get rid of Pile<T>

This commit is contained in:
Jeff Wu 2016-03-12 18:32:21 -08:00
parent 1a0cad3b87
commit b63c850484

View file

@ -41,51 +41,12 @@ impl fmt::Display for Card {
} }
} }
#[derive(Debug)] pub type Cards = Vec<Card>;
// basically a stack of cards, or card info pub type CardsInfo = Vec<CardInfo>;
pub struct Pile<T>(Vec<T>);
impl <T> Pile<T> {
pub fn new() -> Pile<T> {
Pile(Vec::<T>::new())
}
pub fn draw(&mut self) -> Option<T> {
self.0.pop()
}
pub fn place(&mut self, item: T) {
self.0.push(item);
}
pub fn take(&mut self, index: usize) -> T {
self.0.remove(index)
}
pub fn top(&self) -> Option<&T> {
self.0.last()
}
pub fn shuffle(&mut self) {
rand::thread_rng().shuffle(&mut self.0[..]);
}
pub fn size(&self) -> usize {
self.0.len()
}
}
impl <T> From<Vec<T>> for Pile<T> {
fn from(items: Vec<T>) -> Pile<T> {
Pile(items)
}
}
impl <T> fmt::Display for Pile<T> where T: fmt::Display {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
try!(f.write_str("["));
for item in &self.0 {
try!(f.write_str(&format!("{}, ", item)));
}
try!(f.write_str("]"));
Ok(())
}
}
pub type Cards = Pile<Card>; fn shuffle<T>(vec: &mut Vec<T>) {
rand::thread_rng().shuffle(&mut vec[..]);
pub type CardsInfo = Pile<CardInfo>; }
#[derive(Debug)] #[derive(Debug)]
pub struct Firework { pub struct Firework {
@ -97,7 +58,7 @@ impl Firework {
let mut cards = Cards::new(); let mut cards = Cards::new();
// have a 0, so it's easier to implement // have a 0, so it's easier to implement
let card = Card { value: 0, color: color }; let card = Card { value: 0, color: color };
cards.place(card); cards.push(card);
Firework { Firework {
color: color, color: color,
cards: cards, cards: cards,
@ -105,7 +66,7 @@ impl Firework {
} }
fn top_value(&self) -> Value { fn top_value(&self) -> Value {
self.cards.top().unwrap().value self.cards.last().unwrap().value
} }
fn desired_value(&self) -> Option<Value> { fn desired_value(&self) -> Option<Value> {
@ -114,7 +75,7 @@ impl Firework {
fn score(&self) -> usize { fn score(&self) -> usize {
// subtract one to account for the 0 we pushed // subtract one to account for the 0 we pushed
self.cards.size() - 1 self.cards.len() - 1
} }
fn complete(&self) -> bool { fn complete(&self) -> bool {
@ -131,7 +92,7 @@ impl Firework {
"Attempted to place card of wrong value on firework!" "Attempted to place card of wrong value on firework!"
); );
self.cards.place(card); self.cards.push(card);
} }
} }
impl fmt::Display for Firework { impl fmt::Display for Firework {
@ -183,7 +144,7 @@ impl Discard {
let count = self.get_count(&card); let count = self.get_count(&card);
let ref mut color_count = self.counts.get_mut(card.color).unwrap(); let ref mut color_count = self.counts.get_mut(card.color).unwrap();
color_count.insert(card.value, count + 1); color_count.insert(card.value, count + 1);
self.cards.place(card); self.cards.push(card);
} }
} }
impl fmt::Display for Discard { impl fmt::Display for Discard {
@ -272,8 +233,8 @@ impl fmt::Display for PlayerState {
try!(f.write_str("hand: ")); try!(f.write_str("hand: "));
let mut i = 0; let mut i = 0;
for card in &self.hand.0 { for card in &self.hand {
let info : &CardInfo = &self.info.0[i]; let info : &CardInfo = &self.info[i];
try!(f.write_str(&format!("{} =? {: <15} ", card, info))); try!(f.write_str(&format!("{} =? {: <15} ", card, info)));
i += 1; i += 1;
} }
@ -282,7 +243,7 @@ impl fmt::Display for PlayerState {
} }
impl PlayerState { impl PlayerState {
pub fn new(hand: Cards) -> PlayerState { pub fn new(hand: Cards) -> PlayerState {
let infos = (0..hand.size()).map(|_| { let infos = (0..hand.len()).map(|_| {
CardInfo::new() CardInfo::new()
}).collect::<Vec<_>>(); }).collect::<Vec<_>>();
PlayerState { PlayerState {
@ -292,22 +253,22 @@ impl PlayerState {
} }
pub fn take(&mut self, index: usize) -> (Card, CardInfo) { pub fn take(&mut self, index: usize) -> (Card, CardInfo) {
let card = self.hand.take(index); let card = self.hand.remove(index);
let info = self.info.take(index); let info = self.info.remove(index);
(card, info) (card, info)
} }
pub fn place(&mut self, card: Card) { pub fn place(&mut self, card: Card) {
self.hand.place(card); self.hand.push(card);
self.info.place(CardInfo::new()); self.info.push(CardInfo::new());
} }
pub fn reveal(&mut self, hinted: &Hinted) { pub fn reveal(&mut self, hinted: &Hinted) {
match hinted { match hinted {
&Hinted::Color(ref color) => { &Hinted::Color(ref color) => {
let mut i = 0; let mut i = 0;
for card in &self.hand.0 { for card in &self.hand {
self.info.0[i].color_info.mark( self.info[i].color_info.mark(
color, color,
card.color == *color card.color == *color
); );
@ -316,8 +277,8 @@ impl PlayerState {
} }
&Hinted::Value(ref value) => { &Hinted::Value(ref value) => {
let mut i = 0; let mut i = 0;
for card in &self.hand.0 { for card in &self.hand {
self.info.0[i].value_info.mark( self.info[i].value_info.mark(
value, value,
card.value == *value card.value == *value
); );
@ -330,18 +291,18 @@ impl PlayerState {
} }
fn new_deck() -> Cards { fn new_deck() -> Cards {
let mut deck: Cards = Cards::from(Vec::new()); let mut deck: Cards = Cards::new();
for color in COLORS.iter() { for color in COLORS.iter() {
for value in VALUES.iter() { for value in VALUES.iter() {
let count = get_count_for_value(value); let count = get_count_for_value(value);
for _ in 0..count { for _ in 0..count {
deck.place(Card {color: color, value: value.clone()}); deck.push(Card {color: color, value: value.clone()});
} }
} }
}; };
deck.shuffle(); shuffle(&mut deck);
info!("Created deck: {}", deck); debug!("Created deck: {:?}", deck);
deck deck
} }
@ -458,7 +419,7 @@ impl BoardState {
} }
pub fn deck_size(&self) -> usize { pub fn deck_size(&self) -> usize {
self.deck.size() self.deck.len()
} }
pub fn player_to_left(&self, player: &Player) -> Player { pub fn player_to_left(&self, player: &Player) -> Player {
@ -546,7 +507,7 @@ impl GameState {
for i in 0..opts.num_players { for i in 0..opts.num_players {
let raw_hand = (0..opts.hand_size).map(|_| { let raw_hand = (0..opts.hand_size).map(|_| {
// we can assume the deck is big enough to draw initial hands // we can assume the deck is big enough to draw initial hands
board.deck.draw().unwrap() board.deck.pop().unwrap()
}).collect::<Vec<_>>(); }).collect::<Vec<_>>();
player_states.insert( player_states.insert(
i, PlayerState::new(Cards::from(raw_hand)), i, PlayerState::new(Cards::from(raw_hand)),
@ -593,7 +554,7 @@ impl GameState {
fn take_from_hand(&mut self, index: usize) -> Card { fn take_from_hand(&mut self, index: usize) -> Card {
let ref mut state = self.player_states.get_mut(&self.board.player).unwrap(); let ref mut state = self.player_states.get_mut(&self.board.player).unwrap();
let (card, _) = state.take(index); let (card, _) = state.take(index);
if let Some(new_card) = self.board.deck.draw() { if let Some(new_card) = self.board.deck.pop() {
info!("Drew new card, {}", new_card); info!("Drew new card, {}", new_card);
state.place(new_card); state.place(new_card);
} }
@ -655,7 +616,7 @@ impl GameState {
} }
} }
if self.board.deck.size() == 0 { if self.board.deck.len() == 0 {
self.board.deckless_turns_remaining -= 1; self.board.deckless_turns_remaining -= 1;
} }
self.board.turn += 1; self.board.turn += 1;