Start placing phse
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139f7d92cc
commit
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5 changed files with 324 additions and 35 deletions
8
resources/mainmenu.xml
Normal file
8
resources/mainmenu.xml
Normal file
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@ -0,0 +1,8 @@
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<root reference_width="1280" reference_height="720">
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<grid id="grid" x_dim="3" y_dim="1" x_offset="-400" y_offset="10" width="800" height="80"
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vert_align="top" hori_align="middle" margin="0" padding="20">
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<label id="white_player_label" x_slot="0" y_slot="0" text_color="white">White Player (AI)</label>
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<button id="start" x_slot="1" y_slot="0" text_color="white" select="true">Start</button>
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<label id="black_player_label" x_slot="2" y_slot="0" text_color="white">Black Player</label>
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</grid>
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</root>
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30
src/board.rs
30
src/board.rs
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@ -98,10 +98,10 @@ impl Default for BoardSlotState {
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}
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}
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pub struct Board {
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pub struct Board {
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board: Entity,
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_board: Entity,
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center: Vector3<f32>,
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center: Vector3<f32>,
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connection_lines: Vec<Entity>,
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_connection_lines: Vec<Entity>,
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slots: [[[BoardSlot; 3]; 3]; 3],
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slots: [[[BoardSlot; 3]; 3]; 3],
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white_start_slots: [Vector2<f32>; 9],
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white_start_slots: [Vector2<f32>; 9],
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@ -109,7 +109,7 @@ pub struct Board {
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}
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}
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impl Board {
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impl Board {
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pub fn new(engine: &Arc<Engine>, scene: &mut SceneHandle) -> Result<Arc<Self>> {
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pub fn new(engine: &Arc<Engine>, scene: &mut SceneHandle) -> Result<Self> {
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let mut board_entity = engine.assets().empty_entity();
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let mut board_entity = engine.assets().empty_entity();
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let meshes = vec![Self::create_board_base(&engine)?];
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let meshes = vec![Self::create_board_base(&engine)?];
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@ -209,16 +209,16 @@ impl Board {
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vec2(16.0, -distance),
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vec2(16.0, -distance),
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];
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];
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Ok(Arc::new(Self {
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Ok(Self {
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board: board.unwrap(),
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_board: board.unwrap(),
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center: vec3(0.0, 0.0, 0.0),
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center: vec3(0.0, 0.0, 0.0),
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connection_lines: Self::create_connection_lines(scene, Color::Black)?,
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_connection_lines: Self::create_connection_lines(scene, Color::Black)?,
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slots: slots.unwrap(),
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slots: slots.unwrap(),
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white_start_slots,
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white_start_slots,
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black_start_slots,
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black_start_slots,
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}))
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})
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}
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}
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pub fn center(&self) -> Vector3<f32> {
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pub fn center(&self) -> Vector3<f32> {
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@ -233,22 +233,26 @@ impl Board {
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&self.black_start_slots
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&self.black_start_slots
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}
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}
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pub fn close_to_marker(&self, position: Vector2<f32>) -> bool {
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pub fn slots(&mut self) -> &mut [[[BoardSlot; 3]; 3]; 3] {
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&mut self.slots
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}
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pub fn close_to_marker(&mut self, position: Vector2<f32>) -> Option<&mut BoardSlot> {
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const DISTANCE: f32 = 1.25;
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const DISTANCE: f32 = 1.25;
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for outer in self.slots.iter() {
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for outer in self.slots.iter_mut() {
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for inner in outer.iter() {
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for inner in outer.iter_mut() {
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for slot in inner.iter() {
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for slot in inner.iter_mut() {
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if slot.state != BoardSlotState::Invalid {
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if slot.state != BoardSlotState::Invalid {
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if (slot.position - position).magnitude() <= DISTANCE {
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if (slot.position - position).magnitude() <= DISTANCE {
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return true;
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return Some(slot);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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false
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None
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}
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}
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}
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}
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267
src/game.rs
267
src/game.rs
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@ -4,24 +4,74 @@ use std::sync::{
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};
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};
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use anyhow::Result;
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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 engine::prelude::{cgmath::vec3, *};
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use crate::{board::Board, objects::Objects};
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use crate::{
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board::{Board, BoardSlot, BoardSlotState},
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objects::Objects,
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simple_ai::SimpleAI,
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};
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#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
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pub enum StoneState {
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ReadyToBePlaced,
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Placed,
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Dead,
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}
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pub struct Stone {
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pub stone: Entity,
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pub state: StoneState,
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}
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#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
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pub enum GameState {
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Placing,
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Main,
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}
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#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
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pub enum PlayerColor {
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White,
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Black,
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}
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impl PlayerColor {
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pub fn swap(&mut self) {
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*self = match *self {
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PlayerColor::White => PlayerColor::Black,
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PlayerColor::Black => PlayerColor::White,
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}
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}
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}
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pub struct MillGame {
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pub struct MillGame {
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board: Arc<Board>,
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board: Arc<Mutex<Board>>,
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white_stones: [Entity; 9],
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white_stones: Mutex<[Stone; 9]>,
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black_stones: [Entity; 9],
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black_stones: Mutex<[Stone; 9]>,
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state: Mutex<GameState>,
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current_player: Mutex<PlayerColor>,
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scene: Mutex<SceneHandle>,
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scene: Mutex<SceneHandle>,
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camera_controls: Mutex<CameraControl>,
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camera_controls: Mutex<CameraControl>,
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mouse_x: AtomicU32,
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mouse_x: AtomicU32,
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mouse_y: AtomicU32,
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mouse_y: AtomicU32,
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simple_ai: SimpleAI,
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white_player_label: Arc<Label>,
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black_player_label: Arc<Label>,
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start_button: Arc<Button>,
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grid: Arc<Grid>,
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gui: Arc<GuiBuilder>,
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}
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}
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impl MillGame {
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impl MillGame {
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pub const OFFSET_TO_BOARD: f32 = 0.01;
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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>> {
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pub fn new(engine: Arc<Engine>) -> Result<Arc<Self>> {
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let mut scene = SceneHandle::new(&engine)?;
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let mut scene = SceneHandle::new(&engine)?;
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let location = e.get_component_mut::<Location>()?;
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let location = e.get_component_mut::<Location>()?;
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location.set_position(board.white_start_slots()[index].extend(0.0));
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location.set_position(board.white_start_slots()[index].extend(0.0));
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scene.add_entity(e)
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Ok(Stone {
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stone: scene.add_entity(e)?,
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state: StoneState::ReadyToBePlaced,
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})
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})
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.collect::<Result<Vec<Entity>>>()?
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})
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.collect::<Result<Vec<Stone>>>()?
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.try_into()
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.try_into()
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.unwrap_or_else(|_: Vec<Entity>| {
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.unwrap_or_else(|_: Vec<Stone>| {
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unreachable!("create array from vec from an array")
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unreachable!("create array from vec from an array")
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}),
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}),
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);
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);
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black_stones = Some(
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black_stones = Some(
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Self::init_nine_stones(&engine, Color::Black)?
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Self::init_nine_stones(&engine, Color::try_from("#2c2c2c")?)?
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.into_iter()
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.into_iter()
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.enumerate()
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.enumerate()
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.map(|(index, mut e)| {
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.map(|(index, mut e)| {
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let location = e.get_component_mut::<Location>()?;
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let location = e.get_component_mut::<Location>()?;
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location.set_position(board.black_start_slots()[index].extend(0.0));
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location.set_position(board.black_start_slots()[index].extend(0.0));
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scene.add_entity(e)
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Ok(Stone {
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stone: scene.add_entity(e)?,
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state: StoneState::ReadyToBePlaced,
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})
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})
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.collect::<Result<Vec<Entity>>>()?
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})
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.collect::<Result<Vec<Stone>>>()?
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.try_into()
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.try_into()
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.unwrap_or_else(|_: Vec<Entity>| {
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.unwrap_or_else(|_: Vec<Stone>| {
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unreachable!("create array from vec from an array")
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unreachable!("create array from vec from an array")
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}),
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}),
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);
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);
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Ok(())
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Ok(())
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})?;
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})?;
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let camera_control = CameraControl::new(&mut scene)?;
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let mut camera_control = CameraControl::new(&mut scene)?;
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camera_control.set_zoom_levels(
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(3..60).into_iter().rev().map(|z| z as f32).collect(),
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5,
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&mut scene,
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)?;
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scene.activate()?;
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scene.activate()?;
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Ok(Arc::new(Self {
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let gui = GuiBuilder::new(
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board,
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engine.gui_handler(),
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white_stones: white_stones.unwrap(),
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&AssetPath::from((
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black_stones: black_stones.unwrap(),
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engine.settings().resource_base_path.as_str(),
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"mainmenu.xml",
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)),
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)?;
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let grid: Arc<Grid> = gui.element("grid")?;
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let white_player_label: Arc<Label> = gui.element("white_player_label")?;
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let black_player_label: Arc<Label> = gui.element("black_player_label")?;
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let start_button: Arc<Button> = gui.element("start")?;
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gui.enable()?;
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let me = Arc::new(Self {
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board: Arc::new(Mutex::new(board)),
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white_stones: Mutex::new(white_stones.unwrap()),
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black_stones: Mutex::new(black_stones.unwrap()),
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state: Mutex::new(GameState::Placing),
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current_player: Mutex::new(PlayerColor::White),
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scene: Mutex::new(scene),
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scene: Mutex::new(scene),
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camera_controls: Mutex::new(camera_control),
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camera_controls: Mutex::new(camera_control),
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mouse_x: AtomicU32::new(0),
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mouse_x: AtomicU32::new(0),
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mouse_y: AtomicU32::new(0),
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mouse_y: AtomicU32::new(0),
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}))
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simple_ai: SimpleAI::new(PlayerColor::White),
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grid: grid.clone(),
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white_player_label,
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black_player_label,
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start_button: start_button.clone(),
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gui,
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});
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start_button.set_callback({
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let weak_grid = Arc::downgrade(&grid);
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let weak_self = Arc::downgrade(&me);
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move || {
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if let Some(grid) = weak_grid.upgrade() {
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grid.detach(1, 0)?;
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}
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if let Some(me) = weak_self.upgrade() {
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*me.state.lock().unwrap() = GameState::Placing;
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*me.current_player.lock().unwrap() = PlayerColor::White;
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|
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me.next_game_step()?;
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}
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|
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|
Ok(())
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}
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});
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|
Ok(me)
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}
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|
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fn next_game_step(&self) -> Result<()> {
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|
match *self.current_player.lock().unwrap() {
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|
PlayerColor::White => {
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self.black_player_label
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.set_background(Color::try_from("#9b9292")?)?;
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self.white_player_label.set_background(Color::Yellow)?;
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|
}
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|
PlayerColor::Black => {
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|
self.white_player_label
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|
.set_background(Color::try_from("#9b9292")?)?;
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|
self.black_player_label.set_background(Color::Yellow)?;
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|
}
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|
}
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|
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|
{
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|
let mut state = self.state.lock().unwrap();
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|
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|
match *state {
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|
GameState::Placing => {
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|
if !self
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|
.black_stones
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.lock()
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.unwrap()
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|
.iter()
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.any(|stones| stones.state == StoneState::ReadyToBePlaced)
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|
&& !self
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|
.white_stones
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|
.lock()
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|
.unwrap()
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|
.iter()
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|
.any(|stones| stones.state == StoneState::ReadyToBePlaced)
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|
{
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|
*state = GameState::Main;
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|
}
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|
}
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|
GameState::Main => {}
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|
}
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|
}
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|
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|
if *self.current_player.lock().unwrap() == self.simple_ai.player_color {
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|
match self.simple_ai.player_color {
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|
PlayerColor::White => self.simple_ai.step(
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|
&mut *self.white_stones.lock().unwrap(),
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|
self.board.lock().unwrap().slots(),
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|
&mut *self.scene.lock().unwrap(),
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|
)?,
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|
PlayerColor::Black => self.simple_ai.step(
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|
&mut *self.black_stones.lock().unwrap(),
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|
self.board.lock().unwrap().slots(),
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|
&mut *self.scene.lock().unwrap(),
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|
)?,
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|
}
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|
|
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|
self.current_player.lock().unwrap().swap();
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|
self.next_game_step()?;
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|
}
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|
|
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|
Ok(())
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}
|
}
|
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|
|
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fn init_nine_stones(engine: &Arc<Engine>, color: Color) -> Result<[EntityObject; 9]> {
|
fn init_nine_stones(engine: &Arc<Engine>, color: Color) -> Result<[EntityObject; 9]> {
|
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|
@ -150,6 +320,39 @@ impl MillGame {
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|
|
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Ok(marker)
|
Ok(marker)
|
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}
|
}
|
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|
|
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|
pub fn place_stone(
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|
stone: &mut Stone,
|
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|
slot: &mut BoardSlot,
|
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|
player_color: PlayerColor,
|
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|
scene: &mut Scene,
|
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|
) -> Result<()> {
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|
match player_color {
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|
PlayerColor::White => slot.state = BoardSlotState::White(stone.stone),
|
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|
PlayerColor::Black => slot.state = BoardSlotState::Black(stone.stone),
|
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|
}
|
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|
|
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|
stone.state = StoneState::Placed;
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|
|
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|
let entity = scene.entity_mut(stone.stone)?;
|
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|
|
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|
let location = entity.get_component_mut::<Location>()?;
|
||||||
|
location.set_position(slot.position.extend(0.0));
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|
|
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|
Ok(())
|
||||||
|
}
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|
|
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|
pub fn check_for_mill(&self) -> Result<bool> {
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|
let slots = self.board.lock().unwrap().slots();
|
||||||
|
|
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|
for x in 0..3 {
|
||||||
|
for y in 0..3 {
|
||||||
|
for z in 0..3 {
|
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|
//
|
||||||
|
}
|
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|
}
|
||||||
|
}
|
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|
}
|
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}
|
}
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|
|
||||||
impl EngineObject for MillGame {
|
impl EngineObject for MillGame {
|
||||||
|
@ -175,20 +378,40 @@ impl EngineObject for MillGame {
|
||||||
}
|
}
|
||||||
EngineEvent::MouseButtonDown(button) => match button {
|
EngineEvent::MouseButtonDown(button) => match button {
|
||||||
MouseButton::Left => {
|
MouseButton::Left => {
|
||||||
|
let mut placed = false;
|
||||||
|
|
||||||
self.scene.lock().unwrap().on_scene(|scene| {
|
self.scene.lock().unwrap().on_scene(|scene| {
|
||||||
if let Some(world_space) = scene.screen_space_to_world(
|
if let Some(world_space) = scene.screen_space_to_world(
|
||||||
self.mouse_x.load(SeqCst),
|
self.mouse_x.load(SeqCst),
|
||||||
self.mouse_y.load(SeqCst),
|
self.mouse_y.load(SeqCst),
|
||||||
)? {
|
)? {
|
||||||
if self.board.close_to_marker(world_space.truncate()) {
|
if let Some(slot) = self
|
||||||
println!("close to marker");
|
.board
|
||||||
} else {
|
.lock()
|
||||||
println!("not close to a marker");
|
.unwrap()
|
||||||
|
.close_to_marker(world_space.truncate())
|
||||||
|
{
|
||||||
|
if let Some(placable) = self
|
||||||
|
.black_stones
|
||||||
|
.lock()
|
||||||
|
.unwrap()
|
||||||
|
.iter_mut()
|
||||||
|
.find(|stone| stone.state == StoneState::ReadyToBePlaced)
|
||||||
|
{
|
||||||
|
Self::place_stone(placable, slot, PlayerColor::Black, scene)?;
|
||||||
|
|
||||||
|
placed = true;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Ok(())
|
Ok(())
|
||||||
})?;
|
})?;
|
||||||
|
|
||||||
|
if placed {
|
||||||
|
self.current_player.lock().unwrap().swap();
|
||||||
|
self.next_game_step()?;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
MouseButton::Middle => self.camera_controls.lock().unwrap().hold(),
|
MouseButton::Middle => self.camera_controls.lock().unwrap().hold(),
|
||||||
MouseButton::Right => (),
|
MouseButton::Right => (),
|
||||||
|
|
|
@ -1,6 +1,7 @@
|
||||||
mod board;
|
mod board;
|
||||||
mod game;
|
mod game;
|
||||||
mod objects;
|
mod objects;
|
||||||
|
mod simple_ai;
|
||||||
|
|
||||||
use anyhow::Result;
|
use anyhow::Result;
|
||||||
use assetpath::AssetPath;
|
use assetpath::AssetPath;
|
||||||
|
@ -19,6 +20,11 @@ fn main() -> Result<()> {
|
||||||
AssetPath::from((create_info.resource_base_path.as_str(), ""));
|
AssetPath::from((create_info.resource_base_path.as_str(), ""));
|
||||||
|
|
||||||
create_info.graphics_info.render_scale = 1.0;
|
create_info.graphics_info.render_scale = 1.0;
|
||||||
|
create_info.graphics_info.vsync = true;
|
||||||
|
create_info.graphics_info.sample_count = VK_SAMPLE_COUNT_4_BIT;
|
||||||
|
|
||||||
|
create_info.rasterizer_info.enable_lighting = true;
|
||||||
|
create_info.rasterizer_info.shadow_image_size = 512;
|
||||||
|
|
||||||
create_info.window_info.height = 600;
|
create_info.window_info.height = 600;
|
||||||
create_info.window_info.width = 800;
|
create_info.window_info.width = 800;
|
||||||
|
|
48
src/simple_ai.rs
Normal file
48
src/simple_ai.rs
Normal file
|
@ -0,0 +1,48 @@
|
||||||
|
use crate::{
|
||||||
|
board::{BoardSlot, BoardSlotState},
|
||||||
|
game::{MillGame, PlayerColor, Stone, StoneState},
|
||||||
|
};
|
||||||
|
|
||||||
|
use anyhow::Result;
|
||||||
|
use engine::prelude::*;
|
||||||
|
|
||||||
|
pub struct SimpleAI {
|
||||||
|
pub player_color: PlayerColor,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl SimpleAI {
|
||||||
|
pub fn new(player_color: PlayerColor) -> Self {
|
||||||
|
Self { player_color }
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn step(
|
||||||
|
&self,
|
||||||
|
stones: &mut [Stone; 9],
|
||||||
|
board: &mut [[[BoardSlot; 3]; 3]; 3],
|
||||||
|
scene: &mut SceneHandle,
|
||||||
|
) -> Result<()> {
|
||||||
|
if let Some(placable) = stones
|
||||||
|
.iter_mut()
|
||||||
|
.find(|stone| stone.state == StoneState::ReadyToBePlaced)
|
||||||
|
{
|
||||||
|
let mut free_slots: Vec<&mut BoardSlot> = board
|
||||||
|
.iter_mut()
|
||||||
|
.flatten()
|
||||||
|
.flatten()
|
||||||
|
.filter(|slot| slot.state == BoardSlotState::Empty)
|
||||||
|
.collect();
|
||||||
|
|
||||||
|
let len = free_slots.len();
|
||||||
|
|
||||||
|
let slot = &mut free_slots[Random::range(0, len as u32) as usize];
|
||||||
|
|
||||||
|
scene.on_scene(|scene| {
|
||||||
|
MillGame::place_stone(placable, slot, self.player_color, scene)?;
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
})?;
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue