wip fix moves rules

This commit is contained in:
Henri Bourcereau 2024-05-21 21:22:04 +02:00
parent aff489f134
commit 07ec82ae7c
3 changed files with 140 additions and 20 deletions

View file

@ -64,6 +64,10 @@ impl CheckerMove {
pub fn get_to(&self) -> Field {
self.to
}
pub fn is_exit(&self) -> bool {
self.to == 0 && self != &EMPTY_MOVE
}
}
/// Represents the Tric Trac board
@ -344,6 +348,7 @@ impl Board {
color: Color,
dice: u8,
with_excedants: bool,
check_rest_corner_exit: bool,
) -> Vec<CheckerMove> {
let mut moves = Vec::new();
@ -359,7 +364,11 @@ impl Board {
}
};
for (field, _count) in self.get_color_fields(color) {
for (field, count) in self.get_color_fields(color) {
// check rest corner exit
if field == self.get_color_corner(&color) && count == 2 && check_rest_corner_exit {
continue;
}
let mut dest = get_dest(field as i32);
if !(0..25).contains(&dest) {
if with_excedants {
@ -457,6 +466,9 @@ impl Board {
}
pub fn remove_checker(&mut self, color: &Color, field: Field) -> Result<(), Error> {
if field == 0 {
return Ok(());
}
let checker_color = self.get_checkers_color(field)?;
if Some(color) != checker_color {
return Err(Error::FieldInvalid);

View file

@ -24,6 +24,10 @@ pub enum MoveError {
OpponentCanFillQuarter,
// remplir cadran si possible & conserver cadran rempli si possible ----
MustFillQuarter,
// On n'a pas le droit de jouer d'une manière qui empêche de jouer les deux dés si on a la possibilité de les jouer.
MustPlayAllDice,
// Si on ne peut jouer qu'un seul dé, on doit jouer le plus fort si possible.
MustPlayStrongerDie,
}
pub trait MoveRules {
@ -136,12 +140,24 @@ pub trait MoveRules {
return Err(MoveError::CornerNeedsTwoCheckers);
}
if self.is_move_by_puissance(color, moves) && self.can_take_corner_by_effect(color) {
return Err(MoveError::CornerByEffectPossible);
if self.is_move_by_puissance(color, moves) {
if self.can_take_corner_by_effect(color) {
return Err(MoveError::CornerByEffectPossible);
} else {
// subsequent rules cannot be broken whith a move by puissance
return Ok(());
}
}
// Si possible, les deux dés doivent être joués
let possible_moves_sequences = self.get_possible_moves_sequences(color, true);
if !possible_moves_sequences.contains(moves) && !possible_moves_sequences.is_empty() {
println!(">>{:?}<<", moves);
println!("{:?}", possible_moves_sequences);
return Err(MoveError::MustPlayAllDice);
}
// check exit rules
if moves.0.get_to() == 0 || moves.1.get_to() == 0 {
if moves.0.is_exit() || moves.1.is_exit() {
// toutes les dames doivent être dans le jan de retour
let has_outsiders = !self
.board()
@ -157,8 +173,8 @@ pub trait MoveRules {
return Err(MoveError::ExitNeedsAllCheckersOnLastQuarter);
}
// toutes les sorties directes sont autorisées, ainsi que les nombre défaillants
let possible_moves_sequences = self.get_possible_moves_sequences(color);
// toutes les sorties directes sont autorisées, ainsi que les nombres défaillants
let possible_moves_sequences = self.get_possible_moves_sequences(color, false);
if !possible_moves_sequences.contains(moves) {
// À ce stade au moins un des déplacements concerne un nombre en excédant
// - si d'autres séquences de mouvements sans nombre en excédant étaient possibles, on
@ -245,11 +261,23 @@ pub trait MoveRules {
Ok(())
}
fn get_possible_moves_sequences(&self, color: &Color) -> Vec<(CheckerMove, CheckerMove)> {
fn get_possible_moves_sequences(
&self,
color: &Color,
with_excedents: bool,
) -> Vec<(CheckerMove, CheckerMove)> {
let (dice1, dice2) = self.dice().values;
let mut moves_seqs = self.get_possible_moves_sequences_by_dices(color, dice1, dice2);
let mut moves_seqs_order2 = self.get_possible_moves_sequences_by_dices(color, dice1, dice2);
let mut moves_seqs =
self.get_possible_moves_sequences_by_dices(color, dice1, dice2, with_excedents);
let mut moves_seqs_order2 =
self.get_possible_moves_sequences_by_dices(color, dice2, dice1, with_excedents);
moves_seqs.append(&mut moves_seqs_order2);
let empty_removed = moves_seqs
.iter()
.filter(|(c1, c2)| *c1 != EMPTY_MOVE && *c2 != EMPTY_MOVE);
if empty_removed.count() > 0 {
moves_seqs.retain(|(c1, c2)| *c1 != EMPTY_MOVE && *c2 != EMPTY_MOVE);
}
moves_seqs
}
@ -258,7 +286,7 @@ pub trait MoveRules {
color: &Color,
) -> Vec<(CheckerMove, CheckerMove)> {
let mut moves_seqs = Vec::new();
for moves in self.get_possible_moves_sequences(color) {
for moves in self.get_possible_moves_sequences(color, true) {
let mut board = self.board().clone();
board.move_checker(color, moves.0).unwrap();
board.move_checker(color, moves.1).unwrap();
@ -274,23 +302,29 @@ pub trait MoveRules {
color: &Color,
dice1: u8,
dice2: u8,
with_excedents: bool,
) -> Vec<(CheckerMove, CheckerMove)> {
let mut moves_seqs = Vec::new();
for first_move in self.board().get_possible_moves(*color, dice1, false) {
for first_move in self
.board()
.get_possible_moves(*color, dice1, with_excedents, false)
{
let mut board2 = self.board().clone();
if board2.move_checker(color, first_move).is_err() {
println!("err move");
continue;
}
if board2.get_color_fields(*color).is_empty() {
// no checkers left : empty move
println!("empty move");
moves_seqs.push((first_move, EMPTY_MOVE));
} else {
for second_move in board2.get_possible_moves(*color, dice2, false) {
moves_seqs.push((first_move, second_move));
}
let mut has_second_dice_move = false;
for second_move in board2.get_possible_moves(*color, dice2, with_excedents, true) {
moves_seqs.push((first_move, second_move));
has_second_dice_move = true;
}
if !has_second_dice_move && with_excedents {
// empty move
moves_seqs.push((first_move, EMPTY_MOVE));
}
//if board2.get_color_fields(*color).is_empty() {
}
moves_seqs
}
@ -513,7 +547,7 @@ mod tests {
);
let moves = (
CheckerMove::new(20, 0).unwrap(),
CheckerMove::new(20, 0).unwrap(),
CheckerMove::new(21, 0).unwrap(),
);
assert!(state.moves_allowed(&Color::White, &moves).is_ok());
@ -597,6 +631,71 @@ mod tests {
assert!(state.moves_allowed(&Color::White, &moves).is_ok());
}
#[test]
fn move_play_all_dice() {
let mut state = GameState::default();
state.board.set_positions([
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0,
]);
state.dice.values = (1, 3);
let moves = (
CheckerMove::new(22, 0).unwrap(),
CheckerMove::new(0, 0).unwrap(),
);
assert_eq!(
Err(MoveError::MustPlayAllDice),
state.moves_allowed(&Color::White, &moves)
);
let moves = (
CheckerMove::new(22, 23).unwrap(),
CheckerMove::new(23, 0).unwrap(),
);
let res = state.moves_allowed(&Color::White, &moves);
assert!(state.moves_allowed(&Color::White, &moves).is_ok());
}
#[test]
fn move_rest_corner_exit() {
let mut state = GameState::default();
state.board.set_positions([
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, -1, -1, 0, 0, 0, 0, 0, 0,
]);
state.dice.values = (2, 3);
let moves = (
CheckerMove::new(12, 14).unwrap(),
CheckerMove::new(1, 4).unwrap(),
);
assert_eq!(
Err(MoveError::CornerNeedsTwoCheckers),
state.moves_allowed(&Color::White, &moves)
);
}
#[test]
fn move_play_stronger_dice() {
let mut state = GameState::default();
state.board.set_positions([
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, -1, -1, -1, 0, 0, 0, 0, 0, 0,
]);
state.dice.values = (2, 3);
let moves = (
CheckerMove::new(12, 14).unwrap(),
CheckerMove::new(0, 0).unwrap(),
);
let poss = state.get_possible_moves_sequences(&Color::White, true);
println!("{:?}", poss);
assert_eq!(
Err(MoveError::MustPlayStrongerDie),
state.moves_allowed(&Color::White, &moves)
);
let moves = (
CheckerMove::new(12, 15).unwrap(),
CheckerMove::new(0, 0).unwrap(),
);
assert!(state.moves_allowed(&Color::White, &moves).is_ok());
}
#[test]
fn moves_possible() {
let state = GameState::default();

View file

@ -4,6 +4,15 @@ use crate::dice::Dice;
#[derive(std::cmp::PartialEq, Debug)]
pub enum PointsRule {
FilledQuarter,
// jans de récompense :
// - battre une dame seule (par autant de façons de le faire, y compris
// utilisant une dame du coin de repos)
// - battre le coin adverse : si deux dames (hormis les deux dernière de son propre coin de
// repos) peuvent battre le coin vide adverse
// jans qui ne peut (pts pour l'adversaire) :
// - battre à faux : si on passe par une case pleine pour atteindre la
// case que l'on peut battre
// - si on ne peut pas jouer ses deux dés
}
pub trait PointsRules {