wip encodage position
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@ -40,55 +40,14 @@ cf. https://blessed.rs/crates
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## Specs
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### Game state notation
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## Représentation des cases :
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#### History
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cf. ./blog/game-state-notation.md
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Jollyvet : rien
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1698 Le jeu de trictrac...
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Noirs T 1 2 .. 11
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Blancs T 1 2 .. 11
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1738 Le Grand Trictrac, Bernard Laurent Soumille
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A B C D E F G H I K L M
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& Z Y X V T S R Q P O N
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1816 Guiton
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Noirs T 1 2 .. 11
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Blancs T 1 2 .. 11
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1818 Cours complet de Trictrac, Pierre Marie Michel Lepeintre
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m n o p q r s t u v x y
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l k j i h g f e d c b a
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1852 Le jeu de trictrac rendu facile
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Noirs T 1 2 .. 11
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Blancs T 1 2 .. 11
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#### Références actuelles
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https://salondesjeux.fr/trictrac.htm : Guiton
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Noirs T 1 2 .. 11
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Blancs T 1 2 .. 11
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http://trictrac.org/content/index2.html
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N1 N2 .. N12
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B1 B2 .. B12
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Backgammon
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13 14 .. 23 24
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12 11 .. 2 1
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=> utilisation de la notation Backgammon : uniformisation de la notation quelque soit le jeu de table.
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Non dénuée d'avantages :
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- on se débarrasse de la notation spéciale du talon
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- on évite confusion entre côté noir et blanc.
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- bien que l'orientation change par rapport à la plupart des traité, on suit celle du Lepeintre, et celle des vidéos de Philippe Lalanne
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Backgammon notation : https://nymann.dev/2023/05/16/Introducing-the-Backgammon-Position-Notation-BPN-A-Standard-for-Representing-Game-State/
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GnuBg : https://www.gnu.org/software/gnubg/manual/html_node/A-technical-description-of-the-Position-ID.html
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Encodage efficace : https://www.gnu.org/software/gnubg/manual/html_node/A-technical-description-of-the-Position-ID.html
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#### State data
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* piece placement -> 77bits (24 + 23 + 30 max)
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50
doc/blog/game-state-notation.md
Normal file
50
doc/blog/game-state-notation.md
Normal file
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@ -0,0 +1,50 @@
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# Game state notation
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## History
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Jollyvet : rien
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1698 Le jeu de trictrac...
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Noirs T 1 2 .. 11
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Blancs T 1 2 .. 11
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1738 Le Grand Trictrac, Bernard Laurent Soumille
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A B C D E F G H I K L M
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& Z Y X V T S R Q P O N
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1816 Guiton
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Noirs T 1 2 .. 11
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Blancs T 1 2 .. 11
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1818 Cours complet de Trictrac, Pierre Marie Michel Lepeintre
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m n o p q r s t u v x y
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l k j i h g f e d c b a
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1852 Le jeu de trictrac rendu facile
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Noirs T 1 2 .. 11
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Blancs T 1 2 .. 11
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## Références actuelles
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https://salondesjeux.fr/trictrac.htm : Guiton
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Noirs T 1 2 .. 11
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Blancs T 1 2 .. 11
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http://trictrac.org/content/index2.html
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N1 N2 .. N12
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B1 B2 .. B12
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Backgammon
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13 14 .. 23 24
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12 11 .. 2 1
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=> utilisation de la notation Backgammon : uniformisation de la notation quelque soit le jeu de table.
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Non dénuée d'avantages :
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- on se débarrasse de la notation spéciale du talon
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- on évite confusion entre côté noir et blanc.
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- bien que l'orientation change par rapport à la plupart des traité, on suit celle du Lepeintre, et celle des vidéos de Philippe Lalanne
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Backgammon notation : https://nymann.dev/2023/05/16/Introducing-the-Backgammon-Position-Notation-BPN-A-Standard-for-Representing-Game-State/
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GnuBg : https://www.gnu.org/software/gnubg/manual/html_node/A-technical-description-of-the-Position-ID.html
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@ -1,10 +1,11 @@
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use crate::player::{Color, Player};
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use crate::Error;
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use serde::{Deserialize, Serialize};
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use std::fmt;
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/// Represents the Tric Trac board
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#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
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struct Board {
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pub struct Board {
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board: [i8; 24],
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}
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@ -18,12 +19,56 @@ impl Default for Board {
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}
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}
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// implement Display trait
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impl fmt::Display for Board {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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let mut s = String::new();
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s.push_str(&format!("{:?}", self.board));
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write!(f, "{}", s)
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}
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}
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impl Board {
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/// Create a new board
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pub fn new() -> Self {
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Board::default()
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}
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pub fn toGnupgPosId(&self) -> Vec<bool> {
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// Pieces placement -> 77bits (24 + 23 + 30 max)
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// inspired by https://www.gnu.org/software/gnubg/manual/html_node/A-technical-description-of-the-Position-ID.html
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// - white positions
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let white_board = self.board.clone();
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let mut posBits = white_board.iter().fold(vec![], |acc, nb| {
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let mut newAcc = acc.clone();
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if *nb as usize > 0 {
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// add as many `true` as there are pieces on the arrow
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newAcc.append(&mut vec![true; *nb as usize]);
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}
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newAcc.push(false); // arrow separator
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newAcc
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});
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// - black positions
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let mut black_board = self.board.clone();
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black_board.reverse();
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let mut posBlackBits = black_board.iter().fold(vec![], |acc, nb| {
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let mut newAcc = acc.clone();
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if (*nb as usize) < 0 {
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// add as many `true` as there are pieces on the arrow
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newAcc.append(&mut vec![true; 0 - *nb as usize]);
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}
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newAcc.push(false); // arrow separator
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newAcc
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});
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posBits.append(&mut posBlackBits);
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// fill with 0 bits until 77
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posBits.resize(77, false);
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posBits
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}
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/// Set checkers for a player on a field
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///
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/// This method adds the amount of checkers for a player on a field. The field is numbered from
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@ -1,13 +1,13 @@
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//! # Play a TricTrac Game
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use crate::player::{Color, Player, PlayerId};
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use crate::board::{Board, Move};
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use crate::dice::{Dices, Roll};
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use crate::player::{Color, Player, PlayerId};
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use crate::Error;
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use log::{error, info, trace, warn};
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use serde::{Deserialize, Serialize};
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use std::collections::HashMap;
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use std::fmt;
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use std::{fmt, vec};
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type TGPN = [u8];
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@ -48,7 +48,7 @@ impl fmt::Display for GameState {
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let mut s = String::new();
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s.push_str(&format!("Dices: {:?}\n", self.dices));
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// s.push_str(&format!("Who plays: {}\n", self.who_plays().map(|player| &player.name ).unwrap_or("")));
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s.push_str(&format!("Board: {:?}\n", self.board.get()));
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s.push_str(&format!("Board: {:?}\n", self.board));
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write!(f, "{}", s)
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}
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}
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@ -75,8 +75,48 @@ impl GameState {
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}
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/// Format to TGPN notation (Tables games position notation)
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fn toTGPN(&self, f: &mut fmt::Formatter) -> TGPN {
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b"ll"
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// fn toTGPN(&self, f: &mut fmt::Formatter) -> TGPN {
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pub fn toTGPN(&self, f: &mut fmt::Formatter) -> fmt::Result {
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let mut s = String::new();
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// s.push_str(&format!("Dices: {:?}\n", self.dices));
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write!(f, "{}", s)
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}
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/// Calculate game state id :
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pub fn to_string_id(&self, f: &mut fmt::Formatter) -> fmt::Result {
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// Pieces placement -> 77 bits (24 + 23 + 30 max)
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let mut pos_bits = self.board.toGnupgPosId();
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// active player -> 1 bit
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// white : 0 (false)
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// black : 1 (true)
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pos_bits.push(
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self.who_plays()
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.map(|player| player.color == Color::Black)
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.unwrap_or(false), // White by default
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);
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// step -> 2 bits
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// * roll dice
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// * mark points (jeton & fichet) & set bredouille markers (3rd jeton & pavillon)
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// * move pieces
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let mut step_bits = match self.turn_stage {
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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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// dice roll -> 4 bits
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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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// * bredouille possible 1bit
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// * grande bredouille possible 1bit
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let mut s = String::new();
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// s.push_str(&format!("Dices: {:?}\n", self.dices));
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write!(f, "{}", s)
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}
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pub fn who_plays(&self) -> Option<&Player> {
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@ -84,35 +124,39 @@ impl GameState {
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}
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pub fn switch_active_player(&mut self) {
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let other_player_id = self.players.iter()
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.filter(|(id, _player)| **id != self.active_player_id )
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.map(|(id, _player)| *id )
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let other_player_id = self
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.players
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.iter()
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.filter(|(id, _player)| **id != self.active_player_id)
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.map(|(id, _player)| *id)
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.next();
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self.active_player_id = other_player_id.unwrap_or(0);
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}
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pub fn player_id_by_color(&self, color: Color) -> Option<&PlayerId> {
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self.players.iter()
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self.players
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.iter()
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.filter(|(_id, player)| player.color == color)
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.map(|(id, _player)| id )
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.map(|(id, _player)| id)
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.next()
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}
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pub fn player_id(&self, player: &Player) -> Option<&PlayerId> {
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self.players.iter()
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self.players
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.iter()
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.filter(|(_id, candidate)| player.color == candidate.color)
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.map(|(id, _candidate)| id )
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.map(|(id, _candidate)| id)
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.next()
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}
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/// Determines whether an event is valid considering the current GameState
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/// Determines whether an event is valid considering the current GameState
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pub fn validate(&self, event: &GameEvent) -> bool {
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use GameEvent::*;
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match event {
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BeginGame { goes_first } => {
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// Check that the player supposed to go first exists
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if !self.players.contains_key(goes_first) {
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return false;
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return false;
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}
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// Check that the game hasn't started yet. (we don't want to double start a game)
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if self.active_player_id != *player_id {
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return false;
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}
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}
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Move { player_id, from, to } => {
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Move {
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player_id,
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from,
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to,
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} => {
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// Check player exists
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if !self.players.contains_key(player_id) {
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error!("Player {} unknown", player_id);
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error!("Player {} unknown", player_id);
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return false;
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}
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// Check player is currently the one making their move
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if self.active_player_id != *player_id {
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error!("Player not active : {}", self.active_player_id);
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error!("Player not active : {}", self.active_player_id);
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return false;
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}
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@ -189,21 +236,28 @@ impl GameState {
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}
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EndGame { reason: _ } => self.stage = Stage::Ended,
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PlayerJoined { player_id, name } => {
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let color = if self.players.len() > 0 { Color::White } else { Color::Black };
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let color = if self.players.len() > 0 {
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Color::White
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} else {
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Color::Black
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};
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self.players.insert(
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*player_id,
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Player {
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name: name.to_string(),
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color
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color,
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},
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);
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}
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PlayerDisconnected { player_id } => {
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self.players.remove(player_id);
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}
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Roll { player_id } => {
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}
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Move { player_id, from, to } => {
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Roll { player_id } => {}
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Move {
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player_id,
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from,
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to,
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} => {
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let player = self.players.get(player_id).unwrap();
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self.board.set(player, *from, 0 as i8).unwrap();
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self.board.set(player, *to, 1 as i8).unwrap();
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@ -223,7 +277,6 @@ impl GameState {
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pub fn determine_winner(&self) -> Option<PlayerId> {
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None
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}
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}
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/// The reasons why a game could end
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@ -238,28 +291,41 @@ pub enum EndGameReason {
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/// An event that progresses the GameState forward
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#[derive(Debug, Clone, Serialize, PartialEq, Deserialize)]
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pub enum GameEvent {
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BeginGame { goes_first: PlayerId },
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EndGame { reason: EndGameReason },
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PlayerJoined { player_id: PlayerId, name: String },
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PlayerDisconnected { player_id: PlayerId },
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Roll { player_id: PlayerId },
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Move { player_id: PlayerId, from: usize, to: usize },
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BeginGame {
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goes_first: PlayerId,
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},
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EndGame {
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reason: EndGameReason,
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},
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PlayerJoined {
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player_id: PlayerId,
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name: String,
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},
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PlayerDisconnected {
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player_id: PlayerId,
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},
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Roll {
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player_id: PlayerId,
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},
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Move {
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player_id: PlayerId,
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from: usize,
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to: usize,
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},
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}
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impl Roll for GameState {
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fn roll(&mut self) -> Result<&mut Self, Error> {
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if !self.dices.consumed.0
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&& !self.dices.consumed.1
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{
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if !self.dices.consumed.0 && !self.dices.consumed.1 {
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return Err(Error::MoveFirst);
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}
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self.dices = self.dices.roll();
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if self.who_plays().is_none() {
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let diff = self.dices.values.0 - self.dices.values.1;
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let active_color = if diff < 0 { Color::Black } else { Color::White };
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let active_color = if diff < 0 { Color::Black } else { Color::White };
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let color_player_id = self.player_id_by_color(active_color);
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if color_player_id.is_some(){
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if color_player_id.is_some() {
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self.active_player_id = *color_player_id.unwrap();
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}
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}
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@ -298,9 +364,7 @@ impl Move for GameState {
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}
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// switch to other player if all dices have been consumed
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if self.dices.consumed.0
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&& self.dices.consumed.1
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{
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if self.dices.consumed.0 && self.dices.consumed.1 {
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self.switch_active_player();
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self.roll_first = true;
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}
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