feat: python bindings
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12 changed files with 402 additions and 14 deletions
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@ -7,14 +7,17 @@ edition = "2021"
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[lib]
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name = "store"
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# "cdylib" is necessary to produce a shared library for Python to import from.
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# Only "rlib" is needed for other Rust crates to use this library
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crate-type = ["rlib"]
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crate-type = ["cdylib", "rlib"]
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[dependencies]
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base64 = "0.21.7"
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# provides macros for creating log messages to be used by a logger (for example env_logger)
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log = "0.4.20"
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merge = "0.1.0"
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# generate python lib (with maturin) to be used in AI training
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pyo3 = { version = "0.23", features = ["extension-module", "abi3-py38"] }
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rand = "0.8.5"
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serde = { version = "1.0", features = ["derive"] }
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transpose = "0.2.2"
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9
store/pyproject.toml
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9
store/pyproject.toml
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@ -0,0 +1,9 @@
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[build-system]
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requires = ["maturin>=1.0,<2.0"]
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build-backend = "maturin"
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[tool.maturin]
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# "extension-module" tells pyo3 we want to build an extension module (skips linking against libpython.so)
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features = ["pyo3/extension-module"]
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# python-source = "python"
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# module-name = "trictrac.game"
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@ -16,3 +16,6 @@ pub use board::CheckerMove;
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mod dice;
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pub use dice::{Dice, DiceRoller};
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// python interface "trictrac_engine" (for AI training..)
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mod pyengine;
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@ -1,9 +1,11 @@
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use pyo3::prelude::*;
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use serde::{Deserialize, Serialize};
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use std::fmt;
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// This just makes it easier to dissern between a player id and any ol' u64
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pub type PlayerId = u64;
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#[pyclass(eq, eq_int)]
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#[derive(Copy, Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub enum Color {
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White,
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230
store/src/pyengine.rs
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230
store/src/pyengine.rs
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@ -0,0 +1,230 @@
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//! # Expose trictrac game state and rules in a python module
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use pyo3::prelude::*;
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use pyo3::types::PyDict;
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use crate::board::CheckerMove;
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use crate::dice::{Dice, DiceRoller};
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use crate::game::{GameEvent, GameState, Stage, TurnStage};
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use crate::game_rules_moves::MoveRules;
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use crate::game_rules_points::PointsRules;
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use crate::player::{Color, PlayerId};
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#[pyclass]
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struct TricTrac {
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game_state: GameState,
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dice_roll_sequence: Vec<(u8, u8)>,
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current_dice_index: usize,
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}
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#[pymethods]
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impl TricTrac {
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#[new]
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fn new() -> Self {
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let mut game_state = GameState::new(false); // schools_enabled = false
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// Initialiser 2 joueurs
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game_state.init_player("player1");
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game_state.init_player("player2");
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// Commencer la partie avec le joueur 1
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game_state.consume(&GameEvent::BeginGame { goes_first: 1 });
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TricTrac {
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game_state,
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dice_roll_sequence: Vec::new(),
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current_dice_index: 0,
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}
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}
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/// Obtenir l'état du jeu sous forme de dictionnaire
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fn get_state_dict<'py>(&self, py: Python<'py>) -> PyResult<Bound<'py, PyDict>> {
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let dict = PyDict::new(py);
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dict.set_item("stage", format!("{:?}", self.game_state.stage))?;
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dict.set_item("turn_stage", format!("{:?}", self.game_state.turn_stage))?;
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dict.set_item("active_player_id", self.game_state.active_player_id)?;
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// Board
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let board_list = self.game_state.board.to_vec(); // returns Vec<i8>
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dict.set_item("board", board_list)?;
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// Dice
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dict.set_item("dice", (self.game_state.dice.values.0, self.game_state.dice.values.1))?;
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// Players
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let players_dict = PyDict::new(py);
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for (id, player) in &self.game_state.players {
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let p_dict = PyDict::new(py);
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p_dict.set_item("color", format!("{:?}", player.color))?;
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p_dict.set_item("holes", player.holes)?;
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p_dict.set_item("points", player.points)?;
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p_dict.set_item("can_bredouille", player.can_bredouille)?;
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p_dict.set_item("dice_roll_count", player.dice_roll_count)?;
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players_dict.set_item(id, p_dict)?;
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}
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dict.set_item("players", players_dict)?;
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Ok(dict)
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}
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/// Lance les dés ou utilise la séquence prédéfinie
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fn roll_dice(&mut self) -> PyResult<(u8, u8)> {
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let player_id = self.game_state.active_player_id;
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if self.game_state.turn_stage != TurnStage::RollDice {
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return Err(pyo3::exceptions::PyRuntimeError::new_err("Not in RollDice stage"));
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}
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self.game_state.consume(&GameEvent::Roll { player_id });
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let dice = if self.current_dice_index < self.dice_roll_sequence.len() {
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let vals = self.dice_roll_sequence[self.current_dice_index];
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self.current_dice_index += 1;
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Dice { values: vals }
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} else {
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DiceRoller::default().roll()
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};
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self.game_state.consume(&GameEvent::RollResult { player_id, dice });
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Ok(dice.values)
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}
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/// Applique un mouvement (deux déplacements de dames)
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fn apply_move(&mut self, from1: usize, to1: usize, from2: usize, to2: usize) -> PyResult<()> {
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let player_id = self.game_state.active_player_id;
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let m1 = CheckerMove::new(from1, to1).map_err(|e| pyo3::exceptions::PyValueError::new_err(e.to_string()))?;
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let m2 = CheckerMove::new(from2, to2).map_err(|e| pyo3::exceptions::PyValueError::new_err(e.to_string()))?;
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let moves = (m1, m2);
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if !self.game_state.validate(&GameEvent::Move { player_id, moves }) {
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return Err(pyo3::exceptions::PyValueError::new_err("Invalid move"));
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}
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self.game_state.consume(&GameEvent::Move { player_id, moves });
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Ok(())
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}
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/// Obtenir l'état du jeu sous forme de chaîne de caractères compacte
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fn get_state_id(&self) -> String {
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self.game_state.to_string_id()
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}
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/// Renvoie les positions des pièces pour un joueur spécifique
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fn get_checker_positions(&self, color: Color) -> Vec<(usize, i8)> {
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self.game_state.board.get_color_fields(color)
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}
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/// Obtenir la liste des mouvements légaux sous forme de paires (from, to)
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fn get_available_moves(&self) -> Vec<((usize, usize), (usize, usize))> {
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// L'agent joue toujours le joueur actif
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let color = self
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.game_state
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.player_color_by_id(&self.game_state.active_player_id)
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.unwrap_or(Color::White);
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// Si ce n'est pas le moment de déplacer les pièces, retourner une liste vide
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if self.game_state.turn_stage != TurnStage::Move
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&& self.game_state.turn_stage != TurnStage::HoldOrGoChoice
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{
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return vec![];
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}
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let rules = MoveRules::new(&color, &self.game_state.board, self.game_state.dice);
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let possible_moves = rules.get_possible_moves_sequences(true, vec![]);
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// Convertir les mouvements CheckerMove en tuples (from, to) pour Python
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possible_moves
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.into_iter()
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.map(|(move1, move2)| {
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(
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(move1.get_from(), move1.get_to()),
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(move2.get_from(), move2.get_to()),
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)
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})
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.collect()
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}
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/// Calcule les points maximaux que le joueur actif peut obtenir avec les dés actuels
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fn calculate_points(&self) -> u8 {
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let active_player = self
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.game_state
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.players
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.get(&self.game_state.active_player_id);
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if let Some(player) = active_player {
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let dice_roll_count = player.dice_roll_count;
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let color = player.color;
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let points_rules =
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PointsRules::new(&color, &self.game_state.board, self.game_state.dice);
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let (points, _) = points_rules.get_points(dice_roll_count);
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points
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} else {
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0
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}
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}
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/// Réinitialise la partie
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fn reset(&mut self) {
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self.game_state = GameState::new(false);
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// Initialiser 2 joueurs
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self.game_state.init_player("player1");
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self.game_state.init_player("player2");
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// Commencer la partie avec le joueur 1
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self.game_state
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.consume(&GameEvent::BeginGame { goes_first: 1 });
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// Réinitialiser l'index de la séquence de dés
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self.current_dice_index = 0;
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}
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/// Vérifie si la partie est terminée
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fn is_done(&self) -> bool {
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self.game_state.stage == Stage::Ended || self.game_state.determine_winner().is_some()
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}
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/// Obtenir le gagnant de la partie
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fn get_winner(&self) -> Option<PlayerId> {
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self.game_state.determine_winner()
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}
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/// Obtenir le score du joueur actif (nombre de trous)
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fn get_score(&self, player_id: PlayerId) -> i32 {
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if let Some(player) = self.game_state.players.get(&player_id) {
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player.holes as i32
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} else {
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-1
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}
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}
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/// Obtenir l'ID du joueur actif
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fn get_active_player_id(&self) -> PlayerId {
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self.game_state.active_player_id
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}
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/// Définir une séquence de dés à utiliser (pour la reproductibilité)
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fn set_dice_sequence(&mut self, sequence: Vec<(u8, u8)>) {
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self.dice_roll_sequence = sequence;
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self.current_dice_index = 0;
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}
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/// Afficher l'état du jeu (pour le débogage)
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fn __str__(&self) -> String {
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format!("{}", self.game_state)
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}
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}
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/// A Python module implemented in Rust. The name of this function must match
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/// the `lib.name` setting in the `Cargo.toml`, else Python will not be able to
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/// import the module.
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#[pymodule]
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fn store(m: &Bound<'_, PyModule>) -> PyResult<()> {
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m.add_class::<TricTrac>()?;
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Ok(())
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}
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