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|---|---|---|---|
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575e89f34b |
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.beads/.gitignore
vendored
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.beads/.gitignore
vendored
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@ -1,44 +0,0 @@
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||||||
# SQLite databases
|
|
||||||
*.db
|
|
||||||
*.db?*
|
|
||||||
*.db-journal
|
|
||||||
*.db-wal
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||||||
*.db-shm
|
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||||||
|
|
||||||
# Daemon runtime files
|
|
||||||
daemon.lock
|
|
||||||
daemon.log
|
|
||||||
daemon.pid
|
|
||||||
bd.sock
|
|
||||||
sync-state.json
|
|
||||||
last-touched
|
|
||||||
|
|
||||||
# Local version tracking (prevents upgrade notification spam after git ops)
|
|
||||||
.local_version
|
|
||||||
|
|
||||||
# Legacy database files
|
|
||||||
db.sqlite
|
|
||||||
bd.db
|
|
||||||
|
|
||||||
# Worktree redirect file (contains relative path to main repo's .beads/)
|
|
||||||
# Must not be committed as paths would be wrong in other clones
|
|
||||||
redirect
|
|
||||||
|
|
||||||
# Merge artifacts (temporary files from 3-way merge)
|
|
||||||
beads.base.jsonl
|
|
||||||
beads.base.meta.json
|
|
||||||
beads.left.jsonl
|
|
||||||
beads.left.meta.json
|
|
||||||
beads.right.jsonl
|
|
||||||
beads.right.meta.json
|
|
||||||
|
|
||||||
# Sync state (local-only, per-machine)
|
|
||||||
# These files are machine-specific and should not be shared across clones
|
|
||||||
.sync.lock
|
|
||||||
sync_base.jsonl
|
|
||||||
|
|
||||||
# NOTE: Do NOT add negation patterns (e.g., !issues.jsonl) here.
|
|
||||||
# They would override fork protection in .git/info/exclude, allowing
|
|
||||||
# contributors to accidentally commit upstream issue databases.
|
|
||||||
# The JSONL files (issues.jsonl, interactions.jsonl) and config files
|
|
||||||
# are tracked by git by default since no pattern above ignores them.
|
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||||||
|
|
@ -1,81 +0,0 @@
|
||||||
# Beads - AI-Native Issue Tracking
|
|
||||||
|
|
||||||
Welcome to Beads! This repository uses **Beads** for issue tracking - a modern, AI-native tool designed to live directly in your codebase alongside your code.
|
|
||||||
|
|
||||||
## What is Beads?
|
|
||||||
|
|
||||||
Beads is issue tracking that lives in your repo, making it perfect for AI coding agents and developers who want their issues close to their code. No web UI required - everything works through the CLI and integrates seamlessly with git.
|
|
||||||
|
|
||||||
**Learn more:** [github.com/steveyegge/beads](https://github.com/steveyegge/beads)
|
|
||||||
|
|
||||||
## Quick Start
|
|
||||||
|
|
||||||
### Essential Commands
|
|
||||||
|
|
||||||
```bash
|
|
||||||
# Create new issues
|
|
||||||
bd create "Add user authentication"
|
|
||||||
|
|
||||||
# View all issues
|
|
||||||
bd list
|
|
||||||
|
|
||||||
# View issue details
|
|
||||||
bd show <issue-id>
|
|
||||||
|
|
||||||
# Update issue status
|
|
||||||
bd update <issue-id> --status in_progress
|
|
||||||
bd update <issue-id> --status done
|
|
||||||
|
|
||||||
# Sync with git remote
|
|
||||||
bd sync
|
|
||||||
```
|
|
||||||
|
|
||||||
### Working with Issues
|
|
||||||
|
|
||||||
Issues in Beads are:
|
|
||||||
- **Git-native**: Stored in `.beads/issues.jsonl` and synced like code
|
|
||||||
- **AI-friendly**: CLI-first design works perfectly with AI coding agents
|
|
||||||
- **Branch-aware**: Issues can follow your branch workflow
|
|
||||||
- **Always in sync**: Auto-syncs with your commits
|
|
||||||
|
|
||||||
## Why Beads?
|
|
||||||
|
|
||||||
✨ **AI-Native Design**
|
|
||||||
- Built specifically for AI-assisted development workflows
|
|
||||||
- CLI-first interface works seamlessly with AI coding agents
|
|
||||||
- No context switching to web UIs
|
|
||||||
|
|
||||||
🚀 **Developer Focused**
|
|
||||||
- Issues live in your repo, right next to your code
|
|
||||||
- Works offline, syncs when you push
|
|
||||||
- Fast, lightweight, and stays out of your way
|
|
||||||
|
|
||||||
🔧 **Git Integration**
|
|
||||||
- Automatic sync with git commits
|
|
||||||
- Branch-aware issue tracking
|
|
||||||
- Intelligent JSONL merge resolution
|
|
||||||
|
|
||||||
## Get Started with Beads
|
|
||||||
|
|
||||||
Try Beads in your own projects:
|
|
||||||
|
|
||||||
```bash
|
|
||||||
# Install Beads
|
|
||||||
curl -sSL https://raw.githubusercontent.com/steveyegge/beads/main/scripts/install.sh | bash
|
|
||||||
|
|
||||||
# Initialize in your repo
|
|
||||||
bd init
|
|
||||||
|
|
||||||
# Create your first issue
|
|
||||||
bd create "Try out Beads"
|
|
||||||
```
|
|
||||||
|
|
||||||
## Learn More
|
|
||||||
|
|
||||||
- **Documentation**: [github.com/steveyegge/beads/docs](https://github.com/steveyegge/beads/tree/main/docs)
|
|
||||||
- **Quick Start Guide**: Run `bd quickstart`
|
|
||||||
- **Examples**: [github.com/steveyegge/beads/examples](https://github.com/steveyegge/beads/tree/main/examples)
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
*Beads: Issue tracking that moves at the speed of thought* ⚡
|
|
||||||
|
|
@ -1,62 +0,0 @@
|
||||||
# Beads Configuration File
|
|
||||||
# This file configures default behavior for all bd commands in this repository
|
|
||||||
# All settings can also be set via environment variables (BD_* prefix)
|
|
||||||
# or overridden with command-line flags
|
|
||||||
|
|
||||||
# Issue prefix for this repository (used by bd init)
|
|
||||||
# If not set, bd init will auto-detect from directory name
|
|
||||||
# Example: issue-prefix: "myproject" creates issues like "myproject-1", "myproject-2", etc.
|
|
||||||
# issue-prefix: ""
|
|
||||||
|
|
||||||
# Use no-db mode: load from JSONL, no SQLite, write back after each command
|
|
||||||
# When true, bd will use .beads/issues.jsonl as the source of truth
|
|
||||||
# instead of SQLite database
|
|
||||||
# no-db: false
|
|
||||||
|
|
||||||
# Disable daemon for RPC communication (forces direct database access)
|
|
||||||
# no-daemon: false
|
|
||||||
|
|
||||||
# Disable auto-flush of database to JSONL after mutations
|
|
||||||
# no-auto-flush: false
|
|
||||||
|
|
||||||
# Disable auto-import from JSONL when it's newer than database
|
|
||||||
# no-auto-import: false
|
|
||||||
|
|
||||||
# Enable JSON output by default
|
|
||||||
# json: false
|
|
||||||
|
|
||||||
# Default actor for audit trails (overridden by BD_ACTOR or --actor)
|
|
||||||
# actor: ""
|
|
||||||
|
|
||||||
# Path to database (overridden by BEADS_DB or --db)
|
|
||||||
# db: ""
|
|
||||||
|
|
||||||
# Auto-start daemon if not running (can also use BEADS_AUTO_START_DAEMON)
|
|
||||||
# auto-start-daemon: true
|
|
||||||
|
|
||||||
# Debounce interval for auto-flush (can also use BEADS_FLUSH_DEBOUNCE)
|
|
||||||
# flush-debounce: "5s"
|
|
||||||
|
|
||||||
# Git branch for beads commits (bd sync will commit to this branch)
|
|
||||||
# IMPORTANT: Set this for team projects so all clones use the same sync branch.
|
|
||||||
# This setting persists across clones (unlike database config which is gitignored).
|
|
||||||
# Can also use BEADS_SYNC_BRANCH env var for local override.
|
|
||||||
# If not set, bd sync will require you to run 'bd config set sync.branch <branch>'.
|
|
||||||
sync-branch: "beads-sync"
|
|
||||||
|
|
||||||
# Multi-repo configuration (experimental - bd-307)
|
|
||||||
# Allows hydrating from multiple repositories and routing writes to the correct JSONL
|
|
||||||
# repos:
|
|
||||||
# primary: "." # Primary repo (where this database lives)
|
|
||||||
# additional: # Additional repos to hydrate from (read-only)
|
|
||||||
# - ~/beads-planning # Personal planning repo
|
|
||||||
# - ~/work-planning # Work planning repo
|
|
||||||
|
|
||||||
# Integration settings (access with 'bd config get/set')
|
|
||||||
# These are stored in the database, not in this file:
|
|
||||||
# - jira.url
|
|
||||||
# - jira.project
|
|
||||||
# - linear.url
|
|
||||||
# - linear.api-key
|
|
||||||
# - github.org
|
|
||||||
# - github.repo
|
|
||||||
|
|
@ -1,4 +0,0 @@
|
||||||
{
|
|
||||||
"database": "beads.db",
|
|
||||||
"jsonl_export": "issues.jsonl"
|
|
||||||
}
|
|
||||||
3
.gitattributes
vendored
3
.gitattributes
vendored
|
|
@ -1,3 +0,0 @@
|
||||||
|
|
||||||
# Use bd merge for beads JSONL files
|
|
||||||
.beads/issues.jsonl merge=beads
|
|
||||||
24
AGENTS.md
24
AGENTS.md
|
|
@ -1,24 +0,0 @@
|
||||||
# Agent Instructions
|
|
||||||
|
|
||||||
This project uses **bd** (beads) for issue tracking.
|
|
||||||
|
|
||||||
Run `bd prime` for workflow context, or install hooks (`bd hooks install`) for auto-injection.
|
|
||||||
|
|
||||||
## Quick Reference
|
|
||||||
|
|
||||||
- `bd ready` - Find unblocked work
|
|
||||||
- `bd create "Title" --type task --priority 2` - Create issue
|
|
||||||
- `bd update <id> --status in_progress` # Claim work
|
|
||||||
- `bd close <id>` - Complete work
|
|
||||||
- `bd sync` - Sync with git (run at session end)
|
|
||||||
|
|
||||||
## Landing the Plane (Session Completion)
|
|
||||||
|
|
||||||
**When ending a work session**, you MUST complete ALL steps below.
|
|
||||||
|
|
||||||
**MANDATORY WORKFLOW:**
|
|
||||||
|
|
||||||
1. **File issues for remaining work** - Create issues for anything that needs follow-up
|
|
||||||
2. **Run quality gates** (if code changed) - Tests, linters, builds
|
|
||||||
3. **Update issue status** - Close finished work, update in-progress items
|
|
||||||
4. **Hand off** - Provide context for next session
|
|
||||||
|
|
@ -15,8 +15,7 @@ pub const ACTION_SPACE_SIZE: usize = 514;
|
||||||
pub enum TrictracAction {
|
pub enum TrictracAction {
|
||||||
/// Lancer les dés
|
/// Lancer les dés
|
||||||
Roll,
|
Roll,
|
||||||
/// Faire un nouveau 'relevé' (repositionnement des dames à l'état de départ) après avoir gagné un trou,
|
/// Continuer après avoir gagné un trou
|
||||||
/// au lieu de continuer dans la position courante
|
|
||||||
Go,
|
Go,
|
||||||
/// Effectuer un mouvement de pions
|
/// Effectuer un mouvement de pions
|
||||||
Move {
|
Move {
|
||||||
|
|
|
||||||
|
|
@ -1,24 +0,0 @@
|
||||||
```sh
|
|
||||||
❯ bd init
|
|
||||||
Repository ID: d5459d4d
|
|
||||||
Clone ID: 73ab432945c43882
|
|
||||||
✓ Created AGENTS.md with landing-the-plane instructions
|
|
||||||
|
|
||||||
✓ bd initialized successfully!
|
|
||||||
|
|
||||||
Database: .beads/beads.db
|
|
||||||
Issue prefix: trictrac
|
|
||||||
Issues will be named: trictrac-<hash> (e.g., trictrac-a3f2dd)
|
|
||||||
|
|
||||||
Run bd quickstart to get started.
|
|
||||||
|
|
||||||
⚠ Setup incomplete. Some issues were detected:
|
|
||||||
• Git Hooks: Missing 1 recommended hook(s)
|
|
||||||
• Sync Divergence: 1 sync divergence issue(s) detected
|
|
||||||
• Claude Integration: Not configured
|
|
||||||
• Git Working Tree: Uncommitted changes present
|
|
||||||
• Version Tracking: Version tracking not initialized
|
|
||||||
• Sync Branch Config: sync-branch not configured
|
|
||||||
|
|
||||||
Run bd doctor --fix to see details and fix these issues.
|
|
||||||
```
|
|
||||||
|
|
@ -3,7 +3,7 @@ use pyo3::prelude::*;
|
||||||
use pyo3::types::PyDict;
|
use pyo3::types::PyDict;
|
||||||
|
|
||||||
use crate::board::CheckerMove;
|
use crate::board::CheckerMove;
|
||||||
use crate::dice::{Dice, DiceRoller};
|
use crate::dice::Dice;
|
||||||
use crate::game::{GameEvent, GameState, Stage, TurnStage};
|
use crate::game::{GameEvent, GameState, Stage, TurnStage};
|
||||||
use crate::game_rules_moves::MoveRules;
|
use crate::game_rules_moves::MoveRules;
|
||||||
use crate::game_rules_points::PointsRules;
|
use crate::game_rules_points::PointsRules;
|
||||||
|
|
@ -24,7 +24,7 @@ impl TricTrac {
|
||||||
|
|
||||||
// Initialiser 2 joueurs
|
// Initialiser 2 joueurs
|
||||||
game_state.init_player("player1");
|
game_state.init_player("player1");
|
||||||
game_state.init_player("player2");
|
game_state.init_player("bot");
|
||||||
|
|
||||||
// Commencer la partie avec le joueur 1
|
// Commencer la partie avec le joueur 1
|
||||||
game_state.consume(&GameEvent::BeginGame { goes_first: 1 });
|
game_state.consume(&GameEvent::BeginGame { goes_first: 1 });
|
||||||
|
|
@ -36,81 +36,50 @@ impl TricTrac {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Obtenir l'état du jeu sous forme de dictionnaire
|
|
||||||
fn get_state_dict<'py>(&self, py: Python<'py>) -> PyResult<Bound<'py, PyDict>> {
|
|
||||||
let dict = PyDict::new(py);
|
|
||||||
dict.set_item("stage", format!("{:?}", self.game_state.stage))?;
|
|
||||||
dict.set_item("turn_stage", format!("{:?}", self.game_state.turn_stage))?;
|
|
||||||
dict.set_item("active_player_id", self.game_state.active_player_id)?;
|
|
||||||
|
|
||||||
// Board
|
|
||||||
let board_list = self.game_state.board.to_vec(); // returns Vec<i8>
|
|
||||||
dict.set_item("board", board_list)?;
|
|
||||||
|
|
||||||
// Dice
|
|
||||||
dict.set_item("dice", (self.game_state.dice.values.0, self.game_state.dice.values.1))?;
|
|
||||||
|
|
||||||
// Players
|
|
||||||
let players_dict = PyDict::new(py);
|
|
||||||
for (id, player) in &self.game_state.players {
|
|
||||||
let p_dict = PyDict::new(py);
|
|
||||||
p_dict.set_item("color", format!("{:?}", player.color))?;
|
|
||||||
p_dict.set_item("holes", player.holes)?;
|
|
||||||
p_dict.set_item("points", player.points)?;
|
|
||||||
p_dict.set_item("can_bredouille", player.can_bredouille)?;
|
|
||||||
p_dict.set_item("dice_roll_count", player.dice_roll_count)?;
|
|
||||||
players_dict.set_item(id, p_dict)?;
|
|
||||||
}
|
|
||||||
dict.set_item("players", players_dict)?;
|
|
||||||
|
|
||||||
Ok(dict)
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Lance les dés ou utilise la séquence prédéfinie
|
|
||||||
fn roll_dice(&mut self) -> PyResult<(u8, u8)> {
|
|
||||||
let player_id = self.game_state.active_player_id;
|
|
||||||
|
|
||||||
if self.game_state.turn_stage != TurnStage::RollDice {
|
|
||||||
return Err(pyo3::exceptions::PyRuntimeError::new_err("Not in RollDice stage"));
|
|
||||||
}
|
|
||||||
|
|
||||||
self.game_state.consume(&GameEvent::Roll { player_id });
|
|
||||||
|
|
||||||
let dice = if self.current_dice_index < self.dice_roll_sequence.len() {
|
|
||||||
let vals = self.dice_roll_sequence[self.current_dice_index];
|
|
||||||
self.current_dice_index += 1;
|
|
||||||
Dice { values: vals }
|
|
||||||
} else {
|
|
||||||
DiceRoller::default().roll()
|
|
||||||
};
|
|
||||||
|
|
||||||
self.game_state.consume(&GameEvent::RollResult { player_id, dice });
|
|
||||||
|
|
||||||
Ok(dice.values)
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Applique un mouvement (deux déplacements de dames)
|
|
||||||
fn apply_move(&mut self, from1: usize, to1: usize, from2: usize, to2: usize) -> PyResult<()> {
|
|
||||||
let player_id = self.game_state.active_player_id;
|
|
||||||
|
|
||||||
let m1 = CheckerMove::new(from1, to1).map_err(|e| pyo3::exceptions::PyValueError::new_err(e.to_string()))?;
|
|
||||||
let m2 = CheckerMove::new(from2, to2).map_err(|e| pyo3::exceptions::PyValueError::new_err(e.to_string()))?;
|
|
||||||
|
|
||||||
let moves = (m1, m2);
|
|
||||||
|
|
||||||
if !self.game_state.validate(&GameEvent::Move { player_id, moves }) {
|
|
||||||
return Err(pyo3::exceptions::PyValueError::new_err("Invalid move"));
|
|
||||||
}
|
|
||||||
|
|
||||||
self.game_state.consume(&GameEvent::Move { player_id, moves });
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Obtenir l'état du jeu sous forme de chaîne de caractères compacte
|
/// Obtenir l'état du jeu sous forme de chaîne de caractères compacte
|
||||||
fn get_state_id(&self) -> String {
|
fn get_state_id(&self) -> String {
|
||||||
self.game_state.to_string_id()
|
self.game_state.to_string_id()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Obtenir l'état du jeu sous forme de dictionnaire pour faciliter l'entrainement
|
||||||
|
fn get_state_dict(&self) -> PyResult<Py<PyDict>> {
|
||||||
|
Python::with_gil(|py| {
|
||||||
|
let state_dict = PyDict::new(py);
|
||||||
|
|
||||||
|
// Informations essentielles sur l'état du jeu
|
||||||
|
state_dict.set_item("active_player", self.game_state.active_player_id)?;
|
||||||
|
state_dict.set_item("stage", format!("{:?}", self.game_state.stage))?;
|
||||||
|
state_dict.set_item("turn_stage", format!("{:?}", self.game_state.turn_stage))?;
|
||||||
|
|
||||||
|
// Dés
|
||||||
|
let (dice1, dice2) = self.game_state.dice.values;
|
||||||
|
state_dict.set_item("dice", (dice1, dice2))?;
|
||||||
|
|
||||||
|
// Points des joueurs
|
||||||
|
if let Some(white_player) = self.game_state.get_white_player() {
|
||||||
|
state_dict.set_item("white_points", white_player.points)?;
|
||||||
|
state_dict.set_item("white_holes", white_player.holes)?;
|
||||||
|
}
|
||||||
|
|
||||||
|
if let Some(black_player) = self.game_state.get_black_player() {
|
||||||
|
state_dict.set_item("black_points", black_player.points)?;
|
||||||
|
state_dict.set_item("black_holes", black_player.holes)?;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Positions des pièces
|
||||||
|
let white_positions = self.get_checker_positions(Color::White);
|
||||||
|
let black_positions = self.get_checker_positions(Color::Black);
|
||||||
|
|
||||||
|
state_dict.set_item("white_positions", white_positions)?;
|
||||||
|
state_dict.set_item("black_positions", black_positions)?;
|
||||||
|
|
||||||
|
// État compact pour la comparaison d'états
|
||||||
|
state_dict.set_item("state_id", self.game_state.to_string_id())?;
|
||||||
|
|
||||||
|
Ok(state_dict.into())
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
/// Renvoie les positions des pièces pour un joueur spécifique
|
/// Renvoie les positions des pièces pour un joueur spécifique
|
||||||
fn get_checker_positions(&self, color: Color) -> Vec<(usize, i8)> {
|
fn get_checker_positions(&self, color: Color) -> Vec<(usize, i8)> {
|
||||||
self.game_state.board.get_color_fields(color)
|
self.game_state.board.get_color_fields(color)
|
||||||
|
|
@ -146,6 +115,144 @@ impl TricTrac {
|
||||||
.collect()
|
.collect()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Jouer un coup ((from1, to1), (from2, to2))
|
||||||
|
fn play_move(&mut self, moves: ((usize, usize), (usize, usize))) -> bool {
|
||||||
|
let ((from1, to1), (from2, to2)) = moves;
|
||||||
|
|
||||||
|
// Vérifier que c'est au tour du joueur de jouer
|
||||||
|
if self.game_state.turn_stage != TurnStage::Move
|
||||||
|
&& self.game_state.turn_stage != TurnStage::HoldOrGoChoice
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
let move1 = CheckerMove::new(from1, to1).unwrap_or_default();
|
||||||
|
let move2 = CheckerMove::new(from2, to2).unwrap_or_default();
|
||||||
|
|
||||||
|
let event = GameEvent::Move {
|
||||||
|
player_id: self.game_state.active_player_id,
|
||||||
|
moves: (move1, move2),
|
||||||
|
};
|
||||||
|
|
||||||
|
// Vérifier si le mouvement est valide
|
||||||
|
if !self.game_state.validate(&event) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Exécuter le mouvement
|
||||||
|
self.game_state.consume(&event);
|
||||||
|
|
||||||
|
// Si l'autre joueur doit lancer les dés maintenant, simuler ce lancement
|
||||||
|
if self.game_state.turn_stage == TurnStage::RollDice {
|
||||||
|
self.roll_dice();
|
||||||
|
}
|
||||||
|
|
||||||
|
true
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Lancer les dés (soit aléatoirement, soit en utilisant une séquence prédéfinie)
|
||||||
|
fn roll_dice(&mut self) -> (u8, u8) {
|
||||||
|
// Vérifier que c'est au bon moment pour lancer les dés
|
||||||
|
if self.game_state.turn_stage != TurnStage::RollDice
|
||||||
|
&& self.game_state.turn_stage != TurnStage::RollWaiting
|
||||||
|
{
|
||||||
|
return self.game_state.dice.values;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Simuler un lancer de dés
|
||||||
|
let dice_values = if !self.dice_roll_sequence.is_empty()
|
||||||
|
&& self.current_dice_index < self.dice_roll_sequence.len()
|
||||||
|
{
|
||||||
|
// Utiliser la séquence prédéfinie
|
||||||
|
let dice = self.dice_roll_sequence[self.current_dice_index];
|
||||||
|
self.current_dice_index += 1;
|
||||||
|
dice
|
||||||
|
} else {
|
||||||
|
// Générer aléatoirement
|
||||||
|
(
|
||||||
|
(1 + (rand::random::<u8>() % 6)),
|
||||||
|
(1 + (rand::random::<u8>() % 6)),
|
||||||
|
)
|
||||||
|
};
|
||||||
|
|
||||||
|
// Envoyer les événements appropriés
|
||||||
|
let roll_event = GameEvent::Roll {
|
||||||
|
player_id: self.game_state.active_player_id,
|
||||||
|
};
|
||||||
|
|
||||||
|
if self.game_state.validate(&roll_event) {
|
||||||
|
self.game_state.consume(&roll_event);
|
||||||
|
}
|
||||||
|
|
||||||
|
let roll_result_event = GameEvent::RollResult {
|
||||||
|
player_id: self.game_state.active_player_id,
|
||||||
|
dice: Dice {
|
||||||
|
values: dice_values,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
if self.game_state.validate(&roll_result_event) {
|
||||||
|
self.game_state.consume(&roll_result_event);
|
||||||
|
}
|
||||||
|
|
||||||
|
dice_values
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Marquer des points
|
||||||
|
fn mark_points(&mut self, points: u8) -> bool {
|
||||||
|
// Vérifier que c'est au bon moment pour marquer des points
|
||||||
|
if self.game_state.turn_stage != TurnStage::MarkPoints
|
||||||
|
&& self.game_state.turn_stage != TurnStage::MarkAdvPoints
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
let event = GameEvent::Mark {
|
||||||
|
player_id: self.game_state.active_player_id,
|
||||||
|
points,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Vérifier si l'événement est valide
|
||||||
|
if !self.game_state.validate(&event) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Exécuter l'événement
|
||||||
|
self.game_state.consume(&event);
|
||||||
|
|
||||||
|
// Si l'autre joueur doit lancer les dés maintenant, simuler ce lancement
|
||||||
|
if self.game_state.turn_stage == TurnStage::RollDice {
|
||||||
|
self.roll_dice();
|
||||||
|
}
|
||||||
|
|
||||||
|
true
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Choisir de "continuer" (Go) après avoir gagné un trou
|
||||||
|
fn choose_go(&mut self) -> bool {
|
||||||
|
// Vérifier que c'est au bon moment pour choisir de continuer
|
||||||
|
if self.game_state.turn_stage != TurnStage::HoldOrGoChoice {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
let event = GameEvent::Go {
|
||||||
|
player_id: self.game_state.active_player_id,
|
||||||
|
};
|
||||||
|
|
||||||
|
// Vérifier si l'événement est valide
|
||||||
|
if !self.game_state.validate(&event) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Exécuter l'événement
|
||||||
|
self.game_state.consume(&event);
|
||||||
|
|
||||||
|
// Simuler le lancer de dés pour le prochain tour
|
||||||
|
self.roll_dice();
|
||||||
|
|
||||||
|
true
|
||||||
|
}
|
||||||
|
|
||||||
/// Calcule les points maximaux que le joueur actif peut obtenir avec les dés actuels
|
/// Calcule les points maximaux que le joueur actif peut obtenir avec les dés actuels
|
||||||
fn calculate_points(&self) -> u8 {
|
fn calculate_points(&self) -> u8 {
|
||||||
let active_player = self
|
let active_player = self
|
||||||
|
|
@ -173,7 +280,7 @@ impl TricTrac {
|
||||||
|
|
||||||
// Initialiser 2 joueurs
|
// Initialiser 2 joueurs
|
||||||
self.game_state.init_player("player1");
|
self.game_state.init_player("player1");
|
||||||
self.game_state.init_player("player2");
|
self.game_state.init_player("bot");
|
||||||
|
|
||||||
// Commencer la partie avec le joueur 1
|
// Commencer la partie avec le joueur 1
|
||||||
self.game_state
|
self.game_state
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue