334 lines
11 KiB
Rust
334 lines
11 KiB
Rust
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//! # Play a TricTrac Game
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use crate::CurrentPlayer;
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use crate::{Player, PlayerId};
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use crate::{Board, Move};
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use crate::{Dices, Roll};
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use crate::Error;
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use serde::{Deserialize, Serialize};
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use std::collections::HashMap;
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use std::fmt;
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/// The different states a game can be in. (not to be confused with the entire "GameState")
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Stage {
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PreGame,
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InGame,
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Ended,
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}
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/// Represents a TricTrac game
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#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
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pub struct GameState {
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pub stage: Stage,
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pub board: Board,
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pub active_player_id: PlayerId,
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pub players: HashMap<PlayerId, Player>,
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pub history: Vec<GameEvent>,
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/// last dice pair rolled
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pub dices: Dices,
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/// true if player needs to roll first
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roll_first: bool,
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}
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// implement Display trait
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impl fmt::Display for GameState {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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let mut s = String::new();
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s.push_str(&format!("Dices: {:?}\n", self.dices));
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s.push_str(&format!("Who plays: {}\n", self.who_plays));
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s.push_str(&format!("Board: {:?}\n", self.board.get()));
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write!(f, "{}", s)
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}
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}
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impl Default for GameState {
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fn default() -> Self {
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Self {
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stage: Stage::PreGame,
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board: Board::default(),
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active_player_id: 0,
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players: HashMap::new(),
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history: Vec::new(),
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dices: Dices::default(),
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roll_first: true,
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}
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}
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}
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impl GameState {
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/// Create a new default game
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pub fn new() -> Self {
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GameState::default()
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}
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/// Determines whether an event is valid considering the current GameState
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pub fn validate(&self, event: &GameEvent) -> bool {
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use GameEvent::*;
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match event {
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BeginGame { goes_first } => {
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// Check that the player supposed to go first exists
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if !self.players.contains_key(goes_first) {
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return false;
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}
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// Check that the game hasn't started yet. (we don't want to double start a game)
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if self.stage != Stage::PreGame {
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return false;
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}
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}
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EndGame { reason } => match reason {
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EndGameReason::PlayerWon { winner: _ } => {
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// Check that the game has started before someone wins it
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if self.stage != Stage::InGame {
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return false;
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}
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}
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_ => {}
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},
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PlayerJoined { player_id, name: _ } => {
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// Check that there isn't another player with the same id
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if self.players.contains_key(player_id) {
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return false;
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}
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}
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PlayerDisconnected { player_id } => {
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// Check player exists
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if !self.players.contains_key(player_id) {
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return false;
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}
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}
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Roll { player_id } => {
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// Check player exists
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if !self.players.contains_key(player_id) {
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return false;
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}
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// Check player is currently the one making their move
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if self.active_player_id != *player_id {
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return false;
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}
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}
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Move { player_id, at } => {
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// Check player exists
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if !self.players.contains_key(player_id) {
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return false;
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}
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// Check player is currently the one making their move
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if self.active_player_id != *player_id {
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return false;
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}
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// Check that the tile index is inside the board
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if *at > 23 {
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return false;
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}
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}
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}
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// We couldn't find anything wrong with the event so it must be good
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true
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}
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/// Consumes an event, modifying the GameState and adding the event to its history
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/// NOTE: consume assumes the event to have already been validated and will accept *any* event passed to it
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pub fn consume(&mut self, valid_event: &GameEvent) {
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use GameEvent::*;
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match valid_event {
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BeginGame { goes_first } => {
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self.active_player_id = *goes_first;
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self.stage = Stage::InGame;
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}
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EndGame { reason: _ } => self.stage = Stage::Ended,
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PlayerJoined { player_id, name } => {
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self.players.insert(
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*player_id,
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Player {
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name: name.to_string(),
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},
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);
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}
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PlayerDisconnected { player_id } => {
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self.players.remove(player_id);
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}
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Roll { player_id } => {
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}
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Move { player_id, from, to } => {
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let player = self.players.get(player_id).unwrap();
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self.board.set(player, at, 1);
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self.board.set(player, at, 1);
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self.active_player_id = self
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.players
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.keys()
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.find(|id| *id != player_id)
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.unwrap()
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.clone();
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}
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}
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self.history.push(valid_event.clone());
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}
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}
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/// The reasons why a game could end
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#[derive(Debug, Clone, Copy, Serialize, PartialEq, Deserialize)]
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pub enum EndGameReason {
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// In tic tac toe it doesn't make sense to keep playing when one of the players disconnect.
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// Note that it might make sense to keep playing in some other game (like Team Fight Tactics for instance).
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PlayerLeft { player_id: PlayerId },
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PlayerWon { winner: PlayerId },
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}
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/// An event that progresses the GameState forward
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#[derive(Debug, Clone, Serialize, PartialEq, Deserialize)]
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pub enum GameEvent {
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BeginGame { goes_first: PlayerId },
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EndGame { reason: EndGameReason },
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PlayerJoined { player_id: PlayerId, name: String },
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PlayerDisconnected { player_id: PlayerId },
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Roll { player_id: PlayerId },
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Move { player_id: PlayerId, at: usize },
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}
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impl Roll for GameState {
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fn roll(&mut self) -> Result<&mut Self, Error> {
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if !self.dices.consumed.0
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&& !self.dices.consumed.1
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{
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return Err(Error::MoveFirst);
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}
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self.dices = self.dices.roll();
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if self.who_plays == Player::Nobody {
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let diff = self.dices.values.0 - self.dices.values.1;
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match diff {
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0 => {
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self.who_plays = Player::Nobody;
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}
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_ if diff > 0 => {
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self.who_plays = Player::Player0;
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}
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_ => {
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self.who_plays = Player::Player1;
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}
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}
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}
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Ok(self)
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}
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}
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impl Move for GameState {
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fn move_checker(&mut self, player: Player, dice: u8, from: usize) -> Result<&mut Self, Error> {
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// check if move is permitted
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let _ = self.move_permitted(player, dice)?;
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// check if the dice value has been consumed
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if (dice == self.dices.values.0 && self.dices.consumed.0)
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{
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return Err(Error::MoveInvalid);
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}
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// remove checker from old position
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self.board.set(player, from, -1)?;
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// move checker to new position, in case it is reaching the off position, set it off
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let new_position = from as i8 - dice as i8;
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if new_position < 0 {
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self.board.set_off(player, 1)?;
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} else {
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self.board.set(player, new_position as usize, 1)?;
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}
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// set dice value to consumed
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if dice == self.dices.values.0 && !self.dices.consumed.0 {
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self.dices.consumed.0 = true;
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} else if dice == self.dices.values.1 && !self.dices.consumed.1 {
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self.dices.consumed.1 = true;
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}
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// switch to other player if all dices have been consumed
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if self.dices.consumed.0
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&& self.dices.consumed.1
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{
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self.who_plays = self.who_plays.other();
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self.roll_first = true;
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}
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Ok(self)
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}
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fn move_checker_from_bar(&mut self, player: Player, dice: u8) -> Result<&mut Self, Error> {
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// check if move is permitted
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let _ = self.move_permitted(player, dice)?;
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// check if the dice value has been consumed
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if (dice == self.dices.values.0 && self.dices.consumed.0)
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|| (dice == self.dices.values.1 && self.dices.consumed.1)
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{
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return Err(Error::MoveInvalid);
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}
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// set dice value to consumed
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if dice == self.dices.values.0 && !self.dices.consumed.0 {
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self.dices.consumed.0 = true;
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} else if dice == self.dices.values.1 && !self.dices.consumed.1 {
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self.dices.consumed.1 = true;
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}
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// switch to other player if all dices have been consumed
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if self.dices.consumed.0
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&& self.dices.consumed.1
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{
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self.who_plays = self.who_plays.other();
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self.roll_first = true;
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}
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Ok(self)
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}
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/// Implements checks to validate if the player is allowed to move
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fn move_permitted(&mut self, player: Player, dice: u8) -> Result<&mut Self, Error> {
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// check if player is allowed to move
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if player != self.who_plays {
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return Err(Error::NotYourTurn);
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}
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// if player is nobody, you can not play and have to roll first
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if self.who_plays == Player::Nobody {
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return Err(Error::RollFirst);
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}
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// check if player has to roll first
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if self.roll_first {
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return Err(Error::RollFirst);
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}
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// check if dice value has actually been rolled
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if dice != self.dices.values.0 && dice != self.dices.values.1 {
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return Err(Error::DiceInvalid);
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}
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Ok(self)
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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// Test Display trait for Game
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#[test]
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fn test_display() {
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let g = Game::new();
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assert_eq!(
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format!("{}", g),
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"Rules: Points: 7\nDices: Dices { values: (0, 0), consumed: (false, false, false, false) }\nWho plays: Nobody\nBoard: BoardDisplay { board: [-2, 0, 0, 0, 0, 5, 0, 3, 0, 0, 0, -5, 5, 0, 0, 0, -3, 0, -5, 0, 0, 0, 0, 2], bar: (0, 0), off: (0, 0) }\n"
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);
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}
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}
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