added a lot of stuff, can draw cards, reset a deck and create a game
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a627af3b25
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@ -4,3 +4,4 @@ version = "0.1.0"
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edition = "2021"
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[dependencies]
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rand = "0.8"
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251
src/lib.rs
251
src/lib.rs
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@ -0,0 +1,251 @@
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extern crate rand;
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use std::{
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arch::global_asm,
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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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use rand::Rng;
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#[derive(Clone)]
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pub struct PlayerState<'a> {
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pub player_name: &'a str,
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pub cards: Vec<Card>,
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}
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struct PlayerConnection<'a>{
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player_name : &'a str,
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reader: BufReader<TcpStream>,
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writer: BufWriter<TcpStream>,
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}
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impl PlayerState<'_> {
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pub fn new(player_name : &str, cards : Vec<Card>) -> PlayerState{
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PlayerState {
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player_name: player_name,
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cards: cards,
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}
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}
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}
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impl PlayerConnection<'_> {
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pub fn new(player_name : &str, reader : BufReader<TcpStream>, writer : BufWriter<TcpStream>) -> PlayerConnection{
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PlayerConnection {
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player_name : player_name,
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reader : reader,
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writer : writer
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}
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}
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}
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struct Card {
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value: CardValue,
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color: CardColors,
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}
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impl PartialEq for Card{
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fn eq(&self, other: &Self) -> bool {
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self.value == other.value && self.color == other.color
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}
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}
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type Deck = Vec<Card>;
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#[derive(Clone)]
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enum CardColors {
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RED,
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BLUE,
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GREEN,
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YELLOW,
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BLACK,
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}
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impl PartialEq for CardColors{
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fn eq(&self, other: &Self) -> bool {
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core::mem::discriminant(self) == core::mem::discriminant(other)
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}
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}
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impl Clone for Card {
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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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}
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}
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#[derive(Clone)]
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enum CardValue {
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PLUS_TWO,
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PLUS_FOUR,
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ZERO,
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ONE,
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TWO,
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THREE,
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FOUR,
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FIVE,
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SIX,
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SEVEN,
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EIGHT,
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NINE,
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REVERSE,
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SKIP,
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CHANGE_COLOR,
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}
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impl PartialEq for CardValue{
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fn eq(&self, other: &Self) -> bool {
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core::mem::discriminant(self) == core::mem::discriminant(other)
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}
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}
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pub struct GameState<'a>{
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pub turns : u64,
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pub current_turn : PlayerState<'a>,
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deck : Deck,
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pub current_card : Card,
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player_states : Vec<PlayerState<'a>>,
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player_connections : Vec<PlayerConnection<'a>>,
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pub current_color : CardColors,
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pub current_direction : Direction,
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}
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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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}
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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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turns : 0,
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current_turn : player_states[0].clone(),
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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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player_states : player_states.clone(),
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player_connections : player_connections,
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current_color : CardColors::RED,
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current_direction : Direction::CLOCKWISE,
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}
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}
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pub fn new_game<'a>(player_states : Vec<PlayerState<'a>>, player_connections: Vec<PlayerConnection<'a>>) -> GameState<'a>{
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let mut new_game = GameState::new_game_helper(player_states, player_connections);
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new_game.current_color = new_game.current_card.color.clone();
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return new_game;
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}
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fn get_currently_held(&mut self) -> Vec<Card>{
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let mut currently_held = vec![];
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for hand in &mut self.player_states{
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currently_held.append(&mut hand.cards);
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}
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return currently_held;
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}
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fn reset_deck(&mut self, currently_held : Vec<Card>) -> Deck{
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self.deck = GameState::base_deck();
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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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}
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return vec![];
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}
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fn base_deck()-> Vec<Card>{
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let mut deck : Deck = vec![];
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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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//PLUS FOUR
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for _ in 0..3 {deck.push(Card{ value : CardValue::PLUS_FOUR, color : CardColors::BLACK})};
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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::BLUE})};
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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::YELLOW})};
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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::BLUE})};
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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::YELLOW})};
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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::BLUE})};
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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::YELLOW})};
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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::BLUE})};
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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::YELLOW})};
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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::BLUE})};
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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::YELLOW})};
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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::BLUE})};
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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::YELLOW})};
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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::BLUE})};
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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::YELLOW})};
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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::BLUE})};
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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::YELLOW})};
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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::BLUE})};
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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::YELLOW})};
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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::BLUE})};
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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::YELLOW})};
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//TWO
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for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::YELLOW})};
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//ONE
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for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::RED})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::BLUE})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::GREEN})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::YELLOW})};
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//ZERO
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deck.push(Card{ value : CardValue::ZERO, color : CardColors::RED});
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deck.push(Card{ value : CardValue::ZERO, color : CardColors::BLUE});
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deck.push(Card{ value : CardValue::ZERO, color : CardColors::GREEN});
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deck.push(Card{ value : CardValue::ZERO, color : CardColors::YELLOW});
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return deck;
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}
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fn get_cards(&mut self, count : u32) -> Vec<Card>{
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let mut cards_drawn = vec![];
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for _ in 0..count{
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let mut rng = rand::thread_rng();
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let n: usize = rng.gen_range(0..self.deck.len());
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cards_drawn.push(self.deck.remove(n));
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}
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return cards_drawn
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}
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pub fn draw(&mut self, player : &mut PlayerState, count : u32) -> (){
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if self.deck.len() <= count as usize{
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let currently_held = self.get_currently_held();
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self.reset_deck(currently_held);
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}
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let mut cards_drawn = self.get_cards(count);
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player.cards.append(&mut cards_drawn);
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}
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}
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enum Direction {
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CLOCKWISE,
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COUNTER_CLOCKWISE,
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}
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@ -1,5 +1,5 @@
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use std::{
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io::{ prelude::*, BufReader, BufWriter },
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io::{ prelude::*, BufReader, BufWriter, WriterPanicked },
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net::{ TcpListener, TcpStream },
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};
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