wip prise en puissance
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@ -93,6 +93,11 @@ impl Board {
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Board::default()
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}
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/// Globally set pieces on board ( for tests )
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pub fn set_positions(&mut self, positions: [i8; 24]) {
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self.positions = positions;
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}
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// maybe todo : operate on bits (cf. https://github.com/bungogood/bkgm/blob/a2fb3f395243bcb0bc9f146df73413f73f5ea1e0/src/position.rs#L217)
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pub fn to_gnupg_pos_id(&self) -> String {
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// Pieces placement -> 77bits (24 + 23 + 30 max)
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@ -298,14 +298,28 @@ impl GameState {
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let dist1 = (move1.get_to() as i8 - move1.get_from() as i8).abs() as u8;
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let dist2 = (move2.get_to() as i8 - move2.get_from() as i8).abs() as u8;
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// print!("{}, {}, {}, {}", dist1, dist2, dice1, dice2);
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// basic : same number
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// exceptions
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// - prise de coin par puissance
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if move1.get_to() == move2.get_to()
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&& ((*color == Color::White
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&& move1.get_to() == 12
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&& cmp::min(dist1, dist2) == cmp::min(dice1, dice2) - 1
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&& cmp::max(dist1, dist2) == cmp::max(dice1, dice2) - 1)
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|| (*color == Color::Black
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&& move1.get_to() == 13
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&& cmp::min(dist1, dist2) == cmp::min(dice1, dice2) + 1
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&& cmp::max(dist1, dist2) == cmp::max(dice1, dice2) + 1))
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{
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return true;
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}
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// - sorties
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// default : must be same number
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if cmp::min(dist1, dist2) != cmp::min(dice1, dice2)
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|| cmp::max(dist1, dist2) != cmp::max(dice1, dice2)
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{
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return false;
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}
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// prise de coin par puissance
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// sorties
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// no rule was broken
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true
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}
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@ -325,12 +339,14 @@ impl GameState {
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return false;
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}
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// the lat 2 checkers of a corner must leave at the same time
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// the last 2 checkers of a corner must leave at the same time
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if (from0 == corner_field || from1 == corner_field) && (from0 != from1) && corner_count == 2
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{
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return false;
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}
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// - prise de coin par puissance
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// ------- exit rules ----------
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// -- toutes les dames doivent être dans le jan de retour
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// -- si on peut sortir, on doit sortir
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@ -579,4 +595,47 @@ mod tests {
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);
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assert!(!state.moves_follows_dices(&Color::White, &badmoves));
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}
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#[test]
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fn test_prise_en_puissance() {
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let mut state = GameState::default();
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let player1 = Player::new("player1".into(), Color::White);
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let player_id = 1;
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state.add_player(player_id, player1);
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state.add_player(2, Player::new("player2".into(), Color::Black));
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state.consume(&GameEvent::BeginGame {
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goes_first: player_id,
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});
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state.consume(&GameEvent::Roll { player_id });
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// prise par puissance ok
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state.board.set_positions([
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10, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -15,
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]);
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state.dice.values = (5, 5);
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let moves = (
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CheckerMove::new(9, 12).unwrap(),
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CheckerMove::new(9, 12).unwrap(),
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);
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assert!(state.moves_follows_dices(&Color::White, &moves));
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assert!(state.moves_allowed(&Color::White, &moves));
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// opponent corner must be empty
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state.board.set_positions([
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10, 0, 0, 0, 0, 0, 0, 5, 0, 0, 0, -2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -13,
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]);
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assert!(!state.moves_allowed(&Color::White, &moves));
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// Si on a la possibilité de prendre son coin à la fois par effet, c'est à dire naturellement, et aussi par puissance, on doit le prendre par effet
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state.board.set_positions([
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5, 0, 0, 0, 0, 0, 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -15,
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]);
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assert!(!state.moves_allowed(&Color::White, &moves));
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// on a déjà pris son coin : on ne peux plus y deplacer des dames par puissance
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state.board.set_positions([
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8, 0, 0, 0, 0, 0, 0, 5, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -15,
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]);
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assert!(!state.moves_allowed(&Color::White, &moves));
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}
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}
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