } 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); for tile in hand.drain(..) { let empty = game_move.2 - &target.len(); if tile == Tile::Start { board.floor.push(tile); } else { if empty >= 1 { target.push(tile); } else { board.floor.push(tile) } } } } else { return Err("Market does not contain selected tile") } }, GameMove(1..=9, _, _) => { if game_move.0 > self.factories.len() - 1 { return Err("That factory is out of bounds"); } let old_factory = &self.factories[game_move.0 - 1]; if old_factory.contains(&game_move.1) { let mut new_factory = &mut game.factories[game_move.0 - 1]; let mut hand = old_factory.deref().clone(); hand.retain(|&x| x == game_move.1); new_factory.retain(|&x| x != game_move.1); game.market.append(&mut new_factory); match game_move.2 { 0 => { board.floor.append(&mut hand) }, 1..=9 => { let target = &mut board.patterns[game_move.2 - 1]; let empty = game_move.2 - target.len(); if hand.len() <= empty { target.append(&mut hand); } else if empty != 0 { for tile in hand.drain(..) { let empty = game_move.2 - &target.len(); if empty >= 1 { target.push(tile); } else { board.floor.push(tile) } } } else { return Err("That pattern line is full") } }, _ => return Err("Not a valid destination") } } else { return Err("That tile is not in that factory") } }, GameMove(_,_,_) => return Err("Not a valid move") } let mut empty = true; for factory in &game.factories { if factory.len() != 0 { empty = false; break; } } if empty == true { if game.market.len() != 0 { empty = false; } } if empty == true { game.score()?; } else { game.player = (game.player + 1) % self.boards.len(); } game.turn += 1; Ok(game) } } // 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); } #[test] fn connected() -> Result<(), String> { let mut board = Board::default(); board.wall[0] = [false, false, false, false, false]; board.wall[1] = [true, false, true, false, false]; board.wall[2] = [true, false, true, false, false]; board.wall[3] = [true, false, false, false, false]; board.wall[4] = [true, true, true, false, false]; let coordinate = (4 as usize, Board::wall_index(Tile::Yellow, 4)?); assert_eq!(coordinate, (4,0)); let score = board.connected(coordinate); assert_eq!(score, 7); Ok(()) }