refactored uno game logic to module uno_logic
This commit is contained in:
parent
b9dc550e72
commit
9680817601
402
src/lib.rs
402
src/lib.rs
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@ -1,401 +1 @@
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extern crate rand;
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use std::{
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io::{ BufReader, BufWriter }, net::TcpStream, usize, vec
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};
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use rand::Rng;
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const GAME_INTEGRITY_ERROR : &'static str = "game integrity compromised";
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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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pub 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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pub struct Card {
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value: CardValue,
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color: CardColors,
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color_change : 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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impl Copy for Card {}
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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 Copy for CardColors {}
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impl Copy for CardValue {}
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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(), color_change: self.color_change.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 : u32,
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deck : Deck,
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trash : 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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current_color : CardColors,
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current_direction : Direction,
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pub plus_twos : u32,
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}
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impl GameState<'_>{
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fn next_player(&mut self) {
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if self.current_direction == Direction::CLOCKWISE{
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if self.current_turn+1 >= self.player_states.len() as u32{
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self.current_turn = 0;
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return;
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}
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self.current_turn +=1;
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}
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else {
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if self.current_turn == 0{
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self.current_turn = (self.player_states.len()-1) as u32;
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return;
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}
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self.current_turn -=1;
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}
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}
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fn has_any_moves(&self, player : PlayerState) -> bool{
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for card in player.cards{
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if GameState::check_if_legal(self.current_card.clone(), card, self.current_color.clone()){
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return true;
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}
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}
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return false;
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}
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fn add_to_trash(&mut self, card : Card){
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self.trash.push(card);
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}
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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(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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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, card_to_be_played, self.current_color){
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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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if !GameState::has_any_moves(&self, self.player_states.get(self.current_turn as usize).expect(GAME_INTEGRITY_ERROR).to_owned()){
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let player = &mut self.player_states.clone();
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if !GameState::check_if_legal(self.current_card, self.draw(player.get_mut(self.current_turn as usize).expect(&GAME_INTEGRITY_ERROR), 1).get(0).expect(&GAME_INTEGRITY_ERROR).to_owned(), self.current_color){
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self.next_player();
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return Ok(String::from("Next turn"));
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}
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let mut player = self.player_states.clone();
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self.add_to_trash(GameState::play(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), card_to_be_played).expect("game integrity compromised"));
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}
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let card = self.current_card;
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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 player = &mut self.player_states.clone();
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self.draw(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), self.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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let mut player = self.player_states.clone();
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self.add_to_trash(GameState::play(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), card_to_be_played).expect("game integrity compromised"));
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self.next_player();
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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 mut player = self.player_states.clone();
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self.draw(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), 4);
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}
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if self.current_card.value == CardValue::SKIP{
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self.next_player();
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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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if card_to_be_played.value == CardValue::REVERSE{
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if self.current_direction == Direction::CLOCKWISE{
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self.current_direction = Direction::COUNTER_CLOCKWISE;
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}
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else {
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self.current_direction = Direction::CLOCKWISE;
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}
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}
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if [CardValue::CHANGE_COLOR, CardValue::PLUS_FOUR].contains(&card_to_be_played.value) {
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self.current_color = card_to_be_played.color_change;
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} else if [CardValue::EIGHT, CardValue::FIVE, CardValue::FOUR, CardValue::NINE, CardValue::ONE, CardValue::SEVEN, CardValue::SIX, CardValue::THREE, CardValue::TWO, CardValue::ZERO, CardValue::PLUS_TWO, CardValue::SKIP, CardValue::REVERSE, CardValue::PLUS_TWO].contains(&card_to_be_played.value) {
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if card_to_be_played.color != self.current_color{
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self.current_color = card_to_be_played.color;
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}
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}
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let mut player = self.player_states.clone();
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self.add_to_trash(GameState::play(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), card_to_be_played).expect("game integrity compromised"));
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self.turns+=1;
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self.next_player();
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return Ok(String::from("Next turn"));
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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 : 0,
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deck : GameState::base_deck(),
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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_connections : player_connections,
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current_color : CardColors::RED,
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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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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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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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/* 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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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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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//REVERSE
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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//SKIP
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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//NINE
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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//EIGHT
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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//SEVEN
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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//SIX
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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//FIVE
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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//FOUR
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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//THREE
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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, color_change : CardColors::BLACK})};
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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, color_change : CardColors::BLACK})};
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//TWO
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for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::TWO, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//ONE
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for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::RED, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
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for _ in 0..1 {deck.push(Card{ value : CardValue::ONE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
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//ZERO
|
||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::RED, color_change : CardColors::BLACK});
|
||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::BLUE, color_change : CardColors::BLACK});
|
||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::GREEN, color_change : CardColors::BLACK});
|
||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::YELLOW, color_change : CardColors::BLACK}); */
|
||||
|
||||
return deck;
|
||||
}
|
||||
|
||||
fn get_cards(&mut self, count : u32) -> Vec<Card>{
|
||||
let mut cards_drawn = vec![];
|
||||
for _ in 0..count{
|
||||
let mut rng = rand::thread_rng();
|
||||
let n: usize = rng.gen_range(0..self.deck.len());
|
||||
cards_drawn.push(self.deck.remove(n));
|
||||
}
|
||||
return cards_drawn
|
||||
}
|
||||
|
||||
fn draw(&mut self, player : &mut PlayerState, count : u32) -> Vec<Card>{
|
||||
if self.deck.len() <= count as usize{
|
||||
let currently_held = self.get_currently_held();
|
||||
self.reset_deck(currently_held);
|
||||
}
|
||||
let mut cards_drawn = self.get_cards(count);
|
||||
player.cards.append(&mut cards_drawn);
|
||||
return cards_drawn;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
enum Direction {
|
||||
CLOCKWISE,
|
||||
COUNTER_CLOCKWISE,
|
||||
}
|
||||
|
||||
impl PartialEq for Direction{
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
core::mem::discriminant(self) == core::mem::discriminant(other)
|
||||
}
|
||||
}
|
||||
pub mod uno_logic;
|
||||
|
|
@ -1,5 +1,5 @@
|
|||
use std::{
|
||||
io::{ prelude::*, BufReader, BufWriter, WriterPanicked },
|
||||
io::{ prelude::*, BufReader, BufWriter },
|
||||
net::{ TcpListener, TcpStream },
|
||||
};
|
||||
|
||||
|
|
|
|||
419
src/uno_logic.rs
Normal file
419
src/uno_logic.rs
Normal file
|
|
@ -0,0 +1,419 @@
|
|||
extern crate rand;
|
||||
use std::{
|
||||
io::{ BufReader, BufWriter }, net::TcpStream, usize, vec
|
||||
};
|
||||
use rand::Rng;
|
||||
const GAME_INTEGRITY_ERROR : &'static str = "game integrity compromised";
|
||||
|
||||
|
||||
//enums, structs and types
|
||||
|
||||
#[derive(Clone)]
|
||||
pub enum CardValue {
|
||||
PLUS_TWO,
|
||||
PLUS_FOUR,
|
||||
ZERO,
|
||||
ONE,
|
||||
TWO,
|
||||
THREE,
|
||||
FOUR,
|
||||
FIVE,
|
||||
SIX,
|
||||
SEVEN,
|
||||
EIGHT,
|
||||
NINE,
|
||||
REVERSE,
|
||||
SKIP,
|
||||
CHANGE_COLOR,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub enum CardColors {
|
||||
RED,
|
||||
BLUE,
|
||||
GREEN,
|
||||
YELLOW,
|
||||
BLACK,
|
||||
}
|
||||
|
||||
pub enum Direction {
|
||||
CLOCKWISE,
|
||||
COUNTER_CLOCKWISE,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct PlayerState<'a> {
|
||||
pub player_name: &'a str,
|
||||
pub cards: Vec<Card>,
|
||||
}
|
||||
|
||||
pub struct PlayerConnection<'a>{
|
||||
player_name : &'a str,
|
||||
reader: BufReader<TcpStream>,
|
||||
writer: BufWriter<TcpStream>,
|
||||
}
|
||||
|
||||
pub struct Card {
|
||||
value: CardValue,
|
||||
color: CardColors,
|
||||
color_change : CardColors,
|
||||
}
|
||||
|
||||
pub struct GameState<'a>{
|
||||
pub turns : u64,
|
||||
pub current_turn : u32,
|
||||
deck : Deck,
|
||||
trash : Deck,
|
||||
pub current_card : Card,
|
||||
pub player_states : Vec<PlayerState<'a>>,
|
||||
pub player_connections : Vec<PlayerConnection<'a>>,
|
||||
pub current_color : CardColors,
|
||||
pub current_direction : Direction,
|
||||
plus_twos : u32,
|
||||
}
|
||||
|
||||
type Deck = Vec<Card>;
|
||||
|
||||
// PartialEq trait implements
|
||||
|
||||
impl PartialEq for CardValue{
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
core::mem::discriminant(self) == core::mem::discriminant(other)
|
||||
}
|
||||
}
|
||||
|
||||
impl PartialEq for CardColors{
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
core::mem::discriminant(self) == core::mem::discriminant(other)
|
||||
}
|
||||
}
|
||||
|
||||
impl PartialEq for Direction{
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
core::mem::discriminant(self) == core::mem::discriminant(other)
|
||||
}
|
||||
}
|
||||
|
||||
impl PartialEq for Card{
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
self.value == other.value && self.color == other.color
|
||||
}
|
||||
}
|
||||
|
||||
//Clone trait implements
|
||||
|
||||
impl Clone for Card {
|
||||
fn clone(&self) -> Self {
|
||||
Self {value: self.value.clone(), color: self.color.clone(), color_change: self.color_change.clone() }
|
||||
}
|
||||
}
|
||||
|
||||
//Copy trait implements
|
||||
|
||||
impl Copy for Card {}
|
||||
impl Copy for CardColors {}
|
||||
impl Copy for CardValue {}
|
||||
|
||||
//struct implementations
|
||||
|
||||
impl PlayerState<'_> {
|
||||
pub fn new(player_name : &str, cards : Vec<Card>) -> PlayerState{
|
||||
PlayerState {
|
||||
player_name: player_name,
|
||||
cards: cards,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
impl PlayerConnection<'_> {
|
||||
pub fn new(player_name : &str, reader : BufReader<TcpStream>, writer : BufWriter<TcpStream>) -> PlayerConnection{
|
||||
PlayerConnection {
|
||||
player_name : player_name,
|
||||
reader : reader,
|
||||
writer : writer
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl GameState<'_>{
|
||||
|
||||
fn next_player(&mut self) {
|
||||
if self.current_direction == Direction::CLOCKWISE{
|
||||
if self.current_turn+1 >= self.player_states.len() as u32{
|
||||
self.current_turn = 0;
|
||||
return;
|
||||
}
|
||||
self.current_turn +=1;
|
||||
}
|
||||
else {
|
||||
if self.current_turn == 0{
|
||||
self.current_turn = (self.player_states.len()-1) as u32;
|
||||
return;
|
||||
}
|
||||
self.current_turn -=1;
|
||||
}
|
||||
}
|
||||
|
||||
fn game_init(&mut self){
|
||||
let mut players : Vec<PlayerState> = vec![];
|
||||
for player in &self.player_states{
|
||||
players.push(player.to_owned());
|
||||
}
|
||||
for mut player in &mut players{
|
||||
self.draw(&mut player, 7);
|
||||
}
|
||||
self.turns+=1;
|
||||
}
|
||||
|
||||
fn has_any_moves(&self, player : PlayerState) -> bool{
|
||||
for card in player.cards{
|
||||
if GameState::check_if_legal(self.current_card.clone(), card, self.current_color.clone()){
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
fn add_to_trash(&mut self, card : Card){
|
||||
self.trash.push(card);
|
||||
}
|
||||
|
||||
fn play(player : &mut PlayerState, card_to_be_played : Card) -> Result<Card, String>{
|
||||
if player.cards.contains(&card_to_be_played){
|
||||
return Ok(player.cards.remove(player.cards.iter().position(|x| *x == card_to_be_played).expect("game integrity compromised")));
|
||||
}
|
||||
else {
|
||||
return Err(String::from("Card not held by player"));
|
||||
}
|
||||
}
|
||||
|
||||
fn check_if_legal(current_card : Card, card_to_be_played : Card, current_color : CardColors) -> bool{
|
||||
if card_to_be_played.color == CardColors::BLACK || card_to_be_played.color == current_color || card_to_be_played.value == current_card.value {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn next_turn(mut self, card_to_be_played : Card) -> Result<String, String>{
|
||||
|
||||
if self.turns == 0 {
|
||||
self.game_init();
|
||||
return Ok(String::from("Game initialized"));
|
||||
}
|
||||
|
||||
if !GameState::has_any_moves(&self, self.player_states.get(self.current_turn as usize).expect(GAME_INTEGRITY_ERROR).to_owned()){
|
||||
let player = &mut self.player_states.clone();
|
||||
if !GameState::check_if_legal(self.current_card, self.draw(player.get_mut(self.current_turn as usize).expect(&GAME_INTEGRITY_ERROR), 1).get(0).expect(&GAME_INTEGRITY_ERROR).to_owned(), self.current_color){
|
||||
self.next_player();
|
||||
return Ok(String::from("Next turn"));
|
||||
}
|
||||
let mut player = self.player_states.clone();
|
||||
self.add_to_trash(GameState::play(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), card_to_be_played).expect("game integrity compromised"));
|
||||
}
|
||||
|
||||
if !GameState::check_if_legal(self.current_card, card_to_be_played, self.current_color){
|
||||
return Err(String::from("Please learn the rules at https://www.unorules.com/"));
|
||||
}
|
||||
|
||||
if self.current_card.value == CardValue::PLUS_TWO && card_to_be_played.value != CardValue::PLUS_TWO{
|
||||
let player = &mut self.player_states.clone();
|
||||
self.draw(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), self.plus_twos);
|
||||
}
|
||||
else if self.current_card.value == CardValue::PLUS_TWO && card_to_be_played.value == CardValue::PLUS_TWO {
|
||||
self.plus_twos+=1;
|
||||
if self.current_color != card_to_be_played.color{
|
||||
self.current_color = card_to_be_played.color;
|
||||
}
|
||||
let mut player = self.player_states.clone();
|
||||
self.add_to_trash(GameState::play(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), card_to_be_played).expect("game integrity compromised"));
|
||||
self.next_player();
|
||||
return Ok(String::from("Next turn"));
|
||||
}
|
||||
|
||||
if self.current_card.value == CardValue::PLUS_FOUR{
|
||||
let mut player = self.player_states.clone();
|
||||
self.draw(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), 4);
|
||||
}
|
||||
|
||||
if self.current_card.value == CardValue::SKIP{
|
||||
self.next_player();
|
||||
self.turns+=1;
|
||||
return Ok(String::from("Next turn"));
|
||||
}
|
||||
|
||||
if card_to_be_played.value == CardValue::REVERSE{
|
||||
if self.current_direction == Direction::CLOCKWISE{
|
||||
self.current_direction = Direction::COUNTER_CLOCKWISE;
|
||||
}
|
||||
else {
|
||||
self.current_direction = Direction::CLOCKWISE;
|
||||
}
|
||||
}
|
||||
|
||||
if [CardValue::CHANGE_COLOR, CardValue::PLUS_FOUR].contains(&card_to_be_played.value) {
|
||||
self.current_color = card_to_be_played.color_change;
|
||||
} else if [CardValue::EIGHT, CardValue::FIVE, CardValue::FOUR, CardValue::NINE, CardValue::ONE, CardValue::SEVEN, CardValue::SIX, CardValue::THREE, CardValue::TWO, CardValue::ZERO, CardValue::PLUS_TWO, CardValue::SKIP, CardValue::REVERSE, CardValue::PLUS_TWO].contains(&card_to_be_played.value) {
|
||||
if card_to_be_played.color != self.current_color{
|
||||
self.current_color = card_to_be_played.color;
|
||||
}
|
||||
}
|
||||
|
||||
let mut player = self.player_states.clone();
|
||||
self.add_to_trash(GameState::play(player.get_mut(self.current_turn as usize).expect("game integrity compromised"), card_to_be_played).expect("game integrity compromised"));
|
||||
self.turns+=1;
|
||||
self.next_player();
|
||||
return Ok(String::from("Next turn"));
|
||||
}
|
||||
|
||||
fn new_game_helper<'a>(player_states: Vec<PlayerState<'a>>, player_connections: Vec<PlayerConnection<'a>>) -> GameState<'a>{
|
||||
GameState{
|
||||
turns : 0,
|
||||
current_turn : 0,
|
||||
deck : GameState::base_deck(),
|
||||
trash : vec![],
|
||||
current_card : Card{ value : CardValue::ZERO, color : CardColors::RED, color_change: CardColors::BLACK,},
|
||||
player_states : player_states.clone(),
|
||||
player_connections : player_connections,
|
||||
current_color : CardColors::RED,
|
||||
current_direction : Direction::CLOCKWISE,
|
||||
plus_twos : 0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn new_game<'a>(player_states : Vec<PlayerState<'a>>, player_connections: Vec<PlayerConnection<'a>>) -> GameState<'a>{
|
||||
let mut new_game = GameState::new_game_helper(player_states, player_connections);
|
||||
new_game.current_color = new_game.current_card.color.clone();
|
||||
return new_game;
|
||||
}
|
||||
|
||||
fn get_currently_held(&mut self) -> Vec<Card>{
|
||||
let mut currently_held = vec![];
|
||||
for hand in &mut self.player_states{
|
||||
currently_held.append(&mut hand.cards);
|
||||
}
|
||||
return currently_held;
|
||||
}
|
||||
|
||||
fn reset_deck(&mut self, currently_held : Vec<Card>) -> Deck{
|
||||
self.deck = GameState::base_deck();
|
||||
for current_cart in currently_held{
|
||||
self.deck.remove(self.deck.iter().position(|x| *x == current_cart).expect("game integrity compromised"));
|
||||
}
|
||||
return vec![];
|
||||
}
|
||||
|
||||
fn base_deck()-> Vec<Card>{
|
||||
let mut deck : Deck = vec![];
|
||||
|
||||
for color in [CardColors::BLACK, CardColors::BLUE, CardColors::GREEN, CardColors::RED, CardColors::YELLOW]{
|
||||
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]{
|
||||
if ![CardValue::CHANGE_COLOR, CardValue::PLUS_FOUR].contains(&value) {
|
||||
for _ in 0..1 {deck.push(Card{value : value.clone(), color : color.clone(), color_change : CardColors::BLACK})};
|
||||
}
|
||||
else if value == CardValue::ZERO
|
||||
{
|
||||
deck.push(Card{value : value, color : color.clone(), color_change : CardColors::BLACK});
|
||||
}
|
||||
else {
|
||||
for _ in 0..4 {deck.push(Card {value : value.clone(), color : color.clone(), color_change : CardColors::BLACK})};
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
//CHANGE COLOR
|
||||
/* for _ in 0..3 {deck.push(Card {value : CardValue::CHANGE_COLOR, color : CardColors::BLACK, color_change : CardColors::BLACK})};
|
||||
//PLUS FOUR
|
||||
for _ in 0..3 {deck.push(Card{ value : CardValue::PLUS_FOUR, color : CardColors::BLACK, color_change : CardColors::BLACK})};
|
||||
//PLUS TWO
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::PLUS_TWO, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//REVERSE
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::REVERSE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//SKIP
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SKIP, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//NINE
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::NINE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//EIGHT
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::EIGHT, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//SEVEN
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SEVEN, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//SIX
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::SIX, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//FIVE
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::FIVE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//FOUR
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::FOUR, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//THREE
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::RED, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::BLUE, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::GREEN, color_change : CardColors::BLACK})};
|
||||
for _ in 0..1 {deck.push(Card{ value : CardValue::THREE, color : CardColors::YELLOW, color_change : CardColors::BLACK})};
|
||||
//TWO
|
||||
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, color_change : CardColors::BLACK})};
|
||||
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, color_change : CardColors::BLACK})};
|
||||
//ONE
|
||||
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, color_change : CardColors::BLACK})};
|
||||
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, color_change : CardColors::BLACK})};
|
||||
//ZERO
|
||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::RED, color_change : CardColors::BLACK});
|
||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::BLUE, color_change : CardColors::BLACK});
|
||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::GREEN, color_change : CardColors::BLACK});
|
||||
deck.push(Card{ value : CardValue::ZERO, color : CardColors::YELLOW, color_change : CardColors::BLACK}); */
|
||||
|
||||
return deck;
|
||||
}
|
||||
|
||||
fn get_cards(&mut self, count : u32) -> Vec<Card>{
|
||||
let mut cards_drawn = vec![];
|
||||
for _ in 0..count{
|
||||
let mut rng = rand::thread_rng();
|
||||
let n: usize = rng.gen_range(0..self.deck.len());
|
||||
cards_drawn.push(self.deck.remove(n));
|
||||
}
|
||||
return cards_drawn
|
||||
}
|
||||
|
||||
fn draw(&mut self, player : &mut PlayerState, count : u32) -> Vec<Card>{
|
||||
if self.deck.len() <= count as usize{
|
||||
let currently_held = self.get_currently_held();
|
||||
self.reset_deck(currently_held);
|
||||
}
|
||||
let mut cards_drawn = self.get_cards(count);
|
||||
player.cards.append(&mut cards_drawn);
|
||||
return cards_drawn;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user