hanabi.rs/src/game.rs

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use rand::{self, Rng};
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use std::convert::From;
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use std::collections::HashMap;
use std::fmt;
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use info::*;
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/*
* Type definitions
*/
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pub type Color = &'static str;
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pub const COLORS: [Color; 5] = ["blue", "red", "yellow", "white", "green"];
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pub type Value = u32;
// list of (value, count) pairs
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pub const VALUES : [Value; 5] = [1, 2, 3, 4, 5];
pub const VALUE_COUNTS : [(Value, u32); 5] = [(1, 3), (2, 2), (3, 2), (4, 2), (5, 1)];
pub const FINAL_VALUE : Value = 5;
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#[derive(Debug)]
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pub struct Card {
pub color: Color,
pub value: Value,
}
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impl fmt::Display for Card {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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let colorchar = self.color.chars().next().unwrap();
write!(f, "{}{}", colorchar, self.value)
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}
}
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#[derive(Debug)]
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// basically a stack of cards, or card info
pub struct Pile<T>(Vec<T>);
impl <T> Pile<T> {
pub fn new() -> Pile<T> {
Pile(Vec::<T>::new())
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}
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pub fn draw(&mut self) -> Option<T> {
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self.0.pop()
}
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pub fn place(&mut self, item: T) {
self.0.push(item);
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}
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pub fn take(&mut self, index: usize) -> T {
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self.0.remove(index)
}
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pub fn top(&self) -> Option<&T> {
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self.0.last()
}
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pub fn shuffle(&mut self) {
rand::thread_rng().shuffle(&mut self.0[..]);
}
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pub fn size(&self) -> usize {
self.0.len()
}
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}
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impl <T> From<Vec<T>> for Pile<T> {
fn from(items: Vec<T>) -> Pile<T> {
Pile(items)
}
}
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impl <T> fmt::Display for Pile<T> where T: fmt::Display {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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// surely doing unwraps is improper..
write!(f, "[").unwrap();
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for item in &self.0 {
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write!(f, "{}, ", item).unwrap();
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}
write!(f, "] ")
}
}
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pub type Cards = Pile<Card>;
pub type CardsInfo = Pile<CardInfo>;
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pub type Player = u32;
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#[derive(Debug)]
pub struct Firework {
pub color: Color,
pub cards: Cards,
}
impl Firework {
fn new(color: Color) -> Firework {
let mut cards = Cards::new();
// have a 0, so it's easier to implement
let card = Card { value: 0, color: color };
cards.place(card);
Firework {
color: color,
cards: cards,
}
}
fn desired_value(&self) -> Option<Value> {
let top_value = self.cards.top().unwrap().value;
if top_value == FINAL_VALUE {
None
} else {
Some(top_value + 1)
}
}
fn score(&self) -> usize {
// subtract one to account for the 0 we pushed
self.cards.size() - 1
}
fn complete(&self) -> bool {
self.desired_value() == None
}
fn place(&mut self, card: Card) {
assert!(
card.color == self.color,
"Attempted to place card on firework of wrong color!"
);
assert!(
Some(card.value) == self.desired_value(),
"Attempted to place card of wrong value on firework!"
);
self.cards.place(card);
}
}
impl fmt::Display for Firework {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
if let Some(value) = self.desired_value() {
write!(f, "{} firework at {}", self.color, value)
} else {
write!(f, "{} firework complete!", self.color)
}
}
}
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#[derive(Debug)]
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pub enum Hinted {
Color(Color),
Value(Value),
}
impl fmt::Display for Hinted {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
match self {
&Hinted::Color(color) => { write!(f, "{}", color) }
&Hinted::Value(value) => { write!(f, "{}", value) }
}
}
}
#[derive(Debug)]
pub struct Hint {
pub player: Player,
pub hinted: Hinted,
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}
// represents the choice a player made in a given turn
#[derive(Debug)]
pub enum TurnChoice {
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Hint(Hint),
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Discard(usize),
Play(usize),
}
// represents a turn taken in the game
pub struct Turn<'a> {
pub player: &'a Player,
pub choice: &'a TurnChoice,
}
// represents possible settings for the game
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pub struct GameOptions {
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pub num_players: u32,
pub hand_size: u32,
// when hits 0, you cannot hint
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pub num_hints: u32,
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// when hits 0, you lose
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pub num_lives: u32,
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}
// The state of a given player: all other players may see this
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#[derive(Debug)]
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pub struct PlayerState {
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// the player's actual hand
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hand: Cards,
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// represents what is common knowledge about the player's hand
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info: CardsInfo,
}
impl PlayerState {
pub fn new(hand: Cards) -> PlayerState {
let infos = (0..hand.size()).map(|_| {
CardInfo::new()
}).collect::<Vec<_>>();
PlayerState {
hand: hand,
info: CardsInfo::from(infos),
}
}
pub fn take(&mut self, index: usize) -> (Card, CardInfo) {
let card = self.hand.take(index);
let info = self.info.take(index);
(card, info)
}
pub fn place(&mut self, card: Card) {
self.hand.place(card);
self.info.place(CardInfo::new());
}
pub fn reveal(&mut self, hinted: &Hinted) {
match hinted {
&Hinted::Color(ref color) => {
let mut i = 0;
for card in &self.hand.0 {
self.info.0[i].color_info.mark(
color,
card.color == *color
);
i += 1;
}
}
&Hinted::Value(ref value) => {
let mut i = 0;
for card in &self.hand.0 {
self.info.0[i].value_info.mark(
value,
card.value == *value
);
i += 1;
}
}
}
}
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}
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fn new_deck() -> Cards {
let mut deck: Cards = Cards::from(Vec::new());
for color in COLORS.iter() {
for &(value, count) in VALUE_COUNTS.iter() {
for _ in 0..count {
deck.place(Card {color: color, value: value});
}
}
};
deck.shuffle();
info!("Created deck: {}", deck);
deck
}
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// State of everything except the player's hands
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// Is all completely common knowledge
#[derive(Debug)]
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pub struct BoardState {
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deck: Cards,
pub discard: Cards,
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pub fireworks: HashMap<Color, Firework>,
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pub num_players: u32,
// which turn is it?
pub turn: u32,
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// // whose turn is it?
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pub player: Player,
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pub hints_total: u32,
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pub hints_remaining: u32,
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pub lives_total: u32,
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pub lives_remaining: u32,
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// TODO:
// pub turn_history: Vec<TurnChoice>,
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// only relevant when deck runs out
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deckless_turns_remaining: u32,
}
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impl BoardState {
pub fn new(opts: &GameOptions) -> BoardState {
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let mut fireworks : HashMap<Color, Firework> = HashMap::new();
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for color in COLORS.iter() {
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fireworks.insert(color, Firework::new(color));
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}
BoardState {
deck: new_deck(),
fireworks: fireworks,
discard: Cards::new(),
num_players: opts.num_players,
player: 0,
turn: 1,
hints_total: opts.num_hints,
hints_remaining: opts.num_hints,
lives_total: opts.num_lives,
lives_remaining: opts.num_lives,
// number of turns to play with deck length ran out
deckless_turns_remaining: opts.num_players + 1,
}
}
fn try_add_hint(&mut self) {
if self.hints_remaining < self.hints_total {
self.hints_remaining += 1;
}
}
// returns whether a card would place on a firework
pub fn is_playable(&self, card: &Card) -> bool {
let firework = self.fireworks.get(card.color).unwrap();
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Some(card.value) == firework.desired_value()
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}
pub fn get_players(&self) -> Vec<Player> {
(0..self.num_players).collect::<Vec<_>>()
}
pub fn score(&self) -> Score {
let mut score = 0;
for (_, firework) in &self.fireworks {
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score += firework.score();
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}
score as u32
}
pub fn player_to_left(&self, player: &Player) -> Player {
(player + 1) % self.num_players
}
pub fn player_to_right(&self, player: &Player) -> Player {
(player - 1) % self.num_players
}
}
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// complete game view of a given player
// state will be borrowed GameState
#[derive(Debug)]
pub struct GameStateView<'a> {
// the player whose view it is
pub player: Player,
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// what is known about their own hand (and thus common knowledge)
pub info: &'a CardsInfo,
// the cards of the other players, as well as the information they have
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pub other_player_states: HashMap<Player, &'a PlayerState>,
// board state
pub board: &'a BoardState,
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}
// complete game state (known to nobody!)
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#[derive(Debug)]
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pub struct GameState {
pub player_states: HashMap<Player, PlayerState>,
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pub board: BoardState,
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}
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pub type Score = u32;
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impl GameState {
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pub fn new(opts: &GameOptions) -> GameState {
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let mut board = BoardState::new(opts);
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let mut player_states : HashMap<Player, PlayerState> = HashMap::new();
for i in 0..opts.num_players {
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let raw_hand = (0..opts.hand_size).map(|_| {
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// we can assume the deck is big enough to draw initial hands
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board.deck.draw().unwrap()
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}).collect::<Vec<_>>();
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player_states.insert(
i, PlayerState::new(Cards::from(raw_hand)),
);
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}
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GameState {
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player_states: player_states,
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board: board,
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}
}
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pub fn get_players(&self) -> Vec<Player> {
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self.board.get_players()
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}
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pub fn is_over(&self) -> bool {
// TODO: add condition that fireworks cannot be further completed?
(self.board.lives_remaining == 0) ||
(self.board.deckless_turns_remaining == 0)
}
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pub fn score(&self) -> Score {
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self.board.score()
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}
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// get the game state view of a particular player
pub fn get_view(&self, player: Player) -> GameStateView {
let mut other_player_states = HashMap::new();
for (other_player, state) in &self.player_states {
if player != *other_player {
other_player_states.insert(player, state);
}
}
GameStateView {
player: player,
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info: &self.player_states.get(&player).unwrap().info,
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other_player_states: other_player_states,
board: &self.board,
}
}
// takes a card from the player's hand, and replaces it if possible
fn take_from_hand(&mut self, index: usize) -> Card {
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let ref mut state = self.player_states.get_mut(&self.board.player).unwrap();
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let (card, _) = state.take(index);
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if let Some(new_card) = self.board.deck.draw() {
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info!("Drew new card, {}", new_card);
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state.place(new_card);
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}
card
}
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pub fn process_choice(&mut self, choice: &TurnChoice) {
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info!("Player {}'s move", self.board.player);
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match choice {
&TurnChoice::Hint(ref hint) => {
assert!(self.board.hints_remaining > 0,
"Tried to hint with no hints remaining");
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self.board.hints_remaining -= 1;
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info!("Hint to player {}, about {}", hint.player, hint.hinted);
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assert!(self.board.player != hint.player,
format!("Player {} gave a hint to himself", hint.player));
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let ref mut state = self.player_states.get_mut(&hint.player).unwrap();
state.reveal(&hint.hinted);
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}
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&TurnChoice::Discard(index) => {
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let card = self.take_from_hand(index);
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info!("Discard card in position {}, which is {}", index, card);
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self.board.discard.place(card);
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self.board.try_add_hint();
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}
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&TurnChoice::Play(index) => {
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let card = self.take_from_hand(index);
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info!(
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"Playing card at position {}, which is {}",
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index, card
);
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let mut firework_made = false;
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if self.board.is_playable(&card) {
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let ref mut firework = self.board.fireworks.get_mut(&card.color).unwrap();
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firework_made = card.value == FINAL_VALUE;
info!("Successfully played {}!", card);
if firework_made {
info!("Firework complete for {}!", card.color);
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}
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firework.place(card);
} else {
self.board.discard.place(card);
self.board.lives_remaining -= 1;
info!(
"Removing a life! Lives remaining: {}",
self.board.lives_remaining
);
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}
if firework_made {
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self.board.try_add_hint();
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}
}
}
if self.board.deck.size() == 0 {
self.board.deckless_turns_remaining -= 1;
}
self.board.turn += 1;
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self.board.player = {
let cur = self.board.player;
self.board.player_to_left(&cur)
};
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assert_eq!((self.board.turn - 1) % self.board.num_players, self.board.player);
}
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}