compiled gerade, daher zwischendurch commit
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213
src/lib.rs
213
src/lib.rs
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@ -1,9 +1,6 @@
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extern crate rand;
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extern crate rand;
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use std::{
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use std::{
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arch::global_asm,
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arch::global_asm, clone, io::{ prelude::*, BufReader, BufWriter, WriterPanicked }, net::{ TcpListener, TcpStream }, usize, vec
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io::{ prelude::*, BufReader, BufWriter, WriterPanicked },
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net::{ TcpListener, TcpStream },
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usize,
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};
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};
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use rand::Rng;
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use rand::Rng;
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@ -42,6 +39,7 @@ impl PlayerConnection<'_> {
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struct Card {
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struct Card {
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value: CardValue,
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value: CardValue,
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color: CardColors,
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color: CardColors,
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color_change : CardColors,
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}
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}
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impl PartialEq for Card{
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impl PartialEq for Card{
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@ -69,7 +67,7 @@ impl PartialEq for CardColors{
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impl Clone for Card {
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impl Clone for Card {
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fn clone(&self) -> Self {
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fn clone(&self) -> Self {
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Self { value: self.value.clone(), color: self.color.clone() }
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Self { value: self.value.clone(), color: self.color.clone(), color_change: self.color_change.clone() }
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}
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}
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}
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}
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#[derive(Clone)]
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#[derive(Clone)]
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@ -99,30 +97,97 @@ impl PartialEq for CardValue{
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pub struct GameState<'a>{
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pub struct GameState<'a>{
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pub turns : u64,
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pub turns : u64,
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pub current_turn : PlayerState<'a>,
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pub current_turn : u32,
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deck : Deck,
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deck : Deck,
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trash : Deck,
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pub current_card : Card,
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pub current_card : Card,
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player_states : Vec<PlayerState<'a>>,
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player_states : Vec<PlayerState<'a>>,
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player_connections : Vec<PlayerConnection<'a>>,
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player_connections : Vec<PlayerConnection<'a>>,
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pub current_color : CardColors,
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pub current_color : CardColors,
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pub current_direction : Direction,
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pub current_direction : Direction,
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pub plus_twos : u32,
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}
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}
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impl GameState<'_>{
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impl GameState<'_>{
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pub fn next_turn(game : GameState) -> GameState{
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return game;
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fn play(player : &mut PlayerState, card_to_be_played : Card) -> Result<Card, String>{
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if player.cards.contains(&card_to_be_played){
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return Ok(player.cards.remove(player.cards.iter().position(|x| *x == card_to_be_played).expect("game integrity compromised")));
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}
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else {
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return Err(String::from("Card not held by player"));
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}
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}
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fn check_if_legal(current_card : Card, card_to_be_played : Card, current_color : CardColors) -> bool{
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if card_to_be_played.color == CardColors::BLACK || card_to_be_played.color == current_color || card_to_be_played.value == current_card.value {
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return true;
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} else {
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return false;
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}
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}
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pub fn next_turn<'a>(mut self, card_to_be_played : Card) -> Result<String, String>{
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if self.turns == 0 {
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let mut players : Vec<PlayerState> = vec![];
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for player in &self.player_states{
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&mut players.push(player.to_owned());
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}
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for mut player in &mut players{
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self.draw(&mut player, 7);
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}
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self.turns+=1;
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return Ok(String::from("Game initialized"));
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}
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if !GameState::check_if_legal(self.current_card.clone(), card_to_be_played.clone(), self.current_color.clone()){
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return Err(String::from("Please learn the rules at https://www.unorules.com/"));
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}
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let card = self.current_card.clone();
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let card_value = card.value;
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if card_value == CardValue::PLUS_TWO && card_to_be_played.value != CardValue::PLUS_TWO{
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let current_turn = self.current_turn;
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let plus_twos = self.plus_twos*2;
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let player = &mut self.player_states.clone();
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self.draw(player.get_mut(current_turn as usize).expect("game integrity compromised"), plus_twos)
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}
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else if card_value == CardValue::PLUS_TWO && card_to_be_played.value == CardValue::PLUS_TWO {
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self.plus_twos+=1;
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if self.current_color != card_to_be_played.color{
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self.current_color = card_to_be_played.color;
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}
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return Ok(String::from("Next turn"));
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}
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if self.current_card.value == CardValue::PLUS_FOUR{
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let current_turn = self.current_turn as usize;
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let mut player = self.player_states.clone();
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self.draw(player.get_mut(current_turn).expect("game integrity compromised"), 4);
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}
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else if card_value == CardValue::CHANGE_COLOR {
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self.current_color = card_to_be_played.color_change;
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}
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else if card_value == CardValue::PLUS_FOUR{
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self.current_color = card_to_be_played.color;
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}
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self.turns+=1;
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return Ok(String::from("Next turn"));
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}
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}
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fn new_game_helper<'a>(player_states: Vec<PlayerState<'a>>, player_connections: Vec<PlayerConnection<'a>>) -> GameState<'a>{
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fn new_game_helper<'a>(player_states: Vec<PlayerState<'a>>, player_connections: Vec<PlayerConnection<'a>>) -> GameState<'a>{
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GameState{
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GameState{
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turns : 0,
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turns : 0,
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current_turn : player_states[0].clone(),
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current_turn : 0,
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deck : GameState::base_deck(),
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deck : GameState::base_deck(),
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current_card : Card{ value : CardValue::ZERO, color : CardColors::RED,},
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trash : vec![],
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current_card : Card{ value : CardValue::ZERO, color : CardColors::RED, color_change: CardColors::BLACK,},
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player_states : player_states.clone(),
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player_states : player_states.clone(),
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player_connections : player_connections,
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player_connections : player_connections,
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current_color : CardColors::RED,
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current_color : CardColors::RED,
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current_direction : Direction::CLOCKWISE,
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current_direction : Direction::CLOCKWISE,
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plus_twos : 0,
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}
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}
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}
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}
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@ -140,7 +205,7 @@ impl GameState<'_>{
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return currently_held;
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return currently_held;
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}
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}
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fn reset_deck(&mut self, currently_held : Vec<Card>) -> Deck{
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pub fn reset_deck(&mut self, currently_held : Vec<Card>) -> Deck{
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self.deck = GameState::base_deck();
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self.deck = GameState::base_deck();
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for current_cart in currently_held{
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for current_cart in currently_held{
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self.deck.remove(self.deck.iter().position(|x| *x == current_cart).expect("game integrity compromised"));
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self.deck.remove(self.deck.iter().position(|x| *x == current_cart).expect("game integrity compromised"));
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@ -151,80 +216,95 @@ impl GameState<'_>{
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fn base_deck()-> Vec<Card>{
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fn base_deck()-> Vec<Card>{
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let mut deck : Deck = vec![];
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let mut deck : Deck = vec![];
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for color in [CardColors::BLACK, CardColors::BLUE, CardColors::GREEN, CardColors::RED, CardColors::YELLOW]{
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for value in [CardValue::CHANGE_COLOR, CardValue::EIGHT, CardValue::FIVE, CardValue::FOUR, CardValue::NINE, CardValue::ONE, CardValue::PLUS_FOUR, CardValue::PLUS_TWO, CardValue::REVERSE, CardValue::SEVEN, CardValue::SIX, CardValue::SKIP, CardValue::THREE, CardValue::TWO, CardValue::ZERO]{
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if ![CardValue::CHANGE_COLOR, CardValue::PLUS_FOUR].contains(&value) {
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for _ in 0..1 {deck.push(Card{value : value.clone(), color : color.clone(), color_change : CardColors::BLACK})};
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}
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else if value == CardValue::ZERO
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{
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deck.push(Card{value : value, color : color.clone(), color_change : CardColors::BLACK});
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}
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else {
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for _ in 0..4 {deck.push(Card {value : value.clone(), color : color.clone(), color_change : CardColors::BLACK})};
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}
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}
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}
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//CHANGE COLOR
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//CHANGE COLOR
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for _ in 0..3 {deck.push(Card {value : CardValue::CHANGE_COLOR, color : CardColors::BLACK,})};
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/* for _ in 0..3 {deck.push(Card {value : CardValue::CHANGE_COLOR, color : CardColors::BLACK, color_change : CardColors::BLACK})};
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//PLUS FOUR
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//PLUS FOUR
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for _ in 0..3 {deck.push(Card{ value : CardValue::PLUS_FOUR, color : CardColors::BLACK})};
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for _ in 0..3 {deck.push(Card{ value : CardValue::PLUS_FOUR, color : CardColors::BLACK, color_change : CardColors::BLACK})};
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//PLUS TWO
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//PLUS TWO
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for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//REVERSE
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//REVERSE
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for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//SKIP
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//SKIP
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for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//NINE
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//NINE
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for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//EIGHT
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//EIGHT
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for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//SEVEN
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//SEVEN
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for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//SIX
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//SIX
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for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//FIVE
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//FIVE
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for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//FOUR
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//FOUR
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for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//THREE
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//THREE
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for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::YELLOW})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//TWO
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//TWO
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for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::RED})};
|
for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||||
for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::BLUE})};
|
for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||||
for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::GREEN})};
|
for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||||
for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::YELLOW})};
|
for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||||
//ONE
|
//ONE
|
||||||
for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::RED})};
|
for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||||
for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::BLUE})};
|
for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||||
for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::GREEN})};
|
for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||||
for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::YELLOW})};
|
for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||||
//ZERO
|
//ZERO
|
||||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::RED});
|
deck.push(Card{ value : CardValue::ZERO, color : CardColors::RED, color_change : CardColors::BLACK});
|
||||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::BLUE});
|
deck.push(Card{ value : CardValue::ZERO, color : CardColors::BLUE, color_change : CardColors::BLACK});
|
||||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::GREEN});
|
deck.push(Card{ value : CardValue::ZERO, color : CardColors::GREEN, color_change : CardColors::BLACK});
|
||||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::YELLOW});
|
deck.push(Card{ value : CardValue::ZERO, color : CardColors::YELLOW, color_change : CardColors::BLACK}); */
|
||||||
|
|
||||||
return deck;
|
return deck;
|
||||||
}
|
}
|
||||||
|
|
||||||
fn get_cards(&mut self, count : u32) -> Vec<Card>{
|
pub fn get_cards(&mut self, count : u32) -> Vec<Card>{
|
||||||
let mut cards_drawn = vec![];
|
let mut cards_drawn = vec![];
|
||||||
for _ in 0..count{
|
for _ in 0..count{
|
||||||
let mut rng = rand::thread_rng();
|
let mut rng = rand::thread_rng();
|
||||||
|
|
@ -243,6 +323,7 @@ impl GameState<'_>{
|
||||||
player.cards.append(&mut cards_drawn);
|
player.cards.append(&mut cards_drawn);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
enum Direction {
|
enum Direction {
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user