Start removing state
This commit is contained in:
parent
686dae95bf
commit
7a41b66aa6
3 changed files with 321 additions and 75 deletions
18
src/board.rs
18
src/board.rs
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@ -81,6 +81,24 @@ impl BoardSlot {
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Ok(mesh)
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}
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pub fn valid(&self) -> bool {
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self.state != BoardSlotState::Invalid
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}
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pub fn white(&self) -> bool {
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match self.state {
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BoardSlotState::White(_) => true,
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_ => false,
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}
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}
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pub fn black(&self) -> bool {
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match self.state {
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BoardSlotState::Black(_) => true,
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_ => false,
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}
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}
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}
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#[derive(Debug, PartialEq, Eq, Clone, Copy)]
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312
src/game.rs
312
src/game.rs
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@ -1,6 +1,6 @@
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use std::sync::{
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atomic::{AtomicU32, Ordering::SeqCst},
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Arc, Mutex,
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Arc, Mutex, MutexGuard,
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};
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use anyhow::Result;
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@ -28,6 +28,7 @@ pub struct Stone {
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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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Removing,
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Main,
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}
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@ -37,11 +38,26 @@ pub enum PlayerColor {
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Black,
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}
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#[derive(Debug, PartialEq, Eq, PartialOrd, Ord, Clone, Copy)]
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pub enum MillState {
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White,
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Black,
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None,
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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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PlayerColor::White => {
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MillGame::log("swapped to black player");
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PlayerColor::Black
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}
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PlayerColor::Black => {
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MillGame::log("swapped to white player");
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PlayerColor::White
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}
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}
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}
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}
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@ -196,8 +212,10 @@ impl MillGame {
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}
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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::White;
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*me.current_player.lock().unwrap() = PlayerColor::Black;
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me.next_game_step()?;
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}
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@ -210,22 +228,13 @@ impl MillGame {
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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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Self::log("next_game_step");
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{
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let mut state = self.state.lock().unwrap();
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Self::log(&format!("\tstate: {:?}", state));
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match *state {
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GameState::Placing => {
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if !self
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@ -241,34 +250,91 @@ impl MillGame {
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.iter()
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.any(|stones| stones.state == StoneState::ReadyToBePlaced)
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{
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Self::log("change state to Main");
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*state = GameState::Main;
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}
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if self.check_for_mill() != MillState::None {
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Self::log("change state to Removing");
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*state = GameState::Removing;
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} else {
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self.current_player.lock().unwrap().swap();
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}
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}
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GameState::Removing => {
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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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Self::log("change state to Main");
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*state = GameState::Main;
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} else {
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Self::log("change state to Placing");
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*state = GameState::Placing;
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}
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self.current_player.lock().unwrap().swap();
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}
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GameState::Main => {
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if self.check_for_mill() != MillState::None {
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Self::log("change state to Removing");
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*state = GameState::Removing;
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} else {
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self.current_player.lock().unwrap().swap();
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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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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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let player = *self.current_player.lock().unwrap();
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Self::log(&format!("current player {:?}", player));
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match player {
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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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if player == self.simple_ai.player_color {
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Self::log("current player is AI");
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self.simple_ai.step(
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&mut self.stones(self.simple_ai.player_color),
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self.board.lock().unwrap().slots(),
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&mut *self.scene.lock().unwrap(),
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*self.state.lock().unwrap(),
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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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Ok(())
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}
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fn stones(&self, player_color: PlayerColor) -> MutexGuard<'_, [Stone; 9]> {
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match player_color {
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PlayerColor::White => self.white_stones.lock().unwrap(),
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PlayerColor::Black => self.black_stones.lock().unwrap(),
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}
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}
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fn init_nine_stones(engine: &Arc<Engine>, color: Color) -> Result<[EntityObject; 9]> {
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Ok((0..9)
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.map(|_| Self::init_stone(engine, color))
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@ -327,9 +393,19 @@ impl MillGame {
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player_color: PlayerColor,
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scene: &mut Scene,
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) -> Result<()> {
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Self::log("place_stone");
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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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PlayerColor::White => {
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Self::log(&format!("place white stone"));
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slot.state = BoardSlotState::White(stone.stone);
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}
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PlayerColor::Black => {
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Self::log(&format!("place black stone"));
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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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@ -342,16 +418,115 @@ impl MillGame {
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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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pub fn remove_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) => {
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Self::log(&format!("\tremove black stone"));
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e
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}
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BoardSlotState::White(e) => {
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Self::log(&format!("\tremove white stone"));
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e
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}
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_ => unreachable!(),
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};
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scene.remove_entity(entity)?;
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slot.state = BoardSlotState::Empty;
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Ok(())
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}
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fn check_mill(s1: &BoardSlot, s2: &BoardSlot, s3: &BoardSlot) -> MillState {
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if s1.valid() && s2.valid() && s3.valid() {
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if s1.white() && s2.white() && s3.white() {
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return MillState::White;
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} else if s1.black() && s2.black() && s3.black() {
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return MillState::Black;
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}
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}
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MillState::None
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}
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pub fn check_for_mill(&self) -> MillState {
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Self::log("check for mill");
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let mut board = self.board.lock().unwrap();
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let slots = board.slots();
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for x in 0..3 {
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for y in 0..3 {
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for z in 0..3 {
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//
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let state = Self::check_mill(&slots[x][y][0], &slots[x][y][1], &slots[x][y][2]);
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if state != MillState::None {
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Self::log(&format!("mill found {:?}", state));
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return state;
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}
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}
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}
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for x in 0..3 {
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for z in 0..3 {
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let state = Self::check_mill(&slots[x][0][z], &slots[x][1][z], &slots[x][2][z]);
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if state != MillState::None {
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Self::log(&format!("mill found {:?}", state));
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return state;
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}
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}
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}
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for y in 0..3 {
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for z in 0..3 {
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let state = Self::check_mill(&slots[0][y][z], &slots[1][y][z], &slots[2][y][z]);
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if state != MillState::None {
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Self::log(&format!("mill found {:?}", state));
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return state;
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}
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}
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}
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MillState::None
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}
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fn check_mouse_click<F>(&self, f: F) -> Result<()>
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where
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F: FnOnce(&Self, &mut BoardSlot, &mut Scene) -> Result<()>,
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{
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Self::log("check_mouse_click");
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self.scene.lock().unwrap().on_scene(|scene| {
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if let Some(world_space) =
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scene.screen_space_to_world(self.mouse_x.load(SeqCst), self.mouse_y.load(SeqCst))?
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{
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if let Some(slot) = self
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.board
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.lock()
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.unwrap()
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.close_to_marker(world_space.truncate())
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{
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Self::log("click is close to marker");
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f(self, slot, scene)?;
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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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pub fn log(s: &str) {
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println!("{}", s);
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}
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}
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@ -378,39 +553,60 @@ impl EngineObject for MillGame {
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}
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EngineEvent::MouseButtonDown(button) => match button {
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MouseButton::Left => {
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let mut placed = false;
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let state = *self.state.lock().unwrap();
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Self::log(&format!("User click at state {:?}", state));
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match state {
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GameState::Placing => {
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let mut placed = false;
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self.check_mouse_click(|me, slot, scene| {
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let current_player = *self.current_player.lock().unwrap();
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self.scene.lock().unwrap().on_scene(|scene| {
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if let Some(world_space) = scene.screen_space_to_world(
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self.mouse_x.load(SeqCst),
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self.mouse_y.load(SeqCst),
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)? {
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if let Some(slot) = self
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.board
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.lock()
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.unwrap()
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.close_to_marker(world_space.truncate())
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{
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if let Some(placable) = self
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.black_stones
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.lock()
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.unwrap()
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.stones(current_player)
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.iter_mut()
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.find(|stone| stone.state == StoneState::ReadyToBePlaced)
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{
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Self::place_stone(placable, slot, PlayerColor::Black, scene)?;
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Self::place_stone(placable, slot, current_player, scene)?;
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placed = true;
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}
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Ok(())
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})?;
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if placed {
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self.next_game_step()?;
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}
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}
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GameState::Removing => {
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let mut removed = false;
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Ok(())
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})?;
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self.check_mouse_click(|me, slot, scene| {
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Self::log(&format!(
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"state {:?} - player {:?}",
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slot.state,
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*self.current_player.lock().unwrap()
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));
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if placed {
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self.current_player.lock().unwrap().swap();
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self.next_game_step()?;
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if match (slot.state, *self.current_player.lock().unwrap()) {
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(BoardSlotState::Black(_), PlayerColor::White) => true,
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(BoardSlotState::White(_), PlayerColor::Black) => true,
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_ => false,
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} {
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removed = true;
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Self::remove_stone(slot, scene)?;
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}
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Ok(())
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})?;
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if removed {
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self.next_game_step()?;
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}
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}
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GameState::Main => todo!(),
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}
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}
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MouseButton::Middle => self.camera_controls.lock().unwrap().hold(),
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@ -1,6 +1,6 @@
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use crate::{
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board::{BoardSlot, BoardSlotState},
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game::{MillGame, PlayerColor, Stone, StoneState},
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game::{GameState, MillGame, PlayerColor, Stone, StoneState},
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};
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use anyhow::Result;
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@ -20,29 +20,61 @@ impl SimpleAI {
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stones: &mut [Stone; 9],
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board: &mut [[[BoardSlot; 3]; 3]; 3],
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scene: &mut SceneHandle,
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state: GameState,
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) -> Result<()> {
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if let Some(placable) = stones
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.iter_mut()
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.find(|stone| stone.state == StoneState::ReadyToBePlaced)
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{
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let mut free_slots: Vec<&mut BoardSlot> = board
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.iter_mut()
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.flatten()
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.flatten()
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.filter(|slot| slot.state == BoardSlotState::Empty)
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.collect();
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MillGame::log(&format!("AI at state {:?}", state));
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let len = free_slots.len();
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match state {
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GameState::Placing => {
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if let Some(placable) = stones
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.iter_mut()
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.find(|stone| stone.state == StoneState::ReadyToBePlaced)
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{
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let mut free_slots: Vec<&mut BoardSlot> = board
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.iter_mut()
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.flatten()
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.flatten()
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.filter(|slot| slot.state == BoardSlotState::Empty)
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.collect();
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let slot = &mut free_slots[Random::range(0, len as u32) as usize];
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let len = free_slots.len();
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scene.on_scene(|scene| {
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MillGame::place_stone(placable, slot, self.player_color, scene)?;
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let slot = &mut free_slots[Random::range(0, len as u32) as usize];
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Ok(())
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})?;
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scene.on_scene(|scene| {
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MillGame::place_stone(placable, slot, self.player_color, scene)?;
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Ok(())
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})?;
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}
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}
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GameState::Removing => {
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let mut other_color: Vec<&mut BoardSlot> = board
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.iter_mut()
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.flatten()
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.flatten()
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.filter(|slot| match (slot.state, self.player_color) {
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(BoardSlotState::Black(_), PlayerColor::White) => true,
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(BoardSlotState::White(_), PlayerColor::Black) => true,
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_ => false,
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})
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.collect();
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let len = other_color.len();
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let slot = &mut other_color[Random::range(0, len as u32) as usize];
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scene.on_scene(|scene| {
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MillGame::remove_stone(slot, scene)?;
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Ok(())
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})?;
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}
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GameState::Main => todo!(),
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}
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||||
|
||||
MillGame::log("finish AI");
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue