2016-03-06 03:49:14 +01:00
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use rand::{self, Rng};
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2016-03-06 01:54:46 +01:00
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use std::collections::HashSet;
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use std::collections::HashMap;
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use std::fmt;
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2016-03-06 03:49:14 +01:00
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/*
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* Type definitions
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*/
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2016-03-06 01:54:46 +01:00
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pub type Color = &'static str;
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2016-03-06 03:49:14 +01:00
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const COLORS: [Color; 5] = ["blue", "red", "yellow", "white", "green"];
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pub type Value = u32;
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// list of (value, count) pairs
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const VALUE_COUNTS : [(Value, u32); 5] = [(1, 3), (2, 2), (3, 2), (4, 2), (5, 1)];
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2016-03-06 01:54:46 +01:00
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pub struct Card {
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pub color: Color,
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pub value: Value,
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}
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impl fmt::Debug for Card {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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write!(f, "{} {}", self.color, self.value)
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}
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}
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2016-03-06 03:49:14 +01:00
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#[derive(Debug)]
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pub struct Pile(Vec<Card>);
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// basically a stack of cards
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impl Pile {
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pub fn new() -> Pile {
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Pile(Vec::new())
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}
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pub fn draw(&mut self) -> Option<Card> {
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self.0.pop()
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}
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pub fn place(&mut self, card: Card) {
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self.0.push(card);
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}
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pub fn take(&mut self, index: usize) -> Card {
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self.0.remove(index)
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}
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pub fn shuffle(&mut self) {
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rand::thread_rng().shuffle(&mut self.0[..]);
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}
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}
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2016-03-06 01:54:46 +01:00
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pub type Hand = Vec<Card>;
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2016-03-06 03:49:14 +01:00
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pub type Player = u32;
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2016-03-06 01:54:46 +01:00
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pub struct GameOptions {
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2016-03-06 03:49:14 +01:00
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pub num_players: u32,
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pub hand_size: u32,
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// when hits 0, you cannot hint
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pub total_hints: u32,
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// when hits 0, you lose
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pub total_lives: u32,
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2016-03-06 01:54:46 +01:00
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}
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// The state of a given player: all other players may see this
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2016-03-06 03:49:14 +01:00
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pub struct PlayerState {
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2016-03-06 01:54:46 +01:00
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hand: Hand,
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}
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2016-03-06 03:49:14 +01:00
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// State of everything except the player's hands
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// Is completely common knowledge
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pub struct BoardState {
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2016-03-06 01:54:46 +01:00
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pub deck: Pile,
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2016-03-06 03:49:14 +01:00
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pub discard: Pile,
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pub fireworks: HashMap<Color, Pile>,
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2016-03-06 01:54:46 +01:00
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// // whose turn is it?
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2016-03-06 03:49:14 +01:00
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pub next: Player,
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pub hints_remaining: u32,
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pub lives_remaining: u32,
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// only relevant when deck runs out
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turns_remaining: u32,
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}
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// complete game state (known to nobody!)
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pub struct GameState {
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pub player_states: HashMap<Player, PlayerState>,
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pub board_state: BoardState,
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}
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// complete game view of a given player
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pub struct GameStateView {
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// not yet implemented
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pub other_player_states: HashMap<Player, PlayerState>,
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pub board_state: BoardState,
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2016-03-06 01:54:46 +01:00
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}
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impl GameState {
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pub fn new(opts: GameOptions) -> GameState {
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2016-03-06 03:49:14 +01:00
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let mut deck = GameState::make_deck();
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let mut player_states : HashMap<Player, PlayerState> = HashMap::new();
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for i in 0..opts.num_players {
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let hand : Hand = (0..opts.hand_size)
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.map(|i| {
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// we can assume the deck is big enough to draw initial hands
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deck.draw().unwrap()
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})
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.collect::<Vec<_>>();
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let state = PlayerState {
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hand: hand,
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};
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player_states.insert(i, state);
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}
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let mut fireworks : HashMap<Color, Pile> = HashMap::new();
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for color in COLORS.iter() {
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let mut pile = Pile::new();
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let card = Card { value: 0, color: color };
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pile.place(card);
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fireworks.insert(color, pile);
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}
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2016-03-06 01:54:46 +01:00
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GameState {
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2016-03-06 03:49:14 +01:00
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player_states: player_states,
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board_state: BoardState {
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deck: deck,
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fireworks: fireworks,
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discard: Pile::new(),
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next: 0,
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hints_remaining: opts.total_hints,
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lives_remaining: opts.total_lives,
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// only relevant when deck runs out
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turns_remaining: opts.num_players,
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}
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2016-03-06 01:54:46 +01:00
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}
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}
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fn make_deck() -> Pile {
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2016-03-06 03:49:14 +01:00
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let mut deck: Pile = Pile(Vec::new());
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2016-03-06 01:54:46 +01:00
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for color in COLORS.iter() {
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2016-03-06 03:49:14 +01:00
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for &(value, count) in VALUE_COUNTS.iter() {
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for _ in 0..3 {
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deck.place(Card {color: color, value: 1});
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2016-03-06 01:54:46 +01:00
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}
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}
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};
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2016-03-06 03:49:14 +01:00
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deck.shuffle();
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2016-03-06 01:54:46 +01:00
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println!("Created deck: {:?}", deck);
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deck
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}
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}
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2016-03-06 03:49:14 +01:00
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enum Hint {
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Color,
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Value,
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}
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enum Turn {
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Hint,
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Discard,
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Play,
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2016-03-06 01:54:46 +01:00
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}
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2016-03-06 03:49:14 +01:00
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// Trait to implement for any valid Hanabi strategy
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pub trait Strategy {
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fn decide(&mut self, &GameStateView) -> Turn;
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fn update(&mut self, Turn);
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2016-03-06 01:54:46 +01:00
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}
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2016-03-06 03:49:14 +01:00
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pub fn simulate_symmetric(opts: GameOptions, strategy: &Strategy) {
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let strategies = (0..opts.num_players).map(|_| { Box::new(strategy) }).collect();
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simulate(opts, strategies)
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2016-03-06 01:54:46 +01:00
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}
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2016-03-06 03:49:14 +01:00
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pub fn simulate(opts: GameOptions, strategies: Vec<Box<&Strategy>>) {
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2016-03-06 01:54:46 +01:00
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}
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