refact: docs

This commit is contained in:
Henri Bourcereau 2026-01-15 17:03:16 +01:00
parent 7c50a6d07b
commit 58d9ee97e2
10 changed files with 36 additions and 21 deletions

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# Diagrammes d'architecture
## Diagramme de Classes / Structures
Ce diagramme montre les relations statiques entre les composants principaux.
@startuml
!theme vibrant
package "client_cli" {
class GameRunner {
- state: GameState
- bots: Vec<Bot>
+ new(Vec<Box<dyn BotStrategy>>)
+ handle_event(&GameEvent)
}
}
package "bot" {
class Bot {
- strategy: Box<dyn BotStrategy>
+ new(Box<dyn BotStrategy>)
+ handle_event(&GameEvent): Option<GameEvent>
}
interface BotStrategy {
+ choose_move(): (CheckerMove, CheckerMove)
+ get_game(): &GameState
' ... autres méthodes
}
class DefaultStrategy
class DqnStrategy
class ErroneousStrategy
}
package "store" {
class GameState {
+ stage: Stage
+ turn_stage: TurnStage
+ board: Board
+ active_player_id: PlayerId
' ...
+ validate(&GameEvent): bool
+ consume(&GameEvent)
}
class GameEvent
}
GameRunner "1" *-- "1..2" Bot : contient
Bot "1" *-- "1" BotStrategy : utilise
BotStrategy <|.. DefaultStrategy : implémente
BotStrategy <|.. DqnStrategy : implémente
BotStrategy <|.. ErroneousStrategy : implémente
GameRunner ..> GameState : dépend de
GameRunner ..> GameEvent : gère
Bot ..> GameState : dépend de
Bot ..> GameEvent : traite et génère
BotStrategy ..> GameState : analyse
@enduml
## Diagramme de Séquence : Boucle de jeu d'un Bot
Ce diagramme montre les interactions dynamiques lors d'un tour de jeu où c'est à un bot de jouer.
@startuml
!theme vibrant
autonumber
participant "main (client_cli)" as Main
participant "runner: GameRunner" as Runner
participant "bot: Bot" as Bot
participant "strategy: BotStrategy" as Strategy
participant "state: GameState" as GameState
Main -> Runner: new(strategies, seed)
activate Runner
Runner -> GameState: new()
activate GameState
GameState --> Runner: state
deactivate GameState
Runner -> Main: runner
deactivate Runner
... Boucle de jeu principale ...
Main -> Runner: handle_event(event)
activate Runner
Runner -> GameState: validate(event)
activate GameState
GameState --> Runner: bool
deactivate GameState
Runner -> GameState: consume(event)
activate GameState
deactivate GameState
Runner -> Bot: handle_event(event)
activate Bot
note right of Bot: Le bot vérifie si c'est son tour de jouer
Bot -> Strategy: get_mut_game()
activate Strategy
Strategy --> Bot: &mut GameState
deactivate Strategy
' Supposons que c'est au bot de jouer un coup
Bot -> Strategy: choose_move()
activate Strategy
Strategy -> GameState: Accède à l'état (board, dice, etc.)
activate GameState
deactivate GameState
Strategy --> Bot: moves
deactivate Strategy
Bot --> Runner: Some(GameEvent::Move)
deactivate Bot
Runner -> Runner: handle_event(GameEvent::Move)
note right of Runner: Appel récursif pour traiter le coup du bot
Runner -> GameState: validate(GameEvent::Move)
activate GameState
GameState --> Runner: true
deactivate GameState
Runner -> GameState: consume(GameEvent::Move)
activate GameState
note right of GameState: L'état du jeu est mis à jour\n(pions déplacés, joueur actif changé)
deactivate GameState
Runner --> Main: Option<GameEvent> (ou None)
deactivate Runner
@enduml

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# Specs
## Représentation des cases :
cf. ./blog/game-state-notation.md
13 14 .. 23 24
12 11 .. 2 1
Encodage efficace : https://www.gnu.org/software/gnubg/manual/html_node/A-technical-description-of-the-Position-ID.html
### State data
* piece placement -> 77bits (24 + 23 + 30 max)
* dames
* active player -> 1 bit
* step -> 2 bits
* roll dice
* mark points (jeton & fichet) & set bredouille markers (3rd jeton & pavillon)
* move pieces
* dice roll -> 6bits
* points 10bits x2 joueurs = 20bits
* points -> 4bits
* trous -> 4bits
* bredouille possible 1bit
* grande bredouille possible 1bit
Total : 77 + 1 + 2 + 6 + 20 = 105 bits = 17.666 * 6 -> 18 u32 (108 possible)

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@startuml
class "CheckerMove" {
- from: Field
- to: Field
+ to_display_string()
+ new(from: Field, to: Field)
+ mirror()
+ chain(cmove: Self)
+ get_from()
+ get_to()
+ is_exit()
+ doable_with_dice(dice: usize)
}
class "Board" {
- positions: [i8;24]
+ new()
+ mirror()
+ set_positions(positions: [ i8 ; 24 ])
+ count_checkers(color: Color, from: Field, to: Field)
+ to_vec()
+ to_gnupg_pos_id()
+ to_display_grid(col_size: usize)
+ set(color: & Color, field: Field, amount: i8)
+ blocked(color: & Color, field: Field)
+ passage_blocked(color: & Color, field: Field)
+ get_field_checkers(field: Field)
+ get_checkers_color(field: Field)
+ is_field_in_small_jan(field: Field)
+ get_color_fields(color: Color)
+ get_color_corner(color: & Color)
+ get_possible_moves(color: Color, dice: u8, with_excedants: bool, check_rest_corner_exit: bool, forbid_exits: bool)
+ passage_possible(color: & Color, cmove: & CheckerMove)
+ move_possible(color: & Color, cmove: & CheckerMove)
+ any_quarter_filled(color: Color)
+ is_quarter_filled(color: Color, field: Field)
+ get_quarter_filling_candidate(color: Color)
+ is_quarter_fillable(color: Color, field: Field)
- get_quarter_fields(field: Field)
+ move_checker(color: & Color, cmove: CheckerMove)
+ remove_checker(color: & Color, field: Field)
+ add_checker(color: & Color, field: Field)
}
class "MoveRules" {
+ board: Board
+ dice: Dice
+ new(color: & Color, board: & Board, dice: Dice)
+ set_board(color: & Color, board: & Board)
- get_board_from_color(color: & Color, board: & Board)
+ moves_follow_rules(moves: & ( CheckerMove , CheckerMove ))
- moves_possible(moves: & ( CheckerMove , CheckerMove ))
- moves_follows_dices(moves: & ( CheckerMove , CheckerMove ))
- get_move_compatible_dices(cmove: & CheckerMove)
+ moves_allowed(moves: & ( CheckerMove , CheckerMove ))
- check_opponent_can_fill_quarter_rule(moves: & ( CheckerMove , CheckerMove ))
- check_must_fill_quarter_rule(moves: & ( CheckerMove , CheckerMove ))
- check_corner_rules(moves: & ( CheckerMove , CheckerMove ))
- has_checkers_outside_last_quarter()
- check_exit_rules(moves: & ( CheckerMove , CheckerMove ))
+ get_possible_moves_sequences(with_excedents: bool, ignored_rules: Vec < TricTracRule >)
+ get_scoring_quarter_filling_moves_sequences()
- get_sequence_origin_from_destination(sequence: ( CheckerMove , CheckerMove ), destination: Field)
+ get_quarter_filling_moves_sequences()
- get_possible_moves_sequences_by_dices(dice1: u8, dice2: u8, with_excedents: bool, ignore_empty: bool, ignored_rules: Vec < TricTracRule >)
- _get_direct_exit_moves(state: & GameState)
- is_move_by_puissance(moves: & ( CheckerMove , CheckerMove ))
- can_take_corner_by_effect()
}
class "DiceRoller" {
- rng: StdRng
+ new(opt_seed: Option < u64 >)
+ roll()
}
class "Dice" {
+ values: (u8,u8)
+ to_bits_string()
+ to_display_string()
+ is_double()
}
class "GameState" {
+ stage: Stage
+ turn_stage: TurnStage
+ board: Board
+ active_player_id: PlayerId
+ players: HashMap<PlayerId,Player>
+ history: Vec<GameEvent>
+ dice: Dice
+ dice_points: (u8,u8)
+ dice_moves: (CheckerMove,CheckerMove)
+ dice_jans: PossibleJans
- roll_first: bool
+ schools_enabled: bool
+ new(schools_enabled: bool)
- set_schools_enabled(schools_enabled: bool)
- get_active_player()
- get_opponent_id()
+ to_vec_float()
+ to_vec()
+ to_string_id()
+ who_plays()
+ get_white_player()
+ get_black_player()
+ player_id_by_color(color: Color)
+ player_id(player: & Player)
+ player_color_by_id(player_id: & PlayerId)
+ validate(event: & GameEvent)
+ init_player(player_name: & str)
- add_player(player_id: PlayerId, player: Player)
+ switch_active_player()
+ consume(valid_event: & GameEvent)
- new_pick_up()
- get_rollresult_jans(dice: & Dice)
+ determine_winner()
- inc_roll_count(player_id: PlayerId)
- mark_points(player_id: PlayerId, points: u8)
}
class "Player" {
+ name: String
+ color: Color
+ points: u8
+ holes: u8
+ can_bredouille: bool
+ can_big_bredouille: bool
+ dice_roll_count: u8
+ new(name: String, color: Color)
+ to_bits_string()
+ to_vec()
}
class "PointsRules" {
+ board: Board
+ dice: Dice
+ move_rules: MoveRules
+ new(color: & Color, board: & Board, dice: Dice)
+ set_dice(dice: Dice)
+ update_positions(positions: [ i8 ; 24 ])
- get_jans(board_ini: & Board, dice_rolls_count: u8)
+ get_jans_points(jans: HashMap < Jan , Vec < ( CheckerMove , CheckerMove ) > >)
+ get_points(dice_rolls_count: u8)
+ get_result_jans(dice_rolls_count: u8)
}
"MoveRules" <-- "Board"
"MoveRules" <-- "Dice"
"GameState" <-- "Board"
"HashMap<PlayerId,Player>" <-- "Player"
"GameState" <-- "HashMap<PlayerId,Player>"
"GameState" <-- "Dice"
"PointsRules" <-- "Board"
"PointsRules" <-- "Dice"
"PointsRules" <-- "MoveRules"
@enduml

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# Vocabulary
Dames : checkers / men
cases : points
cadrant : quarter

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# Workflow
@startuml
state c <<choice>>
state haswon <<choice>>
state MarkPoints #lightblue
state MarkAdvPoints #lightblue
note right of MarkPoints : automatic 'Mark' transition\nwhen no school
note right of MarkAdvPoints : automatic 'Mark' transition\nwhen no school
[*] -> RollDice : BeginGame
RollDice --> RollWaiting : Roll (current player)
RollWaiting --> MarkPoints : RollResult (engine)
MarkPoints --> c : Mark (current player)
c --> HoldHorGoChoice : [new hole]
c --> [*] : [has won]
c --> Move : [not new hole]
HoldHorGoChoice --> RollDice : Go
HoldHorGoChoice --> MarkAdvPoints : Move
Move --> MarkAdvPoints : Move
MarkAdvPoints --> haswon : Mark (adversary)
haswon --> RollDice : [has not won]
haswon --> [*] : [has won]
@enduml