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 07:49:40 +01:00
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const FINAL_VALUE : Value = 5;
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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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2016-03-06 07:49:40 +01:00
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pub fn top(&self) -> Option<&Card> {
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self.0.last()
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}
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2016-03-06 03:49:14 +01:00
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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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2016-03-06 07:49:40 +01:00
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pub fn size(&self) -> usize {
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self.0.len()
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}
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2016-03-06 03:49:14 +01:00
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}
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pub type Player = u32;
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2016-03-06 01:54:46 +01:00
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2016-03-06 07:49:40 +01:00
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#[derive(Debug)]
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pub enum Hint {
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Color,
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Value,
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}
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// represents the choice a player made in a given turn
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#[derive(Debug)]
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pub enum TurnChoice {
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Hint,
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Discard(usize),
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Play(usize),
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}
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// represents a turn taken in the game
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pub struct Turn<'a> {
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pub player: &'a Player,
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pub choice: &'a TurnChoice,
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}
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// represents possible settings for the game
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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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2016-03-06 07:49:40 +01:00
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pub num_hints: u32,
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2016-03-06 03:49:14 +01:00
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// when hits 0, you lose
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2016-03-06 07:49:40 +01:00
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pub num_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 07:49:40 +01:00
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#[derive(Debug)]
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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 07:49:40 +01:00
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// the player's actual hand
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pub hand: Pile,
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// represents what is common knowledge about the player's hand
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// pub known: ,
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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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// State of everything except the player's hands
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2016-03-06 07:49:40 +01:00
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// Is all completely common knowledge
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#[derive(Debug)]
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2016-03-06 03:49:14 +01:00
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pub struct BoardState {
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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 07:49:40 +01:00
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pub num_players: u32,
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// which turn is it?
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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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// only relevant when deck runs out
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2016-03-06 07:49:40 +01:00
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deckless_turns_remaining: u32,
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}
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// complete game view of a given player
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// state will be borrowed GameState
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#[derive(Debug)]
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pub struct GameStateView<'a> {
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// the player whose view it is
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pub player: Player,
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// what is known about their own hand
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// pub known:
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// the cards of the other players
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pub other_player_states: HashMap<Player, &'a PlayerState>,
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// board state
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pub board: &'a BoardState,
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2016-03-06 03:49:14 +01:00
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}
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// complete game state (known to nobody!)
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2016-03-06 07:49:40 +01:00
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#[derive(Debug)]
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2016-03-06 03:49:14 +01:00
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pub struct GameState {
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pub player_states: HashMap<Player, PlayerState>,
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pub board: BoardState,
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2016-03-06 03:49:14 +01:00
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}
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2016-03-06 07:49:40 +01:00
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pub type Score = u32;
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2016-03-06 01:54:46 +01:00
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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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2016-03-06 07:49:40 +01:00
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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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deck.draw().unwrap()
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}).collect::<Vec<_>>();
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let state = PlayerState {
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hand: Pile(raw_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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player_states: player_states,
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board: BoardState {
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deck: deck,
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fireworks: fireworks,
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discard: Pile::new(),
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2016-03-06 07:49:40 +01:00
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num_players: opts.num_players,
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player: 0,
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turn: 1,
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hints_total: opts.num_hints,
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hints_remaining: opts.num_hints,
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lives_total: opts.num_lives,
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lives_remaining: opts.num_lives,
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// number of turns to play with deck length ran out
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deckless_turns_remaining: opts.num_players + 1,
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2016-03-06 03:49:14 +01:00
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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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2016-03-06 07:49:40 +01:00
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for _ in 0..count {
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deck.place(Card {color: color, value: value});
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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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2016-03-06 07:49:40 +01:00
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pub fn get_players(&self) -> Vec<Player> {
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(0..self.board.num_players).collect::<Vec<_>>()
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}
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2016-03-06 03:49:14 +01:00
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2016-03-06 07:49:40 +01:00
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pub fn is_over(&self) -> bool {
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// TODO: add condition that fireworks cannot be further completed?
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(self.board.lives_remaining == 0) ||
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(self.board.deckless_turns_remaining == 0)
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}
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2016-03-06 01:54:46 +01:00
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2016-03-06 07:49:40 +01:00
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pub fn score(&self) -> Score {
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let mut score = 0;
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for (_, firework) in &self.board.fireworks {
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score += firework.size();
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}
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score as u32
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}
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2016-03-06 01:54:46 +01:00
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2016-03-06 07:49:40 +01:00
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// get the game state view of a particular player
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pub fn get_view(&self, player: Player) -> GameStateView {
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let mut other_player_states = HashMap::new();
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for (other_player, state) in &self.player_states {
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if player != *other_player {
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other_player_states.insert(player, state);
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}
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}
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GameStateView {
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player: player,
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other_player_states: other_player_states,
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board: &self.board,
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}
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}
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// takes a card from the player's hand, and replaces it if possible
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fn take_from_hand(&mut self, index: usize) -> Card {
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let ref mut hand = self.player_states.get_mut(&self.board.player).unwrap().hand;
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let card = hand.take(index);
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if let Some(new_card) = self.board.deck.draw() {
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hand.place(new_card);
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}
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card
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}
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fn try_add_hint(&mut self) {
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if self.board.hints_remaining < self.board.hints_total {
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self.board.hints_remaining += 1;
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}
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}
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2016-03-06 01:54:46 +01:00
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2016-03-06 07:49:40 +01:00
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fn process_choice(&mut self, choice: TurnChoice) {
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match choice {
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TurnChoice::Hint => {
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assert!(self.board.hints_remaining > 0);
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self.board.hints_remaining -= 1;
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// TODO: actually inform player of values..
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// nothing to update, really...
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// TODO: manage common knowledge
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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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self.board.discard.place(card);
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self.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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let mut firework_made = false;
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{
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let ref mut firework = self.board.fireworks.get_mut(&card.color).unwrap();
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let playable = {
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let under_card = firework.top().unwrap();
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card.value == under_card.value + 1
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};
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if playable {
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firework_made = card.value == FINAL_VALUE;
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firework.place(card);
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} else {
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self.board.discard.place(card);
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self.board.lives_remaining -= 1;
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}
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}
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if firework_made {
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self.try_add_hint();
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}
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}
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}
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if self.board.deck.size() == 0 {
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self.board.deckless_turns_remaining -= 1;
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}
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self.board.turn += 1;
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self.board.player = (self.board.player + 1) % self.board.num_players;
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assert_eq!((self.board.turn - 1) % self.board.num_players, self.board.player);
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}
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2016-03-06 01:54:46 +01:00
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}
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