trictrac/bot/src/trictrac_board.rs

171 lines
4.5 KiB
Rust

// https://docs.rs/board-game/ implementation
use board_game::board::{
Board as BoardGameBoard, BoardDone, BoardMoves, Outcome, PlayError, Player as BoardGamePlayer,
};
use board_game::impl_unit_symmetry_board;
use internal_iterator::InternalIterator;
use std::fmt;
use std::hash::Hash;
use std::ops::ControlFlow;
use trictrac_store::training_common::{get_valid_actions, TrictracAction};
use trictrac_store::Color;
#[derive(Clone, Debug, Eq, PartialEq, Hash)]
pub struct TrictracBoard(crate::GameState);
impl Default for TrictracBoard {
fn default() -> Self {
TrictracBoard(crate::GameState::new_with_players("white", "black"))
}
}
impl fmt::Display for TrictracBoard {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
self.0.fmt(f)
}
}
impl_unit_symmetry_board!(TrictracBoard);
impl BoardGameBoard for TrictracBoard {
// impl TrictracBoard {
type Move = TrictracAction;
fn next_player(&self) -> BoardGamePlayer {
self.0
.who_plays()
.map(|p| {
if p.color == Color::Black {
BoardGamePlayer::B
} else {
BoardGamePlayer::A
}
})
.unwrap_or(BoardGamePlayer::A)
}
fn is_available_move(&self, mv: Self::Move) -> Result<bool, BoardDone> {
self.check_done()?;
let is_valid = mv
.to_event(&self.0)
.map(|evt| self.0.validate(&evt))
.unwrap_or(false);
Ok(is_valid)
}
fn play(&mut self, mv: Self::Move) -> Result<(), PlayError> {
self.check_can_play(mv)?;
if let Some(evt) = mv.to_event(&self.0) {
let _ = self.0.consume(&evt);
Ok(())
} else {
Err(PlayError::UnavailableMove)
}
}
fn outcome(&self) -> Option<Outcome> {
if self.0.stage == crate::Stage::Ended {
self.0.determine_winner().map(|player_id| {
Outcome::WonBy(if player_id == 1 {
BoardGamePlayer::A
} else {
BoardGamePlayer::B
})
})
} else {
None
}
}
fn can_lose_after_move() -> bool {
true
}
}
impl TrictracBoard {
pub fn inner(&self) -> &crate::GameState {
&self.0
}
pub fn to_fen(&self) -> String {
self.0.to_string_id()
}
pub fn from_fen(fen: &str) -> Result<TrictracBoard, String> {
crate::GameState::from_string_id(fen).map(TrictracBoard)
}
}
impl<'a> BoardMoves<'a, TrictracBoard> for TrictracBoard {
type AllMovesIterator = TrictracAllMovesIterator;
type AvailableMovesIterator = TrictracAvailableMovesIterator<'a>;
fn all_possible_moves() -> Self::AllMovesIterator {
TrictracAllMovesIterator::default()
}
fn available_moves(&'a self) -> Result<Self::AvailableMovesIterator, BoardDone> {
TrictracAvailableMovesIterator::new(self)
}
}
#[derive(Debug, Clone)]
pub struct TrictracAllMovesIterator;
impl Default for TrictracAllMovesIterator {
fn default() -> Self {
TrictracAllMovesIterator
}
}
impl InternalIterator for TrictracAllMovesIterator {
type Item = TrictracAction;
fn try_for_each<R, F: FnMut(Self::Item) -> ControlFlow<R>>(self, mut f: F) -> ControlFlow<R> {
f(TrictracAction::Roll)?;
f(TrictracAction::Go)?;
for dice_order in [false, true] {
for checker1 in 0..16 {
for checker2 in 0..16 {
f(TrictracAction::Move {
dice_order,
checker1,
checker2,
})?;
}
}
}
ControlFlow::Continue(())
}
}
#[derive(Debug, Clone)]
pub struct TrictracAvailableMovesIterator<'a> {
board: &'a TrictracBoard,
}
impl<'a> TrictracAvailableMovesIterator<'a> {
pub fn new(board: &'a TrictracBoard) -> Result<Self, BoardDone> {
board.check_done()?;
Ok(TrictracAvailableMovesIterator { board })
}
pub fn board(&self) -> &'a TrictracBoard {
self.board
}
}
impl InternalIterator for TrictracAvailableMovesIterator<'_> {
type Item = TrictracAction;
fn try_for_each<R, F>(self, f: F) -> ControlFlow<R>
where
F: FnMut(Self::Item) -> ControlFlow<R>,
{
match get_valid_actions(&self.board.0) {
Ok(actions) => actions.into_iter().try_for_each(f),
Err(_) => ControlFlow::Continue(()),
}
}
}