mill_game/src/game.rs

817 lines
27 KiB
Rust
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use std::sync::{
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atomic::{AtomicBool, AtomicU32, Ordering::SeqCst},
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Arc, Mutex, MutexGuard,
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};
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use anyhow::Result;
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use assetpath::AssetPath;
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use engine::prelude::{cgmath::vec3, *};
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use crate::{
board::{Board, BoardSlot, BoardSlotState},
objects::Objects,
simple_ai::SimpleAI,
};
#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
pub enum StoneState {
ReadyToBePlaced,
Placed,
Dead,
}
pub struct Stone {
pub stone: Entity,
pub state: StoneState,
}
#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
pub enum GameState {
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Waiting,
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Placing,
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Removing,
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Main,
}
#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
pub enum PlayerColor {
White,
Black,
}
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#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
pub enum MillState {
White,
Black,
None,
}
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impl PlayerColor {
pub fn swap(&mut self) {
*self = match *self {
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PlayerColor::White => {
MillGame::log("swapped to black player");
PlayerColor::Black
}
PlayerColor::Black => {
MillGame::log("swapped to white player");
PlayerColor::White
}
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}
}
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pub fn other(&self) -> Self {
match self {
PlayerColor::White => PlayerColor::Black,
PlayerColor::Black => PlayerColor::White,
}
}
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}
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pub struct MillGame {
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board: Arc<Mutex<Board>>,
white_stones: Mutex<[Stone; 9]>,
black_stones: Mutex<[Stone; 9]>,
state: Mutex<GameState>,
current_player: Mutex<PlayerColor>,
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scene: Mutex<SceneHandle>,
camera_controls: Mutex<CameraControl>,
mouse_x: AtomicU32,
mouse_y: AtomicU32,
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turn_finished: AtomicBool,
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selected_field: Mutex<Option<(usize, usize, usize)>>,
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simple_ai: SimpleAI,
white_player_label: Arc<Label>,
black_player_label: Arc<Label>,
start_button: Arc<Button>,
grid: Arc<Grid>,
gui: Arc<GuiBuilder>,
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}
impl MillGame {
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pub const OFFSET_TO_BOARD: f32 = 0.02;
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pub fn new(engine: Arc<Engine>) -> Result<Arc<Self>> {
let mut scene = SceneHandle::new(&engine)?;
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let board = Board::new(&engine, &mut scene)?;
let mut white_stones = None;
let mut black_stones = None;
scene.on_scene(|scene| {
let view = scene.view_mut();
view.camera_mut().set_center(board.center());
view.update_buffer()?;
// add light
let mut sun_light = engine.new_directional_light()?;
sun_light.set_direction(vec3(10.0, -4.0, -20.0))?;
sun_light.set_color(vec3(1.0, 1.0, 1.0))?;
sun_light.set_position(vec3(0.0, 0.0, 100.0))?;
sun_light.set_power(10000000000.0)?;
scene.add_light(sun_light)?;
white_stones = Some(
Self::init_nine_stones(&engine, Color::White)?
.into_iter()
.enumerate()
.map(|(index, mut e)| {
let location = e.get_component_mut::<Location>()?;
location.set_position(board.white_start_slots()[index].extend(0.0));
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Ok(Stone {
stone: scene.add_entity(e)?,
state: StoneState::ReadyToBePlaced,
})
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})
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.collect::<Result<Vec<Stone>>>()?
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.try_into()
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.unwrap_or_else(|_: Vec<Stone>| {
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unreachable!("create array from vec from an array")
}),
);
black_stones = Some(
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Self::init_nine_stones(&engine, Color::try_from("#2c2c2c")?)?
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.into_iter()
.enumerate()
.map(|(index, mut e)| {
let location = e.get_component_mut::<Location>()?;
location.set_position(board.black_start_slots()[index].extend(0.0));
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Ok(Stone {
stone: scene.add_entity(e)?,
state: StoneState::ReadyToBePlaced,
})
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})
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.collect::<Result<Vec<Stone>>>()?
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.try_into()
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.unwrap_or_else(|_: Vec<Stone>| {
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unreachable!("create array from vec from an array")
}),
);
Ok(())
})?;
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let mut camera_control = CameraControl::new(&mut scene)?;
camera_control.set_zoom_levels(
(3..60).into_iter().rev().map(|z| z as f32).collect(),
5,
&mut scene,
)?;
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scene.activate()?;
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let gui = GuiBuilder::new(
engine.gui_handler(),
&AssetPath::from((
engine.settings().resource_base_path.as_str(),
"mainmenu.xml",
)),
)?;
let grid: Arc<Grid> = gui.element("grid")?;
let white_player_label: Arc<Label> = gui.element("white_player_label")?;
let black_player_label: Arc<Label> = gui.element("black_player_label")?;
let start_button: Arc<Button> = gui.element("start")?;
gui.enable()?;
let me = Arc::new(Self {
board: Arc::new(Mutex::new(board)),
white_stones: Mutex::new(white_stones.unwrap()),
black_stones: Mutex::new(black_stones.unwrap()),
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state: Mutex::new(GameState::Waiting),
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current_player: Mutex::new(PlayerColor::White),
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scene: Mutex::new(scene),
camera_controls: Mutex::new(camera_control),
mouse_x: AtomicU32::new(0),
mouse_y: AtomicU32::new(0),
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turn_finished: AtomicBool::new(false),
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selected_field: Mutex::default(),
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simple_ai: SimpleAI::new(PlayerColor::White),
grid: grid.clone(),
white_player_label,
black_player_label,
start_button: start_button.clone(),
gui,
});
start_button.set_callback({
let weak_grid = Arc::downgrade(&grid);
let weak_self = Arc::downgrade(&me);
move || {
if let Some(grid) = weak_grid.upgrade() {
grid.detach(1, 0)?;
}
if let Some(me) = weak_self.upgrade() {
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Self::log("start game");
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*me.state.lock().unwrap() = GameState::Placing;
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*me.current_player.lock().unwrap() = PlayerColor::Black;
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me.turn_finished.store(true, SeqCst);
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}
Ok(())
}
});
Ok(me)
}
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pub fn finish_turn(&self) {
Self::log(&format!(
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"{:?} finished turn",
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*self.current_player.lock().unwrap()
));
self.turn_finished.store(true, SeqCst);
}
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fn next_game_step(&self) -> Result<()> {
{
let mut state = self.state.lock().unwrap();
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Self::log(&format!(" ===== NEW TURN ({:?}) =====", state));
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match *state {
GameState::Placing => {
if !self
.black_stones
.lock()
.unwrap()
.iter()
.any(|stones| stones.state == StoneState::ReadyToBePlaced)
&& !self
.white_stones
.lock()
.unwrap()
.iter()
.any(|stones| stones.state == StoneState::ReadyToBePlaced)
{
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Self::log("change state to Main");
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*state = GameState::Main;
}
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self.current_player.lock().unwrap().swap();
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}
GameState::Removing => {
if !self
.black_stones
.lock()
.unwrap()
.iter()
.any(|stones| stones.state == StoneState::ReadyToBePlaced)
&& !self
.white_stones
.lock()
.unwrap()
.iter()
.any(|stones| stones.state == StoneState::ReadyToBePlaced)
{
Self::log("change state to Main");
*state = GameState::Main;
} else {
Self::log("change state to Placing");
*state = GameState::Placing;
}
self.current_player.lock().unwrap().swap();
}
GameState::Main => {
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self.current_player.lock().unwrap().swap();
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}
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GameState::Waiting => unreachable!(),
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}
}
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let player = *self.current_player.lock().unwrap();
Self::log(&format!("current player {:?}", player));
match player {
PlayerColor::White => {
self.black_player_label
.set_background(Color::try_from("#9b9292")?)?;
self.white_player_label.set_background(Color::Yellow)?;
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}
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PlayerColor::Black => {
self.white_player_label
.set_background(Color::try_from("#9b9292")?)?;
self.black_player_label.set_background(Color::Yellow)?;
}
}
if player == self.simple_ai.player_color {
Self::log("current player is AI");
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if !self.simple_ai.step(
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&mut self.stones(self.simple_ai.player_color),
self.board.lock().unwrap().slots(),
&mut *self.scene.lock().unwrap(),
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&mut *self.state.lock().unwrap(),
)? {
self.finish_turn();
}
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}
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Self::log("leave next_game_step");
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Ok(())
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}
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fn stones(&self, player_color: PlayerColor) -> MutexGuard<'_, [Stone; 9]> {
match player_color {
PlayerColor::White => self.white_stones.lock().unwrap(),
PlayerColor::Black => self.black_stones.lock().unwrap(),
}
}
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fn init_nine_stones(engine: &Arc<Engine>, color: Color) -> Result<[EntityObject; 9]> {
Ok((0..9)
.map(|_| Self::init_stone(engine, color))
.collect::<Result<Vec<EntityObject>>>()?
.try_into()
.unwrap_or_else(|_: Vec<EntityObject>| {
unreachable!("create array from vec from an array")
}))
}
fn init_stone(engine: &Arc<Engine>, color: Color) -> Result<EntityObject> {
let mut marker = engine.assets().empty_entity();
let draw = Draw::new(vec![{
let mut mesh = AssetMesh::new(
engine.device(),
engine.settings().graphics_info()?.render_type,
)?;
let vertex_buffer = Buffer::builder()
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.set_data(&Objects::create_cylinder(1.1, 0.25, 30))
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.set_usage(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT)
.set_memory_usage(MemoryUsage::CpuOnly)
.build(engine.device().clone())?;
let a: [f32; 3] = color.into();
mesh.add_primitive(
vertex_buffer,
None,
None,
PrimitiveMaterial {
color: [a[0], a[1], a[2], 1.0],
metallic_factor: 0.2,
emissive_factor: [0.2, 0.2, 0.2],
roughness_factor: 0.8,
alpha_mode: AlphaMode::Opaque,
alpha_cut_off: 0.5,
},
true,
)?;
mesh
}]);
marker.insert_component(draw);
let location = Location::from_entity(&mut marker);
marker.insert_component(location);
Ok(marker)
}
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pub fn place_stone(
stone: &mut Stone,
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(x, y, z): (usize, usize, usize),
board: &mut [[[BoardSlot; 3]; 3]; 3],
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player_color: PlayerColor,
scene: &mut Scene,
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state: &mut GameState,
) -> Result<MillState> {
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Self::log("place_stone");
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let slot = &board[x][y][z];
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match player_color {
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PlayerColor::White => {
Self::log(&format!("place white stone"));
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slot.set_state(BoardSlotState::White(stone.stone));
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}
PlayerColor::Black => {
Self::log(&format!("place black stone"));
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slot.set_state(BoardSlotState::Black(stone.stone));
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}
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}
stone.state = StoneState::Placed;
let entity = scene.entity_mut(stone.stone)?;
let location = entity.get_component_mut::<Location>()?;
location.set_position(slot.position.extend(0.0));
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let millstate = Self::check_for_mill(&board[x][y][z], board);
if millstate != MillState::None {
*state = GameState::Removing;
}
Self::log(&format!("return place stone with {:?}", millstate));
Ok(millstate)
}
pub fn move_stone(
(x, y, z): (usize, usize, usize),
(tx, ty, tz): (usize, usize, usize),
scene: &mut Scene,
board: &mut [[[BoardSlot; 3]; 3]; 3],
state: &mut GameState,
) -> Result<MillState> {
Self::log(&format!(
"move stone ({:?}) to ({:?})",
(x, y, z),
(tx, ty, tz)
));
let slot = &board[x][y][z];
let neighbour = &board[tx][ty][tz];
if neighbour.state() != BoardSlotState::Empty {
Self::log("neighbour not empty");
return Ok(MillState::None);
}
neighbour.set_state(slot.state());
slot.set_state(BoardSlotState::Empty);
scene
.entity_mut(match neighbour.state() {
BoardSlotState::Black(e) => e,
BoardSlotState::White(e) => e,
_ => unreachable!(),
})?
.get_component_mut::<Location>()?
.set_position(neighbour.position.extend(0.0));
let millstate = Self::check_for_mill(&board[tx][ty][tz], board);
if millstate != MillState::None {
Self::log("mill found!");
*state = GameState::Removing;
}
Self::log(&format!("return move stone with {:?}", millstate));
Ok(millstate)
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}
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pub fn remove_stone(stone: &mut Stone, slot: &mut BoardSlot, scene: &mut Scene) -> Result<()> {
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Self::log("remove_stone");
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let entity = match slot.state() {
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BoardSlotState::Black(e) => {
Self::log(&format!("\tremove black stone"));
e
}
BoardSlotState::White(e) => {
Self::log(&format!("\tremove white stone"));
e
}
_ => unreachable!(),
};
scene.remove_entity(entity)?;
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assert_ne!(stone.state, StoneState::Dead);
stone.state = StoneState::Dead;
slot.set_state(BoardSlotState::Empty);
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Ok(())
}
fn check_mill(s1: &BoardSlot, s2: &BoardSlot, s3: &BoardSlot) -> MillState {
if s1.valid() && s2.valid() && s3.valid() {
if s1.white() && s2.white() && s3.white() {
return MillState::White;
} else if s1.black() && s2.black() && s3.black() {
return MillState::Black;
}
}
MillState::None
}
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pub fn check_for_mill(slot: &BoardSlot, board: &[[[BoardSlot; 3]; 3]; 3]) -> MillState {
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Self::log("check for mill");
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if !(slot.x == 0 && slot.y == 0)
&& !(slot.x == 2 && slot.y == 0)
&& !(slot.x == 0 && slot.y == 2)
&& !(slot.x == 2 && slot.y == 2)
{
let state = Self::check_mill(
&board[slot.x][slot.y][0],
&board[slot.x][slot.y][1],
&board[slot.x][slot.y][2],
);
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if state != MillState::None {
Self::log(&format!("mill found {:?}", state));
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return state;
}
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}
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let state = Self::check_mill(
&board[slot.x][0][slot.z],
&board[slot.x][1][slot.z],
&board[slot.x][2][slot.z],
);
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if state != MillState::None {
Self::log(&format!("mill found {:?}", state));
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return state;
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}
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let state = Self::check_mill(
&board[0][slot.y][slot.z],
&board[1][slot.y][slot.z],
&board[2][slot.y][slot.z],
);
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if state != MillState::None {
Self::log(&format!("mill found {:?}", state));
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return state;
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}
MillState::None
}
fn check_mouse_click<F>(&self, f: F) -> Result<()>
where
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F: FnOnce(
&Self,
(usize, usize, usize),
&mut [[[BoardSlot; 3]; 3]; 3],
&mut Scene,
) -> Result<()>,
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{
Self::log("check_mouse_click");
self.scene.lock().unwrap().on_scene(|scene| {
if let Some(world_space) =
scene.screen_space_to_world(self.mouse_x.load(SeqCst), self.mouse_y.load(SeqCst))?
{
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let mut board = self.board.lock().unwrap();
if let Some(slot) = board.close_to_marker(world_space.truncate()) {
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Self::log("click is close to marker");
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f(self, (slot.x, slot.y, slot.z), board.slots(), scene)?;
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}
}
Ok(())
})
}
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fn is_neighbour((x, y, z): (usize, usize, usize), (tx, ty, tz): (usize, usize, usize)) -> bool {
if (x == tx && y == ty)
&& ((x == 0 && y == 0)
|| (x == 2 && y == 0)
|| (x == 0 && y == 2)
|| (x == 2 && y == 2))
{
return false;
}
(x as i32 - tx as i32).abs() == 1
|| (y as i32 - ty as i32).abs() == 1
|| (z as i32 - tz as i32).abs() == 1
}
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pub fn log(s: &str) {
println!("{}", s);
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}
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}
impl EngineObject for MillGame {
fn name(&self) -> &str {
"MillGame"
}
fn update(&self) -> Result<()> {
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if self.turn_finished.load(SeqCst) {
self.turn_finished.store(false, SeqCst);
self.next_game_step()?;
}
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Ok(())
}
fn event(&self, event: EngineEvent) -> Result<()> {
match event {
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EngineEvent::MouseMotion(x, y) => {
self.mouse_x.store(x, SeqCst);
self.mouse_y.store(y, SeqCst);
self.camera_controls.lock().unwrap().mouse_move(
x,
y,
&mut *self.scene.lock().unwrap(),
)?;
}
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EngineEvent::MouseButtonDown(button) => {
match button {
MouseButton::Left => {
let mut state = self.state.lock().unwrap();
Self::log(&format!("User click at state {:?}", state));
match *state {
GameState::Placing => {
let mut placed = false;
let mut mill_found = false;
self.check_mouse_click(|me, (x, y, z), board, scene| {
let current_player = *self.current_player.lock().unwrap();
if let Some(placable) = self
.stones(current_player)
.iter_mut()
.find(|stone| stone.state == StoneState::ReadyToBePlaced)
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{
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if board[x][y][z].is_empty() {
if Self::place_stone(
placable,
(x, y, z),
board,
current_player,
scene,
&mut *state,
)? != MillState::None
{
mill_found = true;
}
placed = true;
} else {
Self::log(&format!(
"slot ({:?}), not empty ({:?})",
(x, y, z),
board[x][y][z].state()
));
}
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}
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Ok(())
})?;
if placed && !mill_found {
self.finish_turn();
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}
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}
GameState::Removing => {
let mut removed = false;
self.check_mouse_click(|me, (x, y, z), board, scene| {
let slot = &mut board[x][y][z];
Self::log(&format!(
"state {:?} - player {:?}",
slot.state(),
*self.current_player.lock().unwrap()
));
if match (slot.state(), *self.current_player.lock().unwrap()) {
(BoardSlotState::Black(_), PlayerColor::White) => true,
(BoardSlotState::White(_), PlayerColor::Black) => true,
_ => false,
} {
let mut stones = self
.stones(self.current_player.lock().unwrap().other());
let stone = stones
.iter_mut()
.find(|s| {
s.stone
== match slot.state() {
BoardSlotState::Black(e) => e,
BoardSlotState::White(e) => e,
_ => unreachable!(),
}
})
.unwrap();
Self::remove_stone(stone, slot, scene)?;
removed = true;
}
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Ok(())
})?;
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if removed {
self.finish_turn();
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}
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}
GameState::Main => {
self.check_mouse_click(|me, (tx, ty, tz), board, scene| {
let mut selected_slot = me.selected_field.lock().unwrap();
match *selected_slot {
Some((x, y, z)) => {
if Self::is_neighbour((x, y, z), (tx, ty, tz)) {
if Self::move_stone((x,y,z), (tx,ty,tz), scene, board, &mut state)? == MillState::None {
*selected_slot = None;
self.finish_turn();
}
}
}
None => {
let slot = &board[tx][ty][tz];
match (
slot.state(),
*me.current_player.lock().unwrap(),
) {
(BoardSlotState::Black(_), PlayerColor::Black)
| (BoardSlotState::White(_), PlayerColor::White) => {
*selected_slot = Some((tx, ty, tz));
}
_ => (),
}
}
}
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Ok(())
})?;
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}
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GameState::Waiting => (),
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}
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}
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MouseButton::Middle => self.camera_controls.lock().unwrap().hold(),
MouseButton::Right => (),
MouseButton::Forward => (),
MouseButton::Backward => (),
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}
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}
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EngineEvent::MouseButtonUp(button) => match button {
MouseButton::Left => (),
MouseButton::Middle => self.camera_controls.lock().unwrap().release(),
MouseButton::Right => (),
MouseButton::Forward => (),
MouseButton::Backward => (),
},
EngineEvent::MouseWheel(_x, y, direction) => self
.camera_controls
.lock()
.unwrap()
.scroll_wheel(y, direction, &mut *self.scene.lock().unwrap())?,
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EngineEvent::KeyDown(_) => (),
EngineEvent::KeyUp(_) => (),
EngineEvent::ButtonDown(_) => (),
EngineEvent::ButtonUp(_) => (),
EngineEvent::ControllerAxis(_) => (),
EngineEvent::ControllerAdded(_) => (),
EngineEvent::ControllerRemoved(_) => (),
EngineEvent::FileDrop(_) => (),
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}
Ok(())
}
}