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doc/blog/pourquoi-le-trictrac.md
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9
doc/blog/pourquoi-le-trictrac.md
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@ -0,0 +1,9 @@
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# Pourquoi le trictrac
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Je vais montrer pourquoi il faut redécouvrir le trictrac, pourquoi il pourrait être votre nouveau jeu favori.
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Je vais montrer pourquoi il est intéressant, complexe pour les humains comme les machines.
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En quoi il diffère du backgammon de manière avantageuse. Pourquoi il a quasiment disparu.
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Le backgammon était connu à la grande époque du trictrac. Il ne lui manquait que le dé doubleur, apparu au début du XXe siècle, qui a ajouté les prises de décision méta, que le trictrac possèdait déjà sur plusieurs niveaux (via la gestion des bredouilles en fin de partie par exemple).
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Le hasard des dés permet au joueur faible d'espérer la victoire même en fin de partie (cf. Le tour du monde en 80 jeux).
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182
doc/refs/renet_echo.rs
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182
doc/refs/renet_echo.rs
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@ -0,0 +1,182 @@
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use std::{
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collections::HashMap,
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net::{SocketAddr, UdpSocket},
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sync::mpsc::{self, Receiver, TryRecvError},
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thread,
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time::{Duration, Instant, SystemTime},
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};
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use renet::{
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transport::{
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ClientAuthentication, NetcodeClientTransport, NetcodeServerTransport, ServerAuthentication, ServerConfig, NETCODE_USER_DATA_BYTES,
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},
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ClientId, ConnectionConfig, DefaultChannel, RenetClient, RenetServer, ServerEvent,
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};
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// Helper struct to pass an username in the user data
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struct Username(String);
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impl Username {
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fn to_netcode_user_data(&self) -> [u8; NETCODE_USER_DATA_BYTES] {
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let mut user_data = [0u8; NETCODE_USER_DATA_BYTES];
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if self.0.len() > NETCODE_USER_DATA_BYTES - 8 {
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panic!("Username is too big");
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}
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user_data[0..8].copy_from_slice(&(self.0.len() as u64).to_le_bytes());
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user_data[8..self.0.len() + 8].copy_from_slice(self.0.as_bytes());
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user_data
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}
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fn from_user_data(user_data: &[u8; NETCODE_USER_DATA_BYTES]) -> Self {
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let mut buffer = [0u8; 8];
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buffer.copy_from_slice(&user_data[0..8]);
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let mut len = u64::from_le_bytes(buffer) as usize;
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len = len.min(NETCODE_USER_DATA_BYTES - 8);
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let data = user_data[8..len + 8].to_vec();
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let username = String::from_utf8(data).unwrap();
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Self(username)
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}
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}
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fn main() {
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env_logger::init();
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println!("Usage: server [SERVER_PORT] or client [SERVER_ADDR] [USER_NAME]");
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let args: Vec<String> = std::env::args().collect();
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let exec_type = &args[1];
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match exec_type.as_str() {
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"client" => {
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let server_addr: SocketAddr = args[2].parse().unwrap();
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let username = Username(args[3].clone());
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client(server_addr, username);
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}
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"server" => {
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let server_addr: SocketAddr = format!("0.0.0.0:{}", args[2]).parse().unwrap();
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server(server_addr);
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}
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_ => {
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println!("Invalid argument, first one must be \"client\" or \"server\".");
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}
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}
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}
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const PROTOCOL_ID: u64 = 7;
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fn server(public_addr: SocketAddr) {
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let connection_config = ConnectionConfig::default();
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let mut server: RenetServer = RenetServer::new(connection_config);
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let current_time = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH).unwrap();
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let server_config = ServerConfig {
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current_time,
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max_clients: 64,
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protocol_id: PROTOCOL_ID,
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public_addresses: vec![public_addr],
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authentication: ServerAuthentication::Unsecure,
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};
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let socket: UdpSocket = UdpSocket::bind(public_addr).unwrap();
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let mut transport = NetcodeServerTransport::new(server_config, socket).unwrap();
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let mut usernames: HashMap<ClientId, String> = HashMap::new();
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let mut received_messages = vec![];
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let mut last_updated = Instant::now();
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loop {
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let now = Instant::now();
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let duration = now - last_updated;
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last_updated = now;
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server.update(duration);
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transport.update(duration, &mut server).unwrap();
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received_messages.clear();
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while let Some(event) = server.get_event() {
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match event {
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ServerEvent::ClientConnected { client_id } => {
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let user_data = transport.user_data(client_id).unwrap();
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let username = Username::from_user_data(&user_data);
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usernames.insert(client_id, username.0);
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println!("Client {} connected.", client_id)
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}
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ServerEvent::ClientDisconnected { client_id, reason } => {
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println!("Client {} disconnected: {}", client_id, reason);
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usernames.remove_entry(&client_id);
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}
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}
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}
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for client_id in server.clients_id() {
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while let Some(message) = server.receive_message(client_id, DefaultChannel::ReliableOrdered) {
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let text = String::from_utf8(message.into()).unwrap();
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let username = usernames.get(&client_id).unwrap();
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println!("Client {} ({}) sent text: {}", username, client_id, text);
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let text = format!("{}: {}", username, text);
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received_messages.push(text);
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}
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}
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for text in received_messages.iter() {
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server.broadcast_message(DefaultChannel::ReliableOrdered, text.as_bytes().to_vec());
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}
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transport.send_packets(&mut server);
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thread::sleep(Duration::from_millis(50));
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}
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}
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fn client(server_addr: SocketAddr, username: Username) {
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let connection_config = ConnectionConfig::default();
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let mut client = RenetClient::new(connection_config);
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let socket = UdpSocket::bind("127.0.0.1:0").unwrap();
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let current_time = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH).unwrap();
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let client_id = current_time.as_millis() as u64;
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let authentication = ClientAuthentication::Unsecure {
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server_addr,
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client_id,
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user_data: Some(username.to_netcode_user_data()),
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protocol_id: PROTOCOL_ID,
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};
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let mut transport = NetcodeClientTransport::new(current_time, authentication, socket).unwrap();
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let stdin_channel: Receiver<String> = spawn_stdin_channel();
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let mut last_updated = Instant::now();
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loop {
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let now = Instant::now();
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let duration = now - last_updated;
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last_updated = now;
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client.update(duration);
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transport.update(duration, &mut client).unwrap();
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if transport.is_connected() {
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match stdin_channel.try_recv() {
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Ok(text) => client.send_message(DefaultChannel::ReliableOrdered, text.as_bytes().to_vec()),
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Err(TryRecvError::Empty) => {}
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Err(TryRecvError::Disconnected) => panic!("Channel disconnected"),
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}
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while let Some(text) = client.receive_message(DefaultChannel::ReliableOrdered) {
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let text = String::from_utf8(text.into()).unwrap();
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println!("{}", text);
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}
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}
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transport.send_packets(&mut client).unwrap();
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thread::sleep(Duration::from_millis(50));
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}
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}
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fn spawn_stdin_channel() -> Receiver<String> {
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let (tx, rx) = mpsc::channel::<String>();
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thread::spawn(move || loop {
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let mut buffer = String::new();
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std::io::stdin().read_line(&mut buffer).unwrap();
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tx.send(buffer.trim_end().to_string()).unwrap();
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});
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rx
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}
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29
doc/traité.md
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29
doc/traité.md
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En 12 chapitres (trous) de 12 sous-chapitres (points / niveaux de compréhension) ?
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Les règles
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- le matériel
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- le mouvement
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- les points
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- les écoles
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- les combinaisons
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La stratégie
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- probabilités
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- arbres de décision
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- l'entraînement
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L'encyclopédie
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- comparaison avec d'autres jeux
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- échecs/go
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- histoire
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- traités
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- vocabulaire
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- l'esthétique
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- l'étiquette
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- ressources web
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- wikipedia
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- l'encyclopédie des jeux + videos youtube
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- le dictionnaire du trictrac
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- fabriquer un boîtier/plateau de jeu
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- jouer en ligne
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@ -4,15 +4,11 @@ use serde::{Deserialize, Serialize};
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/// Represents the two dices
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///
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/// Backgammon is always played with two dices.
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/// Trictrac is always played with two dices.
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#[derive(Debug, Clone, Copy, Serialize, PartialEq, Deserialize, Default)]
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pub struct Dices {
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/// The two dice values
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pub values: (u8, u8),
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/// Boolean indicating whether the dices have been consumed already. We use a tuple
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/// of four booleans in case the dices are equal, in which case we have four dices
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/// to play.
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pub consumed: (bool, bool, bool, bool),
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}
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impl Dices {
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/// Roll the dices which generates two random numbers between 1 and 6, replicating a perfect
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let v = (between.sample(&mut rng), between.sample(&mut rng));
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// if both dices are equal, we have four dices to play
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if v.0 == v.1 {
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Dices {
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values: (v.0, v.1),
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consumed: (false, false, false, false),
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}
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} else {
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Dices {
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values: (v.0, v.1),
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consumed: (false, false, true, true),
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}
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Dices {
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values: (v.0, v.1),
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}
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}
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}
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assert!(dices.values.1 >= 1 && dices.values.1 <= 6);
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}
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#[test]
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fn test_roll_consumed() {
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let dices = Dices::default().roll();
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if dices.values.0 == dices.values.1 {
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assert_eq!(dices.consumed, (false, false, false, false));
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} else {
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assert_eq!(dices.consumed, (false, false, true, true));
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}
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}
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#[test]
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fn test_roll_consumed1() {
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for _i in 0..100 {
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let dices = Dices::default().roll();
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if dices.values.0 == dices.values.1 {
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assert_eq!(dices.consumed, (false, false, false, false));
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} else {
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assert_eq!(dices.consumed, (false, false, true, true));
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}
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}
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}
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}
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@ -108,6 +108,12 @@ impl GameState {
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pos_bits.append(&mut step_bits.into());
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// dice roll -> 4 bits
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let mut dice_bits = match self.dices {
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TurnStage::RollDice => [false, false],
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TurnStage::MarkPoints => [false, true],
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TurnStage::Move => [true, false],
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};
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pos_bits.append(&mut step_bits.into());
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// points 10bits x2 joueurs = 20bits
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// * points -> 4bits
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// * trous -> 4bits
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