//! # Play a TricTrac Game use crate::board::{Board, CheckerMove, Field, Move}; use crate::dice::{Dices, Roll}; use crate::player::{Color, Player, PlayerId}; use crate::Error; use log::{error, info}; use std::cmp; // use itertools::Itertools; use serde::{Deserialize, Serialize}; use std::collections::HashMap; use std::{fmt, str}; use base64::{engine::general_purpose, Engine as _}; /// The different stages a game can be in. (not to be confused with the entire "GameState") #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)] pub enum Stage { PreGame, InGame, Ended, } /// The different stages a game turn can be in. #[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)] pub enum TurnStage { RollDice, MarkPoints, Move, } /// Represents a TricTrac game #[derive(Debug, Clone, PartialEq, Serialize, Deserialize)] pub struct GameState { pub stage: Stage, pub turn_stage: TurnStage, pub board: Board, pub active_player_id: PlayerId, pub players: HashMap, pub history: Vec, /// last dice pair rolled pub dices: Dices, /// true if player needs to roll first roll_first: bool, } // implement Display trait impl fmt::Display for GameState { fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result { let mut s = String::new(); s.push_str(&format!("Dices: {:?}\n", self.dices)); // s.push_str(&format!("Who plays: {}\n", self.who_plays().map(|player| &player.name ).unwrap_or(""))); s.push_str(&format!("Board: {:?}\n", self.board)); write!(f, "{}", s) } } impl Default for GameState { fn default() -> Self { Self { stage: Stage::PreGame, turn_stage: TurnStage::RollDice, board: Board::default(), active_player_id: 0, players: HashMap::new(), history: Vec::new(), dices: Dices::default(), roll_first: true, } } } impl GameState { /// Create a new default game pub fn new() -> Self { GameState::default() } // ------------------------------------------------------------------------- // accessors // ------------------------------------------------------------------------- /// Calculate game state id : pub fn to_string_id(&self) -> String { // Pieces placement -> 77 bits (24 + 23 + 30 max) let mut pos_bits = self.board.to_gnupg_pos_id(); // active player -> 1 bit // white : 0 (false) // black : 1 (true) pos_bits.push( self.who_plays() .map(|player| { if player.color == Color::Black { '1' } else { '0' } }) .unwrap_or('0'), // White by default ); // step -> 2 bits let step_bits = match self.turn_stage { TurnStage::RollDice => "01", TurnStage::MarkPoints => "01", TurnStage::Move => "10", }; pos_bits.push_str(step_bits); // dice roll -> 6 bits let dice_bits = self.dices.to_bits_string(); pos_bits.push_str(&dice_bits); // points 10bits x2 joueurs = 20bits let white_bits = self.get_white_player().unwrap().to_bits_string(); let black_bits = self.get_black_player().unwrap().to_bits_string(); pos_bits.push_str(&white_bits); pos_bits.push_str(&black_bits); pos_bits = format!("{:0>108}", pos_bits); // println!("{}", pos_bits); let pos_u8 = pos_bits .as_bytes() .chunks(6) .map(|chunk| str::from_utf8(chunk).unwrap()) .map(|chunk| u8::from_str_radix(chunk, 2).unwrap()) .collect::>(); general_purpose::STANDARD.encode(pos_u8) } pub fn who_plays(&self) -> Option<&Player> { self.players.get(&self.active_player_id) } pub fn get_white_player(&self) -> Option<&Player> { self.players .iter() .filter(|(_id, player)| player.color == Color::White) .map(|(_id, player)| player) .next() } pub fn get_black_player(&self) -> Option<&Player> { self.players .iter() .filter(|(_id, player)| player.color == Color::Black) .map(|(_id, player)| player) .next() } pub fn player_id_by_color(&self, color: Color) -> Option<&PlayerId> { self.players .iter() .filter(|(_id, player)| player.color == color) .map(|(id, _player)| id) .next() } pub fn player_id(&self, player: &Player) -> Option<&PlayerId> { self.players .iter() .filter(|(_id, candidate)| player.color == candidate.color) .map(|(id, _candidate)| id) .next() } // ---------------------------------------------------------------------------------- // Rules checks // ---------------------------------------------------------------------------------- /// Determines whether an event is valid considering the current GameState pub fn validate(&self, event: &GameEvent) -> bool { use GameEvent::*; match event { BeginGame { goes_first } => { // Check that the player supposed to go first exists if !self.players.contains_key(goes_first) { return false; } // Check that the game hasn't started yet. (we don't want to double start a game) if self.stage != Stage::PreGame { return false; } } EndGame { reason } => match reason { EndGameReason::PlayerWon { winner: _ } => { // Check that the game has started before someone wins it if self.stage != Stage::InGame { return false; } } _ => {} }, PlayerJoined { player_id, name: _ } => { // Check that there isn't another player with the same id if self.players.contains_key(player_id) { return false; } } PlayerDisconnected { player_id } => { // Check player exists if !self.players.contains_key(player_id) { return false; } } Roll { player_id } => { // Check player exists if !self.players.contains_key(player_id) { return false; } // Check player is currently the one making their move if self.active_player_id != *player_id { return false; } } Mark { player_id, points } => { // Check player exists if !self.players.contains_key(player_id) { return false; } // Check player is currently the one making their move if self.active_player_id != *player_id { return false; } } Move { player_id, moves } => { // Check player exists if !self.players.contains_key(player_id) { error!("Player {} unknown", player_id); return false; } // Check player is currently the one making their move if self.active_player_id != *player_id { error!("Player not active : {}", self.active_player_id); return false; } let color = &self.players[player_id].color; // Check moves possibles on the board if !self.moves_possible(color, moves) { return false; } // Check moves conforms to the dices if !self.moves_follows_dices(color, moves) { return false; } // Check move is allowed by the rules (to desactivate when playing with schools) if !self.moves_allowed(color, moves) { return false; } } } // We couldn't find anything wrong with the event so it must be good true } fn moves_possible(&self, color: &Color, moves: &(CheckerMove, CheckerMove)) -> bool { // Check move is physically possible if !self.board.move_possible(color, &moves.0) { return false; } // Chained_move : "Tout d'une" let chained_move = moves.0.chain(moves.1); if chained_move.is_ok() { if !self.board.move_possible(color, &chained_move.unwrap()) { return false; } } else if !self.board.move_possible(color, &moves.1) { return false; } true } fn moves_follows_dices(&self, color: &Color, moves: &(CheckerMove, CheckerMove)) -> bool { let (dice1, dice2) = self.dices.values; let (move1, move2): &(CheckerMove, CheckerMove) = moves.into(); let dist1 = (move1.get_to() - move1.get_from()) as u8; let dist2 = (move2.get_to() - move2.get_from()) as u8; print!("{}, {}, {}, {}", dist1, dist2, dice1, dice2); // basic : same number if cmp::min(dist1, dist2) != cmp::min(dice1, dice2) || cmp::max(dist1, dist2) != cmp::max(dice1, dice2) { return false; } // prise de coin par puissance // sorties // no rule was broken true } fn moves_allowed(&self, color: &Color, moves: &(CheckerMove, CheckerMove)) -> bool { // ------- corner rules ---------- let corner_field: Field = self.board.get_color_corner(color); let (corner_count, _color) = self.board.get_field_checkers(corner_field).unwrap(); let (from0, to0, from1, to1) = ( moves.0.get_from(), moves.0.get_to(), moves.1.get_from(), moves.1.get_to(), ); // 2 checkers must go at the same time on an empty corner if (to0 == corner_field || to1 == corner_field) && (to0 != to1) && corner_count == 0 { return false; } // the lat 2 checkers of a corner must leave at the same time if (from0 == corner_field || from1 == corner_field) && (from0 != from1) && corner_count == 2 { return false; } // ------- exit rules ---------- // -- toutes les dames doivent être dans le jan de retour // -- si on peut sortir, on doit sortir // -- priorité : // - dame se trouvant sur la flêche correspondant au dé // - dame se trouvant plus loin de la sortie que la flêche (point défaillant) // - dame se trouvant plus près que la flêche (point exédant) // --- cadran rempli si possible ---- // --- interdit de jouer dans cadran que l'adversaire peut encore remplir ---- // no rule was broken true } // ---------------------------------------------------------------------------------- // State updates // ---------------------------------------------------------------------------------- pub fn init_player(&mut self, player_name: &str) -> Option { if self.players.len() > 2 { println!("more than two players"); return None; } let player_id = self.players.len() + 1; println!("player_id {}", player_id); let color = if player_id == 1 { Color::White } else { Color::Black }; let player = Player::new(player_name.into(), color); self.players.insert(player_id as PlayerId, player); Some(player_id as PlayerId) } fn add_player(&mut self, player_id: PlayerId, player: Player) { self.players.insert(player_id, player); } pub fn switch_active_player(&mut self) { let other_player_id = self .players .iter() .filter(|(id, _player)| **id != self.active_player_id) .map(|(id, _player)| *id) .next(); self.active_player_id = other_player_id.unwrap_or(0); } /// Consumes an event, modifying the GameState and adding the event to its history /// NOTE: consume assumes the event to have already been validated and will accept *any* event passed to it pub fn consume(&mut self, valid_event: &GameEvent) { use GameEvent::*; match valid_event { BeginGame { goes_first } => { self.active_player_id = *goes_first; self.stage = Stage::InGame; self.turn_stage = TurnStage::RollDice; } EndGame { reason: _ } => self.stage = Stage::Ended, PlayerJoined { player_id, name } => { let color = if self.players.len() > 0 { Color::White } else { Color::Black }; self.players.insert( *player_id, Player { name: name.to_string(), color, holes: 0, points: 0, can_bredouille: true, can_big_bredouille: true, }, ); } PlayerDisconnected { player_id } => { self.players.remove(player_id); } Roll { player_id: _ } => { self.roll(); self.turn_stage = TurnStage::MarkPoints; } Mark { player_id, points } => { self.mark_points(*player_id, *points); if self.stage != Stage::Ended { self.turn_stage = TurnStage::Move; } } Move { player_id, moves } => { let player = self.players.get(player_id).unwrap(); self.board.move_checker(&player.color, moves.0).unwrap(); self.board.move_checker(&player.color, moves.1).unwrap(); self.active_player_id = self .players .keys() .find(|id| *id != player_id) .unwrap() .clone(); } } self.history.push(valid_event.clone()); } /// Determines if someone has won the game pub fn determine_winner(&self) -> Option { None } fn mark_points(&mut self, player_id: PlayerId, points: u8) { todo!() } } /// The reasons why a game could end #[derive(Debug, Clone, Copy, Serialize, PartialEq, Deserialize)] pub enum EndGameReason { // In tic tac toe it doesn't make sense to keep playing when one of the players disconnect. // Note that it might make sense to keep playing in some other game (like Team Fight Tactics for instance). PlayerLeft { player_id: PlayerId }, PlayerWon { winner: PlayerId }, } /// An event that progresses the GameState forward #[derive(Debug, Clone, Serialize, PartialEq, Deserialize)] pub enum GameEvent { BeginGame { goes_first: PlayerId, }, EndGame { reason: EndGameReason, }, PlayerJoined { player_id: PlayerId, name: String, }, PlayerDisconnected { player_id: PlayerId, }, Roll { player_id: PlayerId, }, Mark { player_id: PlayerId, points: u8, }, Move { player_id: PlayerId, moves: (CheckerMove, CheckerMove), }, } impl Roll for GameState { fn roll(&mut self) -> &mut Self { self.dices = self.dices.roll(); if self.who_plays().is_none() { let active_color = match self.dices.coin() { false => Color::Black, true => Color::White, }; let color_player_id = self.player_id_by_color(active_color); if color_player_id.is_some() { self.active_player_id = *color_player_id.unwrap(); } } self } } impl Move for GameState { fn move_checker(&mut self, player: &Player, dice: u8, from: usize) -> Result<&mut Self, Error> { // check if move is permitted let _ = self.move_permitted(player, dice)?; // remove checker from old position self.board.set(&player.color, from, -1)?; // move checker to new position, in case it is reaching the off position, set it off let new_position = from as i8 - dice as i8; if new_position < 0 { // self.board.set_off(player, 1)?; } else { // self.board.set(player, new_position as usize, 1)?; } // switch to other player if all dices have been consumed self.switch_active_player(); self.roll_first = true; Ok(self) } /// Implements checks to validate if the player is allowed to move fn move_permitted(&mut self, player: &Player, dice: u8) -> Result<&mut Self, Error> { let maybe_player_id = self.player_id(&player); // check if player is allowed to move if maybe_player_id != Some(&self.active_player_id) { return Err(Error::NotYourTurn); } // if player is nobody, you can not play and have to roll first if maybe_player_id.is_none() { return Err(Error::RollFirst); } // check if player has to roll first if self.roll_first { return Err(Error::RollFirst); } // check if dice value has actually been rolled if dice != self.dices.values.0 && dice != self.dices.values.1 { return Err(Error::DiceInvalid); } Ok(self) } } #[cfg(test)] mod tests { use super::*; #[test] fn test_to_string_id() { let mut state = GameState::default(); state.add_player(1, Player::new("player1".into(), Color::White)); state.add_player(2, Player::new("player2".into(), Color::Black)); let string_id = state.to_string_id(); // println!("string_id : {}", string_id); assert!(string_id == "Dz8+AAAAAT8/MAAAAAQAADAD"); } #[test] fn test_moves_possible() { let mut state = GameState::default(); let player1 = Player::new("player1".into(), Color::White); let player_id = 1; state.add_player(player_id, player1); state.add_player(2, Player::new("player2".into(), Color::Black)); state.consume(&GameEvent::BeginGame { goes_first: player_id, }); // Chained moves let moves = ( CheckerMove::new(1, 5).unwrap(), CheckerMove::new(5, 9).unwrap(), ); assert!(state.moves_possible(&Color::White, &moves)); // not chained moves let moves = ( CheckerMove::new(1, 5).unwrap(), CheckerMove::new(6, 9).unwrap(), ); assert!(!state.moves_possible(&Color::White, &moves)); } #[test] fn test_moves_follow_dices() { let mut state = GameState::default(); let player1 = Player::new("player1".into(), Color::White); let player_id = 1; state.add_player(player_id, player1); state.add_player(2, Player::new("player2".into(), Color::Black)); state.consume(&GameEvent::BeginGame { goes_first: player_id, }); state.consume(&GameEvent::Roll { player_id }); let dices = state.dices.values; let moves = ( CheckerMove::new(1, (1 + dices.0).into()).unwrap(), CheckerMove::new((1 + dices.0).into(), (1 + dices.0 + dices.1).into()).unwrap(), ); assert!(state.moves_follows_dices(&Color::White, &moves)); let badmoves = ( CheckerMove::new(1, (2 + dices.0).into()).unwrap(), CheckerMove::new((1 + dices.0).into(), (1 + dices.0 + dices.1).into()).unwrap(), ); assert!(!state.moves_follows_dices(&Color::White, &badmoves)); } }