WordGrid/src/game.rs

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6.8 KiB
Rust
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use rand::prelude::SliceRandom;
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use rand::rngs::SmallRng;
use rand::SeedableRng;
use serde::{Deserialize, Serialize};
use tsify::Tsify;
use crate::board::{Board, Coordinates, Letter};
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use crate::constants::{standard_tile_pool, TRAY_LENGTH};
use crate::dictionary::{Dictionary, DictionaryImpl};
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use crate::player_interaction::ai::Difficulty;
use crate::player_interaction::Tray;
pub enum Player {
Human(String),
AI{
name: String,
difficulty: Difficulty,
}
}
impl Player {
pub fn get_name(&self) -> &str {
match &self {
Player::Human(name) => {name}
Player::AI { name, .. } => {name}
}
}
}
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pub struct PlayerState {
pub player: Player,
pub score: u32,
pub tray: Tray
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}
#[derive(Deserialize, Tsify, Copy, Clone)]
#[tsify(from_wasm_abi)]
pub struct PlayedTile {
index: usize,
character: Option<char>,
}
#[derive(Debug, Serialize, Deserialize, Tsify)]
#[tsify(from_wasm_abi)]
pub struct WordResult {
word: String,
score: u32,
}
pub struct PlayerStates(pub Vec<PlayerState>);
impl PlayerStates {
pub fn get_player_state(&self, name: &str) -> Option<&PlayerState> {
self.0.iter()
.filter(|state| state.player.get_name().eq(name))
.nth(0)
}
pub fn get_player_state_mut(&mut self, name: &str) -> Option<&mut PlayerState> {
self.0.iter_mut()
.filter(|state| state.player.get_name().eq(name))
.nth(0)
}
pub fn get_tray(&self, name: &str) -> Option<&Tray> {
let player = self.get_player_state(name)?;
Some(&player.tray)
}
pub fn get_tray_mut(&mut self, name: &str) -> Option<&mut Tray> {
let player = self.get_player_state_mut(name)?;
Some(&mut player.tray)
}
}
pub struct Game{
pub tile_pool: Vec<Letter>,
rng: SmallRng,
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board: Board,
pub player_states: PlayerStates,
dictionary: DictionaryImpl,
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}
// Problem - I want to provide a UI to the player
// Ideally they would get some kind of 'tray' object with methods to use and run
// However I want the main game state to live in Rust, not in JS.
// Does this mean I provide Rc<RefCell<Tray>>?
// Other option - what if I just have one Game object that exposes all methods.
// At no point do they get a Tray reference that auto-updates, they need to handle that
// I just provide read-only JSON of everything, and they call the methods for updates
// This will later work out well when I build it out as an API for multiplayer.
impl Game {
pub fn new(seed: u64, dictionary_text: &str, mut player_names: Vec<String>) -> Self {
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let mut rng = SmallRng::seed_from_u64(seed);
let mut letters = standard_tile_pool(Some(&mut rng));
player_names.shuffle(&mut rng);
let player_states: Vec<PlayerState> = player_names.iter()
.map(|name| {
let mut tray = Tray::new(TRAY_LENGTH);
tray.fill(&mut letters);
PlayerState {
player: Player::Human(name.clone()),
score: 0,
tray,
}
})
.collect();
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Game {
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tile_pool: letters,
rng,
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board: Board::new(),
player_states: PlayerStates(player_states),
dictionary: DictionaryImpl::create_from_str(dictionary_text)
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}
}
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pub fn get_board(&self) -> &Board {&self.board}
pub fn set_board(&mut self, new_board: Board) {
self.board = new_board;
}
pub fn fill_trays(&mut self){
for state in self.player_states.0.iter_mut() {
let tray = &mut state.tray;
tray.fill(&mut self.tile_pool);
}
}
pub fn get_dictionary(&self) -> &DictionaryImpl {
&self.dictionary
}
pub fn receive_play(&mut self, player: &str, tray_tile_locations: Vec<Option<PlayedTile>>, commit_move: bool) -> Result<Vec<WordResult>, String> {
let mut board_instance = self.get_board().clone();
let mut tray = self.player_states.get_tray(player).unwrap().clone();
let mut played_letters: Vec<(Letter, Coordinates)> = Vec::new();
for (i, played_tile) in tray_tile_locations.iter().enumerate() {
if played_tile.is_some() {
let played_tile = played_tile.unwrap();
let mut letter: Letter = tray.letters.get(i).unwrap().unwrap();
*tray.letters.get_mut(i).unwrap() = None;
let coord = Coordinates::new_from_index(played_tile.index);
if letter.is_blank {
match played_tile.character {
None => {
panic!("You can't play a blank character without providing a letter value")
}
Some(x) => {
// TODO - I should check that the character is a valid letter
letter.text = x;
}
}
}
played_letters.push((letter, coord));
}
}
board_instance.receive_play(played_letters)?;
let x = board_instance.calculate_scores(self.get_dictionary())?;
let words: Vec<WordResult> = x.0.iter()
.map(|(word, score)| {
WordResult {
word: word.to_string(),
score: *score
}
})
.collect();
if commit_move {
let mut player_state = self.player_states.get_player_state_mut(player).unwrap();
player_state.score += x.1;
player_state.tray = tray;
board_instance.fix_tiles();
self.set_board(board_instance);
self.fill_trays()
}
Ok(words)
}
pub fn exchange_tiles(&mut self, player: &str, tray_tile_locations: Vec<bool>) -> Result<Tray, String> {
let tray = match self.player_states.get_tray_mut(player) {
None => {return Err(format!("Player {} not found", player))}
Some(x) => {x}
};
if tray.letters.len() != tray_tile_locations.len() {
return Err("Incoming tray and existing tray have different lengths".to_string());
}
let tile_pool = &mut self.tile_pool;
for (i, played_tile) in tray_tile_locations.iter().enumerate() {
if *played_tile {
let letter = tray.letters.get_mut(i).unwrap();
if letter.is_some() {
tile_pool.push(letter.unwrap().clone());
*letter = None;
}
}
}
tile_pool.shuffle(&mut self.rng);
tray.fill(&mut self.tile_pool);
Ok(tray.clone())
}
pub fn add_word(&mut self, word: String) {
let word = word.to_uppercase();
self.dictionary.insert(word, -1.0);
}
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}