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"
version = "0.1.0"
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)",
]
[[package]]
name = "lazy_static"
version = "0.1.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
[[package]]
name = "libc"
version = "0.2.7"

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@ -5,4 +5,3 @@ authors = ["Jeff Wu <wuthefwasthat@gmail.com>"]
[dependencies]
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::HashMap;
use std::fmt;
// Type definitions
/*
* Type definitions
*/
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 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 Player = i32;
pub type Player = u32;
pub struct GameOptions {
pub num_players: i32,
pub hand_size: i32,
pub total_hints: i32,
pub total_lives: i32,
pub num_players: u32,
pub hand_size: u32,
// when hits 0, you cannot hint
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
struct PlayerState {
pub struct PlayerState {
hand: Hand,
}
pub struct GameState {
// State of everything except the player's hands
// Is completely common knowledge
pub struct BoardState {
pub deck: Pile,
// pub players: PlayerState,
// pub discard: Pile,
// pub fireworks: HashMap<Color, Pile>,
pub discard: Pile,
pub fireworks: HashMap<Color, Pile>,
// // whose turn is it?
// pub next: Player,
// pub hints_remaining: i32,
// pub lives_remaining: i32,
// // only relevant when deck runs out
// pub turns_remaining: i32,
pub next: Player,
pub hints_remaining: u32,
pub lives_remaining: u32,
// 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 {
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 {
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 {
let mut deck: Pile = Vec::new();
let mut deck: Pile = Pile(Vec::new());
for color in COLORS.iter() {
for (value, count) in VALUE_COUNTS.iter() {
for _ in 0..*count {
deck.push(Card {color: color, value: *value});
for &(value, count) in VALUE_COUNTS.iter() {
for _ in 0..3 {
deck.place(Card {color: color, value: 1});
}
}
};
thread_rng().shuffle(&mut deck[..]);
deck.shuffle();
println!("Created deck: {:?}", deck);
deck
}
}
lazy_static! {
static ref COLORS: HashSet<Color> = {
vec!["blue", "red", "yellow", "white", "green"].into_iter().collect::<HashSet<_,_>>()
};
// 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
};
enum Hint {
Color,
Value,
}
fn validate_card(card: &Card) {
enum Turn {
Hint,
Discard,
Play,
}
trait Strategy {
fn decide(&self) -> f64;
fn update(&self) -> f64;
// Trait to implement for any valid Hanabi strategy
pub trait Strategy {
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;
#[macro_use]
extern crate lazy_static;
mod game;