flushed out game initialization

This commit is contained in:
Jeff Wu 2016-03-05 18:49:14 -08:00
parent 4168800875
commit 9508a20082
4 changed files with 121 additions and 54 deletions

6
Cargo.lock generated
View file

@ -2,15 +2,9 @@
name = "rust_hanabi" name = "rust_hanabi"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"lazy_static 0.1.15 (registry+https://github.com/rust-lang/crates.io-index)",
"rand 0.3.14 (registry+https://github.com/rust-lang/crates.io-index)", "rand 0.3.14 (registry+https://github.com/rust-lang/crates.io-index)",
] ]
[[package]]
name = "lazy_static"
version = "0.1.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
[[package]] [[package]]
name = "libc" name = "libc"
version = "0.2.7" version = "0.2.7"

View file

@ -5,4 +5,3 @@ authors = ["Jeff Wu <wuthefwasthat@gmail.com>"]
[dependencies] [dependencies]
rand = "*" rand = "*"
lazy_static = "0.1.*"

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@ -1,12 +1,18 @@
use rand::{thread_rng, Rng}; use rand::{self, Rng};
use std::collections::HashSet; use std::collections::HashSet;
use std::collections::HashMap; use std::collections::HashMap;
use std::fmt; use std::fmt;
// Type definitions /*
* Type definitions
*/
pub type Color = &'static str; pub type Color = &'static str;
pub type Value = i32; const COLORS: [Color; 5] = ["blue", "red", "yellow", "white", "green"];
pub type Value = u32;
// list of (value, count) pairs
const VALUE_COUNTS : [(Value, u32); 5] = [(1, 3), (2, 2), (3, 2), (4, 2), (5, 1)];
pub struct Card { pub struct Card {
pub color: Color, pub color: Color,
@ -18,81 +24,151 @@ impl fmt::Debug for Card {
} }
} }
pub type Pile = Vec<Card>; #[derive(Debug)]
pub struct Pile(Vec<Card>);
// basically a stack of cards
impl Pile {
pub fn new() -> Pile {
Pile(Vec::new())
}
pub fn draw(&mut self) -> Option<Card> {
self.0.pop()
}
pub fn place(&mut self, card: Card) {
self.0.push(card);
}
pub fn take(&mut self, index: usize) -> Card {
self.0.remove(index)
}
pub fn shuffle(&mut self) {
rand::thread_rng().shuffle(&mut self.0[..]);
}
}
pub type Hand = Vec<Card>; pub type Hand = Vec<Card>;
pub type Player = i32; pub type Player = u32;
pub struct GameOptions { pub struct GameOptions {
pub num_players: i32, pub num_players: u32,
pub hand_size: i32, pub hand_size: u32,
pub total_hints: i32, // when hits 0, you cannot hint
pub total_lives: i32, pub total_hints: u32,
// when hits 0, you lose
pub total_lives: u32,
} }
// The state of a given player: all other players may see this // The state of a given player: all other players may see this
struct PlayerState { pub struct PlayerState {
hand: Hand, hand: Hand,
} }
pub struct GameState { // State of everything except the player's hands
// Is completely common knowledge
pub struct BoardState {
pub deck: Pile, pub deck: Pile,
// pub players: PlayerState, pub discard: Pile,
// pub discard: Pile, pub fireworks: HashMap<Color, Pile>,
// pub fireworks: HashMap<Color, Pile>,
// // whose turn is it? // // whose turn is it?
// pub next: Player, pub next: Player,
// pub hints_remaining: i32,
// pub lives_remaining: i32, pub hints_remaining: u32,
// // only relevant when deck runs out pub lives_remaining: u32,
// pub turns_remaining: i32, // only relevant when deck runs out
turns_remaining: u32,
}
// complete game state (known to nobody!)
pub struct GameState {
pub player_states: HashMap<Player, PlayerState>,
pub board_state: BoardState,
}
// complete game view of a given player
pub struct GameStateView {
// not yet implemented
pub other_player_states: HashMap<Player, PlayerState>,
pub board_state: BoardState,
} }
impl GameState { impl GameState {
pub fn new(opts: GameOptions) -> GameState { pub fn new(opts: GameOptions) -> GameState {
let deck = GameState::make_deck(); let mut deck = GameState::make_deck();
let mut player_states : HashMap<Player, PlayerState> = HashMap::new();
for i in 0..opts.num_players {
let hand : Hand = (0..opts.hand_size)
.map(|i| {
// we can assume the deck is big enough to draw initial hands
deck.draw().unwrap()
})
.collect::<Vec<_>>();
let state = PlayerState {
hand: hand,
};
player_states.insert(i, state);
}
let mut fireworks : HashMap<Color, Pile> = HashMap::new();
for color in COLORS.iter() {
let mut pile = Pile::new();
let card = Card { value: 0, color: color };
pile.place(card);
fireworks.insert(color, pile);
}
GameState { GameState {
deck: deck, player_states: player_states,
board_state: BoardState {
deck: deck,
fireworks: fireworks,
discard: Pile::new(),
next: 0,
hints_remaining: opts.total_hints,
lives_remaining: opts.total_lives,
// only relevant when deck runs out
turns_remaining: opts.num_players,
}
} }
} }
fn make_deck() -> Pile { fn make_deck() -> Pile {
let mut deck: Pile = Vec::new(); let mut deck: Pile = Pile(Vec::new());
for color in COLORS.iter() { for color in COLORS.iter() {
for (value, count) in VALUE_COUNTS.iter() { for &(value, count) in VALUE_COUNTS.iter() {
for _ in 0..*count { for _ in 0..3 {
deck.push(Card {color: color, value: *value}); deck.place(Card {color: color, value: 1});
} }
} }
}; };
thread_rng().shuffle(&mut deck[..]); deck.shuffle();
println!("Created deck: {:?}", deck); println!("Created deck: {:?}", deck);
deck deck
} }
} }
lazy_static! { enum Hint {
static ref COLORS: HashSet<Color> = { Color,
vec!["blue", "red", "yellow", "white", "green"].into_iter().collect::<HashSet<_,_>>() Value,
};
// map from value to count
static ref VALUE_COUNTS: HashMap<Value, i32> = {
let mut map = HashMap::new();
map.insert(1, 3);
map.insert(2, 2);
map.insert(3, 2);
map.insert(4, 2);
map.insert(5, 1);
map
};
} }
fn validate_card(card: &Card) { enum Turn {
Hint,
Discard,
Play,
} }
trait Strategy { // Trait to implement for any valid Hanabi strategy
fn decide(&self) -> f64; pub trait Strategy {
fn update(&self) -> f64; fn decide(&mut self, &GameStateView) -> Turn;
fn update(&mut self, Turn);
} }
fn simulate() { pub fn simulate_symmetric(opts: GameOptions, strategy: &Strategy) {
let strategies = (0..opts.num_players).map(|_| { Box::new(strategy) }).collect();
simulate(opts, strategies)
}
pub fn simulate(opts: GameOptions, strategies: Vec<Box<&Strategy>>) {
} }

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@ -1,6 +1,4 @@
extern crate rand; extern crate rand;
#[macro_use]
extern crate lazy_static;
mod game; mod game;