chore: integrate multiplayer code (wip)
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66 changed files with 6423 additions and 18 deletions
131
clients/cli/src/game_runner.rs
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131
clients/cli/src/game_runner.rs
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use log::{debug, error};
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use trictrac_bot::{Bot, BotStrategy};
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use trictrac_store::{CheckerMove, DiceRoller, GameEvent, GameState, PlayerId, TurnStage};
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// Application Game
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#[derive(Debug, Default)]
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pub struct GameRunner {
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pub state: GameState,
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pub dice_roller: DiceRoller,
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pub first_move: Option<CheckerMove>,
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pub player_id: Option<PlayerId>,
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bots: Vec<Bot>,
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}
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impl GameRunner {
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// Constructs a new instance of [`App`].
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pub fn new(
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schools_enabled: bool,
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bot_strategies: Vec<Box<dyn BotStrategy>>,
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seed: Option<u64>,
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) -> Self {
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let mut state = GameState::new(schools_enabled);
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// local : player
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let player_id: Option<PlayerId> = if bot_strategies.len() > 1 {
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None
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} else {
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state.init_player("myself")
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};
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// bots
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let bots: Vec<Bot> = bot_strategies
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.into_iter()
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.map(|strategy| {
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let bot_id: PlayerId = state.init_player("bot").unwrap();
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let bot_color = state.player_color_by_id(&bot_id).unwrap();
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Bot::new(strategy, bot_color)
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})
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.collect();
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// let bot_strategy = Box::new(DefaultStrategy::default());
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// let bot: Bot = Bot::new(bot_strategy, bot_color, schools_enabled);
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// let bot: Bot = Bot::new(bot_strategy, bot_color);
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let first_player_id = if bots.len() > 1 {
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bots[0].player_id
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} else {
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player_id.unwrap()
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};
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let mut game = Self {
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state,
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dice_roller: DiceRoller::new(seed),
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first_move: None,
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player_id,
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bots,
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};
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game.handle_event(&GameEvent::BeginGame {
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goes_first: first_player_id,
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});
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game
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}
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pub fn handle_event(&mut self, event: &GameEvent) -> Option<GameEvent> {
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if event == &GameEvent::PlayError {
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return None;
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}
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let valid_event = if self.state.validate(event) {
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debug!(
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"--------------- new valid event {event:?} (stage {:?}) -----------",
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self.state.turn_stage
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);
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let _ = self.state.consume(event).inspect_err(|e| error!("{}", e));
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debug!(
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" --> stage {:?} ; active player points {:?}",
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self.state.turn_stage,
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self.state.who_plays().map(|p| p.points)
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);
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event
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} else {
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debug!("{}", self.state);
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error!("event not valid : {event:?}");
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// panic!("crash and burn {} \nevt not valid {event:?}", self.state);
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&GameEvent::PlayError
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};
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// chain all successive bot actions
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if self.bots.is_empty() {
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return None;
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}
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// Collect bot actions to avoid borrow conflicts
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let bot_events: Vec<GameEvent> = self
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.bots
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.iter_mut()
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.filter_map(|bot| bot.handle_event(valid_event))
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.collect();
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// if bot_events.len() > 1 {
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// println!(
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// "There might be a problem : 2 bots events : {:?}",
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// bot_events
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// );
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// }
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let mut next_event = None;
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for bot_event in bot_events {
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let bot_result_event = self.handle_event(&bot_event);
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if let Some(bot_id) = bot_event.player_id() {
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next_event = if self.bot_needs_dice_roll(bot_id) {
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let dice = self.dice_roller.roll();
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self.handle_event(&GameEvent::RollResult {
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player_id: bot_id,
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dice,
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})
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} else {
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bot_result_event
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};
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}
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}
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if let Some(winner) = self.state.determine_winner() {
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next_event = Some(trictrac_store::GameEvent::EndGame {
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reason: trictrac_store::EndGameReason::PlayerWon { winner },
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});
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}
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next_event
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}
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fn bot_needs_dice_roll(&self, bot_id: PlayerId) -> bool {
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self.state.active_player_id == bot_id && self.state.turn_stage == TurnStage::RollWaiting
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}
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}
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