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47 changed files with 9171 additions and 1655 deletions
4
.gitignore
vendored
4
.gitignore
vendored
|
@ -1,4 +1,4 @@
|
||||||
/target
|
target/
|
||||||
/Cargo.lock
|
|
||||||
.idea/
|
.idea/
|
||||||
pkg/
|
pkg/
|
||||||
|
.nvmrc
|
||||||
|
|
2255
Cargo.lock
generated
Normal file
2255
Cargo.lock
generated
Normal file
File diff suppressed because it is too large
Load diff
24
Cargo.toml
24
Cargo.toml
|
@ -1,18 +1,8 @@
|
||||||
[package]
|
[workspace]
|
||||||
name = "word_grid"
|
members = ["wordgrid", "wasm", "server"]
|
||||||
version = "0.1.0"
|
resolver = "2"
|
||||||
edition = "2021"
|
|
||||||
|
|
||||||
[lib]
|
|
||||||
crate-type = ["cdylib"]
|
|
||||||
|
|
||||||
[dependencies]
|
|
||||||
csv = "1.2.2"
|
|
||||||
rand = {version = "0.8.5", features = ["small_rng"]}
|
|
||||||
getrandom = {version = "0.2", features = ["js"]}
|
|
||||||
wasm-bindgen = { version = "0.2.87", features = ["serde-serialize"] }
|
|
||||||
serde_json = "1.0"
|
|
||||||
serde = { version = "1.0.181", features = ["derive"] }
|
|
||||||
serde-wasm-bindgen = "0.4"
|
|
||||||
tsify = { version = "0.4.5", features = ["js"] }
|
|
||||||
|
|
||||||
|
[workspace.dependencies]
|
||||||
|
serde_json = "1.0.132"
|
||||||
|
serde = { version = "1.0.213", features = ["derive"] }
|
||||||
|
rand = {version = "0.9.0", features = ["small_rng"]}
|
||||||
|
|
58
Dockerfile
Normal file
58
Dockerfile
Normal file
|
@ -0,0 +1,58 @@
|
||||||
|
FROM docker.io/library/ubuntu:24.04 as build-stage
|
||||||
|
LABEL authors="joel"
|
||||||
|
|
||||||
|
ENV DEBIAN_FRONTEND noninteractive
|
||||||
|
|
||||||
|
RUN apt-get update
|
||||||
|
RUN apt-get upgrade -y
|
||||||
|
RUN apt-get install --no-install-recommends -y rustup npm gcc gcc-multilib
|
||||||
|
|
||||||
|
RUN rustup default stable
|
||||||
|
|
||||||
|
RUN cargo install wasm-pack
|
||||||
|
|
||||||
|
RUN mkdir /build
|
||||||
|
WORKDIR /build/
|
||||||
|
|
||||||
|
# for caching the dependencies downloads
|
||||||
|
COPY Cargo.toml Cargo.lock /build/
|
||||||
|
COPY wasm/Cargo.toml /build/wasm/
|
||||||
|
COPY server/Cargo.toml /build/server/
|
||||||
|
COPY wordgrid/Cargo.toml /build/wordgrid/
|
||||||
|
RUN cargo fetch
|
||||||
|
|
||||||
|
COPY ui/package.json ui/package-lock.json /build/ui/
|
||||||
|
RUN mkdir /build/wasm/pkg && echo "{}" > /build/wasm/pkg/package.json && cd ui && npm install
|
||||||
|
|
||||||
|
COPY --exclude=*/target/* wordgrid /build/wordgrid/
|
||||||
|
COPY --exclude=*/target/* --exclude=*/pkg/* wasm /build/wasm/
|
||||||
|
COPY --exclude=*/target/* server /build/server/
|
||||||
|
COPY --exclude=*/node_modules/* --exclude=*/dist/* ui /build/ui/
|
||||||
|
COPY resources /build/resources/
|
||||||
|
|
||||||
|
# for some reason wasm-pack wasn't on the PATH
|
||||||
|
RUN cd wasm && ~/.cargo/bin/wasm-pack build --target=web
|
||||||
|
# We re-run install because wasm/pkg is now actually present and this needs to be reflected (node_modules copied the old pkg directory)
|
||||||
|
RUN cd ui && npm install && npm run build
|
||||||
|
RUN cd server && cargo build --release
|
||||||
|
|
||||||
|
|
||||||
|
FROM docker.io/library/ubuntu:24.04 as final-image
|
||||||
|
LABEL authors="joel"
|
||||||
|
|
||||||
|
WORKDIR /srv/
|
||||||
|
COPY --from=build-stage /build/ui/dist /srv/static
|
||||||
|
COPY --from=build-stage /build/target/release/server server
|
||||||
|
RUN cp /srv/static/*.csv dictionary.csv
|
||||||
|
RUN echo '{"dictionary_path": "dictionary.csv", "static_path": "static"}' > config.json
|
||||||
|
|
||||||
|
RUN useradd -d /srv wordgrid && chown -R wordgrid:wordgrid /srv
|
||||||
|
|
||||||
|
USER wordgrid
|
||||||
|
|
||||||
|
# See https://rocket.rs/guide/v0.5/deploying/#containerization
|
||||||
|
ENV ROCKET_ADDRESS=0.0.0.0
|
||||||
|
ENV ROCKET_PORT=8000
|
||||||
|
|
||||||
|
ENTRYPOINT ["./server"]
|
||||||
|
EXPOSE 8000
|
661
LICENSE
Normal file
661
LICENSE
Normal file
|
@ -0,0 +1,661 @@
|
||||||
|
GNU AFFERO GENERAL PUBLIC LICENSE
|
||||||
|
Version 3, 19 November 2007
|
||||||
|
|
||||||
|
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||||
|
Everyone is permitted to copy and distribute verbatim copies
|
||||||
|
of this license document, but changing it is not allowed.
|
||||||
|
|
||||||
|
Preamble
|
||||||
|
|
||||||
|
The GNU Affero General Public License is a free, copyleft license for
|
||||||
|
software and other kinds of works, specifically designed to ensure
|
||||||
|
cooperation with the community in the case of network server software.
|
||||||
|
|
||||||
|
The licenses for most software and other practical works are designed
|
||||||
|
to take away your freedom to share and change the works. By contrast,
|
||||||
|
our General Public Licenses are intended to guarantee your freedom to
|
||||||
|
share and change all versions of a program--to make sure it remains free
|
||||||
|
software for all its users.
|
||||||
|
|
||||||
|
When we speak of free software, we are referring to freedom, not
|
||||||
|
price. Our General Public Licenses are designed to make sure that you
|
||||||
|
have the freedom to distribute copies of free software (and charge for
|
||||||
|
them if you wish), that you receive source code or can get it if you
|
||||||
|
want it, that you can change the software or use pieces of it in new
|
||||||
|
free programs, and that you know you can do these things.
|
||||||
|
|
||||||
|
Developers that use our General Public Licenses protect your rights
|
||||||
|
with two steps: (1) assert copyright on the software, and (2) offer
|
||||||
|
you this License which gives you legal permission to copy, distribute
|
||||||
|
and/or modify the software.
|
||||||
|
|
||||||
|
A secondary benefit of defending all users' freedom is that
|
||||||
|
improvements made in alternate versions of the program, if they
|
||||||
|
receive widespread use, become available for other developers to
|
||||||
|
incorporate. Many developers of free software are heartened and
|
||||||
|
encouraged by the resulting cooperation. However, in the case of
|
||||||
|
software used on network servers, this result may fail to come about.
|
||||||
|
The GNU General Public License permits making a modified version and
|
||||||
|
letting the public access it on a server without ever releasing its
|
||||||
|
source code to the public.
|
||||||
|
|
||||||
|
The GNU Affero General Public License is designed specifically to
|
||||||
|
ensure that, in such cases, the modified source code becomes available
|
||||||
|
to the community. It requires the operator of a network server to
|
||||||
|
provide the source code of the modified version running there to the
|
||||||
|
users of that server. Therefore, public use of a modified version, on
|
||||||
|
a publicly accessible server, gives the public access to the source
|
||||||
|
code of the modified version.
|
||||||
|
|
||||||
|
An older license, called the Affero General Public License and
|
||||||
|
published by Affero, was designed to accomplish similar goals. This is
|
||||||
|
a different license, not a version of the Affero GPL, but Affero has
|
||||||
|
released a new version of the Affero GPL which permits relicensing under
|
||||||
|
this license.
|
||||||
|
|
||||||
|
The precise terms and conditions for copying, distribution and
|
||||||
|
modification follow.
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
0. Definitions.
|
||||||
|
|
||||||
|
"This License" refers to version 3 of the GNU Affero General Public License.
|
||||||
|
|
||||||
|
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||||
|
works, such as semiconductor masks.
|
||||||
|
|
||||||
|
"The Program" refers to any copyrightable work licensed under this
|
||||||
|
License. Each licensee is addressed as "you". "Licensees" and
|
||||||
|
"recipients" may be individuals or organizations.
|
||||||
|
|
||||||
|
To "modify" a work means to copy from or adapt all or part of the work
|
||||||
|
in a fashion requiring copyright permission, other than the making of an
|
||||||
|
exact copy. The resulting work is called a "modified version" of the
|
||||||
|
earlier work or a work "based on" the earlier work.
|
||||||
|
|
||||||
|
A "covered work" means either the unmodified Program or a work based
|
||||||
|
on the Program.
|
||||||
|
|
||||||
|
To "propagate" a work means to do anything with it that, without
|
||||||
|
permission, would make you directly or secondarily liable for
|
||||||
|
infringement under applicable copyright law, except executing it on a
|
||||||
|
computer or modifying a private copy. Propagation includes copying,
|
||||||
|
distribution (with or without modification), making available to the
|
||||||
|
public, and in some countries other activities as well.
|
||||||
|
|
||||||
|
To "convey" a work means any kind of propagation that enables other
|
||||||
|
parties to make or receive copies. Mere interaction with a user through
|
||||||
|
a computer network, with no transfer of a copy, is not conveying.
|
||||||
|
|
||||||
|
An interactive user interface displays "Appropriate Legal Notices"
|
||||||
|
to the extent that it includes a convenient and prominently visible
|
||||||
|
feature that (1) displays an appropriate copyright notice, and (2)
|
||||||
|
tells the user that there is no warranty for the work (except to the
|
||||||
|
extent that warranties are provided), that licensees may convey the
|
||||||
|
work under this License, and how to view a copy of this License. If
|
||||||
|
the interface presents a list of user commands or options, such as a
|
||||||
|
menu, a prominent item in the list meets this criterion.
|
||||||
|
|
||||||
|
1. Source Code.
|
||||||
|
|
||||||
|
The "source code" for a work means the preferred form of the work
|
||||||
|
for making modifications to it. "Object code" means any non-source
|
||||||
|
form of a work.
|
||||||
|
|
||||||
|
A "Standard Interface" means an interface that either is an official
|
||||||
|
standard defined by a recognized standards body, or, in the case of
|
||||||
|
interfaces specified for a particular programming language, one that
|
||||||
|
is widely used among developers working in that language.
|
||||||
|
|
||||||
|
The "System Libraries" of an executable work include anything, other
|
||||||
|
than the work as a whole, that (a) is included in the normal form of
|
||||||
|
packaging a Major Component, but which is not part of that Major
|
||||||
|
Component, and (b) serves only to enable use of the work with that
|
||||||
|
Major Component, or to implement a Standard Interface for which an
|
||||||
|
implementation is available to the public in source code form. A
|
||||||
|
"Major Component", in this context, means a major essential component
|
||||||
|
(kernel, window system, and so on) of the specific operating system
|
||||||
|
(if any) on which the executable work runs, or a compiler used to
|
||||||
|
produce the work, or an object code interpreter used to run it.
|
||||||
|
|
||||||
|
The "Corresponding Source" for a work in object code form means all
|
||||||
|
the source code needed to generate, install, and (for an executable
|
||||||
|
work) run the object code and to modify the work, including scripts to
|
||||||
|
control those activities. However, it does not include the work's
|
||||||
|
System Libraries, or general-purpose tools or generally available free
|
||||||
|
programs which are used unmodified in performing those activities but
|
||||||
|
which are not part of the work. For example, Corresponding Source
|
||||||
|
includes interface definition files associated with source files for
|
||||||
|
the work, and the source code for shared libraries and dynamically
|
||||||
|
linked subprograms that the work is specifically designed to require,
|
||||||
|
such as by intimate data communication or control flow between those
|
||||||
|
subprograms and other parts of the work.
|
||||||
|
|
||||||
|
The Corresponding Source need not include anything that users
|
||||||
|
can regenerate automatically from other parts of the Corresponding
|
||||||
|
Source.
|
||||||
|
|
||||||
|
The Corresponding Source for a work in source code form is that
|
||||||
|
same work.
|
||||||
|
|
||||||
|
2. Basic Permissions.
|
||||||
|
|
||||||
|
All rights granted under this License are granted for the term of
|
||||||
|
copyright on the Program, and are irrevocable provided the stated
|
||||||
|
conditions are met. This License explicitly affirms your unlimited
|
||||||
|
permission to run the unmodified Program. The output from running a
|
||||||
|
covered work is covered by this License only if the output, given its
|
||||||
|
content, constitutes a covered work. This License acknowledges your
|
||||||
|
rights of fair use or other equivalent, as provided by copyright law.
|
||||||
|
|
||||||
|
You may make, run and propagate covered works that you do not
|
||||||
|
convey, without conditions so long as your license otherwise remains
|
||||||
|
in force. You may convey covered works to others for the sole purpose
|
||||||
|
of having them make modifications exclusively for you, or provide you
|
||||||
|
with facilities for running those works, provided that you comply with
|
||||||
|
the terms of this License in conveying all material for which you do
|
||||||
|
not control copyright. Those thus making or running the covered works
|
||||||
|
for you must do so exclusively on your behalf, under your direction
|
||||||
|
and control, on terms that prohibit them from making any copies of
|
||||||
|
your copyrighted material outside their relationship with you.
|
||||||
|
|
||||||
|
Conveying under any other circumstances is permitted solely under
|
||||||
|
the conditions stated below. Sublicensing is not allowed; section 10
|
||||||
|
makes it unnecessary.
|
||||||
|
|
||||||
|
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||||
|
|
||||||
|
No covered work shall be deemed part of an effective technological
|
||||||
|
measure under any applicable law fulfilling obligations under article
|
||||||
|
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||||
|
similar laws prohibiting or restricting circumvention of such
|
||||||
|
measures.
|
||||||
|
|
||||||
|
When you convey a covered work, you waive any legal power to forbid
|
||||||
|
circumvention of technological measures to the extent such circumvention
|
||||||
|
is effected by exercising rights under this License with respect to
|
||||||
|
the covered work, and you disclaim any intention to limit operation or
|
||||||
|
modification of the work as a means of enforcing, against the work's
|
||||||
|
users, your or third parties' legal rights to forbid circumvention of
|
||||||
|
technological measures.
|
||||||
|
|
||||||
|
4. Conveying Verbatim Copies.
|
||||||
|
|
||||||
|
You may convey verbatim copies of the Program's source code as you
|
||||||
|
receive it, in any medium, provided that you conspicuously and
|
||||||
|
appropriately publish on each copy an appropriate copyright notice;
|
||||||
|
keep intact all notices stating that this License and any
|
||||||
|
non-permissive terms added in accord with section 7 apply to the code;
|
||||||
|
keep intact all notices of the absence of any warranty; and give all
|
||||||
|
recipients a copy of this License along with the Program.
|
||||||
|
|
||||||
|
You may charge any price or no price for each copy that you convey,
|
||||||
|
and you may offer support or warranty protection for a fee.
|
||||||
|
|
||||||
|
5. Conveying Modified Source Versions.
|
||||||
|
|
||||||
|
You may convey a work based on the Program, or the modifications to
|
||||||
|
produce it from the Program, in the form of source code under the
|
||||||
|
terms of section 4, provided that you also meet all of these conditions:
|
||||||
|
|
||||||
|
a) The work must carry prominent notices stating that you modified
|
||||||
|
it, and giving a relevant date.
|
||||||
|
|
||||||
|
b) The work must carry prominent notices stating that it is
|
||||||
|
released under this License and any conditions added under section
|
||||||
|
7. This requirement modifies the requirement in section 4 to
|
||||||
|
"keep intact all notices".
|
||||||
|
|
||||||
|
c) You must license the entire work, as a whole, under this
|
||||||
|
License to anyone who comes into possession of a copy. This
|
||||||
|
License will therefore apply, along with any applicable section 7
|
||||||
|
additional terms, to the whole of the work, and all its parts,
|
||||||
|
regardless of how they are packaged. This License gives no
|
||||||
|
permission to license the work in any other way, but it does not
|
||||||
|
invalidate such permission if you have separately received it.
|
||||||
|
|
||||||
|
d) If the work has interactive user interfaces, each must display
|
||||||
|
Appropriate Legal Notices; however, if the Program has interactive
|
||||||
|
interfaces that do not display Appropriate Legal Notices, your
|
||||||
|
work need not make them do so.
|
||||||
|
|
||||||
|
A compilation of a covered work with other separate and independent
|
||||||
|
works, which are not by their nature extensions of the covered work,
|
||||||
|
and which are not combined with it such as to form a larger program,
|
||||||
|
in or on a volume of a storage or distribution medium, is called an
|
||||||
|
"aggregate" if the compilation and its resulting copyright are not
|
||||||
|
used to limit the access or legal rights of the compilation's users
|
||||||
|
beyond what the individual works permit. Inclusion of a covered work
|
||||||
|
in an aggregate does not cause this License to apply to the other
|
||||||
|
parts of the aggregate.
|
||||||
|
|
||||||
|
6. Conveying Non-Source Forms.
|
||||||
|
|
||||||
|
You may convey a covered work in object code form under the terms
|
||||||
|
of sections 4 and 5, provided that you also convey the
|
||||||
|
machine-readable Corresponding Source under the terms of this License,
|
||||||
|
in one of these ways:
|
||||||
|
|
||||||
|
a) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by the
|
||||||
|
Corresponding Source fixed on a durable physical medium
|
||||||
|
customarily used for software interchange.
|
||||||
|
|
||||||
|
b) Convey the object code in, or embodied in, a physical product
|
||||||
|
(including a physical distribution medium), accompanied by a
|
||||||
|
written offer, valid for at least three years and valid for as
|
||||||
|
long as you offer spare parts or customer support for that product
|
||||||
|
model, to give anyone who possesses the object code either (1) a
|
||||||
|
copy of the Corresponding Source for all the software in the
|
||||||
|
product that is covered by this License, on a durable physical
|
||||||
|
medium customarily used for software interchange, for a price no
|
||||||
|
more than your reasonable cost of physically performing this
|
||||||
|
conveying of source, or (2) access to copy the
|
||||||
|
Corresponding Source from a network server at no charge.
|
||||||
|
|
||||||
|
c) Convey individual copies of the object code with a copy of the
|
||||||
|
written offer to provide the Corresponding Source. This
|
||||||
|
alternative is allowed only occasionally and noncommercially, and
|
||||||
|
only if you received the object code with such an offer, in accord
|
||||||
|
with subsection 6b.
|
||||||
|
|
||||||
|
d) Convey the object code by offering access from a designated
|
||||||
|
place (gratis or for a charge), and offer equivalent access to the
|
||||||
|
Corresponding Source in the same way through the same place at no
|
||||||
|
further charge. You need not require recipients to copy the
|
||||||
|
Corresponding Source along with the object code. If the place to
|
||||||
|
copy the object code is a network server, the Corresponding Source
|
||||||
|
may be on a different server (operated by you or a third party)
|
||||||
|
that supports equivalent copying facilities, provided you maintain
|
||||||
|
clear directions next to the object code saying where to find the
|
||||||
|
Corresponding Source. Regardless of what server hosts the
|
||||||
|
Corresponding Source, you remain obligated to ensure that it is
|
||||||
|
available for as long as needed to satisfy these requirements.
|
||||||
|
|
||||||
|
e) Convey the object code using peer-to-peer transmission, provided
|
||||||
|
you inform other peers where the object code and Corresponding
|
||||||
|
Source of the work are being offered to the general public at no
|
||||||
|
charge under subsection 6d.
|
||||||
|
|
||||||
|
A separable portion of the object code, whose source code is excluded
|
||||||
|
from the Corresponding Source as a System Library, need not be
|
||||||
|
included in conveying the object code work.
|
||||||
|
|
||||||
|
A "User Product" is either (1) a "consumer product", which means any
|
||||||
|
tangible personal property which is normally used for personal, family,
|
||||||
|
or household purposes, or (2) anything designed or sold for incorporation
|
||||||
|
into a dwelling. In determining whether a product is a consumer product,
|
||||||
|
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||||
|
product received by a particular user, "normally used" refers to a
|
||||||
|
typical or common use of that class of product, regardless of the status
|
||||||
|
of the particular user or of the way in which the particular user
|
||||||
|
actually uses, or expects or is expected to use, the product. A product
|
||||||
|
is a consumer product regardless of whether the product has substantial
|
||||||
|
commercial, industrial or non-consumer uses, unless such uses represent
|
||||||
|
the only significant mode of use of the product.
|
||||||
|
|
||||||
|
"Installation Information" for a User Product means any methods,
|
||||||
|
procedures, authorization keys, or other information required to install
|
||||||
|
and execute modified versions of a covered work in that User Product from
|
||||||
|
a modified version of its Corresponding Source. The information must
|
||||||
|
suffice to ensure that the continued functioning of the modified object
|
||||||
|
code is in no case prevented or interfered with solely because
|
||||||
|
modification has been made.
|
||||||
|
|
||||||
|
If you convey an object code work under this section in, or with, or
|
||||||
|
specifically for use in, a User Product, and the conveying occurs as
|
||||||
|
part of a transaction in which the right of possession and use of the
|
||||||
|
User Product is transferred to the recipient in perpetuity or for a
|
||||||
|
fixed term (regardless of how the transaction is characterized), the
|
||||||
|
Corresponding Source conveyed under this section must be accompanied
|
||||||
|
by the Installation Information. But this requirement does not apply
|
||||||
|
if neither you nor any third party retains the ability to install
|
||||||
|
modified object code on the User Product (for example, the work has
|
||||||
|
been installed in ROM).
|
||||||
|
|
||||||
|
The requirement to provide Installation Information does not include a
|
||||||
|
requirement to continue to provide support service, warranty, or updates
|
||||||
|
for a work that has been modified or installed by the recipient, or for
|
||||||
|
the User Product in which it has been modified or installed. Access to a
|
||||||
|
network may be denied when the modification itself materially and
|
||||||
|
adversely affects the operation of the network or violates the rules and
|
||||||
|
protocols for communication across the network.
|
||||||
|
|
||||||
|
Corresponding Source conveyed, and Installation Information provided,
|
||||||
|
in accord with this section must be in a format that is publicly
|
||||||
|
documented (and with an implementation available to the public in
|
||||||
|
source code form), and must require no special password or key for
|
||||||
|
unpacking, reading or copying.
|
||||||
|
|
||||||
|
7. Additional Terms.
|
||||||
|
|
||||||
|
"Additional permissions" are terms that supplement the terms of this
|
||||||
|
License by making exceptions from one or more of its conditions.
|
||||||
|
Additional permissions that are applicable to the entire Program shall
|
||||||
|
be treated as though they were included in this License, to the extent
|
||||||
|
that they are valid under applicable law. If additional permissions
|
||||||
|
apply only to part of the Program, that part may be used separately
|
||||||
|
under those permissions, but the entire Program remains governed by
|
||||||
|
this License without regard to the additional permissions.
|
||||||
|
|
||||||
|
When you convey a copy of a covered work, you may at your option
|
||||||
|
remove any additional permissions from that copy, or from any part of
|
||||||
|
it. (Additional permissions may be written to require their own
|
||||||
|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or
|
||||||
|
run a copy of the Program. Ancillary propagation of a covered work
|
||||||
|
occurring solely as a consequence of using peer-to-peer transmission
|
||||||
|
to receive a copy likewise does not require acceptance. However,
|
||||||
|
nothing other than this License grants you permission to propagate or
|
||||||
|
modify any covered work. These actions infringe copyright if you do
|
||||||
|
not accept this License. Therefore, by modifying or propagating a
|
||||||
|
covered work, you indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An "entity transaction" is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered
|
||||||
|
work results from an entity transaction, each party to that
|
||||||
|
transaction who receives a copy of the work also receives whatever
|
||||||
|
licenses to the work the party's predecessor in interest had or could
|
||||||
|
give under the previous paragraph, plus a right to possession of the
|
||||||
|
Corresponding Source of the work from the predecessor in interest, if
|
||||||
|
the predecessor has it or can get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may
|
||||||
|
not impose a license fee, royalty, or other charge for exercise of
|
||||||
|
rights granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||||
|
any patent claim is infringed by making, using, selling, offering for
|
||||||
|
sale, or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
11. Patents.
|
||||||
|
|
||||||
|
A "contributor" is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The
|
||||||
|
work thus licensed is called the contributor's "contributor version".
|
||||||
|
|
||||||
|
A contributor's "essential patent claims" are all patent claims
|
||||||
|
owned or controlled by the contributor, whether already acquired or
|
||||||
|
hereafter acquired, that would be infringed by some manner, permitted
|
||||||
|
by this License, of making, using, or selling its contributor version,
|
||||||
|
but do not include claims that would be infringed only as a
|
||||||
|
consequence of further modification of the contributor version. For
|
||||||
|
purposes of this definition, "control" includes the right to grant
|
||||||
|
patent sublicenses in a manner consistent with the requirements of
|
||||||
|
this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to
|
||||||
|
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a "patent license" is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To "grant" such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license,
|
||||||
|
and the Corresponding Source of the work is not available for anyone
|
||||||
|
to copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. "Knowingly relying" means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify
|
||||||
|
or convey a specific copy of the covered work, then the patent license
|
||||||
|
you grant is automatically extended to all recipients of the covered
|
||||||
|
work and works based on it.
|
||||||
|
|
||||||
|
A patent license is "discriminatory" if it does not include within
|
||||||
|
the scope of its coverage, prohibits the exercise of, or is
|
||||||
|
conditioned on the non-exercise of one or more of the rights that are
|
||||||
|
specifically granted under this License. You may not convey a covered
|
||||||
|
work if you are a party to an arrangement with a third party that is
|
||||||
|
in the business of distributing software, under which you make payment
|
||||||
|
to the third party based on the extent of your activity of conveying
|
||||||
|
the work, and under which the third party grants, to any of the
|
||||||
|
parties who would receive the covered work from you, a discriminatory
|
||||||
|
patent license (a) in connection with copies of the covered work
|
||||||
|
conveyed by you (or copies made from those copies), or (b) primarily
|
||||||
|
for and in connection with specific products or compilations that
|
||||||
|
contain the covered work, unless you entered into that arrangement,
|
||||||
|
or that patent license was granted, prior to 28 March 2007.
|
||||||
|
|
||||||
|
Nothing in this License shall be construed as excluding or limiting
|
||||||
|
any implied license or other defenses to infringement that may
|
||||||
|
otherwise be available to you under applicable patent law.
|
||||||
|
|
||||||
|
12. No Surrender of Others' Freedom.
|
||||||
|
|
||||||
|
If conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you may
|
||||||
|
not convey it at all. For example, if you agree to terms that obligate you
|
||||||
|
to collect a royalty for further conveying from those to whom you convey
|
||||||
|
the Program, the only way you could satisfy both those terms and this
|
||||||
|
License would be to refrain entirely from conveying the Program.
|
||||||
|
|
||||||
|
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, if you modify the
|
||||||
|
Program, your modified version must prominently offer all users
|
||||||
|
interacting with it remotely through a computer network (if your version
|
||||||
|
supports such interaction) an opportunity to receive the Corresponding
|
||||||
|
Source of your version by providing access to the Corresponding Source
|
||||||
|
from a network server at no charge, through some standard or customary
|
||||||
|
means of facilitating copying of software. This Corresponding Source
|
||||||
|
shall include the Corresponding Source for any work covered by version 3
|
||||||
|
of the GNU General Public License that is incorporated pursuant to the
|
||||||
|
following paragraph.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have
|
||||||
|
permission to link or combine any covered work with a work licensed
|
||||||
|
under version 3 of the GNU General Public License into a single
|
||||||
|
combined work, and to convey the resulting work. The terms of this
|
||||||
|
License will continue to apply to the part which is the covered work,
|
||||||
|
but the work with which it is combined will remain governed by version
|
||||||
|
3 of the GNU General Public License.
|
||||||
|
|
||||||
|
14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU Affero General Public License from time to time. Such new versions
|
||||||
|
will be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the
|
||||||
|
Program specifies that a certain numbered version of the GNU Affero General
|
||||||
|
Public License "or any later version" applies to it, you have the
|
||||||
|
option of following the terms and conditions either of that numbered
|
||||||
|
version or of any later version published by the Free Software
|
||||||
|
Foundation. If the Program does not specify a version number of the
|
||||||
|
GNU Affero General Public License, you may choose any version ever published
|
||||||
|
by the Free Software Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future
|
||||||
|
versions of the GNU Affero General Public License can be used, that proxy's
|
||||||
|
public statement of acceptance of a version permanently authorizes you
|
||||||
|
to choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different
|
||||||
|
permissions. However, no additional obligations are imposed on any
|
||||||
|
author or copyright holder as a result of your choosing to follow a
|
||||||
|
later version.
|
||||||
|
|
||||||
|
15. Disclaimer of Warranty.
|
||||||
|
|
||||||
|
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||||
|
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||||
|
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||||
|
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||||
|
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||||
|
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. Limitation of Liability.
|
||||||
|
|
||||||
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||||
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||||
|
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||||
|
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||||
|
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||||
|
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||||
|
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||||
|
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||||
|
SUCH DAMAGES.
|
||||||
|
|
||||||
|
17. Interpretation of Sections 15 and 16.
|
||||||
|
|
||||||
|
If the disclaimer of warranty and limitation of liability provided
|
||||||
|
above cannot be given local legal effect according to their terms,
|
||||||
|
reviewing courts shall apply local law that most closely approximates
|
||||||
|
an absolute waiver of all civil liability in connection with the
|
||||||
|
Program, unless a warranty or assumption of liability accompanies a
|
||||||
|
copy of the Program in return for a fee.
|
||||||
|
|
||||||
|
END OF TERMS AND CONDITIONS
|
||||||
|
|
||||||
|
How to Apply These Terms to Your New Programs
|
||||||
|
|
||||||
|
If you develop a new program, and you want it to be of the greatest
|
||||||
|
possible use to the public, the best way to achieve this is to make it
|
||||||
|
free software which everyone can redistribute and change under these terms.
|
||||||
|
|
||||||
|
To do so, attach the following notices to the program. It is safest
|
||||||
|
to attach them to the start of each source file to most effectively
|
||||||
|
state the exclusion of warranty; and each file should have at least
|
||||||
|
the "copyright" line and a pointer to where the full notice is found.
|
||||||
|
|
||||||
|
<one line to give the program's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
This program is free software: you can redistribute it and/or modify
|
||||||
|
it under the terms of the GNU Affero General Public License as published by
|
||||||
|
the Free Software Foundation, either version 3 of the License, or
|
||||||
|
(at your option) any later version.
|
||||||
|
|
||||||
|
This program is distributed in the hope that it will be useful,
|
||||||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||||
|
GNU Affero General Public License for more details.
|
||||||
|
|
||||||
|
You should have received a copy of the GNU Affero General Public License
|
||||||
|
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
Also add information on how to contact you by electronic and paper mail.
|
||||||
|
|
||||||
|
If your software can interact with users remotely through a computer
|
||||||
|
network, you should also make sure that it provides a way for users to
|
||||||
|
get its source. For example, if your program is a web application, its
|
||||||
|
interface could display a "Source" link that leads users to an archive
|
||||||
|
of the code. There are many ways you could offer source, and different
|
||||||
|
solutions will be better for different programs; see section 13 for the
|
||||||
|
specific requirements.
|
||||||
|
|
||||||
|
You should also get your employer (if you work as a programmer) or school,
|
||||||
|
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||||
|
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||||
|
<https://www.gnu.org/licenses/>.
|
10
Makefile
10
Makefile
|
@ -1,2 +1,10 @@
|
||||||
build:
|
build-all: build-rust build-ui
|
||||||
|
|
||||||
|
build-rust:
|
||||||
wasm-pack build --target=web
|
wasm-pack build --target=web
|
||||||
|
|
||||||
|
build-ui:
|
||||||
|
rm -rf ui/dist ui/.parcel-cache
|
||||||
|
cd ui; npm run build
|
||||||
|
|
||||||
|
build-all: build-rust build-ui
|
||||||
|
|
25
README.md
Normal file
25
README.md
Normal file
|
@ -0,0 +1,25 @@
|
||||||
|
# README
|
||||||
|
|
||||||
|
This repository contains the code for 'WordGrid', a browser game where you use letter tiles to form words.
|
||||||
|
|
||||||
|
There is support for both multiplayer and singleplayer, where singleplayer runs entirely in the browser through WebAssembly.
|
||||||
|
|
||||||
|
Here's the rough layout of the repository:
|
||||||
|
|
||||||
|
1. The core game logic resides in the `wordgrid/` folder as Rust code and is a library for either the `wasm/` code (if compiled to WebAssembly for singleplayer), or for the `server/` code (if used in multiplayer).
|
||||||
|
2. The Rust code in `wasm/` is a small compatibility layer between the library and the browser. It gets compiled using `wasm-pack` to a Node package into `wasm/pkg/` that gets read by `ui/`
|
||||||
|
3. `ui/` is a Node package that uses React & Typescript. Currently it assumes it's being run in an environment that supports both singleplayer & multiplayer. This can't be built until the `wasm/` code has been built.
|
||||||
|
4. `server/` is a Rust program that runs a small web server for multiplayer purposes.
|
||||||
|
|
||||||
|
If you want to try it now, I host a version at https://wordgrid.joeltherrien.ca
|
||||||
|
|
||||||
|
## Setup
|
||||||
|
|
||||||
|
I'd suggest just reading through the `Dockerfile` to precisely see what to do, but it's basically the following steps:
|
||||||
|
|
||||||
|
1. Ensure you have Rust, Node, npm, and wasm-pack installed.
|
||||||
|
2. Build wasm by navigating to the `wasm/` folder and running `wasm-pack build --target=web`
|
||||||
|
3. Build the ui by navigating to the `ui/` folder and running `npm run build`. You may need to first run `npm install`.
|
||||||
|
4. Build the server by navigating to the `server/` folder and running `cargo build --release`.
|
||||||
|
|
||||||
|
If you just want singleplayer, you can stop after step 3 and the static files you'll want are in `ui/dist/`. You can rename `singleplayer.html` -> `index.html` if you want to save a click.
|
|
@ -28906,8 +28906,6 @@ BRISTOLS,0.892583365274051
|
||||||
BRISURE,-1.0
|
BRISURE,-1.0
|
||||||
BRISURES,-1.0
|
BRISURES,-1.0
|
||||||
BRIT,0.746498135823548
|
BRIT,0.746498135823548
|
||||||
BRITANNIA,-1.0
|
|
||||||
BRITANNIAS,-1.0
|
|
||||||
BRITCHES,0.277971357887034
|
BRITCHES,0.277971357887034
|
||||||
BRITH,-1.0
|
BRITH,-1.0
|
||||||
BRITHS,-1.0
|
BRITHS,-1.0
|
||||||
|
@ -32917,8 +32915,6 @@ CAMWHORING,-1.0
|
||||||
CAMWOOD,-1.0
|
CAMWOOD,-1.0
|
||||||
CAMWOODS,-1.0
|
CAMWOODS,-1.0
|
||||||
CAN,0.999172445032928
|
CAN,0.999172445032928
|
||||||
CANADA,-1.0
|
|
||||||
CANADAS,-1.0
|
|
||||||
CANAIGRE,-1.0
|
CANAIGRE,-1.0
|
||||||
CANAIGRES,-1.0
|
CANAIGRES,-1.0
|
||||||
CANAILLE,0.0
|
CANAILLE,0.0
|
||||||
|
@ -39330,7 +39326,6 @@ CHINDITS,-1.0
|
||||||
CHINE,0.801012230391303
|
CHINE,0.801012230391303
|
||||||
CHINED,0.499912888950835
|
CHINED,0.499912888950835
|
||||||
CHINES,0.961871493780271
|
CHINES,0.961871493780271
|
||||||
CHINESE,-1.0
|
|
||||||
CHING,-1.0
|
CHING,-1.0
|
||||||
CHINGS,-1.0
|
CHINGS,-1.0
|
||||||
CHINING,0.0
|
CHINING,0.0
|
||||||
|
@ -125575,8 +125570,6 @@ JETWAYS,-1.0
|
||||||
JEU,0.7158873131468
|
JEU,0.7158873131468
|
||||||
JEUNE,-1.0
|
JEUNE,-1.0
|
||||||
JEUX,0.7158873131468
|
JEUX,0.7158873131468
|
||||||
JEW,0.877870309070002
|
|
||||||
JEWED,0.0
|
|
||||||
JEWEL,0.829863409874909
|
JEWEL,0.829863409874909
|
||||||
JEWELED,0.622216801979163
|
JEWELED,0.622216801979163
|
||||||
JEWELER,0.970861354054148
|
JEWELER,0.970861354054148
|
||||||
|
@ -125598,10 +125591,6 @@ JEWELWEED,0.518092964911669
|
||||||
JEWELWEEDS,0.0209327851144639
|
JEWELWEEDS,0.0209327851144639
|
||||||
JEWFISH,0.0857695390083278
|
JEWFISH,0.0857695390083278
|
||||||
JEWFISHES,0.0857695390083278
|
JEWFISHES,0.0857695390083278
|
||||||
JEWIE,-1.0
|
|
||||||
JEWIES,-1.0
|
|
||||||
JEWING,0.0
|
|
||||||
JEWS,0.877870309070002
|
|
||||||
JEZAIL,0.0
|
JEZAIL,0.0
|
||||||
JEZAILS,0.0
|
JEZAILS,0.0
|
||||||
JEZEBEL,0.458726784905397
|
JEZEBEL,0.458726784905397
|
||||||
|
@ -160554,7 +160543,6 @@ NUZZLER,0.159134464615492
|
||||||
NUZZLERS,0.105151747447646
|
NUZZLERS,0.105151747447646
|
||||||
NUZZLES,0.159134464615492
|
NUZZLES,0.159134464615492
|
||||||
NUZZLING,0.120361336631938
|
NUZZLING,0.120361336631938
|
||||||
NY,-1.0
|
|
||||||
NYAFF,-1.0
|
NYAFF,-1.0
|
||||||
NYAFFED,-1.0
|
NYAFFED,-1.0
|
||||||
NYAFFING,-1.0
|
NYAFFING,-1.0
|
||||||
|
@ -208407,7 +208395,6 @@ ROLLUPS,-1.0
|
||||||
ROLLWAY,0.479633436705112
|
ROLLWAY,0.479633436705112
|
||||||
ROLLWAYS,0.0
|
ROLLWAYS,0.0
|
||||||
ROM,0.988361963831492
|
ROM,0.988361963831492
|
||||||
ROMA,-1.0
|
|
||||||
ROMAGE,-1.0
|
ROMAGE,-1.0
|
||||||
ROMAGES,-1.0
|
ROMAGES,-1.0
|
||||||
ROMAIKA,-1.0
|
ROMAIKA,-1.0
|
||||||
|
@ -209609,7 +209596,6 @@ RUBYING,0.0
|
||||||
RUBYLIKE,0.0
|
RUBYLIKE,0.0
|
||||||
RUBYTHROAT,0.0
|
RUBYTHROAT,0.0
|
||||||
RUBYTHROATS,0.0
|
RUBYTHROATS,0.0
|
||||||
RUC,-1.0
|
|
||||||
RUCHE,0.329741454406077
|
RUCHE,0.329741454406077
|
||||||
RUCHED,0.329741454406077
|
RUCHED,0.329741454406077
|
||||||
RUCHES,0.0
|
RUCHES,0.0
|
||||||
|
@ -210166,8 +210152,6 @@ RUSSETS,0.405258022927628
|
||||||
RUSSETTING,0.0
|
RUSSETTING,0.0
|
||||||
RUSSETTINGS,0.0
|
RUSSETTINGS,0.0
|
||||||
RUSSETY,0.405258022927628
|
RUSSETY,0.405258022927628
|
||||||
RUSSIA,-1.0
|
|
||||||
RUSSIAS,-1.0
|
|
||||||
RUSSIFIED,0.0
|
RUSSIFIED,0.0
|
||||||
RUSSIFIES,0.0
|
RUSSIFIES,0.0
|
||||||
RUSSIFY,0.0
|
RUSSIFY,0.0
|
||||||
|
@ -256925,13 +256909,11 @@ UDOS,0.551569741105962
|
||||||
UDS,-1.0
|
UDS,-1.0
|
||||||
UEY,-1.0
|
UEY,-1.0
|
||||||
UEYS,-1.0
|
UEYS,-1.0
|
||||||
UFO,-1.0
|
|
||||||
UFOLOGICAL,0.0
|
UFOLOGICAL,0.0
|
||||||
UFOLOGIES,0.0
|
UFOLOGIES,0.0
|
||||||
UFOLOGIST,0.0
|
UFOLOGIST,0.0
|
||||||
UFOLOGISTS,0.0
|
UFOLOGISTS,0.0
|
||||||
UFOLOGY,0.194248928534095
|
UFOLOGY,0.194248928534095
|
||||||
UFOS,-1.0
|
|
||||||
UG,-1.0
|
UG,-1.0
|
||||||
UGALI,-1.0
|
UGALI,-1.0
|
||||||
UGALIS,-1.0
|
UGALIS,-1.0
|
||||||
|
|
Can't render this file because it is too large.
|
19
server/Cargo.toml
Normal file
19
server/Cargo.toml
Normal file
|
@ -0,0 +1,19 @@
|
||||||
|
[package]
|
||||||
|
name = "server"
|
||||||
|
version = "0.1.0"
|
||||||
|
edition = "2021"
|
||||||
|
|
||||||
|
# We manually specify for better caching in Podman
|
||||||
|
[[bin]]
|
||||||
|
name = "server"
|
||||||
|
path = "src/main.rs"
|
||||||
|
|
||||||
|
[dependencies]
|
||||||
|
itertools = "0.14.0"
|
||||||
|
rocket = { version = "0.5.1", features = ["json"] }
|
||||||
|
word_grid = { path="../wordgrid" }
|
||||||
|
serde_json = { workspace = true }
|
||||||
|
serde = { workspace = true }
|
||||||
|
ws = { package = "rocket_ws", version = "0.1.1" }
|
||||||
|
rand = { workspace = true }
|
||||||
|
|
4
server/config.json
Normal file
4
server/config.json
Normal file
|
@ -0,0 +1,4 @@
|
||||||
|
{
|
||||||
|
"dictionary_path": "../resources/dictionary.csv",
|
||||||
|
"static_path": "../ui/dist"
|
||||||
|
}
|
129
server/src/lib.rs
Normal file
129
server/src/lib.rs
Normal file
|
@ -0,0 +1,129 @@
|
||||||
|
use rocket::serde::{Deserialize, Serialize};
|
||||||
|
use rocket::tokio::sync::broadcast::Sender;
|
||||||
|
use rocket::tokio::sync::RwLock;
|
||||||
|
use std::collections::HashMap;
|
||||||
|
use std::sync::Weak;
|
||||||
|
use word_grid::api::{APIGame, ApiState, Update};
|
||||||
|
use word_grid::game::{Error, PlayedTile};
|
||||||
|
use word_grid::player_interaction::ai::Difficulty;
|
||||||
|
use ws::frame::{CloseCode, CloseFrame};
|
||||||
|
|
||||||
|
pub fn escape_characters(x: &str) -> String {
|
||||||
|
let x = x
|
||||||
|
.replace("&", "&")
|
||||||
|
.replace("<", "<")
|
||||||
|
.replace(">", ">");
|
||||||
|
|
||||||
|
x
|
||||||
|
}
|
||||||
|
|
||||||
|
pub type Player = String;
|
||||||
|
|
||||||
|
#[derive(Clone, Serialize, Debug)]
|
||||||
|
pub struct PartyInfo {
|
||||||
|
pub ais: Vec<Difficulty>,
|
||||||
|
pub players: Vec<Player>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl PartyInfo {
|
||||||
|
fn new(host: Player) -> Self {
|
||||||
|
Self {
|
||||||
|
ais: Vec::new(),
|
||||||
|
players: vec![host],
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct Room {
|
||||||
|
pub name: String,
|
||||||
|
pub party_info: PartyInfo,
|
||||||
|
pub game: Option<APIGame>,
|
||||||
|
pub sender: Sender<(Option<Player>, InnerRoomMessage)>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Room {
|
||||||
|
pub fn new(key: String, host: Player) -> Self {
|
||||||
|
Self {
|
||||||
|
name: key,
|
||||||
|
party_info: PartyInfo::new(host),
|
||||||
|
game: None,
|
||||||
|
sender: Sender::new(5),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Clone, Serialize, Debug)]
|
||||||
|
#[serde(tag = "type")]
|
||||||
|
pub enum RoomEvent {
|
||||||
|
PlayerJoined { player: Player },
|
||||||
|
PlayerLeft { player: Player },
|
||||||
|
AIJoined { difficulty: Difficulty },
|
||||||
|
AILeft { index: usize },
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Clone, Serialize, Debug)]
|
||||||
|
#[serde(tag = "type")]
|
||||||
|
pub enum GameEvent {
|
||||||
|
TurnAction { state: ApiState, committed: bool },
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Clone, Serialize, Debug)]
|
||||||
|
#[serde(tag = "type")]
|
||||||
|
pub enum ServerToClientMessage {
|
||||||
|
RoomChange { event: RoomEvent, info: PartyInfo },
|
||||||
|
GameEvent { event: GameEvent },
|
||||||
|
GameError { error: Error },
|
||||||
|
Invalid { reason: String },
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Deserialize, Debug)]
|
||||||
|
#[serde(tag = "type")]
|
||||||
|
pub enum GameMove {
|
||||||
|
Pass,
|
||||||
|
Exchange {
|
||||||
|
tiles: Vec<bool>,
|
||||||
|
},
|
||||||
|
Play {
|
||||||
|
played_tiles: Vec<Option<PlayedTile>>,
|
||||||
|
commit_move: bool,
|
||||||
|
},
|
||||||
|
AddToDictionary {
|
||||||
|
word: String,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Deserialize, Debug)]
|
||||||
|
#[serde(tag = "type")]
|
||||||
|
pub enum ClientToServerMessage {
|
||||||
|
Load,
|
||||||
|
StartGame,
|
||||||
|
GameMove { r#move: GameMove },
|
||||||
|
AddAI { difficulty: Difficulty },
|
||||||
|
RemoveAI { index: usize },
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Clone, Debug)]
|
||||||
|
pub enum InnerRoomMessage {
|
||||||
|
PassThrough(ServerToClientMessage),
|
||||||
|
GameEvent(Option<Update>),
|
||||||
|
}
|
||||||
|
|
||||||
|
pub type RoomMap = HashMap<String, Weak<RwLock<Room>>>;
|
||||||
|
|
||||||
|
pub fn reject_websocket_with_reason(
|
||||||
|
ws: ws::WebSocket,
|
||||||
|
close_code: CloseCode,
|
||||||
|
reason: String,
|
||||||
|
) -> ws::Channel<'static> {
|
||||||
|
ws.channel(move |mut stream| {
|
||||||
|
Box::pin(async move {
|
||||||
|
let closeframe = CloseFrame {
|
||||||
|
code: close_code,
|
||||||
|
reason: reason.into(),
|
||||||
|
};
|
||||||
|
let _ = stream.close(Some(closeframe)).await;
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
})
|
||||||
|
})
|
||||||
|
}
|
434
server/src/main.rs
Normal file
434
server/src/main.rs
Normal file
|
@ -0,0 +1,434 @@
|
||||||
|
#[macro_use]
|
||||||
|
extern crate rocket;
|
||||||
|
|
||||||
|
use itertools::Itertools;
|
||||||
|
use rand::prelude::SmallRng;
|
||||||
|
use rand::SeedableRng;
|
||||||
|
use rocket::fs::FileServer;
|
||||||
|
use rocket::futures::{SinkExt, StreamExt};
|
||||||
|
use rocket::serde::json::Json;
|
||||||
|
use rocket::serde::Deserialize;
|
||||||
|
use rocket::tokio::sync::broadcast::Sender;
|
||||||
|
use rocket::tokio::sync::{Mutex, RwLock};
|
||||||
|
use rocket::tokio::time::interval;
|
||||||
|
use rocket::{tokio, State};
|
||||||
|
use server::{
|
||||||
|
escape_characters, reject_websocket_with_reason, ClientToServerMessage, GameEvent, GameMove,
|
||||||
|
InnerRoomMessage, Player, Room, RoomEvent, RoomMap, ServerToClientMessage,
|
||||||
|
};
|
||||||
|
use std::fs;
|
||||||
|
use std::sync::{Arc, OnceLock};
|
||||||
|
use std::time::Duration;
|
||||||
|
use tokio::select;
|
||||||
|
use word_grid::api::{APIGame, Update};
|
||||||
|
use word_grid::dictionary::{Dictionary, DictionaryImpl};
|
||||||
|
use word_grid::game::Game;
|
||||||
|
use ws::frame::CloseCode;
|
||||||
|
use ws::stream::DuplexStream;
|
||||||
|
use ws::Message;
|
||||||
|
|
||||||
|
async fn incoming_message_handler<E: std::fmt::Display>(
|
||||||
|
message: Option<Result<Message, E>>,
|
||||||
|
sender: &Sender<(Option<Player>, InnerRoomMessage)>,
|
||||||
|
player: &Player,
|
||||||
|
room: &Arc<RwLock<Room>>,
|
||||||
|
stream: &mut DuplexStream,
|
||||||
|
) -> bool {
|
||||||
|
match message {
|
||||||
|
None => {
|
||||||
|
panic!("Not sure when this happens")
|
||||||
|
}
|
||||||
|
Some(message) => {
|
||||||
|
match message {
|
||||||
|
Ok(message) => {
|
||||||
|
if matches!(message, Message::Ping(_)) || matches!(message, Message::Pong(_)) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
let message = message.to_text().unwrap();
|
||||||
|
if message.len() == 0 {
|
||||||
|
println!("Received message of length zero");
|
||||||
|
println!("Player {player:#?} is leaving");
|
||||||
|
let mut room = room.write().await;
|
||||||
|
|
||||||
|
let new_vec = room
|
||||||
|
.party_info
|
||||||
|
.players
|
||||||
|
.iter()
|
||||||
|
.filter(|p| !p.eq(&player))
|
||||||
|
.map(|p| p.clone())
|
||||||
|
.collect_vec();
|
||||||
|
room.party_info.players = new_vec;
|
||||||
|
|
||||||
|
let event = ServerToClientMessage::RoomChange {
|
||||||
|
event: RoomEvent::PlayerLeft {
|
||||||
|
player: player.clone(),
|
||||||
|
},
|
||||||
|
info: room.party_info.clone(),
|
||||||
|
};
|
||||||
|
sender
|
||||||
|
.send((None, InnerRoomMessage::PassThrough(event)))
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
// TODO - handle case where there are no players left
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
println!("Received {message}");
|
||||||
|
let message: ClientToServerMessage = serde_json::from_str(message).unwrap();
|
||||||
|
|
||||||
|
// TODO
|
||||||
|
println!("Received {message:#?} from client {player}");
|
||||||
|
match message {
|
||||||
|
ClientToServerMessage::Load => {
|
||||||
|
return !game_load(player, None, room, stream).await
|
||||||
|
}
|
||||||
|
ClientToServerMessage::StartGame => {
|
||||||
|
let mut room = room.write().await;
|
||||||
|
if room.game.is_some() {
|
||||||
|
eprintln!(
|
||||||
|
"Player {} is trying to start an already started game",
|
||||||
|
player
|
||||||
|
);
|
||||||
|
} else {
|
||||||
|
let rng = SmallRng::from_os_rng();
|
||||||
|
let dictionary = DICTIONARY.get().unwrap().clone();
|
||||||
|
let player_names = room
|
||||||
|
.party_info
|
||||||
|
.players
|
||||||
|
.iter()
|
||||||
|
.map(|p| p.clone())
|
||||||
|
.collect_vec();
|
||||||
|
let game = Game::new_specific(
|
||||||
|
rng,
|
||||||
|
dictionary,
|
||||||
|
player_names,
|
||||||
|
room.party_info.ais.clone(),
|
||||||
|
);
|
||||||
|
let game = APIGame::new(game);
|
||||||
|
room.game = Some(game);
|
||||||
|
|
||||||
|
sender
|
||||||
|
.send((None, InnerRoomMessage::GameEvent(None)))
|
||||||
|
.unwrap();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ClientToServerMessage::GameMove { r#move } => {
|
||||||
|
let mut room = room.write().await;
|
||||||
|
if room.game.is_none() {
|
||||||
|
let event = ServerToClientMessage::Invalid {
|
||||||
|
reason: "Game hasn't been started yet".to_string(),
|
||||||
|
};
|
||||||
|
let event = serde_json::to_string(&event).unwrap();
|
||||||
|
let _ = stream.send(event.into()).await;
|
||||||
|
} else {
|
||||||
|
let game = room.game.as_mut().unwrap();
|
||||||
|
let result = match r#move {
|
||||||
|
GameMove::Pass => game.pass(&player),
|
||||||
|
GameMove::Exchange { tiles } => game.exchange(&player, tiles),
|
||||||
|
GameMove::Play {
|
||||||
|
played_tiles,
|
||||||
|
commit_move,
|
||||||
|
} => {
|
||||||
|
let result = game.play(&player, played_tiles, commit_move);
|
||||||
|
if result.is_ok() & !commit_move {
|
||||||
|
let event = ServerToClientMessage::GameEvent {
|
||||||
|
event: GameEvent::TurnAction {
|
||||||
|
state: result.unwrap(),
|
||||||
|
committed: false,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
let event = serde_json::to_string(&event).unwrap();
|
||||||
|
let _ = stream.send(event.into()).await;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
result
|
||||||
|
}
|
||||||
|
GameMove::AddToDictionary { word } => {
|
||||||
|
game.add_to_dictionary(&player, &word)
|
||||||
|
}
|
||||||
|
};
|
||||||
|
match result {
|
||||||
|
Ok(event) => {
|
||||||
|
sender
|
||||||
|
.send((None, InnerRoomMessage::GameEvent(event.update)))
|
||||||
|
.unwrap();
|
||||||
|
}
|
||||||
|
Err(error) => {
|
||||||
|
let event = ServerToClientMessage::GameError { error };
|
||||||
|
let event = serde_json::to_string(&event).unwrap();
|
||||||
|
let _ = stream.send(event.into()).await;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
ClientToServerMessage::AddAI { difficulty } => {
|
||||||
|
let mut room = room.write().await;
|
||||||
|
room.party_info.ais.push(difficulty.clone());
|
||||||
|
|
||||||
|
let event = ServerToClientMessage::RoomChange {
|
||||||
|
event: RoomEvent::AIJoined { difficulty },
|
||||||
|
info: room.party_info.clone(),
|
||||||
|
};
|
||||||
|
sender
|
||||||
|
.send((None, InnerRoomMessage::PassThrough(event)))
|
||||||
|
.unwrap();
|
||||||
|
}
|
||||||
|
ClientToServerMessage::RemoveAI { index } => {
|
||||||
|
let mut room = room.write().await;
|
||||||
|
if index < room.party_info.ais.len() {
|
||||||
|
room.party_info.ais.remove(index);
|
||||||
|
let event = ServerToClientMessage::RoomChange {
|
||||||
|
event: RoomEvent::AILeft { index },
|
||||||
|
info: room.party_info.clone(),
|
||||||
|
};
|
||||||
|
sender
|
||||||
|
.send((None, InnerRoomMessage::PassThrough(event)))
|
||||||
|
.unwrap();
|
||||||
|
} else {
|
||||||
|
let event = ServerToClientMessage::Invalid {
|
||||||
|
reason: format!("{index} is out of bounds"),
|
||||||
|
};
|
||||||
|
let event = serde_json::to_string(&event).unwrap();
|
||||||
|
let _ = stream.send(event.into()).await;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Err(e) => {
|
||||||
|
println!("Received some kind of error {e}")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
false
|
||||||
|
}
|
||||||
|
|
||||||
|
async fn game_load(
|
||||||
|
player: &Player,
|
||||||
|
update: Option<Update>,
|
||||||
|
room: &Arc<RwLock<Room>>,
|
||||||
|
stream: &mut DuplexStream,
|
||||||
|
) -> bool {
|
||||||
|
// The game object was modified; we need to trigger a load from this player's perspective
|
||||||
|
let mut room = room.write().await;
|
||||||
|
|
||||||
|
let mut state = room.game.as_mut().unwrap().load(&player).unwrap();
|
||||||
|
state.update = update;
|
||||||
|
let event = ServerToClientMessage::GameEvent {
|
||||||
|
event: GameEvent::TurnAction {
|
||||||
|
state,
|
||||||
|
committed: true,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
let text = serde_json::to_string(&event).unwrap();
|
||||||
|
let x = stream.send(text.into()).await;
|
||||||
|
|
||||||
|
x.is_ok()
|
||||||
|
}
|
||||||
|
|
||||||
|
async fn outgoing_message_handler<E: std::fmt::Debug>(
|
||||||
|
message: Result<(Option<Player>, InnerRoomMessage), E>,
|
||||||
|
_sender: &Sender<(Option<Player>, InnerRoomMessage)>,
|
||||||
|
player: &Player,
|
||||||
|
room: &Arc<RwLock<Room>>,
|
||||||
|
stream: &mut DuplexStream,
|
||||||
|
) -> bool {
|
||||||
|
let (target, message) = message.unwrap();
|
||||||
|
println!("Inner room message - {:#?}", message);
|
||||||
|
if target.is_none() || target.unwrap() == *player {
|
||||||
|
match message {
|
||||||
|
InnerRoomMessage::PassThrough(event) => {
|
||||||
|
let text = serde_json::to_string(&event).unwrap();
|
||||||
|
let x = stream.send(text.into()).await;
|
||||||
|
x.is_err()
|
||||||
|
}
|
||||||
|
InnerRoomMessage::GameEvent(update) => !game_load(player, update, room, stream).await,
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
false
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[get("/room_count")]
|
||||||
|
async fn room_count(rooms: &State<Arc<Mutex<RoomMap>>>) -> Json<usize> {
|
||||||
|
Json(rooms.lock().await.len())
|
||||||
|
}
|
||||||
|
|
||||||
|
#[get("/room/<id>?<player_name>")]
|
||||||
|
async fn room(
|
||||||
|
id: &str,
|
||||||
|
player_name: &str,
|
||||||
|
ws: ws::WebSocket,
|
||||||
|
rooms: &State<Arc<Mutex<RoomMap>>>,
|
||||||
|
) -> ws::Channel<'static> {
|
||||||
|
let id = escape_characters(id).to_lowercase();
|
||||||
|
let player_name = escape_characters(player_name);
|
||||||
|
let rooms = Arc::clone(rooms);
|
||||||
|
|
||||||
|
let mut rooms_lock = rooms.lock().await;
|
||||||
|
let room = rooms_lock.get(&id);
|
||||||
|
|
||||||
|
let player = player_name.to_string();
|
||||||
|
|
||||||
|
fn make_join_event(room: &Room, player: &Player) -> ServerToClientMessage {
|
||||||
|
ServerToClientMessage::RoomChange {
|
||||||
|
event: RoomEvent::PlayerJoined {
|
||||||
|
player: player.clone(),
|
||||||
|
},
|
||||||
|
info: room.party_info.clone(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let (room, mut receiver, sender, trigger_game_load) =
|
||||||
|
if room.is_none_or(|x| x.strong_count() == 0) {
|
||||||
|
println!("Creating new room");
|
||||||
|
let room = Room::new(id.to_string(), player.clone());
|
||||||
|
let event = make_join_event(&room, &player);
|
||||||
|
|
||||||
|
let sender = room.sender.clone();
|
||||||
|
let receiver = sender.subscribe();
|
||||||
|
|
||||||
|
let arc = Arc::new(RwLock::new(room));
|
||||||
|
|
||||||
|
rooms_lock.insert(id.to_string(), Arc::downgrade(&arc));
|
||||||
|
sender
|
||||||
|
.send((None, InnerRoomMessage::PassThrough(event)))
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
(arc, receiver, sender, false)
|
||||||
|
} else {
|
||||||
|
let a = room.unwrap();
|
||||||
|
let b = a.clone();
|
||||||
|
let c = b.upgrade();
|
||||||
|
let d = c.unwrap();
|
||||||
|
|
||||||
|
let mut trigger_game_load = false;
|
||||||
|
|
||||||
|
// need to add player to group
|
||||||
|
let (sender, event) = {
|
||||||
|
let mut room = d.write().await;
|
||||||
|
|
||||||
|
// check if player is already in the room. If they are, don't allow the new connection
|
||||||
|
if room
|
||||||
|
.party_info
|
||||||
|
.players
|
||||||
|
.iter()
|
||||||
|
.map(|f| f.to_lowercase())
|
||||||
|
.contains(&player.to_lowercase())
|
||||||
|
{
|
||||||
|
return reject_websocket_with_reason(
|
||||||
|
ws,
|
||||||
|
CloseCode::Protocol,
|
||||||
|
format!("{player} is already in the room"),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
if let Some(game) = &room.game {
|
||||||
|
if game.0.player_states.get_player_state(&player).is_none() {
|
||||||
|
// Game is in progress and our new player isn't a member
|
||||||
|
return reject_websocket_with_reason(
|
||||||
|
ws,
|
||||||
|
CloseCode::Protocol,
|
||||||
|
"The game is already in-progress".to_string(),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
trigger_game_load = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
room.party_info.players.push(player.clone());
|
||||||
|
let sender = room.sender.clone();
|
||||||
|
let event = make_join_event(&room, &player);
|
||||||
|
|
||||||
|
(sender, event)
|
||||||
|
};
|
||||||
|
let receiver = sender.subscribe();
|
||||||
|
sender
|
||||||
|
.send((None, InnerRoomMessage::PassThrough(event)))
|
||||||
|
.unwrap();
|
||||||
|
|
||||||
|
(d, receiver, sender, trigger_game_load)
|
||||||
|
};
|
||||||
|
drop(rooms_lock);
|
||||||
|
|
||||||
|
if trigger_game_load {
|
||||||
|
sender
|
||||||
|
.send((Some(player.clone()), InnerRoomMessage::GameEvent(None)))
|
||||||
|
.unwrap();
|
||||||
|
}
|
||||||
|
|
||||||
|
ws.channel(move |mut stream| {
|
||||||
|
Box::pin(async move {
|
||||||
|
let mut interval = interval(Duration::from_secs(10));
|
||||||
|
let x = loop {
|
||||||
|
let incoming_message = stream.next();
|
||||||
|
let room_message = receiver.recv();
|
||||||
|
let ping_tick = interval.tick();
|
||||||
|
|
||||||
|
select! {
|
||||||
|
// Rust formatter can't reach into this macro, hence we broke out the logic
|
||||||
|
// into sub-functions
|
||||||
|
message = incoming_message => {
|
||||||
|
if incoming_message_handler(message, &sender, &player, &room, &mut stream).await {
|
||||||
|
println!("incoming returned true");
|
||||||
|
break Ok(())
|
||||||
|
}
|
||||||
|
},
|
||||||
|
message = room_message => {
|
||||||
|
if outgoing_message_handler(message, &sender, &player, &room, &mut stream).await {
|
||||||
|
println!("outgoing returned true");
|
||||||
|
break Ok(())
|
||||||
|
}
|
||||||
|
|
||||||
|
},
|
||||||
|
_ = ping_tick => {
|
||||||
|
// send keep-alive
|
||||||
|
let message = Message::Ping(Vec::new());
|
||||||
|
let result = stream.send(message.into()).await;
|
||||||
|
// if it fails, disconnect
|
||||||
|
if let Err(e) = result {
|
||||||
|
println!("Failed to send ping for player {player:#?}; disconnecting");
|
||||||
|
println!("Received error {e}");
|
||||||
|
break Ok(())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
// let's check and see if this is the last reference to the room
|
||||||
|
let weak_room = Arc::downgrade(&room);
|
||||||
|
drop(room);
|
||||||
|
if weak_room.strong_count() == 0 {
|
||||||
|
println!("Dropping {id}");
|
||||||
|
let mut rooms_lock = rooms.lock().await;
|
||||||
|
rooms_lock.remove(&id);
|
||||||
|
}
|
||||||
|
|
||||||
|
return x;
|
||||||
|
})
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug, Deserialize)]
|
||||||
|
struct Config {
|
||||||
|
dictionary_path: String,
|
||||||
|
static_path: String,
|
||||||
|
}
|
||||||
|
|
||||||
|
pub static DICTIONARY: OnceLock<DictionaryImpl> = OnceLock::new();
|
||||||
|
|
||||||
|
#[launch]
|
||||||
|
fn rocket() -> _ {
|
||||||
|
let config_str = fs::read_to_string("config.json").unwrap();
|
||||||
|
let config: Config = serde_json::from_str(&config_str).unwrap();
|
||||||
|
|
||||||
|
let dictionary = DictionaryImpl::create_from_path(&config.dictionary_path);
|
||||||
|
DICTIONARY.set(dictionary).unwrap();
|
||||||
|
|
||||||
|
rocket::build()
|
||||||
|
.manage(Arc::new(Mutex::new(RoomMap::new())))
|
||||||
|
.mount("/", FileServer::from(config.static_path))
|
||||||
|
.mount("/", routes![room, room_count])
|
||||||
|
}
|
83
src/game.rs
83
src/game.rs
|
@ -1,83 +0,0 @@
|
||||||
use rand::rngs::SmallRng;
|
|
||||||
use rand::SeedableRng;
|
|
||||||
use crate::board::{Board, Letter};
|
|
||||||
use crate::constants::{standard_tile_pool, TRAY_LENGTH};
|
|
||||||
use crate::dictionary::{Dictionary, DictionaryImpl};
|
|
||||||
use crate::player_interaction::ai::Difficulty;
|
|
||||||
use crate::player_interaction::Tray;
|
|
||||||
|
|
||||||
pub enum Player {
|
|
||||||
Human(String),
|
|
||||||
AI{
|
|
||||||
name: String,
|
|
||||||
difficulty: Difficulty,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pub struct PlayerState {
|
|
||||||
player: Player,
|
|
||||||
score: u32,
|
|
||||||
tray: Tray
|
|
||||||
}
|
|
||||||
|
|
||||||
pub struct Game{
|
|
||||||
tile_pool: Vec<Letter>,
|
|
||||||
board: Board,
|
|
||||||
player: PlayerState,
|
|
||||||
dictionary: DictionaryImpl,
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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) -> Self {
|
|
||||||
let mut rng = SmallRng::seed_from_u64(seed);
|
|
||||||
|
|
||||||
let mut letters = standard_tile_pool(Some(&mut rng));
|
|
||||||
let mut tray = Tray::new(TRAY_LENGTH);
|
|
||||||
tray.fill(&mut letters);
|
|
||||||
|
|
||||||
|
|
||||||
let player = PlayerState {
|
|
||||||
player: Player::Human("Joel".to_string()),
|
|
||||||
score: 0,
|
|
||||||
tray,
|
|
||||||
};
|
|
||||||
|
|
||||||
Game {
|
|
||||||
tile_pool: letters,
|
|
||||||
board: Board::new(),
|
|
||||||
player,
|
|
||||||
dictionary: DictionaryImpl::create_from_str(dictionary_text)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn get_tray(&self) -> &Tray {
|
|
||||||
&self.player.tray
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn get_tray_mut(&mut self) -> &mut Tray {
|
|
||||||
&mut self.player.tray
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn get_board(&self) -> &Board {&self.board}
|
|
||||||
|
|
||||||
pub fn get_board_mut(&mut self) -> &mut Board {
|
|
||||||
&mut self.board
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn get_dictionary(&self) -> &DictionaryImpl {
|
|
||||||
&self.dictionary
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
21
src/lib.rs
21
src/lib.rs
|
@ -1,21 +0,0 @@
|
||||||
use wasm_bindgen::prelude::wasm_bindgen;
|
|
||||||
|
|
||||||
pub mod constants;
|
|
||||||
pub mod board;
|
|
||||||
pub mod dictionary;
|
|
||||||
pub mod player_interaction;
|
|
||||||
pub mod game;
|
|
||||||
pub mod wasm;
|
|
||||||
|
|
||||||
|
|
||||||
#[wasm_bindgen]
|
|
||||||
extern {
|
|
||||||
pub fn alert(s: &str);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
#[wasm_bindgen]
|
|
||||||
pub fn greet(name: &str) {
|
|
||||||
alert(&format!("Hello, {}!", name));
|
|
||||||
}
|
|
||||||
|
|
|
@ -1,5 +0,0 @@
|
||||||
|
|
||||||
pub struct Difficulty {
|
|
||||||
proportion: f64,
|
|
||||||
randomness: f64,
|
|
||||||
}
|
|
137
src/wasm.rs
137
src/wasm.rs
|
@ -1,137 +0,0 @@
|
||||||
use serde::{Deserialize, Serialize};
|
|
||||||
use serde_wasm_bindgen::Error;
|
|
||||||
use tsify::Tsify;
|
|
||||||
use wasm_bindgen::JsValue;
|
|
||||||
use wasm_bindgen::prelude::wasm_bindgen;
|
|
||||||
use crate::board::{Board, CellType, Coordinates, Letter};
|
|
||||||
use crate::game::Game;
|
|
||||||
|
|
||||||
#[wasm_bindgen]
|
|
||||||
pub struct GameWasm(Game);
|
|
||||||
|
|
||||||
#[derive(Serialize, Deserialize, Tsify)]
|
|
||||||
#[tsify(from_wasm_abi)]
|
|
||||||
pub enum ResponseType {
|
|
||||||
OK,
|
|
||||||
ERR,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Serialize, Deserialize, Tsify)]
|
|
||||||
#[tsify(from_wasm_abi)]
|
|
||||||
pub struct MyResult<E> {
|
|
||||||
response_type: ResponseType,
|
|
||||||
value: E,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Deserialize, Tsify, Copy, Clone)]
|
|
||||||
#[tsify(from_wasm_abi)]
|
|
||||||
pub struct PlayedTile {
|
|
||||||
index: usize,
|
|
||||||
character: Option<char>,
|
|
||||||
}
|
|
||||||
|
|
||||||
#[wasm_bindgen]
|
|
||||||
impl GameWasm {
|
|
||||||
|
|
||||||
#[wasm_bindgen(constructor)]
|
|
||||||
pub fn new(seed: u64, dictionary_text: &str) -> GameWasm {
|
|
||||||
GameWasm(Game::new(seed, dictionary_text))
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn get_tray(&self) -> Result<JsValue, Error> {
|
|
||||||
let tray = self.0.get_tray();
|
|
||||||
|
|
||||||
serde_wasm_bindgen::to_value(tray)
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn get_board_cell_types(&self) -> Result<JsValue, Error> {
|
|
||||||
let board = self.0.get_board();
|
|
||||||
|
|
||||||
let cell_types: Vec<CellType> = board.cells.iter().map(|cell| -> CellType {
|
|
||||||
cell.cell_type.clone()
|
|
||||||
}).collect();
|
|
||||||
|
|
||||||
serde_wasm_bindgen::to_value(&cell_types)
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn receive_play(&mut self, tray_tile_locations: JsValue, commit_move: bool) -> Result<JsValue, JsValue> {
|
|
||||||
let tray_tile_locations: Vec<Option<PlayedTile>> = serde_wasm_bindgen::from_value(tray_tile_locations)?;
|
|
||||||
|
|
||||||
let mut board_instance = self.0.get_board().clone();
|
|
||||||
let tray = self.0.get_tray().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();
|
|
||||||
|
|
||||||
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));
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
match board_instance.receive_play(played_letters) {
|
|
||||||
Err(e) => {
|
|
||||||
return Ok(serde_wasm_bindgen::to_value(
|
|
||||||
&MyResult {
|
|
||||||
response_type: ResponseType::ERR,
|
|
||||||
value: e
|
|
||||||
}).unwrap());
|
|
||||||
},
|
|
||||||
Ok(_) => {}
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Debug, Serialize, Deserialize, Tsify)]
|
|
||||||
#[tsify(from_wasm_abi)]
|
|
||||||
struct WordResult {
|
|
||||||
word: String,
|
|
||||||
score: u32,
|
|
||||||
}
|
|
||||||
|
|
||||||
let result = board_instance.calculate_scores(self.0.get_dictionary());
|
|
||||||
let result = match result {
|
|
||||||
Ok(x) => {
|
|
||||||
let words: Vec<WordResult> = x.0.iter()
|
|
||||||
.map(|(word, score)| {
|
|
||||||
WordResult {
|
|
||||||
word: word.to_string(),
|
|
||||||
score: *score
|
|
||||||
}
|
|
||||||
|
|
||||||
})
|
|
||||||
.collect();
|
|
||||||
//let total_score = x.1;
|
|
||||||
|
|
||||||
serde_wasm_bindgen::to_value(
|
|
||||||
&MyResult {
|
|
||||||
response_type: ResponseType::OK,
|
|
||||||
value: words
|
|
||||||
}).unwrap()
|
|
||||||
|
|
||||||
},
|
|
||||||
Err(e) => {
|
|
||||||
serde_wasm_bindgen::to_value(
|
|
||||||
&MyResult {
|
|
||||||
response_type: ResponseType::ERR,
|
|
||||||
value: e
|
|
||||||
}).unwrap()
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
Ok(result)
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
2051
ui/package-lock.json
generated
2051
ui/package-lock.json
generated
File diff suppressed because it is too large
Load diff
|
@ -2,13 +2,17 @@
|
||||||
"dependencies": {
|
"dependencies": {
|
||||||
"react": "^18.2.0",
|
"react": "^18.2.0",
|
||||||
"react-dom": "^18.2.0",
|
"react-dom": "^18.2.0",
|
||||||
"word_grid": "file:../pkg"
|
"word_grid": "file:../wasm/pkg"
|
||||||
},
|
},
|
||||||
"devDependencies": {
|
"devDependencies": {
|
||||||
"@parcel/transformer-less": "^2.9.3",
|
"@parcel/transformer-less": "^2.9.3",
|
||||||
"@types/react": "^18.2.18",
|
"@types/react": "^18.2.18",
|
||||||
"@types/react-dom": "^18.2.7",
|
"@types/react-dom": "^18.2.7",
|
||||||
"parcel": "^2.9.3",
|
"parcel": "^2.12.0",
|
||||||
"process": "^0.11.10"
|
"process": "^0.11.10"
|
||||||
|
},
|
||||||
|
"scripts": {
|
||||||
|
"start": "parcel src/index.html",
|
||||||
|
"build": "parcel build --public-url ./ src/index.html"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
578
ui/src/Game.tsx
Normal file
578
ui/src/Game.tsx
Normal file
|
@ -0,0 +1,578 @@
|
||||||
|
import * as React from "react";
|
||||||
|
import {useEffect, useReducer, useRef, useState} from "react";
|
||||||
|
import {
|
||||||
|
Direction,
|
||||||
|
GRID_LENGTH,
|
||||||
|
GridArrowData,
|
||||||
|
GridArrowDispatchAction,
|
||||||
|
GridArrowDispatchActionType,
|
||||||
|
HighlightableLetterData,
|
||||||
|
LocationType,
|
||||||
|
matchCoordinate,
|
||||||
|
mergeTrays,
|
||||||
|
PlayableLetterData,
|
||||||
|
Settings,
|
||||||
|
TileDispatchAction,
|
||||||
|
TileDispatchActionType
|
||||||
|
} from "./utils";
|
||||||
|
import {TileExchangeModal} from "./TileExchange";
|
||||||
|
import {Grid, Scores, TileTray} from "./UI";
|
||||||
|
import {API, APIState, GameState, TurnAction, Tray, PlayedTile, Letter} from "./api";
|
||||||
|
|
||||||
|
function addLogInfo(existingLog: React.JSX.Element[], newItem: React.JSX.Element) {
|
||||||
|
newItem = React.cloneElement(newItem, {key: existingLog.length})
|
||||||
|
existingLog.push(newItem);
|
||||||
|
return existingLog.slice();
|
||||||
|
}
|
||||||
|
|
||||||
|
export function Game(props: {
|
||||||
|
api: API,
|
||||||
|
settings: Settings,
|
||||||
|
end_game_fn: () => void,
|
||||||
|
}) {
|
||||||
|
|
||||||
|
const [api_state, setAPIState] = useState<APIState>(undefined);
|
||||||
|
const [confirmedScorePoints, setConfirmedScorePoints] = useState<number>(-1);
|
||||||
|
const currentTurnNumber = useRef<number>(-1);
|
||||||
|
const historyProcessedNumber = useRef<number>(0);
|
||||||
|
|
||||||
|
let isGameOver = false;
|
||||||
|
if (api_state != null) {
|
||||||
|
isGameOver = api_state.public_information.game_state.type === "Ended";
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
function waitForUpdate() {
|
||||||
|
const result = props.api.load(true);
|
||||||
|
|
||||||
|
result.then(
|
||||||
|
(state) => {
|
||||||
|
setAPIState(state);
|
||||||
|
}
|
||||||
|
)
|
||||||
|
.catch((error) => {
|
||||||
|
console.log("waitForUpdate() failed")
|
||||||
|
console.log(error);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
const [boardLetters, setBoardLetters] = useState<HighlightableLetterData[]>(() => {
|
||||||
|
const newLetterData = [] as HighlightableLetterData[];
|
||||||
|
for (let i = 0; i < GRID_LENGTH * GRID_LENGTH; i++) {
|
||||||
|
newLetterData.push(null);
|
||||||
|
}
|
||||||
|
return newLetterData;
|
||||||
|
|
||||||
|
});
|
||||||
|
|
||||||
|
function adjustGridArrow(existing: GridArrowData, update: GridArrowDispatchAction): GridArrowData {
|
||||||
|
if (update.action == GridArrowDispatchActionType.CLEAR) {
|
||||||
|
return null;
|
||||||
|
} else if (update.action == GridArrowDispatchActionType.CYCLE) {
|
||||||
|
// if there's nothing where the user clicked, we create a right arrow.
|
||||||
|
if (existing == null || existing.position != update.position) {
|
||||||
|
return {
|
||||||
|
direction: Direction.RIGHT, position: update.position
|
||||||
|
}
|
||||||
|
// if there's a right arrow, we shift to downwards
|
||||||
|
} else if (existing.direction == Direction.RIGHT) {
|
||||||
|
return {
|
||||||
|
direction: Direction.DOWN, position: existing.position
|
||||||
|
}
|
||||||
|
// if there's a down arrow, we clear it
|
||||||
|
} else if (existing.direction == Direction.DOWN) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
} else if (update.action == GridArrowDispatchActionType.SHIFT) {
|
||||||
|
if (existing == null) {
|
||||||
|
// no arrow to shift
|
||||||
|
return null;
|
||||||
|
} else {
|
||||||
|
let current_x = existing.position % GRID_LENGTH;
|
||||||
|
let current_y = Math.floor(existing.position / GRID_LENGTH);
|
||||||
|
|
||||||
|
// we loop because we want to skip over letters that are already set
|
||||||
|
while (current_x < GRID_LENGTH && current_y < GRID_LENGTH) {
|
||||||
|
if (existing.direction == Direction.RIGHT) {
|
||||||
|
current_x += 1;
|
||||||
|
} else {
|
||||||
|
current_y += 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
const new_position = current_x + current_y * GRID_LENGTH;
|
||||||
|
let tray_letter_at_position = false; // need to also check if the player put a letter in the spot
|
||||||
|
for (const letter of update.playerLetters) {
|
||||||
|
if (letter != null && letter.location == LocationType.GRID && letter.index == new_position) {
|
||||||
|
tray_letter_at_position = true;
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (current_x < GRID_LENGTH && current_y < GRID_LENGTH && boardLetters[new_position] == null && !tray_letter_at_position) {
|
||||||
|
return {
|
||||||
|
direction: existing.direction,
|
||||||
|
position: new_position,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// if we reached this point without returning then we went off the board, remove arrow
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function exchangeFunction(selectedArray: Array<boolean>) {
|
||||||
|
const result = props.api.exchange(selectedArray);
|
||||||
|
|
||||||
|
result
|
||||||
|
.then(
|
||||||
|
(api_state) => {
|
||||||
|
setAPIState(api_state);
|
||||||
|
})
|
||||||
|
.catch((error) => {
|
||||||
|
console.error({error});
|
||||||
|
logDispatch(<div>{error}</div>);
|
||||||
|
});
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
const [gridArrow, gridArrowDispatch] = useReducer(adjustGridArrow, null);
|
||||||
|
const [logInfo, logDispatch] = useReducer(addLogInfo, []);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
props.api.load(false)
|
||||||
|
.then((api_state) => {
|
||||||
|
setAPIState(api_state);
|
||||||
|
});
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
function movePlayableLetters(playerLetters: PlayableLetterData[], update: TileDispatchAction) {
|
||||||
|
if (update.action === TileDispatchActionType.RETRIEVE) {
|
||||||
|
|
||||||
|
let tray: Tray = api_state.tray;
|
||||||
|
|
||||||
|
if (update.override) {
|
||||||
|
playerLetters = [];
|
||||||
|
}
|
||||||
|
|
||||||
|
return mergeTrays(playerLetters, tray.letters);
|
||||||
|
} else if (update.action === TileDispatchActionType.MOVE) {
|
||||||
|
|
||||||
|
let startIndex = matchCoordinate(playerLetters, update.start);
|
||||||
|
let endIndex = matchCoordinate(playerLetters, update.end);
|
||||||
|
|
||||||
|
if (startIndex != null) {
|
||||||
|
let startLetter = playerLetters[startIndex];
|
||||||
|
startLetter.location = update.end.location;
|
||||||
|
startLetter.index = update.end.index;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (endIndex != null) {
|
||||||
|
let endLetter = playerLetters[endIndex];
|
||||||
|
endLetter.location = update.start.location;
|
||||||
|
endLetter.index = update.start.index;
|
||||||
|
}
|
||||||
|
|
||||||
|
setConfirmedScorePoints(-1);
|
||||||
|
|
||||||
|
return playerLetters.slice();
|
||||||
|
} else if (update.action === TileDispatchActionType.SET_BLANK) {
|
||||||
|
const blankLetter = playerLetters[update.blankIndex];
|
||||||
|
|
||||||
|
if (blankLetter.text !== update.newBlankValue) {
|
||||||
|
blankLetter.text = update.newBlankValue;
|
||||||
|
if (blankLetter.location == LocationType.GRID) {
|
||||||
|
setConfirmedScorePoints(-1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return playerLetters.slice();
|
||||||
|
} else if (update.action === TileDispatchActionType.RETURN) {
|
||||||
|
setConfirmedScorePoints(-1);
|
||||||
|
gridArrowDispatch({action: GridArrowDispatchActionType.CLEAR});
|
||||||
|
return mergeTrays(playerLetters, playerLetters);
|
||||||
|
} else if (update.action === TileDispatchActionType.MOVE_TO_ARROW) {
|
||||||
|
// let's verify that the arrow is defined, otherwise do nothing
|
||||||
|
if (gridArrow != null) {
|
||||||
|
const end_position = {
|
||||||
|
location: LocationType.GRID,
|
||||||
|
index: gridArrow.position,
|
||||||
|
};
|
||||||
|
gridArrowDispatch({
|
||||||
|
action: GridArrowDispatchActionType.SHIFT,
|
||||||
|
playerLetters: playerLetters
|
||||||
|
});
|
||||||
|
return movePlayableLetters(playerLetters, {
|
||||||
|
action: TileDispatchActionType.MOVE,
|
||||||
|
start: update.start,
|
||||||
|
end: end_position,
|
||||||
|
});
|
||||||
|
} else {
|
||||||
|
return playerLetters;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
console.error("Unknown tray update");
|
||||||
|
console.error({update});
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
const [playerLetters, trayDispatch] = useReducer(movePlayableLetters, []);
|
||||||
|
const logDivRef = useRef(null);
|
||||||
|
|
||||||
|
const [isTileExchangeOpen, setIsTileExchangeOpen] = useState<boolean>(false);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
// Effect is to keep the log window scrolled down
|
||||||
|
if (logDivRef.current != null) {
|
||||||
|
logDivRef.current.scrollTo(0, logDivRef.current.scrollHeight); // scroll down
|
||||||
|
}
|
||||||
|
}, [logInfo]);
|
||||||
|
|
||||||
|
function handlePlayerAction(action: TurnAction, playerName: string) {
|
||||||
|
|
||||||
|
if (action.type == "PlayTiles") {
|
||||||
|
const result = action.result;
|
||||||
|
result.words.sort((a, b) => b.score - a.score);
|
||||||
|
for (let word of result.words) {
|
||||||
|
logDispatch(<div>{playerName} received {word.score} points for playing '{word.word}.'</div>);
|
||||||
|
}
|
||||||
|
logDispatch(<div>{playerName} received a total of <strong>{result.total} points</strong> for their turn.
|
||||||
|
</div>);
|
||||||
|
} else if (action.type == "ExchangeTiles") {
|
||||||
|
logDispatch(
|
||||||
|
<div>{playerName} exchanged {action.tiles_exchanged} tile{action.tiles_exchanged > 1 ? 's' : ''} for
|
||||||
|
their turn.</div>);
|
||||||
|
} else if (action.type == "Pass") {
|
||||||
|
logDispatch(<div>{playerName} passed.</div>);
|
||||||
|
} else if (action.type == "AddToDictionary") {
|
||||||
|
logDispatch(<div>{playerName} added {action.word} to the dictionary.</div>)
|
||||||
|
} else {
|
||||||
|
console.error("Received unknown turn action: ", action);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function endGame(state: GameState) {
|
||||||
|
|
||||||
|
if (state.type != "InProgress") {
|
||||||
|
logDispatch(<h4>Scoring</h4>);
|
||||||
|
|
||||||
|
const scores = api_state.public_information.players;
|
||||||
|
let pointsBonus = 0;
|
||||||
|
for (const playerAndScore of scores) {
|
||||||
|
const name = playerAndScore.name;
|
||||||
|
|
||||||
|
if (name == state.finisher) {
|
||||||
|
// we'll do the finisher last
|
||||||
|
continue
|
||||||
|
}
|
||||||
|
|
||||||
|
const letters = state.remaining_tiles[name];
|
||||||
|
if (letters.length == 0) {
|
||||||
|
logDispatch(<div>{name} has no remaining tiles.</div>);
|
||||||
|
} else {
|
||||||
|
let pointsLost = 0;
|
||||||
|
let letterListStr = '';
|
||||||
|
for (let i = 0; i < letters.length; i++) {
|
||||||
|
const letter = letters[i];
|
||||||
|
const letterText = letter.is_blank ? 'a blank' : letter.text;
|
||||||
|
pointsLost += letter.points;
|
||||||
|
|
||||||
|
letterListStr += letterText;
|
||||||
|
|
||||||
|
// we're doing a list of 3 or more so add commas
|
||||||
|
if (letters.length > 2) {
|
||||||
|
if (i == letters.length - 2) {
|
||||||
|
letterListStr += ', and ';
|
||||||
|
} else if (i < letters.length - 2) {
|
||||||
|
letterListStr += ', ';
|
||||||
|
}
|
||||||
|
} else if (i == 0 && letters.length == 2) {
|
||||||
|
// list of 2
|
||||||
|
letterListStr += ' and ';
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
logDispatch(<div>{name} penalized {pointsLost} points for not using {letterListStr}.</div>);
|
||||||
|
pointsBonus += pointsLost;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (state.finisher != null) {
|
||||||
|
logDispatch(<div>{state.finisher} receives {pointsBonus} bonus for completing first.</div>);
|
||||||
|
}
|
||||||
|
|
||||||
|
const highestScore = scores
|
||||||
|
.map((score) => score.score)
|
||||||
|
.sort((a, b) => b - a)
|
||||||
|
.at(0);
|
||||||
|
|
||||||
|
const playersAtHighest = scores.filter((score) => score.score == highestScore);
|
||||||
|
let endGameMsg: string;
|
||||||
|
|
||||||
|
if (playersAtHighest.length > 1 && state.finisher == null) {
|
||||||
|
endGameMsg = "Tie game!";
|
||||||
|
} else if (playersAtHighest.length > 1 && state.finisher != null) {
|
||||||
|
// if there's a tie then the finisher gets the win
|
||||||
|
endGameMsg = `${playersAtHighest[0].name} won by finishing first!`;
|
||||||
|
} else {
|
||||||
|
endGameMsg = `${playersAtHighest[0].name} won!`;
|
||||||
|
}
|
||||||
|
logDispatch(<h4>Game over - {endGameMsg}</h4>);
|
||||||
|
} else {
|
||||||
|
// what are we doing in this function?!
|
||||||
|
console.error("endGame was called despite the state being InProgress!");
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function updateBoardLetters(newLetters: Array<Letter>) {
|
||||||
|
const newLetterData = newLetters as HighlightableLetterData[];
|
||||||
|
|
||||||
|
for (let i = 0; i < newLetterData.length; i++) {
|
||||||
|
const newLetter = newLetterData[i];
|
||||||
|
if (newLetter != null) {
|
||||||
|
newLetter.highlight = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// loop through the histories backwards until we reach our player
|
||||||
|
for (let j = api_state.public_information.history.length - 1; j >= 0; j--) {
|
||||||
|
const update = api_state.public_information.history[j];
|
||||||
|
if (update.player == props.settings.playerName) {
|
||||||
|
break
|
||||||
|
}
|
||||||
|
if (update.type.type === "PlayTiles") {
|
||||||
|
for (let i of update.type.locations) {
|
||||||
|
newLetterData[i].highlight = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
setBoardLetters(newLetterData);
|
||||||
|
}
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (api_state) {
|
||||||
|
console.log("In state: ", api_state.public_information.current_turn_number);
|
||||||
|
console.log("In ref: ", currentTurnNumber.current);
|
||||||
|
console.debug(api_state);
|
||||||
|
if(currentTurnNumber.current < api_state.public_information.current_turn_number){
|
||||||
|
// We only clear everything if there's a chance the board changed
|
||||||
|
// We may have gotten a dictionary update event which doesn't count
|
||||||
|
gridArrowDispatch({action: GridArrowDispatchActionType.CLEAR});
|
||||||
|
trayDispatch({action: TileDispatchActionType.RETRIEVE});
|
||||||
|
setConfirmedScorePoints(-1);
|
||||||
|
updateBoardLetters(api_state.public_information.board);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let i = historyProcessedNumber.current; i < api_state.public_information.history.length; i++) {
|
||||||
|
const update = api_state.public_information.history[i];
|
||||||
|
if (update.turn_number > currentTurnNumber.current) {
|
||||||
|
currentTurnNumber.current = update.turn_number;
|
||||||
|
logDispatch(<h4>Turn {update.turn_number + 1}</h4>);
|
||||||
|
const playerAtTurn = api_state.public_information.players[(update.turn_number) % api_state.public_information.players.length].name;
|
||||||
|
logDispatch(<div>{playerAtTurn}'s turn</div>);
|
||||||
|
|
||||||
|
}
|
||||||
|
handlePlayerAction(update.type, update.player);
|
||||||
|
|
||||||
|
}
|
||||||
|
historyProcessedNumber.current = api_state.public_information.history.length;
|
||||||
|
|
||||||
|
if (!isGameOver) {
|
||||||
|
if(api_state.public_information.current_turn_number > currentTurnNumber.current){
|
||||||
|
logDispatch(<h4>Turn {api_state.public_information.current_turn_number + 1}</h4>);
|
||||||
|
logDispatch(<div>{api_state.public_information.current_player}'s turn</div>);
|
||||||
|
currentTurnNumber.current = api_state.public_information.current_turn_number;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
endGame(api_state.public_information.game_state);
|
||||||
|
}
|
||||||
|
|
||||||
|
if(api_state.public_information.current_player != props.settings.playerName) {
|
||||||
|
waitForUpdate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}, [api_state]);
|
||||||
|
|
||||||
|
if(api_state == null){
|
||||||
|
return <div>Still loading</div>;
|
||||||
|
}
|
||||||
|
|
||||||
|
const playerAndScores = api_state.public_information.players;
|
||||||
|
const remainingTiles = api_state.public_information.remaining_tiles;
|
||||||
|
const isPlayersTurn = api_state.public_information.current_player.toLowerCase() == props.settings.playerName.toLowerCase();
|
||||||
|
|
||||||
|
return <>
|
||||||
|
<TileExchangeModal
|
||||||
|
playerLetters={playerLetters}
|
||||||
|
isOpen={isTileExchangeOpen}
|
||||||
|
setOpen={setIsTileExchangeOpen}
|
||||||
|
exchangeFunction={exchangeFunction}
|
||||||
|
/>
|
||||||
|
<div className="board-log">
|
||||||
|
<Grid
|
||||||
|
cellTypes={api_state.public_information.cell_types}
|
||||||
|
playerLetters={playerLetters}
|
||||||
|
boardLetters={boardLetters}
|
||||||
|
tileDispatch={trayDispatch}
|
||||||
|
arrow={gridArrow}
|
||||||
|
arrowDispatch={gridArrowDispatch}
|
||||||
|
/>
|
||||||
|
<div className="message-log">
|
||||||
|
<button className="end-game"
|
||||||
|
onClick={() => {
|
||||||
|
props.end_game_fn();
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
End Game
|
||||||
|
</button>
|
||||||
|
<Scores playerScores={playerAndScores}/>
|
||||||
|
<div className="log" ref={logDivRef}>
|
||||||
|
{logInfo}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div className="tray-row">
|
||||||
|
<div>
|
||||||
|
<div>
|
||||||
|
{remainingTiles} letters remaining
|
||||||
|
</div>
|
||||||
|
<button
|
||||||
|
disabled={remainingTiles == 0 || isGameOver || !isPlayersTurn}
|
||||||
|
onClick={() => {
|
||||||
|
trayDispatch({action: TileDispatchActionType.RETURN}); // want all tiles back on tray for tile exchange
|
||||||
|
setIsTileExchangeOpen(true);
|
||||||
|
}}>Open Tile Exchange
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
<TileTray letters={playerLetters} trayLength={props.settings.trayLength} trayDispatch={trayDispatch}/>
|
||||||
|
<div className="player-controls">
|
||||||
|
<button
|
||||||
|
className="check"
|
||||||
|
disabled={isGameOver || !isPlayersTurn}
|
||||||
|
onClick={async () => {
|
||||||
|
const playedTiles = playerLetters.map((i) => {
|
||||||
|
if (i == null) {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (i.location === LocationType.GRID) {
|
||||||
|
let result: PlayedTile = {
|
||||||
|
index: i.index,
|
||||||
|
character: null
|
||||||
|
};
|
||||||
|
if (i.is_blank) {
|
||||||
|
result.character = i.text;
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
});
|
||||||
|
|
||||||
|
const committing = confirmedScorePoints > -1;
|
||||||
|
const result = props.api.play(playedTiles, committing);
|
||||||
|
|
||||||
|
result
|
||||||
|
.then(
|
||||||
|
(api_state) => {
|
||||||
|
console.log("Testing45")
|
||||||
|
console.log({api_state});
|
||||||
|
|
||||||
|
const play_tiles: TurnAction = api_state.update.type;
|
||||||
|
if (play_tiles.type == "PlayTiles") {
|
||||||
|
setConfirmedScorePoints(play_tiles.result.total);
|
||||||
|
|
||||||
|
if (committing) {
|
||||||
|
setAPIState(api_state);
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
console.error("Inaccessible branch!!!")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
)
|
||||||
|
.catch((error) => {
|
||||||
|
console.error({error});
|
||||||
|
|
||||||
|
if (error.endsWith(" is not a valid word")) {
|
||||||
|
const word = error.split(' ')[0];
|
||||||
|
// For whatever reason I can't pass props.api.add_to_dictionary directly
|
||||||
|
logDispatch(<AddWordButton word={word}
|
||||||
|
addWordFn={(word) => {
|
||||||
|
props.api.add_to_dictionary(word)
|
||||||
|
.then((api_state) => {
|
||||||
|
setAPIState(api_state);
|
||||||
|
})
|
||||||
|
}}/>);
|
||||||
|
} else {
|
||||||
|
logDispatch(<div>{error}</div>);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
});
|
||||||
|
|
||||||
|
}}>{confirmedScorePoints > -1 ? `Score ${confirmedScorePoints} points` : "Check"}</button>
|
||||||
|
<button
|
||||||
|
className="return"
|
||||||
|
disabled={isGameOver}
|
||||||
|
onClick={() => {
|
||||||
|
trayDispatch({action: TileDispatchActionType.RETURN});
|
||||||
|
}}>Return Tiles
|
||||||
|
</button>
|
||||||
|
<button
|
||||||
|
className="pass"
|
||||||
|
disabled={isGameOver || !isPlayersTurn}
|
||||||
|
onClick={() => {
|
||||||
|
if (window.confirm("Are you sure you want to pass?")) {
|
||||||
|
const result = props.api.pass();
|
||||||
|
|
||||||
|
result
|
||||||
|
.then(
|
||||||
|
(api_state) => {
|
||||||
|
setAPIState(api_state);
|
||||||
|
})
|
||||||
|
.catch((error) => {
|
||||||
|
console.error({error});
|
||||||
|
logDispatch(<div>{error}</div>);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}}>Pass
|
||||||
|
</button>
|
||||||
|
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</>;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function AddWordButton(props: { word: string, addWordFn: (x: string) => void }) {
|
||||||
|
const [isClicked, setIsClicked] = useState<boolean>(false);
|
||||||
|
|
||||||
|
if (!isClicked) {
|
||||||
|
return <div>
|
||||||
|
<em>{props.word} is not a valid word.</em>
|
||||||
|
<button
|
||||||
|
className="add-to-dictionary"
|
||||||
|
disabled={isClicked}
|
||||||
|
onClick={() => {
|
||||||
|
setIsClicked(true);
|
||||||
|
props.addWordFn(props.word);
|
||||||
|
}}>
|
||||||
|
Add to dictionary
|
||||||
|
</button>
|
||||||
|
</div>;
|
||||||
|
} else {
|
||||||
|
return <div>
|
||||||
|
<em>Adding {props.word} to dictionary.</em>
|
||||||
|
</div>;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
55
ui/src/Menu.tsx
Normal file
55
ui/src/Menu.tsx
Normal file
|
@ -0,0 +1,55 @@
|
||||||
|
import * as React from "react";
|
||||||
|
import {useState} from "react";
|
||||||
|
import {Settings} from "./utils";
|
||||||
|
import {Game} from "./Game";
|
||||||
|
import {API, Difficulty} from "./api";
|
||||||
|
import {WasmAPI} from "./wasm_api";
|
||||||
|
import {AISelection} from "./UI";
|
||||||
|
|
||||||
|
export function Menu(props: {settings: Settings, dictionary_text: string}) {
|
||||||
|
|
||||||
|
const [aiRandomness, setAIRandomness] = useState<number>(6);
|
||||||
|
const [proportionDictionary, setProportionDictionary] = useState<number>(7);
|
||||||
|
const [game, setGame] = useState<React.JSX.Element>(null);
|
||||||
|
|
||||||
|
|
||||||
|
// Can change log scale to control shape of curve using following equation:
|
||||||
|
// aiRandomness = log(1 + x*(n-1))/log(n) when x, the user input, ranges between 0 and 1
|
||||||
|
const logBase: number = 10000;
|
||||||
|
const processedAIRandomness = Math.log(1 + (logBase - 1)*aiRandomness/100) / Math.log(logBase);
|
||||||
|
const processedProportionDictionary = 1.0 - proportionDictionary / 100;
|
||||||
|
|
||||||
|
|
||||||
|
if (game == null) {
|
||||||
|
|
||||||
|
return <dialog open>
|
||||||
|
<div className="new-game">
|
||||||
|
<AISelection
|
||||||
|
aiRandomness={aiRandomness}
|
||||||
|
setAIRandomness={setAIRandomness}
|
||||||
|
proportionDictionary={proportionDictionary}
|
||||||
|
setProportionDictionary={setProportionDictionary}
|
||||||
|
/>
|
||||||
|
<div className="selection-buttons">
|
||||||
|
<button onClick={() => {
|
||||||
|
const seed = new Date().getTime();
|
||||||
|
//const seed = 136; // seed for starting with a blank
|
||||||
|
const difficulty: Difficulty = {
|
||||||
|
proportion: processedProportionDictionary,
|
||||||
|
randomness: processedAIRandomness,
|
||||||
|
};
|
||||||
|
const game_wasm: API = new WasmAPI(BigInt(seed), props.dictionary_text, difficulty);
|
||||||
|
const game = <Game settings={props.settings} api={game_wasm} key={seed} end_game_fn={() => setGame(null)}/>
|
||||||
|
setGame(game);
|
||||||
|
}}>New Game</button>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</dialog>
|
||||||
|
} else {
|
||||||
|
return game;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
39
ui/src/Modal.tsx
Normal file
39
ui/src/Modal.tsx
Normal file
|
@ -0,0 +1,39 @@
|
||||||
|
import {useEffect, useRef} from "react";
|
||||||
|
|
||||||
|
export function Modal(props: {
|
||||||
|
isOpen: boolean;
|
||||||
|
setOpen: (isOpen: boolean) => void;
|
||||||
|
children: any;
|
||||||
|
}){
|
||||||
|
|
||||||
|
const ref = useRef<HTMLDialogElement>();
|
||||||
|
useEffect(() => {
|
||||||
|
if(props.isOpen){
|
||||||
|
// @ts-ignore
|
||||||
|
ref.current.showModal();
|
||||||
|
} else {
|
||||||
|
// @ts-ignore
|
||||||
|
ref.current.close();
|
||||||
|
}
|
||||||
|
}, [props.isOpen])
|
||||||
|
|
||||||
|
|
||||||
|
return(
|
||||||
|
// The style part is just to make sure the dialog is hidden the split second before useEffect runs,
|
||||||
|
// in case the dialog content is derived from whatever determines isOpen
|
||||||
|
<dialog ref={ref} style={!props.isOpen ? {display: 'none'} : null}>
|
||||||
|
<div className="close-button-div" >
|
||||||
|
<button onClick={(e) => {
|
||||||
|
// we manually trigger a close anyway because the children can get updated before the dialog gets closed otherwise
|
||||||
|
// @ts-ignore
|
||||||
|
ref.current.close();
|
||||||
|
props.setOpen(false);
|
||||||
|
}}>✕</button>
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
{props.children}
|
||||||
|
</div>
|
||||||
|
</dialog>
|
||||||
|
);
|
||||||
|
|
||||||
|
}
|
128
ui/src/TileExchange.tsx
Normal file
128
ui/src/TileExchange.tsx
Normal file
|
@ -0,0 +1,128 @@
|
||||||
|
import {addNTimes, PlayableLetterData} from "./utils";
|
||||||
|
import {useEffect, useState} from "react";
|
||||||
|
import {Modal} from "./Modal";
|
||||||
|
import * as React from "react";
|
||||||
|
import {Letter} from "./api";
|
||||||
|
|
||||||
|
export function TileExchangeModal(props: {
|
||||||
|
playerLetters: PlayableLetterData[],
|
||||||
|
isOpen: boolean,
|
||||||
|
setOpen: (isOpen: boolean) => void,
|
||||||
|
exchangeFunction: (selectedArray: Array<boolean>) => void
|
||||||
|
}) {
|
||||||
|
|
||||||
|
function clearExchangeTiles() {
|
||||||
|
const array: boolean[] = [];
|
||||||
|
addNTimes(array, false, props.playerLetters.length);
|
||||||
|
return array;
|
||||||
|
}
|
||||||
|
|
||||||
|
const [tilesToExchange, setTilesToExchange] = useState<boolean[]>(clearExchangeTiles);
|
||||||
|
useEffect(() => {
|
||||||
|
setTilesToExchange(clearExchangeTiles());
|
||||||
|
}, [props.playerLetters])
|
||||||
|
|
||||||
|
let tilesExchangedSelected = 0;
|
||||||
|
for (let i of tilesToExchange) {
|
||||||
|
if(i) {
|
||||||
|
tilesExchangedSelected++;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return <Modal isOpen={props.isOpen} setOpen={(isOpen) => {
|
||||||
|
setTilesToExchange(clearExchangeTiles());
|
||||||
|
props.setOpen(isOpen);
|
||||||
|
}}>
|
||||||
|
<div className="tile-exchange-dialog">
|
||||||
|
<div className="instructions">
|
||||||
|
Click on each tile you'd like to exchange. You currently have {tilesExchangedSelected} tiles selected.
|
||||||
|
</div>
|
||||||
|
<div className="selection-buttons">
|
||||||
|
<button onClick={() => {
|
||||||
|
const array: boolean[] = [];
|
||||||
|
addNTimes(array, true, props.playerLetters.length);
|
||||||
|
setTilesToExchange(array);
|
||||||
|
}}>Select All</button>
|
||||||
|
<button onClick={() => {
|
||||||
|
setTilesToExchange(clearExchangeTiles());
|
||||||
|
}}>Select None</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<TilesExchangedTray
|
||||||
|
tray={props.playerLetters}
|
||||||
|
selectedArray={tilesToExchange}
|
||||||
|
setSelectedArray={setTilesToExchange}
|
||||||
|
trayLength={props.playerLetters.length}
|
||||||
|
/>
|
||||||
|
<div className="finish-buttons">
|
||||||
|
<button onClick={() => {
|
||||||
|
setTilesToExchange(clearExchangeTiles());
|
||||||
|
props.setOpen(false);
|
||||||
|
}}>Cancel</button>
|
||||||
|
<button disabled = {tilesExchangedSelected == 0} onClick={() => {
|
||||||
|
props.exchangeFunction(tilesToExchange);
|
||||||
|
props.setOpen(false);
|
||||||
|
}}>Exchange</button>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</Modal>;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function TilesExchangedTray(props: {
|
||||||
|
tray: Array<PlayableLetterData>,
|
||||||
|
trayLength: number,
|
||||||
|
selectedArray: Array<boolean>,
|
||||||
|
setSelectedArray: (x: Array<boolean>) => void,
|
||||||
|
}){
|
||||||
|
|
||||||
|
const divContent = [];
|
||||||
|
for(let i=0; i<props.trayLength; i++) {
|
||||||
|
divContent.push(<span key={i} />); // empty tile elements
|
||||||
|
}
|
||||||
|
|
||||||
|
for(let i = 0; i<props.trayLength; i++){
|
||||||
|
const tileData = props.tray[i];
|
||||||
|
|
||||||
|
const toggleFunction = () => {
|
||||||
|
props.selectedArray[i] = !props.selectedArray[i];
|
||||||
|
props.setSelectedArray(props.selectedArray.slice());
|
||||||
|
}
|
||||||
|
|
||||||
|
if(tileData != null){
|
||||||
|
divContent[tileData.index] =
|
||||||
|
<DummyExchangeTile key={tileData.index} letter={tileData} isSelected={props.selectedArray[i]} onClick={toggleFunction}/>;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return <div className="tray-container">
|
||||||
|
<div className="tray">
|
||||||
|
{divContent}
|
||||||
|
</div>
|
||||||
|
</div>;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
function DummyExchangeTile(props: {
|
||||||
|
letter: Letter,
|
||||||
|
isSelected: boolean,
|
||||||
|
onClick: () => void,
|
||||||
|
}){
|
||||||
|
|
||||||
|
let textClassName = "text";
|
||||||
|
if(props.letter.is_blank) {
|
||||||
|
textClassName += " prev-blank";
|
||||||
|
}
|
||||||
|
|
||||||
|
let letterClassName = "letter";
|
||||||
|
if(props.isSelected){
|
||||||
|
letterClassName += ' selected-tile';
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
return <div className={letterClassName} onClick={props.onClick}>
|
||||||
|
<div className={textClassName}>{props.letter.text}</div>
|
||||||
|
<div className="letter-points">{props.letter.points}</div>
|
||||||
|
</div>;
|
||||||
|
}
|
306
ui/src/UI.tsx
Normal file
306
ui/src/UI.tsx
Normal file
|
@ -0,0 +1,306 @@
|
||||||
|
import * as React from "react";
|
||||||
|
import {ChangeEvent, JSX} from "react";
|
||||||
|
import {
|
||||||
|
cellTypeToDetails,
|
||||||
|
CoordinateData,
|
||||||
|
GridArrowData,
|
||||||
|
GridArrowDispatch,
|
||||||
|
GridArrowDispatchActionType,
|
||||||
|
HighlightableLetterData,
|
||||||
|
LocationType,
|
||||||
|
PlayableLetterData,
|
||||||
|
TileDispatch,
|
||||||
|
TileDispatchActionType,
|
||||||
|
} from "./utils";
|
||||||
|
import {APIPlayer, CellType} from "./api";
|
||||||
|
|
||||||
|
|
||||||
|
export function TileSlot(props: {
|
||||||
|
tile?: React.JSX.Element | null,
|
||||||
|
location: CoordinateData,
|
||||||
|
tileDispatch: TileDispatch,
|
||||||
|
arrowDispatch?: GridArrowDispatch,
|
||||||
|
}): React.JSX.Element {
|
||||||
|
let isDraggable = props.tile != null;
|
||||||
|
|
||||||
|
function onDragStart(e: React.DragEvent<HTMLDivElement>) {
|
||||||
|
e.dataTransfer.effectAllowed = "move";
|
||||||
|
e.dataTransfer.setData("wordGrid/coords", JSON.stringify(props.location));
|
||||||
|
}
|
||||||
|
|
||||||
|
function onDrop(e: React.DragEvent<HTMLDivElement>) {
|
||||||
|
const startLocation: CoordinateData = JSON.parse(e.dataTransfer.getData("wordGrid/coords"));
|
||||||
|
const thisLocation = props.location;
|
||||||
|
|
||||||
|
props.tileDispatch({action: TileDispatchActionType.MOVE, start: startLocation, end: thisLocation});
|
||||||
|
}
|
||||||
|
|
||||||
|
let className = "tileSpot";
|
||||||
|
if (props.location.location === LocationType.GRID) {
|
||||||
|
className += " ephemeral";
|
||||||
|
}
|
||||||
|
|
||||||
|
let onClick: () => void;
|
||||||
|
if(props.arrowDispatch != null && props.location.location == LocationType.GRID) {
|
||||||
|
onClick = () => {
|
||||||
|
props.arrowDispatch({action: GridArrowDispatchActionType.CYCLE, position: props.location.index});
|
||||||
|
}
|
||||||
|
} else if(props.location.location == LocationType.TRAY && props.tile != null && props.tile.props.data.text != ' ' && props.tile.props.data.text != '') {
|
||||||
|
onClick = () => {
|
||||||
|
props.tileDispatch({
|
||||||
|
action: TileDispatchActionType.MOVE_TO_ARROW, end: null, start: props.location,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return <div className={className}
|
||||||
|
draggable={isDraggable}
|
||||||
|
onDragStart={onDragStart}
|
||||||
|
onDrop={onDrop}
|
||||||
|
onClick={onClick}
|
||||||
|
onDragOver={(e) => {e.preventDefault()}}
|
||||||
|
>
|
||||||
|
{props.tile}
|
||||||
|
</div>
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export function Letter(props: { data: HighlightableLetterData, letterUpdater?: (value: string) => void }): React.JSX.Element {
|
||||||
|
|
||||||
|
function modifyThisLetter(value:string){
|
||||||
|
props.letterUpdater(value);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
function onBlankInput(e: ChangeEvent<HTMLInputElement>){
|
||||||
|
let value = e.target.value.toUpperCase();
|
||||||
|
if(value.length > 1){
|
||||||
|
value = value[value.length - 1];
|
||||||
|
} else if(value.length == 0){
|
||||||
|
modifyThisLetter(value);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Now check that it's a letter
|
||||||
|
let is_letter = value.match("[A-Z]") != null;
|
||||||
|
if(is_letter){
|
||||||
|
modifyThisLetter(value);
|
||||||
|
} else {
|
||||||
|
// Cancel and do nothing
|
||||||
|
e.preventDefault();
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if(props.data.is_blank && props.data.ephemeral) {
|
||||||
|
return <div className="letter">
|
||||||
|
<input className="blank-input" type="text" onChange={onBlankInput} value={props.data.text} />
|
||||||
|
<div className="letter-points">{props.data.points}</div>
|
||||||
|
</div>
|
||||||
|
} else {
|
||||||
|
let className = "text";
|
||||||
|
if (props.data.is_blank) { // not ephemeral
|
||||||
|
className += " prev-blank";
|
||||||
|
}
|
||||||
|
let letterClassName = "letter";
|
||||||
|
if (props.data.highlight) {
|
||||||
|
letterClassName += " highlight";
|
||||||
|
}
|
||||||
|
return <div className={letterClassName}>
|
||||||
|
<div className={className}>{props.data.text}</div>
|
||||||
|
<div className="letter-points">{props.data.points}</div>
|
||||||
|
</div>
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export function TileTray(props: { letters: Array<PlayableLetterData>, trayLength: number, trayDispatch: TileDispatch }): React.JSX.Element {
|
||||||
|
|
||||||
|
let elements: JSX.Element[] = [];
|
||||||
|
for (let i=0; i<props.trayLength; i++) {
|
||||||
|
elements.push(
|
||||||
|
<TileSlot
|
||||||
|
key={"empty" + i}
|
||||||
|
location={{location: LocationType.TRAY, index: i}}
|
||||||
|
tileDispatch={props.trayDispatch} />
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
props.letters
|
||||||
|
.forEach((letter, i) => {
|
||||||
|
if (letter != null && letter.location === LocationType.TRAY) {
|
||||||
|
elements[letter.index] =
|
||||||
|
<TileSlot
|
||||||
|
tile={<Letter
|
||||||
|
data={{...letter, highlight: false}}
|
||||||
|
letterUpdater={(value) => {
|
||||||
|
props.trayDispatch({action: TileDispatchActionType.SET_BLANK, blankIndex: i, newBlankValue: value})
|
||||||
|
}}
|
||||||
|
/>}
|
||||||
|
key={"letter_tray" + letter.index}
|
||||||
|
location={{location: LocationType.TRAY, index: letter.index}}
|
||||||
|
tileDispatch={props.trayDispatch} />
|
||||||
|
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className="tray">
|
||||||
|
{elements}
|
||||||
|
</div>
|
||||||
|
)
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export function Arrow(props: {
|
||||||
|
data: GridArrowData,
|
||||||
|
dispatch: GridArrowDispatch,
|
||||||
|
}) {
|
||||||
|
|
||||||
|
return <div
|
||||||
|
className={`arrow ${props.data.direction}`}
|
||||||
|
>
|
||||||
|
➡
|
||||||
|
</div>;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export function Grid(props: {
|
||||||
|
cellTypes: CellType[],
|
||||||
|
playerLetters: Array<PlayableLetterData>,
|
||||||
|
boardLetters: HighlightableLetterData[],
|
||||||
|
tileDispatch: TileDispatch,
|
||||||
|
arrow: GridArrowData,
|
||||||
|
arrowDispatch: GridArrowDispatch,
|
||||||
|
}) {
|
||||||
|
|
||||||
|
const elements = props.cellTypes.map((ct, i) => {
|
||||||
|
const {className, text} = cellTypeToDetails(ct);
|
||||||
|
|
||||||
|
let tileElement: JSX.Element;
|
||||||
|
if (props.boardLetters[i] != null) {
|
||||||
|
tileElement = <Letter data={props.boardLetters[i]} />;
|
||||||
|
} else {
|
||||||
|
tileElement = <>
|
||||||
|
<span>{text}</span>
|
||||||
|
<TileSlot
|
||||||
|
location={{location: LocationType.GRID, index: i}}
|
||||||
|
tileDispatch={props.tileDispatch}
|
||||||
|
arrowDispatch={props.arrowDispatch}
|
||||||
|
/>
|
||||||
|
|
||||||
|
</>;
|
||||||
|
}
|
||||||
|
|
||||||
|
let arrowElement: JSX.Element;
|
||||||
|
if(props.arrow != null && props.arrow.position == i) {
|
||||||
|
arrowElement = <Arrow data={props.arrow} dispatch={props.arrowDispatch} />;
|
||||||
|
}
|
||||||
|
|
||||||
|
return <div key={i} className={"grid-spot " + className}>
|
||||||
|
{tileElement}
|
||||||
|
{arrowElement}
|
||||||
|
</div>;
|
||||||
|
});
|
||||||
|
|
||||||
|
props.playerLetters
|
||||||
|
.forEach((letter, i) => {
|
||||||
|
if (letter != null && letter.location === LocationType.GRID) {
|
||||||
|
const ct = props.cellTypes[letter.index];
|
||||||
|
const {className} = cellTypeToDetails(ct);
|
||||||
|
|
||||||
|
elements[letter.index] =
|
||||||
|
<div key={"letter" + letter.index} className={"grid-spot " + className}>
|
||||||
|
<TileSlot
|
||||||
|
tile={<Letter
|
||||||
|
data={{...letter, highlight: false}}
|
||||||
|
letterUpdater={(value) => {
|
||||||
|
props.tileDispatch({action: TileDispatchActionType.SET_BLANK, blankIndex: i, newBlankValue: value});
|
||||||
|
}}
|
||||||
|
/>}
|
||||||
|
location={{location: LocationType.GRID, index: letter.index}}
|
||||||
|
tileDispatch={props.tileDispatch} />
|
||||||
|
</div>;
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
return <div className="board-grid">
|
||||||
|
{elements}
|
||||||
|
</div>
|
||||||
|
}
|
||||||
|
|
||||||
|
export function Scores(props: {playerScores: Array<APIPlayer>}){
|
||||||
|
let elements = props.playerScores.map((ps) => {
|
||||||
|
return <div key={ps.name}>
|
||||||
|
<h3>{ps.name}</h3>
|
||||||
|
<div>{ps.score}</div>
|
||||||
|
<div>({ps.tray_tiles} tiles remaining)</div>
|
||||||
|
</div>;
|
||||||
|
});
|
||||||
|
|
||||||
|
return <div className="scoring">
|
||||||
|
{elements}
|
||||||
|
</div>
|
||||||
|
}
|
||||||
|
|
||||||
|
export function AISelection(props: {
|
||||||
|
aiRandomness: number,
|
||||||
|
setAIRandomness: (x: number) => void,
|
||||||
|
proportionDictionary: number,
|
||||||
|
setProportionDictionary: (x: number) => void,
|
||||||
|
}) {
|
||||||
|
|
||||||
|
|
||||||
|
// Can change log scale to control shape of curve using following equation:
|
||||||
|
// aiRandomness = log(1 + x*(n-1))/log(n) when x, the user input, ranges between 0 and 1
|
||||||
|
const logBase: number = 10000;
|
||||||
|
const processedAIRandomness = Math.log(1 + (logBase - 1)*props.aiRandomness/100) / Math.log(logBase);
|
||||||
|
//const processedProportionDictionary = 1.0 - props.proportionDictionary / 100;
|
||||||
|
|
||||||
|
return <>
|
||||||
|
<div className="ai-grid">
|
||||||
|
<label htmlFor="proportion-dictionary">AI's proportion of dictionary:</label>
|
||||||
|
<input type="number"
|
||||||
|
name="proportion-dictionary"
|
||||||
|
value={props.proportionDictionary}
|
||||||
|
onInput={(e) => {
|
||||||
|
props.setProportionDictionary(e.currentTarget.valueAsNumber);
|
||||||
|
}}
|
||||||
|
min={1}
|
||||||
|
max={100}/>
|
||||||
|
<label htmlFor="randomness">Level of randomness in AI:</label>
|
||||||
|
<input type="number"
|
||||||
|
name="randomness"
|
||||||
|
value={props.aiRandomness}
|
||||||
|
onInput={(e) => {
|
||||||
|
props.setAIRandomness(e.currentTarget.valueAsNumber);
|
||||||
|
}}
|
||||||
|
min={0}
|
||||||
|
max={100}/>
|
||||||
|
</div>
|
||||||
|
<details>
|
||||||
|
<ul>
|
||||||
|
<li>
|
||||||
|
"AI's proportion of dictionary" controls what percent of the total AI dictionary
|
||||||
|
the AI can form words with. At 100%, it has access to its entire dictionary -
|
||||||
|
although this dictionary is still less than what the player has access to.</li>
|
||||||
|
<li>
|
||||||
|
<div>
|
||||||
|
"Level of randomness in AI" controls the degree to which the AI picks the optimal move
|
||||||
|
for each of its turns. At 0, it always picks the highest scoring move it can do using the
|
||||||
|
dictionary it has access to. At 1, it picks from its available moves at random.
|
||||||
|
</div>
|
||||||
|
<div>
|
||||||
|
Note that "Level of randomness in AI" is now mapped on a log scale.
|
||||||
|
Your current setting is equivalent to {(100*processedAIRandomness).toFixed(1)}% on the previous scale.
|
||||||
|
</div>
|
||||||
|
</li>
|
||||||
|
|
||||||
|
</ul>
|
||||||
|
</details>
|
||||||
|
</>
|
||||||
|
}
|
91
ui/src/api.ts
Normal file
91
ui/src/api.ts
Normal file
|
@ -0,0 +1,91 @@
|
||||||
|
export interface Tray {
|
||||||
|
letters: (Letter | null)[];
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface ScoreResult {
|
||||||
|
words: WordResult[];
|
||||||
|
total: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface WordResult {
|
||||||
|
word: string;
|
||||||
|
score: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface PlayedTile {
|
||||||
|
index: number;
|
||||||
|
character?: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface Difficulty {
|
||||||
|
proportion: number;
|
||||||
|
randomness: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface Letter {
|
||||||
|
text: string;
|
||||||
|
points: number;
|
||||||
|
ephemeral: boolean;
|
||||||
|
is_blank: boolean;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
export type TurnAction = { type: "Pass" } | { type: "ExchangeTiles"; tiles_exchanged: number } | { type: "PlayTiles"; result: ScoreResult; locations: number[] } | {type: "AddToDictionary"; word: string;};
|
||||||
|
|
||||||
|
export enum CellType {
|
||||||
|
Normal = "Normal",
|
||||||
|
DoubleWord = "DoubleWord",
|
||||||
|
DoubleLetter = "DoubleLetter",
|
||||||
|
TripleLetter = "TripleLetter",
|
||||||
|
TripleWord = "TripleWord",
|
||||||
|
Start = "Start",
|
||||||
|
}
|
||||||
|
|
||||||
|
export type GameState = { type: "InProgress" } | { type: "Ended"; finisher?: string; remaining_tiles: {[id: string]: Letter[]} };
|
||||||
|
|
||||||
|
export interface APIPlayer {
|
||||||
|
name: string;
|
||||||
|
tray_tiles: number;
|
||||||
|
score: number
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface PublicInformation {
|
||||||
|
game_state: GameState;
|
||||||
|
board: Array<Letter>;
|
||||||
|
cell_types: Array<CellType>;
|
||||||
|
current_player: string;
|
||||||
|
players: Array<APIPlayer>;
|
||||||
|
remaining_tiles: number;
|
||||||
|
history: Array<Update>;
|
||||||
|
current_turn_number: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface Update {
|
||||||
|
type: TurnAction,
|
||||||
|
player: string;
|
||||||
|
turn_number: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface APIState {
|
||||||
|
public_information: PublicInformation;
|
||||||
|
tray: Tray;
|
||||||
|
update?: Update;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface Result<A, B> {
|
||||||
|
"Ok"?: A;
|
||||||
|
"Err"?: B;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function is_ok<A, B>(result: Result<A, B>): boolean {
|
||||||
|
return result["Ok"] != null;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface API {
|
||||||
|
exchange: (selection: Array<boolean>) => Promise<APIState>;
|
||||||
|
pass: () => Promise<APIState>;
|
||||||
|
play: (tiles: Array<PlayedTile>, commit: boolean) => Promise<APIState>;
|
||||||
|
add_to_dictionary: (word: string) => Promise<APIState>;
|
||||||
|
load: (wait: boolean) => Promise<APIState>;
|
||||||
|
|
||||||
|
}
|
|
@ -1,274 +0,0 @@
|
||||||
import * as React from "react";
|
|
||||||
import {GameWasm, Letter as LetterData, MyResult, PlayedTile, Tray, WordResult} from "word_grid";
|
|
||||||
import {createRoot} from "react-dom/client";
|
|
||||||
import {Children, useMemo, useReducer, useState} from "react";
|
|
||||||
|
|
||||||
export enum LocationType {
|
|
||||||
GRID,
|
|
||||||
TRAY
|
|
||||||
}
|
|
||||||
|
|
||||||
enum CellType {
|
|
||||||
Normal = "Normal",
|
|
||||||
DoubleWord = "DoubleWord",
|
|
||||||
DoubleLetter = "DoubleLetter",
|
|
||||||
TripleLetter = "TripleLetter",
|
|
||||||
TripleWord = "TripleWord",
|
|
||||||
Start = "Start",
|
|
||||||
}
|
|
||||||
|
|
||||||
function cell_type_to_details(cell_type: CellType): {className: string, text: string} {
|
|
||||||
let className: string;
|
|
||||||
let text: string;
|
|
||||||
|
|
||||||
switch (cell_type) {
|
|
||||||
case CellType.Normal:
|
|
||||||
className = "grid-spot-normal";
|
|
||||||
text = "";
|
|
||||||
break;
|
|
||||||
case CellType.DoubleWord:
|
|
||||||
className = "grid-spot-double-word";
|
|
||||||
text = "Double Word Score";
|
|
||||||
break;
|
|
||||||
case CellType.DoubleLetter:
|
|
||||||
className = "grid-spot-double-letter";
|
|
||||||
text = "Double Letter Score";
|
|
||||||
break;
|
|
||||||
case CellType.TripleLetter:
|
|
||||||
className = "grid-spot-triple-letter";
|
|
||||||
text = "Triple Letter Score";
|
|
||||||
break;
|
|
||||||
case CellType.TripleWord:
|
|
||||||
className = "grid-spot-triple-word";
|
|
||||||
text = "Triple Word Score";
|
|
||||||
break;
|
|
||||||
case CellType.Start:
|
|
||||||
className = "grid-spot-start";
|
|
||||||
text = "★";
|
|
||||||
break;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
return {className: className, text: text};
|
|
||||||
}
|
|
||||||
|
|
||||||
export interface CoordinateData {
|
|
||||||
location: LocationType;
|
|
||||||
index: number;
|
|
||||||
}
|
|
||||||
|
|
||||||
export type PlayableLetterData = LetterData & CoordinateData;
|
|
||||||
|
|
||||||
function matchCoordinate(playerLetters: PlayableLetterData[], coords: CoordinateData): number {
|
|
||||||
|
|
||||||
for (let i=0; i<playerLetters.length; i++){
|
|
||||||
let letter = playerLetters[i];
|
|
||||||
|
|
||||||
if (letter.location === coords.location && letter.index === coords.index) {
|
|
||||||
return i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return null; // no match
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
type TileDispatch = React.Dispatch<{start: CoordinateData, end: CoordinateData}>;
|
|
||||||
|
|
||||||
function movePlayableLetters(playerLetters: PlayableLetterData[], update: {start: CoordinateData, end: CoordinateData}) {
|
|
||||||
|
|
||||||
let startIndex = matchCoordinate(playerLetters, update.start);
|
|
||||||
let endIndex = matchCoordinate(playerLetters, update.end);
|
|
||||||
|
|
||||||
if(startIndex != null) {
|
|
||||||
let startLetter = playerLetters[startIndex];
|
|
||||||
startLetter.location = update.end.location;
|
|
||||||
startLetter.index = update.end.index;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(endIndex != null) {
|
|
||||||
let endLetter = playerLetters[endIndex];
|
|
||||||
endLetter.location = update.start.location;
|
|
||||||
endLetter.index = update.start.index;
|
|
||||||
}
|
|
||||||
|
|
||||||
return playerLetters.slice();
|
|
||||||
}
|
|
||||||
|
|
||||||
export function Game(props: {wasm: GameWasm}) {
|
|
||||||
|
|
||||||
const cellTypes = useMemo(() => {
|
|
||||||
return props.wasm.get_board_cell_types();
|
|
||||||
}, []);
|
|
||||||
|
|
||||||
const [playerLetters, dispatch] = useReducer(movePlayableLetters, null, (_) => {
|
|
||||||
let tray: Tray = props.wasm.get_tray();
|
|
||||||
|
|
||||||
// initial state
|
|
||||||
let letters: PlayableLetterData[] = tray.letters.map((ld, i) => {
|
|
||||||
ld["location"] = LocationType.TRAY;
|
|
||||||
ld["index"] = i;
|
|
||||||
return ld as PlayableLetterData;
|
|
||||||
})
|
|
||||||
|
|
||||||
return letters;
|
|
||||||
})
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
return <>
|
|
||||||
<Grid cellTypes={cellTypes} playerLetters={playerLetters} dispatch={dispatch}/>
|
|
||||||
<TileTray letters={playerLetters} trayLength={7} dispatch={dispatch}/>
|
|
||||||
<button onClick={(e) => {
|
|
||||||
const playedTiles = playerLetters.map((i) => {
|
|
||||||
if (i === undefined) {
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (i.location === LocationType.GRID) {
|
|
||||||
let result: PlayedTile = {
|
|
||||||
index: i.index,
|
|
||||||
character: undefined
|
|
||||||
};
|
|
||||||
if (i.is_blank) {
|
|
||||||
result.character = i.text;
|
|
||||||
}
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
return null;
|
|
||||||
});
|
|
||||||
|
|
||||||
const result: MyResult<Array<WordResult> | string> = props.wasm.receive_play(playedTiles, false);
|
|
||||||
console.log({result});
|
|
||||||
|
|
||||||
if(result.response_type === "ERR") {
|
|
||||||
alert(result.value);
|
|
||||||
} else {
|
|
||||||
|
|
||||||
let total_points = 0;
|
|
||||||
for (let word_result of (result.value as Array<WordResult>)) {
|
|
||||||
total_points += word_result.score;
|
|
||||||
}
|
|
||||||
|
|
||||||
alert(`You would score ${total_points} points.`);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}}>Check Submission</button>
|
|
||||||
</>;
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
export function TileSlot(props: { tile: React.JSX.Element | undefined, location: CoordinateData, dispatch: TileDispatch }): React.JSX.Element {
|
|
||||||
let isDraggable = props.tile !== undefined;
|
|
||||||
|
|
||||||
function onDragStart(e: React.DragEvent<HTMLDivElement>) {
|
|
||||||
e.dataTransfer.effectAllowed = "move";
|
|
||||||
e.dataTransfer.setData("wordGrid/coords", JSON.stringify(props.location));
|
|
||||||
}
|
|
||||||
|
|
||||||
function onDrop(e: React.DragEvent<HTMLDivElement>) {
|
|
||||||
const startLocation: CoordinateData = JSON.parse(e.dataTransfer.getData("wordGrid/coords"));
|
|
||||||
const thisLocation = props.location;
|
|
||||||
|
|
||||||
props.dispatch({start: startLocation, end: thisLocation});
|
|
||||||
}
|
|
||||||
|
|
||||||
let className = "tileSpot";
|
|
||||||
if (props.location.location === LocationType.GRID) {
|
|
||||||
className += " ephemeral";
|
|
||||||
}
|
|
||||||
|
|
||||||
return <div className={className}
|
|
||||||
draggable={isDraggable}
|
|
||||||
onDragStart={onDragStart}
|
|
||||||
onDrop={onDrop}
|
|
||||||
onDragOver={(e) => {e.preventDefault()}}
|
|
||||||
>
|
|
||||||
{props.tile}
|
|
||||||
</div>
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
export function Letter(props: { data: LetterData }): React.JSX.Element {
|
|
||||||
return <div className="letter">
|
|
||||||
<div className="text">{props.data.text}</div>
|
|
||||||
<div className="letter-points">{props.data.points}</div>
|
|
||||||
</div>
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
export function TileTray(props: { letters: Array<PlayableLetterData>, trayLength: number, dispatch: TileDispatch }): React.JSX.Element {
|
|
||||||
|
|
||||||
let elements: JSX.Element[] = [];
|
|
||||||
for (let i=0; i<props.trayLength; i++) {
|
|
||||||
elements.push(
|
|
||||||
<TileSlot
|
|
||||||
tile={undefined}
|
|
||||||
key={"empty" + i}
|
|
||||||
location={{location: LocationType.TRAY, index: i}}
|
|
||||||
dispatch={props.dispatch} />
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (let letter of props.letters) {
|
|
||||||
if (letter.location === LocationType.TRAY) {
|
|
||||||
elements[letter.index] =
|
|
||||||
<TileSlot
|
|
||||||
tile={<Letter data={letter} />}
|
|
||||||
key={"letter" + letter.index}
|
|
||||||
location={{location: LocationType.TRAY, index: letter.index}}
|
|
||||||
dispatch={props.dispatch} />
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return (
|
|
||||||
<div className="tray">
|
|
||||||
{elements}
|
|
||||||
</div>
|
|
||||||
)
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
function Grid(props: {cellTypes: CellType[], playerLetters: Array<PlayableLetterData>, dispatch: TileDispatch}) {
|
|
||||||
const elements = props.cellTypes.map((ct, i) => {
|
|
||||||
const {className, text} = cell_type_to_details(ct);
|
|
||||||
|
|
||||||
return <div key={i} className={"grid-spot " + className}>
|
|
||||||
<span>{text}</span>
|
|
||||||
<TileSlot
|
|
||||||
tile={undefined}
|
|
||||||
location={{location: LocationType.GRID, index: i}}
|
|
||||||
dispatch={props.dispatch} />
|
|
||||||
</div>;
|
|
||||||
});
|
|
||||||
|
|
||||||
for (let letter of props.playerLetters) {
|
|
||||||
if (letter.location === LocationType.GRID) {
|
|
||||||
const ct = props.cellTypes[letter.index];
|
|
||||||
const {className, text} = cell_type_to_details(ct);
|
|
||||||
|
|
||||||
elements[letter.index] =
|
|
||||||
<div key={"letter" + letter.index} className={"grid-spot " + className}>
|
|
||||||
<TileSlot
|
|
||||||
tile={<Letter data={letter} />}
|
|
||||||
location={{location: LocationType.GRID, index: letter.index}}
|
|
||||||
dispatch={props.dispatch} />
|
|
||||||
</div>;
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return <div className="board-grid">
|
|
||||||
{elements}
|
|
||||||
</div>
|
|
||||||
}
|
|
|
@ -1,13 +1,13 @@
|
||||||
<!doctype html>
|
<!DOCTYPE html>
|
||||||
<html lang="en-US">
|
<html lang="en">
|
||||||
<head>
|
<head>
|
||||||
<meta charset="utf-8" />
|
<meta charset="UTF-8">
|
||||||
<link rel="stylesheet" href="style.less" />
|
|
||||||
<title>Word Grid</title>
|
<title>Word Grid</title>
|
||||||
</head>
|
</head>
|
||||||
<body>
|
<body>
|
||||||
<script src="index.tsx" type="module"></script>
|
<ul>
|
||||||
<div id="root"></div>
|
<li><a href="singleplayer.html">Singleplayer</a></li>
|
||||||
</body>
|
<li><a href="multiplayer.html">Multiplayer</a></li>
|
||||||
|
</ul>
|
||||||
|
</body>
|
||||||
</html>
|
</html>
|
||||||
|
|
||||||
|
|
12
ui/src/multiplayer.html
Normal file
12
ui/src/multiplayer.html
Normal file
|
@ -0,0 +1,12 @@
|
||||||
|
<!DOCTYPE html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8">
|
||||||
|
<link rel="stylesheet" href="style.less" />
|
||||||
|
<title>Word Grid</title>
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<script src="multiplayer.tsx" type="module"></script>
|
||||||
|
<div id="root"></div>
|
||||||
|
</body>
|
||||||
|
</html>
|
175
ui/src/multiplayer.tsx
Normal file
175
ui/src/multiplayer.tsx
Normal file
|
@ -0,0 +1,175 @@
|
||||||
|
import * as React from "react";
|
||||||
|
import {useRef, useState} from "react";
|
||||||
|
import {createRoot} from "react-dom/client";
|
||||||
|
import {AISelection} from "./UI";
|
||||||
|
import {ClientToServerMessage, WSAPI, PartyInfo, ServerToClientMessage} from "./ws_api";
|
||||||
|
import {Game} from "./Game";
|
||||||
|
|
||||||
|
const LOGBASE = 10000;
|
||||||
|
|
||||||
|
function unprocessAIRandomness(processedAIRandomness: number): string {
|
||||||
|
const x = 100 * (LOGBASE ** processedAIRandomness - 1) / (LOGBASE - 1)
|
||||||
|
return x.toFixed(0)
|
||||||
|
}
|
||||||
|
|
||||||
|
function unprocessedAIProportion(processedProportion: number): string {
|
||||||
|
return (100 * (1 - processedProportion)).toFixed(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
export function Menu(): React.JSX.Element {
|
||||||
|
|
||||||
|
const [roomName, setRoomName] = useState<string>("");
|
||||||
|
const [socket, setSocket] = useState<WebSocket>(null);
|
||||||
|
const [partyInfo, setPartyInfo] = useState<PartyInfo>(null);
|
||||||
|
const [playerName, setPlayerName] = useState<string>("");
|
||||||
|
|
||||||
|
const [aiRandomness, setAIRandomness] = useState<number>(6);
|
||||||
|
const [proportionDictionary, setProportionDictionary] = useState<number>(7);
|
||||||
|
|
||||||
|
const gameAPI = useRef<WSAPI>(null);
|
||||||
|
const [game, setGame] = useState<React.JSX.Element>(null);
|
||||||
|
|
||||||
|
const validSettings = roomName.length > 0 && !roomName.includes("/") && playerName.length > 0 && !playerName.includes("?") && !playerName.includes("&");
|
||||||
|
|
||||||
|
// Can change log scale to control shape of curve using following equation:
|
||||||
|
// aiRandomness = log(1 + x*(n-1))/log(n) when x, the user input, ranges between 0 and 1
|
||||||
|
const processedAIRandomness = Math.log(1 + (LOGBASE - 1) * aiRandomness / 100) / Math.log(LOGBASE);
|
||||||
|
const processedProportionDictionary = 1.0 - proportionDictionary / 100;
|
||||||
|
|
||||||
|
if (game) {
|
||||||
|
return game;
|
||||||
|
} else if (socket != null && partyInfo == null) {
|
||||||
|
return <div><p>Connecting to {roomName}</p></div>
|
||||||
|
} else if (partyInfo != null) {
|
||||||
|
const players = partyInfo.players.map((x) => {
|
||||||
|
return <li key={x}>{x}</li>;
|
||||||
|
});
|
||||||
|
const ais = partyInfo.ais.map((x, i) => {
|
||||||
|
return <li key={i} className="side-grid">
|
||||||
|
<span>Proportion: {unprocessedAIProportion(x.proportion)} / Randomness: {unprocessAIRandomness(x.randomness)}</span>
|
||||||
|
<button onClick={() => {
|
||||||
|
const event = {
|
||||||
|
type: "RemoveAI",
|
||||||
|
index: i
|
||||||
|
};
|
||||||
|
socket.send(JSON.stringify(event));
|
||||||
|
}
|
||||||
|
}>Delete
|
||||||
|
</button>
|
||||||
|
</li>
|
||||||
|
});
|
||||||
|
|
||||||
|
|
||||||
|
return <dialog open className="multiplayer-lobby">
|
||||||
|
<p>Connected to {roomName}</p>
|
||||||
|
Players: <ol>
|
||||||
|
{players}
|
||||||
|
</ol>
|
||||||
|
AIs: <ol>
|
||||||
|
{ais}
|
||||||
|
</ol>
|
||||||
|
<details className="multiplayer-ai-details">
|
||||||
|
<summary>Add AI</summary>
|
||||||
|
<AISelection aiRandomness={aiRandomness} setAIRandomness={setAIRandomness}
|
||||||
|
proportionDictionary={proportionDictionary}
|
||||||
|
setProportionDictionary={setProportionDictionary}/>
|
||||||
|
<button onClick={() => {
|
||||||
|
const event = {
|
||||||
|
type: "AddAI",
|
||||||
|
difficulty: {
|
||||||
|
proportion: processedProportionDictionary,
|
||||||
|
randomness: processedAIRandomness,
|
||||||
|
}
|
||||||
|
};
|
||||||
|
socket.send(JSON.stringify(event));
|
||||||
|
}}>
|
||||||
|
Add AI
|
||||||
|
</button>
|
||||||
|
</details>
|
||||||
|
<div className="side-grid">
|
||||||
|
<button onClick={() => {
|
||||||
|
socket.close();
|
||||||
|
setSocket(null);
|
||||||
|
setPartyInfo(null);
|
||||||
|
gameAPI.current = null;
|
||||||
|
}}>Disconnect
|
||||||
|
</button>
|
||||||
|
<button onClick={() => {
|
||||||
|
const event: ClientToServerMessage = {
|
||||||
|
type: "StartGame"
|
||||||
|
};
|
||||||
|
socket.send(JSON.stringify(event));
|
||||||
|
}}>Start Game
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
|
||||||
|
</dialog>
|
||||||
|
|
||||||
|
} else {
|
||||||
|
return <dialog open>
|
||||||
|
<div className="multiplayer-inputs-grid">
|
||||||
|
<label>
|
||||||
|
Room Name:
|
||||||
|
<input type="text" value={roomName} onChange={(e) => {
|
||||||
|
setRoomName(e.target.value)
|
||||||
|
}}></input>
|
||||||
|
</label>
|
||||||
|
<label>
|
||||||
|
Player Name:
|
||||||
|
<input type="text" value={playerName} onChange={(e) => {
|
||||||
|
setPlayerName(e.target.value)
|
||||||
|
}}></input>
|
||||||
|
</label>
|
||||||
|
|
||||||
|
<button
|
||||||
|
disabled={!validSettings}
|
||||||
|
onClick={() => {
|
||||||
|
let socket = new WebSocket(`/room/${roomName}?player_name=${playerName}`);
|
||||||
|
socket.addEventListener("message", (event) => {
|
||||||
|
const input: ServerToClientMessage = JSON.parse(event.data);
|
||||||
|
if (input.type == "RoomChange") {
|
||||||
|
setPartyInfo(input.info);
|
||||||
|
} else if (input.type == "GameEvent" && game == null) {
|
||||||
|
// start game
|
||||||
|
if(gameAPI.current == null) {
|
||||||
|
gameAPI.current = new WSAPI(socket);
|
||||||
|
}
|
||||||
|
setGame(<Game api={gameAPI.current} settings={{
|
||||||
|
playerName: playerName,
|
||||||
|
trayLength: 7,
|
||||||
|
}} end_game_fn={function (): void {
|
||||||
|
socket.close();
|
||||||
|
setSocket(null);
|
||||||
|
setPartyInfo(null);
|
||||||
|
setGame(null);
|
||||||
|
gameAPI.current = null;
|
||||||
|
}}/>);
|
||||||
|
}
|
||||||
|
//console.log("Message from server ", event.data);
|
||||||
|
});
|
||||||
|
socket.addEventListener("close", (event) => {
|
||||||
|
console.log({event});
|
||||||
|
setSocket(null);
|
||||||
|
setPartyInfo(null);
|
||||||
|
setGame(null);
|
||||||
|
gameAPI.current = null;
|
||||||
|
if (event.reason != null && event.reason.length > 0) {
|
||||||
|
alert(`Disconnected with reason "${event.reason} & code ${event.code}"`);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
setSocket(socket);
|
||||||
|
}}>Connect
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
</dialog>;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
async function run() {
|
||||||
|
const root = createRoot(document.getElementById("root"));
|
||||||
|
root.render(<Menu/>);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
run();
|
13
ui/src/singleplayer.html
Normal file
13
ui/src/singleplayer.html
Normal file
|
@ -0,0 +1,13 @@
|
||||||
|
<!doctype html>
|
||||||
|
<html lang="en-US">
|
||||||
|
<head>
|
||||||
|
<meta charset="utf-8" />
|
||||||
|
<link rel="stylesheet" href="style.less" />
|
||||||
|
<title>Word Grid</title>
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<script src="singleplayer.tsx" type="module"></script>
|
||||||
|
<div id="root"></div>
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
import init, {greet, GameWasm} from '../node_modules/word_grid/word_grid.js';
|
import init from 'word_grid';
|
||||||
import {Game} from "./elements";
|
|
||||||
import {createRoot} from "react-dom/client";
|
import {createRoot} from "react-dom/client";
|
||||||
import * as React from "react";
|
import * as React from "react";
|
||||||
|
import {Menu} from "./Menu";
|
||||||
|
|
||||||
// @ts-ignore
|
// @ts-ignore
|
||||||
const dictionary_url = new URL("../../resources/dictionary.csv", import.meta.url);
|
const dictionary_url = new URL("../../resources/dictionary.csv", import.meta.url);
|
||||||
|
@ -45,15 +45,12 @@ async function run() {
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
let game = new GameWasm(BigInt(1234), dictionary_text);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
const cellTypes = game.get_board_cell_types();
|
|
||||||
console.log({cellTypes});
|
|
||||||
|
|
||||||
const root = createRoot(document.getElementById("root"));
|
const root = createRoot(document.getElementById("root"));
|
||||||
root.render(<Game wasm={game} />);
|
root.render(<Menu dictionary_text={dictionary_text} settings={{
|
||||||
|
trayLength: 7,
|
||||||
|
playerName: 'Player',
|
||||||
|
}}/>);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -3,7 +3,7 @@
|
||||||
@board-length: 15;
|
@board-length: 15;
|
||||||
@tile-star-size: 45px;
|
@tile-star-size: 45px;
|
||||||
|
|
||||||
.tray {
|
.tray { // Don't put under tray-row as this also gets used in tile exchange
|
||||||
display: grid;
|
display: grid;
|
||||||
grid-template-columns: repeat(7, @tile-width);
|
grid-template-columns: repeat(7, @tile-width);
|
||||||
grid-gap: 5px;
|
grid-gap: 5px;
|
||||||
|
@ -13,6 +13,34 @@
|
||||||
margin: 10px;
|
margin: 10px;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.tray-row {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: 1fr 1fr 1fr;
|
||||||
|
width: @board-length*@tile-width;
|
||||||
|
|
||||||
|
.player-controls {
|
||||||
|
display: grid;
|
||||||
|
grid-template-areas: "check return"
|
||||||
|
"check pass";
|
||||||
|
grid-template-rows: 1fr 1fr;
|
||||||
|
grid-template-columns: 1fr 1fr;
|
||||||
|
|
||||||
|
.check {
|
||||||
|
grid-area: check;
|
||||||
|
}
|
||||||
|
|
||||||
|
.return {
|
||||||
|
grid-area: return;
|
||||||
|
}
|
||||||
|
|
||||||
|
.pass {
|
||||||
|
grid-area: pass;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
.board-grid {
|
.board-grid {
|
||||||
//grid-area: grid;
|
//grid-area: grid;
|
||||||
display: grid;
|
display: grid;
|
||||||
|
@ -21,6 +49,7 @@
|
||||||
justify-content: center;
|
justify-content: center;
|
||||||
grid-gap: 1px;
|
grid-gap: 1px;
|
||||||
user-select: none;
|
user-select: none;
|
||||||
|
flex: initial;
|
||||||
}
|
}
|
||||||
|
|
||||||
.grid-spot {
|
.grid-spot {
|
||||||
|
@ -38,9 +67,23 @@
|
||||||
position: absolute;
|
position: absolute;
|
||||||
top: 0;
|
top: 0;
|
||||||
left: 0;
|
left: 0;
|
||||||
|
z-index: 2;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
.arrow {
|
||||||
|
color: red;
|
||||||
|
font-size: @tile-font-size+10;
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
left: 10px;
|
||||||
z-index: 1;
|
z-index: 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
.down {
|
||||||
|
transform: rotate(90deg);
|
||||||
|
}
|
||||||
|
|
||||||
.ephemeral {
|
.ephemeral {
|
||||||
opacity: 75%;
|
opacity: 75%;
|
||||||
}
|
}
|
||||||
|
@ -79,6 +122,8 @@
|
||||||
.tileSpot {
|
.tileSpot {
|
||||||
height: @tile-width;
|
height: @tile-width;
|
||||||
width: @tile-width;
|
width: @tile-width;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
.letter {
|
.letter {
|
||||||
|
@ -104,4 +149,179 @@
|
||||||
padding-right: 5px;
|
padding-right: 5px;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
input {
|
||||||
|
position: absolute;
|
||||||
|
width: 100%;
|
||||||
|
top: 5px;
|
||||||
|
text-align: center;
|
||||||
|
font-size: @tile-font-size;
|
||||||
|
background: none;
|
||||||
|
border: none;
|
||||||
|
padding: 0;
|
||||||
|
font-style: italic;
|
||||||
|
left: 0; /* Fixes a weird display bug where the input is shifted to the right when the tile is on the grid */
|
||||||
|
}
|
||||||
|
|
||||||
|
.prev-blank {
|
||||||
|
font-style: italic;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
.highlight {
|
||||||
|
color: red;
|
||||||
|
}
|
||||||
|
|
||||||
|
.board-log {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: @tile-width*@board-length+15px 1fr;
|
||||||
|
max-height: @tile-width*@board-length + 15px;
|
||||||
|
|
||||||
|
margin: 1em;
|
||||||
|
}
|
||||||
|
|
||||||
|
.message-log {
|
||||||
|
border-color: black;
|
||||||
|
border-style: solid;
|
||||||
|
border-width: 2px;
|
||||||
|
margin: 5px;
|
||||||
|
max-height: inherit;
|
||||||
|
|
||||||
|
display: grid;
|
||||||
|
grid-template-rows: 0 7em 1fr;
|
||||||
|
|
||||||
|
.log {
|
||||||
|
overflow-y: scroll;
|
||||||
|
padding: 0.5em;
|
||||||
|
}
|
||||||
|
|
||||||
|
button.end-game {
|
||||||
|
margin: 0.5em;
|
||||||
|
width: fit-content;
|
||||||
|
height: fit-content;
|
||||||
|
z-index: 1; // because it's in a zero-height area we need to put it on top
|
||||||
|
}
|
||||||
|
|
||||||
|
.scoring {
|
||||||
|
text-align: center;
|
||||||
|
display: flex;
|
||||||
|
|
||||||
|
span {
|
||||||
|
font-size: 20px;
|
||||||
|
}
|
||||||
|
|
||||||
|
div {
|
||||||
|
margin-left: 10px;
|
||||||
|
margin-right: 10px;
|
||||||
|
flex: 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.multiplayer-inputs-grid {
|
||||||
|
display: grid;
|
||||||
|
//grid-template-columns: 3fr 2fr;
|
||||||
|
//grid-column-gap: 1em;
|
||||||
|
grid-row-gap: 0.5em;
|
||||||
|
|
||||||
|
label {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: 3fr 2fr;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.ai-grid{
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: 3fr 2fr;
|
||||||
|
grid-column-gap: 1em;
|
||||||
|
grid-row-gap: 0.5em;
|
||||||
|
}
|
||||||
|
|
||||||
|
.side-grid {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: 1fr 1fr;
|
||||||
|
grid-column-gap: 1em;
|
||||||
|
}
|
||||||
|
|
||||||
|
.multiplayer-ai-details {
|
||||||
|
button {
|
||||||
|
margin: 1em;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
dialog {
|
||||||
|
border-radius: 10px;
|
||||||
|
z-index: 1;
|
||||||
|
width: 50em;
|
||||||
|
|
||||||
|
.new-game {
|
||||||
|
width: 50em;
|
||||||
|
|
||||||
|
.selection-buttons {
|
||||||
|
display: grid;
|
||||||
|
grid-template-columns: 1fr 1fr;
|
||||||
|
justify-items: center;
|
||||||
|
padding-top: 1em;
|
||||||
|
|
||||||
|
button {
|
||||||
|
width: 40%;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.close-button-div {
|
||||||
|
display: flex;
|
||||||
|
justify-content: end;
|
||||||
|
|
||||||
|
button {
|
||||||
|
border: 0;
|
||||||
|
background-color: inherit;
|
||||||
|
font-size: 1.5rem;
|
||||||
|
color: #aaaaaa;
|
||||||
|
font-weight: bold;
|
||||||
|
|
||||||
|
&:hover {
|
||||||
|
color: black;
|
||||||
|
cursor: pointer;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.tile-exchange-dialog {
|
||||||
|
|
||||||
|
.selection-buttons {
|
||||||
|
display: flex;
|
||||||
|
justify-content: space-around;
|
||||||
|
|
||||||
|
button {
|
||||||
|
width: 40%;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
.finish-buttons {
|
||||||
|
.selection-buttons();
|
||||||
|
}
|
||||||
|
|
||||||
|
.tray-container {
|
||||||
|
display: flex;
|
||||||
|
justify-content: center;
|
||||||
|
margin: 20px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.selected-tile {
|
||||||
|
bottom: 10px;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
button.add-to-dictionary {
|
||||||
|
padding: 0;
|
||||||
|
margin: 0 0 0 1em;
|
||||||
|
}
|
||||||
|
|
||||||
|
div.log {
|
||||||
|
line-height: 1.5em;
|
||||||
}
|
}
|
155
ui/src/utils.ts
Normal file
155
ui/src/utils.ts
Normal file
|
@ -0,0 +1,155 @@
|
||||||
|
import * as React from "react";
|
||||||
|
import {CellType, Letter as LetterData} from "./api";
|
||||||
|
|
||||||
|
|
||||||
|
export interface Settings {
|
||||||
|
trayLength: number;
|
||||||
|
playerName: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export enum LocationType {
|
||||||
|
GRID,
|
||||||
|
TRAY
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface CoordinateData {
|
||||||
|
location: LocationType;
|
||||||
|
index: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export type PlayableLetterData = LetterData & CoordinateData;
|
||||||
|
export type HighlightableLetterData = LetterData & {highlight: boolean};
|
||||||
|
|
||||||
|
export enum TileDispatchActionType {
|
||||||
|
MOVE,
|
||||||
|
RETRIEVE,
|
||||||
|
SET_BLANK,
|
||||||
|
RETURN,
|
||||||
|
MOVE_TO_ARROW,
|
||||||
|
}
|
||||||
|
export type TileDispatchAction = {action: TileDispatchActionType, start?: CoordinateData, end?: CoordinateData, newBlankValue?: string, blankIndex?: number, override?: boolean};
|
||||||
|
export type TileDispatch = React.Dispatch<TileDispatchAction>;
|
||||||
|
|
||||||
|
export enum Direction {
|
||||||
|
RIGHT = "right",
|
||||||
|
DOWN = "down",
|
||||||
|
}
|
||||||
|
export interface GridArrowData {
|
||||||
|
direction: Direction,
|
||||||
|
position: number,
|
||||||
|
}
|
||||||
|
|
||||||
|
export enum GridArrowDispatchActionType {
|
||||||
|
CLEAR,
|
||||||
|
CYCLE,
|
||||||
|
SHIFT,
|
||||||
|
}
|
||||||
|
|
||||||
|
// I need to include the playerLetters as an argument because I can't define gridArrow after defining the playerLetters in <Game>
|
||||||
|
export type GridArrowDispatchAction = {
|
||||||
|
action: GridArrowDispatchActionType,
|
||||||
|
position?: number,
|
||||||
|
playerLetters?: PlayableLetterData[] // only needs to be defined on action type SHIFT
|
||||||
|
};
|
||||||
|
export type GridArrowDispatch = React.Dispatch<GridArrowDispatchAction>;
|
||||||
|
|
||||||
|
export function matchCoordinate(playerLetters: PlayableLetterData[], coords: CoordinateData): number {
|
||||||
|
|
||||||
|
for (let i=0; i<playerLetters.length; i++){
|
||||||
|
let letter = playerLetters[i];
|
||||||
|
|
||||||
|
if (letter != null && letter.location === coords.location && letter.index === coords.index) {
|
||||||
|
return i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return null; // no match
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export function cellTypeToDetails(cell_type: CellType): {className: string, text: string} {
|
||||||
|
let className: string;
|
||||||
|
let text: string;
|
||||||
|
|
||||||
|
switch (cell_type) {
|
||||||
|
case CellType.Normal:
|
||||||
|
className = "grid-spot-normal";
|
||||||
|
text = "";
|
||||||
|
break;
|
||||||
|
case CellType.DoubleWord:
|
||||||
|
className = "grid-spot-double-word";
|
||||||
|
text = "Double Word Score";
|
||||||
|
break;
|
||||||
|
case CellType.DoubleLetter:
|
||||||
|
className = "grid-spot-double-letter";
|
||||||
|
text = "Double Letter Score";
|
||||||
|
break;
|
||||||
|
case CellType.TripleLetter:
|
||||||
|
className = "grid-spot-triple-letter";
|
||||||
|
text = "Triple Letter Score";
|
||||||
|
break;
|
||||||
|
case CellType.TripleWord:
|
||||||
|
className = "grid-spot-triple-word";
|
||||||
|
text = "Triple Word Score";
|
||||||
|
break;
|
||||||
|
case CellType.Start:
|
||||||
|
className = "grid-spot-start";
|
||||||
|
text = "★";
|
||||||
|
break;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
return {className: className, text: text};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function addNTimes<T>(array: T[], toAdd: T, times: number) {
|
||||||
|
for (let i=0; i<times; i++) {
|
||||||
|
array.push(toAdd);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function mergeTrays(existing: PlayableLetterData[], newer: (LetterData | null)[]): PlayableLetterData[] {
|
||||||
|
|
||||||
|
let trayLength = Math.max(existing.length, newer.length);
|
||||||
|
|
||||||
|
// we may need to check against the existing tray to retain whatever user reorderings there are
|
||||||
|
const freeSpots = new Array<number | null>();
|
||||||
|
for (let i = 0; i<trayLength; i++) {
|
||||||
|
freeSpots.push(i);
|
||||||
|
}
|
||||||
|
|
||||||
|
existing.filter((x) => {
|
||||||
|
return x != null;
|
||||||
|
}).forEach((x) => {
|
||||||
|
if (x.location === LocationType.TRAY) {
|
||||||
|
freeSpots[x.index] = null;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
|
||||||
|
const firstNotNull = (): number => {
|
||||||
|
for (let i of freeSpots) {
|
||||||
|
if (i !== null) {
|
||||||
|
freeSpots[i] = null;
|
||||||
|
return i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
return newer.map((ld, i) => {
|
||||||
|
if (ld != null) {
|
||||||
|
|
||||||
|
if (existing[i] != null && existing[i].location === LocationType.TRAY) {
|
||||||
|
ld["index"] = existing[i].index;
|
||||||
|
} else {
|
||||||
|
ld["index"] = firstNotNull();
|
||||||
|
}
|
||||||
|
ld["location"] = LocationType.TRAY;
|
||||||
|
}
|
||||||
|
return ld as PlayableLetterData;
|
||||||
|
});
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
export const GRID_LENGTH = 15;
|
71
ui/src/wasm_api.tsx
Normal file
71
ui/src/wasm_api.tsx
Normal file
|
@ -0,0 +1,71 @@
|
||||||
|
import {API, APIState, Difficulty, PlayedTile, Result, is_ok} from "./api";
|
||||||
|
import {WasmAPI as RawAPI} from 'word_grid';
|
||||||
|
|
||||||
|
export class WasmAPI implements API{
|
||||||
|
private wasm: RawAPI;
|
||||||
|
|
||||||
|
constructor(seed: bigint, dictionary_text: string, difficulty: Difficulty) {
|
||||||
|
this.wasm = new RawAPI(seed, dictionary_text, difficulty);
|
||||||
|
}
|
||||||
|
|
||||||
|
add_to_dictionary(word: string): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
let api_state: Result<APIState, any> = this.wasm.add_to_dictionary(word);
|
||||||
|
|
||||||
|
if(is_ok(api_state)) {
|
||||||
|
resolve(api_state.Ok);
|
||||||
|
} else {
|
||||||
|
reject(api_state.Err);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
exchange(selection: Array<boolean>): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
let api_state: Result<APIState, any> = this.wasm.exchange(selection);
|
||||||
|
|
||||||
|
if(is_ok(api_state)) {
|
||||||
|
resolve(api_state.Ok);
|
||||||
|
} else {
|
||||||
|
reject(api_state.Err);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
load(_wait: boolean): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
let api_state: Result<APIState, any> = this.wasm.load();
|
||||||
|
|
||||||
|
if(is_ok(api_state)) {
|
||||||
|
resolve(api_state.Ok);
|
||||||
|
} else {
|
||||||
|
reject(api_state.Err);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
pass(): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
let api_state: Result<APIState, any> = this.wasm.pass();
|
||||||
|
|
||||||
|
if(is_ok(api_state)) {
|
||||||
|
resolve(api_state.Ok);
|
||||||
|
} else {
|
||||||
|
reject(api_state.Err);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
play(tiles: Array<PlayedTile>, commit: boolean): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
let api_state: Result<APIState, any> = this.wasm.play(tiles, commit);
|
||||||
|
|
||||||
|
if(is_ok(api_state)) {
|
||||||
|
resolve(api_state.Ok);
|
||||||
|
} else {
|
||||||
|
reject(api_state.Err);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
209
ui/src/ws_api.tsx
Normal file
209
ui/src/ws_api.tsx
Normal file
|
@ -0,0 +1,209 @@
|
||||||
|
import {API, APIState, Difficulty, PlayedTile} from "./api";
|
||||||
|
|
||||||
|
export type Player = string;
|
||||||
|
|
||||||
|
export interface AI {
|
||||||
|
proportion: number
|
||||||
|
randomness: number
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface PartyInfo {
|
||||||
|
ais: AI[]
|
||||||
|
players: Player[]
|
||||||
|
}
|
||||||
|
|
||||||
|
export type RoomEvent = {
|
||||||
|
type: "PlayerJoined" | "PlayerLeft"
|
||||||
|
player: Player
|
||||||
|
} | {
|
||||||
|
type: "AIJoined",
|
||||||
|
difficulty: Difficulty
|
||||||
|
} | {
|
||||||
|
type: "AILeft"
|
||||||
|
index: number
|
||||||
|
}
|
||||||
|
|
||||||
|
export type GameEvent = {
|
||||||
|
type: "TurnAction"
|
||||||
|
state: APIState
|
||||||
|
committed: boolean
|
||||||
|
}
|
||||||
|
|
||||||
|
export type ServerToClientMessage = {
|
||||||
|
type: "RoomChange"
|
||||||
|
event: RoomEvent
|
||||||
|
info: PartyInfo
|
||||||
|
|
||||||
|
} | {
|
||||||
|
type: "GameEvent"
|
||||||
|
event: GameEvent
|
||||||
|
} | {
|
||||||
|
type: "GameError"
|
||||||
|
error: any
|
||||||
|
} | {
|
||||||
|
type: "Invalid"
|
||||||
|
reason: string
|
||||||
|
}
|
||||||
|
|
||||||
|
type GameMove = {
|
||||||
|
type: "Pass"
|
||||||
|
} | {
|
||||||
|
type: "Exchange"
|
||||||
|
tiles: Array<boolean>
|
||||||
|
} | {
|
||||||
|
type: "Play"
|
||||||
|
played_tiles: Array<PlayedTile>
|
||||||
|
commit_move: boolean
|
||||||
|
} | {
|
||||||
|
type: "AddToDictionary"
|
||||||
|
word: string
|
||||||
|
}
|
||||||
|
|
||||||
|
export type ClientToServerMessage = {
|
||||||
|
type: "Load" | "StartGame"
|
||||||
|
} | {
|
||||||
|
type: "GameMove"
|
||||||
|
move: GameMove
|
||||||
|
} | {
|
||||||
|
type: "AddAI"
|
||||||
|
difficulty: Difficulty
|
||||||
|
} | {
|
||||||
|
type: "RemoveAI"
|
||||||
|
index: number
|
||||||
|
}
|
||||||
|
|
||||||
|
interface PromiseInput {
|
||||||
|
resolve: (value: GameEvent) => void
|
||||||
|
reject: (error: any) => void
|
||||||
|
type: string // recorded for debug purposes
|
||||||
|
}
|
||||||
|
|
||||||
|
export class WSAPI implements API{
|
||||||
|
private socket: WebSocket;
|
||||||
|
private currentPromiseInput: PromiseInput | null;
|
||||||
|
|
||||||
|
constructor(socket: WebSocket) {
|
||||||
|
this.socket = socket;
|
||||||
|
this.currentPromiseInput = null;
|
||||||
|
this.socket.addEventListener("message", (event) => {
|
||||||
|
let data: ServerToClientMessage = JSON.parse(event.data);
|
||||||
|
console.log("Message from server ", event.data);
|
||||||
|
if(data.type == "GameEvent") {
|
||||||
|
if(this.currentPromiseInput != null) {
|
||||||
|
this.currentPromiseInput.resolve(data.event);
|
||||||
|
this.currentPromiseInput = null;
|
||||||
|
} else {
|
||||||
|
console.error("Received game data but no promise is queued");
|
||||||
|
console.error({data});
|
||||||
|
}
|
||||||
|
} else if(data.type == "GameError") {
|
||||||
|
if(this.currentPromiseInput != null) {
|
||||||
|
this.currentPromiseInput.reject(data.error);
|
||||||
|
this.currentPromiseInput = null;
|
||||||
|
} else {
|
||||||
|
console.error("Received error game data but no promise is queued");
|
||||||
|
console.error({data});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
private register_promise(resolve: (value: GameEvent) => void, reject: (value: any) => void, type: string) {
|
||||||
|
const newPromise = {
|
||||||
|
resolve: resolve,
|
||||||
|
reject: reject,
|
||||||
|
type: type,
|
||||||
|
};
|
||||||
|
|
||||||
|
if(this.currentPromiseInput != null) {
|
||||||
|
console.error("We are setting a new promise before the current one has resolved")
|
||||||
|
console.error("Current promise: ", this.currentPromiseInput);
|
||||||
|
console.error("New promise: ", newPromise);
|
||||||
|
|
||||||
|
// Some of the rejects take statements from the server and log them; maybe don't send this to reject
|
||||||
|
//this.currentPromiseInput.reject("New promise was registered");
|
||||||
|
}
|
||||||
|
this.currentPromiseInput = newPromise;
|
||||||
|
}
|
||||||
|
|
||||||
|
add_to_dictionary(word: string): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
this.register_promise(resolve, reject, "AddToDictionary");
|
||||||
|
let event: ClientToServerMessage = {
|
||||||
|
type: "GameMove",
|
||||||
|
move: {
|
||||||
|
type: "AddToDictionary",
|
||||||
|
word
|
||||||
|
}
|
||||||
|
};
|
||||||
|
this.socket.send(JSON.stringify(event));
|
||||||
|
|
||||||
|
}).then((game_event: GameEvent) => {
|
||||||
|
return game_event.state;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
exchange(selection: Array<boolean>): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
this.register_promise(resolve, reject, "Exchange");
|
||||||
|
let event: ClientToServerMessage = {
|
||||||
|
type: "GameMove",
|
||||||
|
move: {
|
||||||
|
type: "Exchange",
|
||||||
|
tiles: selection
|
||||||
|
}
|
||||||
|
};
|
||||||
|
this.socket.send(JSON.stringify(event));
|
||||||
|
}).then((game_event: GameEvent) => {
|
||||||
|
return game_event.state;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
load(wait: boolean): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
this.register_promise(resolve, reject, `Load with wait=${wait}`);
|
||||||
|
if(!wait) {
|
||||||
|
let event: ClientToServerMessage = {
|
||||||
|
type: "Load"
|
||||||
|
}
|
||||||
|
this.socket.send(JSON.stringify(event));
|
||||||
|
}
|
||||||
|
}).then((game_event: GameEvent) => {
|
||||||
|
return game_event.state;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
pass(): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
this.register_promise(resolve, reject, "Pass");
|
||||||
|
let event: ClientToServerMessage = {
|
||||||
|
type: "GameMove",
|
||||||
|
move: {
|
||||||
|
type: "Pass",
|
||||||
|
}
|
||||||
|
};
|
||||||
|
this.socket.send(JSON.stringify(event));
|
||||||
|
}).then((game_event: GameEvent) => {
|
||||||
|
return game_event.state;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
play(tiles: Array<PlayedTile>, commit: boolean): Promise<APIState> {
|
||||||
|
return new Promise((resolve, reject) => {
|
||||||
|
this.register_promise(resolve, reject, "Play");
|
||||||
|
let event: ClientToServerMessage = {
|
||||||
|
type: "GameMove",
|
||||||
|
move: {
|
||||||
|
type: "Play",
|
||||||
|
played_tiles: tiles,
|
||||||
|
commit_move: commit,
|
||||||
|
}
|
||||||
|
};
|
||||||
|
this.socket.send(JSON.stringify(event));
|
||||||
|
}).then((game_event: GameEvent) => {
|
||||||
|
return game_event.state;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -1,7 +1,7 @@
|
||||||
{
|
{
|
||||||
"compilerOptions": {
|
"compilerOptions": {
|
||||||
"module": "commonjs",
|
"module": "commonjs",
|
||||||
"target": "ES2023",
|
"target": "ES2022",
|
||||||
"jsx": "react-jsx",
|
"jsx": "react-jsx",
|
||||||
"lib": [
|
"lib": [
|
||||||
"es2023",
|
"es2023",
|
||||||
|
|
2
wasm/.cargo/config.toml
Normal file
2
wasm/.cargo/config.toml
Normal file
|
@ -0,0 +1,2 @@
|
||||||
|
[build]
|
||||||
|
rustflags = ['--cfg', 'getrandom_backend="wasm_js"']
|
19
wasm/Cargo.toml
Normal file
19
wasm/Cargo.toml
Normal file
|
@ -0,0 +1,19 @@
|
||||||
|
[package]
|
||||||
|
name = "wasm"
|
||||||
|
version = "0.1.0"
|
||||||
|
edition = "2021"
|
||||||
|
|
||||||
|
# We manually specify path for better caching in Podman
|
||||||
|
[lib]
|
||||||
|
path = "src/lib.rs"
|
||||||
|
crate-type = ["cdylib"]
|
||||||
|
|
||||||
|
[dependencies]
|
||||||
|
serde-wasm-bindgen = "0.6.5"
|
||||||
|
wasm-bindgen = "0.2.92"
|
||||||
|
word_grid = { version = "0.1.0", path = "../wordgrid" }
|
||||||
|
serde = { workspace = true }
|
||||||
|
|
||||||
|
# This is actually required; ignore RustRover saying it's not used
|
||||||
|
# Also required is .cargo/config.toml; see https://docs.rs/getrandom/latest/getrandom/#webassembly-support
|
||||||
|
getrandom = {version = "0.3.1", features = ["wasm_js"]}
|
64
wasm/src/lib.rs
Normal file
64
wasm/src/lib.rs
Normal file
|
@ -0,0 +1,64 @@
|
||||||
|
use serde::Serialize;
|
||||||
|
use serde_wasm_bindgen::Serializer;
|
||||||
|
use wasm_bindgen::prelude::wasm_bindgen;
|
||||||
|
use wasm_bindgen::JsValue;
|
||||||
|
use word_grid::api::APIGame;
|
||||||
|
use word_grid::game::{Game, PlayedTile};
|
||||||
|
use word_grid::player_interaction::ai::Difficulty;
|
||||||
|
|
||||||
|
const PLAYER_NAME: &str = "Player";
|
||||||
|
|
||||||
|
const SERIALIZER: Serializer = Serializer::json_compatible();
|
||||||
|
|
||||||
|
#[wasm_bindgen]
|
||||||
|
pub struct WasmAPI(APIGame);
|
||||||
|
|
||||||
|
#[wasm_bindgen]
|
||||||
|
impl WasmAPI {
|
||||||
|
#[wasm_bindgen(constructor)]
|
||||||
|
pub fn new(seed: u64, dictionary_text: &str, ai_difficulty: JsValue) -> Self {
|
||||||
|
let difficulty: Difficulty = serde_wasm_bindgen::from_value(ai_difficulty).unwrap();
|
||||||
|
|
||||||
|
let game = Game::new(
|
||||||
|
seed,
|
||||||
|
dictionary_text,
|
||||||
|
vec![PLAYER_NAME.to_string()],
|
||||||
|
vec![difficulty],
|
||||||
|
);
|
||||||
|
|
||||||
|
WasmAPI(APIGame::new(game))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn exchange(&mut self, selection: JsValue) -> JsValue {
|
||||||
|
let selection: Vec<bool> = serde_wasm_bindgen::from_value(selection).unwrap();
|
||||||
|
|
||||||
|
let result = self.0.exchange(PLAYER_NAME, selection);
|
||||||
|
|
||||||
|
result.serialize(&SERIALIZER).unwrap()
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn pass(&mut self) -> JsValue {
|
||||||
|
let result = self.0.pass(PLAYER_NAME);
|
||||||
|
|
||||||
|
result.serialize(&SERIALIZER).unwrap()
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn load(&mut self) -> JsValue {
|
||||||
|
let result = self.0.load(PLAYER_NAME);
|
||||||
|
result.serialize(&SERIALIZER).unwrap()
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn play(&mut self, tray_tile_locations: JsValue, commit_move: bool) -> JsValue {
|
||||||
|
let tray_tile_locations: Vec<Option<PlayedTile>> =
|
||||||
|
serde_wasm_bindgen::from_value(tray_tile_locations).unwrap();
|
||||||
|
|
||||||
|
let result = self.0.play(PLAYER_NAME, tray_tile_locations, commit_move);
|
||||||
|
result.serialize(&SERIALIZER).unwrap()
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn add_to_dictionary(&mut self, word: &str) -> JsValue {
|
||||||
|
let result = self.0.add_to_dictionary(PLAYER_NAME, word);
|
||||||
|
|
||||||
|
result.serialize(&SERIALIZER).unwrap()
|
||||||
|
}
|
||||||
|
}
|
18
wordgrid/Cargo.toml
Normal file
18
wordgrid/Cargo.toml
Normal file
|
@ -0,0 +1,18 @@
|
||||||
|
[package]
|
||||||
|
name = "word_grid"
|
||||||
|
version = "0.1.0"
|
||||||
|
edition = "2021"
|
||||||
|
authors = ["Joel Therrien"]
|
||||||
|
repository = "https://git.joeltherrien.ca/joel/WordGrid"
|
||||||
|
license = "AGPL-3"
|
||||||
|
description = "A (WIP) package for playing 'WordGrid'."
|
||||||
|
|
||||||
|
# We manually specify for better caching in Podman
|
||||||
|
[lib]
|
||||||
|
path = "src/lib.rs"
|
||||||
|
|
||||||
|
[dependencies]
|
||||||
|
csv = "1.3.0"
|
||||||
|
serde = { workspace = true }
|
||||||
|
rand = { workspace = true }
|
||||||
|
|
241
wordgrid/src/api.rs
Normal file
241
wordgrid/src/api.rs
Normal file
|
@ -0,0 +1,241 @@
|
||||||
|
use crate::board::{CellType, Letter};
|
||||||
|
use crate::game::{
|
||||||
|
Error, Game, GameState, PlayedTile, Player, PlayerState, TurnAction, TurnAdvanceResult,
|
||||||
|
};
|
||||||
|
use crate::player_interaction::Tray;
|
||||||
|
use serde::{Deserialize, Serialize};
|
||||||
|
|
||||||
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||||
|
pub struct ApiPlayer {
|
||||||
|
name: String,
|
||||||
|
tray_tiles: usize,
|
||||||
|
score: u32,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl ApiPlayer {
|
||||||
|
fn from(player_state: &PlayerState) -> ApiPlayer {
|
||||||
|
ApiPlayer {
|
||||||
|
name: player_state.player.get_name().to_string(),
|
||||||
|
tray_tiles: player_state.tray.count(),
|
||||||
|
score: player_state.score,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||||
|
pub struct Update {
|
||||||
|
r#type: TurnAction,
|
||||||
|
player: String,
|
||||||
|
turn_number: usize,
|
||||||
|
}
|
||||||
|
|
||||||
|
pub type ApiBoard = Vec<Option<Letter>>;
|
||||||
|
|
||||||
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||||
|
pub struct PublicInformation {
|
||||||
|
game_state: GameState,
|
||||||
|
board: ApiBoard,
|
||||||
|
cell_types: Vec<CellType>,
|
||||||
|
current_player: String,
|
||||||
|
players: Vec<ApiPlayer>,
|
||||||
|
remaining_tiles: usize,
|
||||||
|
history: Vec<Update>,
|
||||||
|
current_turn_number: usize,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||||
|
pub struct ApiState {
|
||||||
|
public_information: PublicInformation,
|
||||||
|
tray: Tray,
|
||||||
|
pub update: Option<Update>,
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct APIGame(pub Game, Vec<Update>);
|
||||||
|
|
||||||
|
impl APIGame {
|
||||||
|
pub fn new(game: Game) -> APIGame {
|
||||||
|
APIGame(game, vec![])
|
||||||
|
}
|
||||||
|
|
||||||
|
fn is_players_turn(&self, player: &str) -> bool {
|
||||||
|
self.0.current_player_name().eq_ignore_ascii_case(player)
|
||||||
|
}
|
||||||
|
|
||||||
|
fn player_exists(&self, player: &str) -> bool {
|
||||||
|
self.0.player_states.get_player_state(player).is_some()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn player_exists_and_turn(&self, player: &str) -> Result<(), Error> {
|
||||||
|
if !self.player_exists(&player) {
|
||||||
|
Err(Error::InvalidPlayer(player.to_string()))
|
||||||
|
} else if !self.is_players_turn(&player) {
|
||||||
|
Err(Error::WrongTurn(player.to_string()))
|
||||||
|
} else {
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn build_result(
|
||||||
|
&self,
|
||||||
|
tray: Tray,
|
||||||
|
game_state: Option<GameState>,
|
||||||
|
update: Option<Update>,
|
||||||
|
) -> ApiState {
|
||||||
|
ApiState {
|
||||||
|
public_information: self.build_public_information(game_state, &self.1),
|
||||||
|
tray,
|
||||||
|
update,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn build_public_information(
|
||||||
|
&self,
|
||||||
|
game_state: Option<GameState>,
|
||||||
|
history: &Vec<Update>,
|
||||||
|
) -> PublicInformation {
|
||||||
|
let game_state = game_state.unwrap_or_else(|| self.0.get_state());
|
||||||
|
|
||||||
|
let cell_types = self
|
||||||
|
.0
|
||||||
|
.get_board()
|
||||||
|
.cells
|
||||||
|
.iter()
|
||||||
|
.map(|cell| -> CellType { cell.cell_type })
|
||||||
|
.collect::<Vec<CellType>>();
|
||||||
|
|
||||||
|
let board: Vec<Option<Letter>> = self
|
||||||
|
.0
|
||||||
|
.get_board()
|
||||||
|
.cells
|
||||||
|
.iter()
|
||||||
|
.map(|cell| -> Option<Letter> { cell.value.clone() })
|
||||||
|
.collect();
|
||||||
|
|
||||||
|
let players = self
|
||||||
|
.0
|
||||||
|
.player_states
|
||||||
|
.0
|
||||||
|
.iter()
|
||||||
|
.map(|p| ApiPlayer::from(p))
|
||||||
|
.collect::<Vec<ApiPlayer>>();
|
||||||
|
|
||||||
|
PublicInformation {
|
||||||
|
game_state,
|
||||||
|
board,
|
||||||
|
cell_types,
|
||||||
|
current_player: self.0.current_player_name(),
|
||||||
|
players,
|
||||||
|
remaining_tiles: self.0.get_remaining_tiles(),
|
||||||
|
history: history.clone(),
|
||||||
|
current_turn_number: self.0.get_number_turns(),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn exchange(&mut self, player: &str, tray_tiles: Vec<bool>) -> Result<ApiState, Error> {
|
||||||
|
self.player_exists_and_turn(player)?;
|
||||||
|
|
||||||
|
let turn_number = self.0.get_number_turns();
|
||||||
|
|
||||||
|
let (tray, turn_action, game_state) = self.0.exchange_tiles(tray_tiles)?;
|
||||||
|
let update = Update {
|
||||||
|
r#type: turn_action,
|
||||||
|
player: player.to_string(),
|
||||||
|
turn_number,
|
||||||
|
};
|
||||||
|
|
||||||
|
self.1.push(update.clone());
|
||||||
|
|
||||||
|
Ok(self.build_result(tray, Some(game_state), Some(update)))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn pass(&mut self, player: &str) -> Result<ApiState, Error> {
|
||||||
|
self.player_exists_and_turn(player)?;
|
||||||
|
|
||||||
|
let turn_number = self.0.get_number_turns();
|
||||||
|
|
||||||
|
let game_state = self.0.pass()?;
|
||||||
|
let tray = self.0.player_states.get_tray(player).unwrap().clone();
|
||||||
|
let update = Update {
|
||||||
|
r#type: TurnAction::Pass,
|
||||||
|
player: player.to_string(),
|
||||||
|
turn_number,
|
||||||
|
};
|
||||||
|
self.1.push(update.clone());
|
||||||
|
|
||||||
|
Ok(self.build_result(tray, Some(game_state), Some(update)))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn load(&mut self, player: &str) -> Result<ApiState, Error> {
|
||||||
|
if !self.player_exists(player) {
|
||||||
|
Err(Error::InvalidPlayer(player.to_string()))
|
||||||
|
} else {
|
||||||
|
while self.is_ai_turn() {
|
||||||
|
let turn_number = self.0.get_number_turns();
|
||||||
|
let (result, _) = self.0.advance_turn()?;
|
||||||
|
|
||||||
|
if let TurnAdvanceResult::AIMove { name, action } = result {
|
||||||
|
self.1.push(Update {
|
||||||
|
r#type: action,
|
||||||
|
player: name,
|
||||||
|
turn_number,
|
||||||
|
});
|
||||||
|
} else {
|
||||||
|
unreachable!("We already checked that the current player is AI");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let tray = self.0.player_states.get_tray(player).unwrap().clone();
|
||||||
|
Ok(self.build_result(tray, None, None))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn play(
|
||||||
|
&mut self,
|
||||||
|
player: &str,
|
||||||
|
tray_tile_locations: Vec<Option<PlayedTile>>,
|
||||||
|
commit_move: bool,
|
||||||
|
) -> Result<ApiState, Error> {
|
||||||
|
self.player_exists_and_turn(&player)?;
|
||||||
|
|
||||||
|
let turn_number = self.0.get_number_turns();
|
||||||
|
|
||||||
|
let (turn_action, game_state) = self.0.receive_play(tray_tile_locations, commit_move)?;
|
||||||
|
let tray = self.0.player_states.get_tray(&player).unwrap().clone();
|
||||||
|
let update = Update {
|
||||||
|
r#type: turn_action,
|
||||||
|
player: player.to_string(),
|
||||||
|
turn_number,
|
||||||
|
};
|
||||||
|
if commit_move {
|
||||||
|
self.1.push(update.clone())
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(self.build_result(tray, Some(game_state), Some(update)))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn add_to_dictionary(&mut self, player: &str, word: &str) -> Result<ApiState, Error> {
|
||||||
|
let word = word.to_uppercase();
|
||||||
|
self.0.add_word(&word);
|
||||||
|
|
||||||
|
let update = Update {
|
||||||
|
r#type: TurnAction::AddToDictionary { word },
|
||||||
|
player: player.to_string(),
|
||||||
|
turn_number: self.0.get_number_turns(),
|
||||||
|
};
|
||||||
|
self.1.push(update.clone());
|
||||||
|
let tray = self.0.player_states.get_tray(&player).unwrap().clone();
|
||||||
|
Ok(self.build_result(tray, None, Some(update)))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn is_ai_turn(&self) -> bool {
|
||||||
|
let current_player = self.0.current_player_name();
|
||||||
|
matches!(
|
||||||
|
self.0
|
||||||
|
.player_states
|
||||||
|
.get_player_state(¤t_player)
|
||||||
|
.unwrap()
|
||||||
|
.player,
|
||||||
|
Player::AI { .. }
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
|
@ -1,30 +1,31 @@
|
||||||
|
use crate::constants::{ALL_LETTERS_BONUS, GRID_LENGTH, TRAY_LENGTH};
|
||||||
|
use crate::dictionary::DictionaryImpl;
|
||||||
|
use crate::game::Error;
|
||||||
|
use serde::{Deserialize, Serialize};
|
||||||
|
use std::borrow::BorrowMut;
|
||||||
use std::collections::HashSet;
|
use std::collections::HashSet;
|
||||||
use std::fmt;
|
use std::fmt;
|
||||||
use std::fmt::{Formatter, Write};
|
use std::fmt::{Formatter, Write};
|
||||||
use serde::{Deserialize, Serialize};
|
|
||||||
use tsify::Tsify;
|
|
||||||
use crate::constants::{ALL_LETTERS_BONUS, GRID_LENGTH, TRAY_LENGTH};
|
|
||||||
use crate::dictionary::DictionaryImpl;
|
|
||||||
|
|
||||||
#[derive(Clone, Copy)]
|
#[derive(Clone, Copy)]
|
||||||
enum Direction {
|
pub enum Direction {
|
||||||
Row, Column
|
Row,
|
||||||
|
Column,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Direction {
|
impl Direction {
|
||||||
fn invert(&self) -> Self {
|
pub fn invert(&self) -> Self {
|
||||||
match &self {
|
match &self {
|
||||||
Direction::Row => {Direction::Column}
|
Direction::Row => Direction::Column,
|
||||||
Direction::Column => {Direction::Row}
|
Direction::Column => Direction::Row,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Clone, Copy, Debug)]
|
#[derive(Clone, Copy, Debug, Eq, PartialEq, Hash)]
|
||||||
pub struct Coordinates (pub u8, pub u8);
|
pub struct Coordinates(pub u8, pub u8);
|
||||||
|
|
||||||
impl Coordinates {
|
impl Coordinates {
|
||||||
|
|
||||||
pub fn new_from_index(index: usize) -> Self {
|
pub fn new_from_index(index: usize) -> Self {
|
||||||
let y = index / GRID_LENGTH as usize;
|
let y = index / GRID_LENGTH as usize;
|
||||||
let x = index % GRID_LENGTH as usize;
|
let x = index % GRID_LENGTH as usize;
|
||||||
|
@ -34,32 +35,35 @@ impl Coordinates {
|
||||||
|
|
||||||
fn add(&self, direction: Direction, i: i8) -> Option<Self> {
|
fn add(&self, direction: Direction, i: i8) -> Option<Self> {
|
||||||
let proposed = match direction {
|
let proposed = match direction {
|
||||||
Direction::Column => {(self.0 as i8, self.1 as i8+i)}
|
Direction::Column => (self.0 as i8, self.1 as i8 + i),
|
||||||
Direction::Row => {(self.0 as i8+i, self.1 as i8)}
|
Direction::Row => (self.0 as i8 + i, self.1 as i8),
|
||||||
};
|
};
|
||||||
|
|
||||||
if proposed.0 < 0 || proposed.0 >= GRID_LENGTH as i8 || proposed.1 < 0 || proposed.1 >= GRID_LENGTH as i8 {
|
if proposed.0 < 0
|
||||||
|
|| proposed.0 >= GRID_LENGTH as i8
|
||||||
|
|| proposed.1 < 0
|
||||||
|
|| proposed.1 >= GRID_LENGTH as i8
|
||||||
|
{
|
||||||
None
|
None
|
||||||
} else{
|
} else {
|
||||||
Some(Coordinates(proposed.0 as u8, proposed.1 as u8))
|
Some(Coordinates(proposed.0 as u8, proposed.1 as u8))
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn increment(&self, direction: Direction) -> Option<Self>{
|
pub fn increment(&self, direction: Direction) -> Option<Self> {
|
||||||
self.add(direction, 1)
|
self.add(direction, 1)
|
||||||
}
|
}
|
||||||
|
|
||||||
fn decrement(&self, direction: Direction) -> Option<Self>{
|
pub fn decrement(&self, direction: Direction) -> Option<Self> {
|
||||||
self.add(direction, -1)
|
self.add(direction, -1)
|
||||||
}
|
}
|
||||||
|
|
||||||
fn map_to_index(&self) -> usize {
|
pub fn map_to_index(&self) -> usize {
|
||||||
(self.0 + GRID_LENGTH*self.1) as usize
|
(self.0 + GRID_LENGTH * self.1) as usize
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Debug, Copy, Clone, Serialize, Deserialize, Tsify)]
|
#[derive(Debug, Copy, Clone, Serialize, Deserialize, PartialEq, Eq, Hash)]
|
||||||
#[tsify(from_wasm_abi)]
|
|
||||||
pub struct Letter {
|
pub struct Letter {
|
||||||
pub text: char,
|
pub text: char,
|
||||||
pub points: u32,
|
pub points: u32,
|
||||||
|
@ -79,28 +83,27 @@ impl Letter {
|
||||||
|
|
||||||
pub fn new(text: Option<char>, points: u32) -> Letter {
|
pub fn new(text: Option<char>, points: u32) -> Letter {
|
||||||
match text {
|
match text {
|
||||||
None => {
|
None => Letter {
|
||||||
Letter {
|
|
||||||
text: ' ',
|
text: ' ',
|
||||||
points,
|
points,
|
||||||
ephemeral: true,
|
ephemeral: true,
|
||||||
is_blank: true,
|
is_blank: true,
|
||||||
}
|
},
|
||||||
}
|
Some(text) => Letter {
|
||||||
Some(text) => {
|
|
||||||
Letter {
|
|
||||||
text,
|
text,
|
||||||
points,
|
points,
|
||||||
ephemeral: true,
|
ephemeral: true,
|
||||||
is_blank: false,
|
is_blank: false,
|
||||||
}
|
},
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn partial_match(&self, other: &Letter) -> bool {
|
||||||
|
self == other || (self.is_blank && other.is_blank && self.points == other.points)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[derive(Debug, Copy, Clone, Serialize)]
|
#[derive(Debug, Copy, Clone, Serialize, Deserialize)]
|
||||||
pub enum CellType {
|
pub enum CellType {
|
||||||
Normal,
|
Normal,
|
||||||
DoubleWord,
|
DoubleWord,
|
||||||
|
@ -135,28 +138,25 @@ impl<'a> ToString for Word<'a> {
|
||||||
}
|
}
|
||||||
|
|
||||||
text
|
text
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl <'a> Word<'a> {
|
impl<'a> Word<'a> {
|
||||||
|
pub fn calculate_score(&self) -> u32 {
|
||||||
fn calculate_score(&self) -> u32{
|
|
||||||
let mut multiplier = 1;
|
let mut multiplier = 1;
|
||||||
let mut unmultiplied_score = 0;
|
let mut unmultiplied_score = 0;
|
||||||
|
|
||||||
for cell in self.cells.as_slice() {
|
for cell in self.cells.as_slice() {
|
||||||
let cell_value = cell.value.unwrap();
|
let cell_value = cell.value.unwrap();
|
||||||
if cell_value.ephemeral {
|
if cell_value.ephemeral {
|
||||||
let cell_multiplier =
|
let cell_multiplier = match cell.cell_type {
|
||||||
match cell.cell_type {
|
CellType::Normal => 1,
|
||||||
CellType::Normal => {1}
|
|
||||||
CellType::DoubleWord => {
|
CellType::DoubleWord => {
|
||||||
multiplier *= 2;
|
multiplier *= 2;
|
||||||
1
|
1
|
||||||
}
|
}
|
||||||
CellType::DoubleLetter => {2}
|
CellType::DoubleLetter => 2,
|
||||||
CellType::TripleLetter => {3}
|
CellType::TripleLetter => 3,
|
||||||
CellType::TripleWord => {
|
CellType::TripleWord => {
|
||||||
multiplier *= 3;
|
multiplier *= 3;
|
||||||
1
|
1
|
||||||
|
@ -181,7 +181,6 @@ impl Board {
|
||||||
pub fn new() -> Self {
|
pub fn new() -> Self {
|
||||||
let mut cells = Vec::new();
|
let mut cells = Vec::new();
|
||||||
|
|
||||||
|
|
||||||
/// Since the board is symmetrical in both directions for the purposes of our logic we can keep our coordinates in one corner
|
/// Since the board is symmetrical in both directions for the purposes of our logic we can keep our coordinates in one corner
|
||||||
///
|
///
|
||||||
/// # Arguments
|
/// # Arguments
|
||||||
|
@ -194,7 +193,7 @@ impl Board {
|
||||||
GRID_LENGTH - x - 1
|
GRID_LENGTH - x - 1
|
||||||
} else {
|
} else {
|
||||||
x
|
x
|
||||||
}
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
for i_orig in 0..GRID_LENGTH {
|
for i_orig in 0..GRID_LENGTH {
|
||||||
|
@ -215,12 +214,10 @@ impl Board {
|
||||||
}
|
}
|
||||||
|
|
||||||
// Double letters
|
// Double letters
|
||||||
if (i % 4 == 2) && (j % 4 == 2) && !(
|
if (i % 4 == 2) && (j % 4 == 2) && !(i == 2 && j == 2) {
|
||||||
i == 2 && j == 2
|
|
||||||
) {
|
|
||||||
typee = CellType::DoubleLetter;
|
typee = CellType::DoubleLetter;
|
||||||
}
|
}
|
||||||
if (i.min(j) == 0 && i.max(j) == 3) || (i.min(j)==3 && i.max(j) == 7) {
|
if (i.min(j) == 0 && i.max(j) == 3) || (i.min(j) == 3 && i.max(j) == 7) {
|
||||||
typee = CellType::DoubleLetter;
|
typee = CellType::DoubleLetter;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -239,11 +236,10 @@ impl Board {
|
||||||
value: None,
|
value: None,
|
||||||
coordinates: Coordinates(j_orig, i_orig),
|
coordinates: Coordinates(j_orig, i_orig),
|
||||||
})
|
})
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Board {cells}
|
Board { cells }
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn get_cell(&self, coordinates: Coordinates) -> Result<&Cell, &str> {
|
pub fn get_cell(&self, coordinates: Coordinates) -> Result<&Cell, &str> {
|
||||||
|
@ -255,24 +251,28 @@ impl Board {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn get_cell_mut(&mut self, coordinates: Coordinates) -> Result<&mut Cell, &str> {
|
pub fn get_cell_mut(&mut self, coordinates: Coordinates) -> Result<&mut Cell, Error> {
|
||||||
if coordinates.0 >= GRID_LENGTH || coordinates.1 >= GRID_LENGTH {
|
if coordinates.0 >= GRID_LENGTH || coordinates.1 >= GRID_LENGTH {
|
||||||
Err("x & y must be within the board's coordinates")
|
Err(Error::Other(
|
||||||
|
"x & y must be within the board's coordinates".to_string(),
|
||||||
|
))
|
||||||
} else {
|
} else {
|
||||||
let index = coordinates.map_to_index();
|
let index = coordinates.map_to_index();
|
||||||
Ok(self.cells.get_mut(index).unwrap())
|
Ok(self.cells.get_mut(index).unwrap())
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn calculate_scores(
|
||||||
pub fn calculate_scores(&self, dictionary: &DictionaryImpl) -> Result<(Vec<(Word, u32)>, u32), String> {
|
&self,
|
||||||
|
dictionary: &DictionaryImpl,
|
||||||
|
) -> Result<(Vec<(Word, u32)>, u32), Error> {
|
||||||
let (words, tiles_played) = self.find_played_words()?;
|
let (words, tiles_played) = self.find_played_words()?;
|
||||||
let mut words_and_scores = Vec::new();
|
let mut words_and_scores = Vec::new();
|
||||||
let mut total_score = 0;
|
let mut total_score = 0;
|
||||||
|
|
||||||
for word in words {
|
for word in words {
|
||||||
if !dictionary.contains_key(&word.to_string()) {
|
if !dictionary.contains_key(&word.to_string()) {
|
||||||
return Err(format!("{} is not a valid word", word.to_string()));
|
return Err(Error::InvalidWord(word.to_string()));
|
||||||
}
|
}
|
||||||
|
|
||||||
let score = word.calculate_score();
|
let score = word.calculate_score();
|
||||||
|
@ -287,10 +287,9 @@ impl Board {
|
||||||
Ok((words_and_scores, total_score))
|
Ok((words_and_scores, total_score))
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn find_played_words(&self) -> Result<(Vec<Word>, u8), &str> {
|
pub fn find_played_words(&self) -> Result<(Vec<Word>, u8), Error> {
|
||||||
// We don't assume that the move is valid, so let's first establish that
|
// We don't assume that the move is valid, so let's first establish that
|
||||||
|
|
||||||
|
|
||||||
// Let's first establish what rows and columns tiles were played in
|
// Let's first establish what rows and columns tiles were played in
|
||||||
let mut rows_played = HashSet::with_capacity(15);
|
let mut rows_played = HashSet::with_capacity(15);
|
||||||
let mut columns_played = HashSet::with_capacity(15);
|
let mut columns_played = HashSet::with_capacity(15);
|
||||||
|
@ -314,9 +313,9 @@ impl Board {
|
||||||
}
|
}
|
||||||
|
|
||||||
if rows_played.is_empty() {
|
if rows_played.is_empty() {
|
||||||
return Err("Tiles need to be played")
|
return Err(Error::NoTilesPlayed);
|
||||||
} else if rows_played.len() > 1 && columns_played.len() > 1 {
|
} else if rows_played.len() > 1 && columns_played.len() > 1 {
|
||||||
return Err("Tiles need to be played on one row or column")
|
return Err(Error::TilesNotStraight);
|
||||||
}
|
}
|
||||||
|
|
||||||
let direction = if rows_played.len() > 1 {
|
let direction = if rows_played.len() > 1 {
|
||||||
|
@ -328,10 +327,10 @@ impl Board {
|
||||||
let starting_row = *rows_played.iter().min().unwrap();
|
let starting_row = *rows_played.iter().min().unwrap();
|
||||||
let starting_column = *columns_played.iter().min().unwrap();
|
let starting_column = *columns_played.iter().min().unwrap();
|
||||||
|
|
||||||
let mut starting_coords = Coordinates(starting_row, starting_column);
|
let starting_coords = Coordinates(starting_row, starting_column);
|
||||||
let main_word = self.find_word_at_position(starting_coords, direction).unwrap();
|
let main_word = self
|
||||||
|
.find_word_at_position(starting_coords, direction)
|
||||||
starting_coords = main_word.coords;
|
.unwrap();
|
||||||
|
|
||||||
let mut words = Vec::new();
|
let mut words = Vec::new();
|
||||||
let mut observed_tiles_played = 0;
|
let mut observed_tiles_played = 0;
|
||||||
|
@ -355,25 +354,25 @@ impl Board {
|
||||||
|
|
||||||
// there are tiles not part of the main word
|
// there are tiles not part of the main word
|
||||||
if observed_tiles_played != tiles_played {
|
if observed_tiles_played != tiles_played {
|
||||||
return Err("Played tiles cannot have empty gap");
|
return Err(Error::TilesHaveGap);
|
||||||
}
|
}
|
||||||
|
|
||||||
// don't want the case of a single letter word
|
// don't want the case of a single letter word
|
||||||
if main_word.cells.len() > 1 {
|
if main_word.cells.len() > 1 {
|
||||||
words.push(main_word);
|
words.push(main_word);
|
||||||
} else if words.is_empty() {
|
} else if words.is_empty() {
|
||||||
return Err("All words must be at least one letter");
|
return Err(Error::OneLetterWord);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// need to verify that the play is 'anchored'
|
// need to verify that the play is 'anchored'
|
||||||
let mut anchored = false;
|
let mut anchored = false;
|
||||||
'outer: for word in words.as_slice() {
|
'outer: for word in words.as_slice() {
|
||||||
for cell in word.cells.as_slice() {
|
for cell in word.cells.as_slice() {
|
||||||
// either one of the letters
|
// either one of the letters
|
||||||
if !cell.value.as_ref().unwrap().ephemeral || (cell.coordinates.0 == GRID_LENGTH / 2 && cell.coordinates.1 == GRID_LENGTH / 2){
|
if !cell.value.as_ref().unwrap().ephemeral
|
||||||
|
|| (cell.coordinates.0 == GRID_LENGTH / 2
|
||||||
|
&& cell.coordinates.1 == GRID_LENGTH / 2)
|
||||||
|
{
|
||||||
anchored = true;
|
anchored = true;
|
||||||
break 'outer;
|
break 'outer;
|
||||||
}
|
}
|
||||||
|
@ -383,23 +382,27 @@ impl Board {
|
||||||
if anchored {
|
if anchored {
|
||||||
Ok((words, tiles_played))
|
Ok((words, tiles_played))
|
||||||
} else {
|
} else {
|
||||||
return Err("Played tiles must be anchored to something")
|
Err(Error::UnanchoredWord)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn find_word_at_position(&self, mut start_coords: Coordinates, direction: Direction) -> Option<Word> {
|
pub fn find_word_at_position(
|
||||||
|
&self,
|
||||||
|
mut start_coords: Coordinates,
|
||||||
|
direction: Direction,
|
||||||
|
) -> Option<Word> {
|
||||||
// let's see how far we can backtrack to the start of the word
|
// let's see how far we can backtrack to the start of the word
|
||||||
let mut times_moved = 0;
|
let mut times_moved = 0;
|
||||||
loop {
|
loop {
|
||||||
let one_back = start_coords.add(direction, -times_moved);
|
let one_back = start_coords.add(direction, -times_moved);
|
||||||
match one_back {
|
match one_back {
|
||||||
None => { break }
|
None => break,
|
||||||
Some(new_coords) => {
|
Some(new_coords) => {
|
||||||
let cell = self.get_cell(new_coords).unwrap();
|
let cell = self.get_cell(new_coords).unwrap();
|
||||||
if cell.value.is_some(){
|
if cell.value.is_some() {
|
||||||
times_moved += 1;
|
times_moved += 1;
|
||||||
} else {
|
} else {
|
||||||
break
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -419,11 +422,11 @@ impl Board {
|
||||||
loop {
|
loop {
|
||||||
let position = start_coords.add(direction, cells.len() as i8);
|
let position = start_coords.add(direction, cells.len() as i8);
|
||||||
match position {
|
match position {
|
||||||
None => {break}
|
None => break,
|
||||||
Some(x) => {
|
Some(x) => {
|
||||||
let cell = self.get_cell(x).unwrap();
|
let cell = self.get_cell(x).unwrap();
|
||||||
match cell.value {
|
match cell.value {
|
||||||
None => {break}
|
None => break,
|
||||||
Some(_) => {
|
Some(_) => {
|
||||||
cells.push(cell);
|
cells.push(cell);
|
||||||
}
|
}
|
||||||
|
@ -438,16 +441,16 @@ impl Board {
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn receive_play(&mut self, play: Vec<(Letter, Coordinates)>) -> Result<(), String> {
|
pub fn receive_play(&mut self, play: Vec<(Letter, Coordinates)>) -> Result<(), Error> {
|
||||||
for (mut letter, coords) in play {
|
for (mut letter, coords) in play {
|
||||||
{
|
{
|
||||||
let mut cell = match self.get_cell_mut(coords) {
|
let cell = self.get_cell_mut(coords)?;
|
||||||
Ok(cell) => {cell}
|
|
||||||
Err(e) => {return Err(e.to_string())}
|
|
||||||
};
|
|
||||||
|
|
||||||
if cell.value.is_some() {
|
if cell.value.is_some() {
|
||||||
return Err(format!("There's already a letter at {:?}", coords));
|
return Err(Error::Other(format!(
|
||||||
|
"There's already a letter at {:?}",
|
||||||
|
coords
|
||||||
|
)));
|
||||||
}
|
}
|
||||||
|
|
||||||
letter.ephemeral = true;
|
letter.ephemeral = true;
|
||||||
|
@ -458,11 +461,20 @@ impl Board {
|
||||||
Ok(())
|
Ok(())
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn fix_tiles(&mut self) {
|
||||||
|
for cell in self.cells.iter_mut() {
|
||||||
|
match cell.value.borrow_mut() {
|
||||||
|
None => {}
|
||||||
|
Some(x) => {
|
||||||
|
x.ephemeral = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl fmt::Display for Board {
|
impl fmt::Display for Board {
|
||||||
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
|
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
|
||||||
|
|
||||||
let mut str = String::new();
|
let mut str = String::new();
|
||||||
|
|
||||||
let normal = "\x1b[48;5;174m\x1b[38;5;0m";
|
let normal = "\x1b[48;5;174m\x1b[38;5;0m";
|
||||||
|
@ -479,57 +491,82 @@ impl fmt::Display for Board {
|
||||||
let cell = self.get_cell(coords).unwrap();
|
let cell = self.get_cell(coords).unwrap();
|
||||||
|
|
||||||
let color = match cell.cell_type {
|
let color = match cell.cell_type {
|
||||||
CellType::Normal => {normal}
|
CellType::Normal => normal,
|
||||||
CellType::DoubleWord => {double_word}
|
CellType::DoubleWord => double_word,
|
||||||
CellType::DoubleLetter => {double_letter}
|
CellType::DoubleLetter => double_letter,
|
||||||
CellType::TripleLetter => {triple_letter}
|
CellType::TripleLetter => triple_letter,
|
||||||
CellType::TripleWord => {triple_word}
|
CellType::TripleWord => triple_word,
|
||||||
CellType::Start => {double_word}
|
CellType::Start => double_word,
|
||||||
};
|
};
|
||||||
|
|
||||||
let content = match &cell.value {
|
let content = match &cell.value {
|
||||||
None => {' '}
|
None => ' ',
|
||||||
Some(letter) => {letter.text}
|
Some(letter) => letter.text,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
str.write_str(color).unwrap();
|
str.write_str(color).unwrap();
|
||||||
str.write_char(content).unwrap();
|
str.write_char(content).unwrap();
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
str.write_str("\x1b[0m\n").unwrap();
|
str.write_str("\x1b[0m\n").unwrap();
|
||||||
}
|
}
|
||||||
|
|
||||||
write!(f, "{}", str)
|
write!(f, "{}", str)
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[cfg(test)]
|
#[cfg(test)]
|
||||||
mod tests {
|
mod tests {
|
||||||
use crate::dictionary::Dictionary;
|
|
||||||
use super::*;
|
use super::*;
|
||||||
|
use crate::dictionary::Dictionary;
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_cell_types() {
|
fn test_cell_types() {
|
||||||
let board = Board::new();
|
let board = Board::new();
|
||||||
|
|
||||||
assert!(matches!(board.get_cell(Coordinates(0, 0)).unwrap().cell_type, CellType::TripleWord));
|
assert!(matches!(
|
||||||
assert!(matches!(board.get_cell(Coordinates(1, 0)).unwrap().cell_type, CellType::Normal));
|
board.get_cell(Coordinates(0, 0)).unwrap().cell_type,
|
||||||
assert!(matches!(board.get_cell(Coordinates(0, 1)).unwrap().cell_type, CellType::Normal));
|
CellType::TripleWord
|
||||||
assert!(matches!(board.get_cell(Coordinates(1, 1)).unwrap().cell_type, CellType::DoubleWord));
|
));
|
||||||
|
assert!(matches!(
|
||||||
|
board.get_cell(Coordinates(1, 0)).unwrap().cell_type,
|
||||||
|
CellType::Normal
|
||||||
|
));
|
||||||
|
assert!(matches!(
|
||||||
|
board.get_cell(Coordinates(0, 1)).unwrap().cell_type,
|
||||||
|
CellType::Normal
|
||||||
|
));
|
||||||
|
assert!(matches!(
|
||||||
|
board.get_cell(Coordinates(1, 1)).unwrap().cell_type,
|
||||||
|
CellType::DoubleWord
|
||||||
|
));
|
||||||
|
|
||||||
assert!(matches!(board.get_cell(Coordinates(13, 13)).unwrap().cell_type, CellType::DoubleWord));
|
assert!(matches!(
|
||||||
assert!(matches!(board.get_cell(Coordinates(14, 14)).unwrap().cell_type, CellType::TripleWord));
|
board.get_cell(Coordinates(13, 13)).unwrap().cell_type,
|
||||||
assert!(matches!(board.get_cell(Coordinates(11, 14)).unwrap().cell_type, CellType::DoubleLetter));
|
CellType::DoubleWord
|
||||||
|
));
|
||||||
|
assert!(matches!(
|
||||||
|
board.get_cell(Coordinates(14, 14)).unwrap().cell_type,
|
||||||
|
CellType::TripleWord
|
||||||
|
));
|
||||||
|
assert!(matches!(
|
||||||
|
board.get_cell(Coordinates(11, 14)).unwrap().cell_type,
|
||||||
|
CellType::DoubleLetter
|
||||||
|
));
|
||||||
|
|
||||||
assert!(matches!(board.get_cell(Coordinates(7, 7)).unwrap().cell_type, CellType::Start));
|
assert!(matches!(
|
||||||
assert!(matches!(board.get_cell(Coordinates(8, 6)).unwrap().cell_type, CellType::DoubleLetter));
|
board.get_cell(Coordinates(7, 7)).unwrap().cell_type,
|
||||||
assert!(matches!(board.get_cell(Coordinates(5, 9)).unwrap().cell_type, CellType::TripleLetter));
|
CellType::Start
|
||||||
|
));
|
||||||
|
assert!(matches!(
|
||||||
|
board.get_cell(Coordinates(8, 6)).unwrap().cell_type,
|
||||||
|
CellType::DoubleLetter
|
||||||
|
));
|
||||||
|
assert!(matches!(
|
||||||
|
board.get_cell(Coordinates(5, 9)).unwrap().cell_type,
|
||||||
|
CellType::TripleLetter
|
||||||
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_cell_coordinates() {
|
fn test_cell_coordinates() {
|
||||||
let board = Board::new();
|
let board = Board::new();
|
||||||
|
@ -562,7 +599,6 @@ mod tests {
|
||||||
board.get_cell_mut(Coordinates(5, 0)).unwrap().value = Some(Letter::new_fixed('O', 0));
|
board.get_cell_mut(Coordinates(5, 0)).unwrap().value = Some(Letter::new_fixed('O', 0));
|
||||||
board.get_cell_mut(Coordinates(6, 0)).unwrap().value = Some(Letter::new_fixed('L', 0));
|
board.get_cell_mut(Coordinates(6, 0)).unwrap().value = Some(Letter::new_fixed('L', 0));
|
||||||
|
|
||||||
|
|
||||||
board.get_cell_mut(Coordinates(9, 8)).unwrap().value = Some(Letter::new_fixed('G', 0));
|
board.get_cell_mut(Coordinates(9, 8)).unwrap().value = Some(Letter::new_fixed('G', 0));
|
||||||
board.get_cell_mut(Coordinates(10, 8)).unwrap().value = Some(Letter::new_fixed('G', 0));
|
board.get_cell_mut(Coordinates(10, 8)).unwrap().value = Some(Letter::new_fixed('G', 0));
|
||||||
|
|
||||||
|
@ -570,7 +606,9 @@ mod tests {
|
||||||
println!("x is {}", x);
|
println!("x is {}", x);
|
||||||
let first_word = board.find_word_at_position(Coordinates(8, x), Direction::Column);
|
let first_word = board.find_word_at_position(Coordinates(8, x), Direction::Column);
|
||||||
match first_word {
|
match first_word {
|
||||||
None => { panic!("Expected to find word JOEL") }
|
None => {
|
||||||
|
panic!("Expected to find word JOEL")
|
||||||
|
}
|
||||||
Some(x) => {
|
Some(x) => {
|
||||||
assert_eq!(x.coords.0, 8);
|
assert_eq!(x.coords.0, 8);
|
||||||
assert_eq!(x.coords.1, 6);
|
assert_eq!(x.coords.1, 6);
|
||||||
|
@ -582,7 +620,9 @@ mod tests {
|
||||||
|
|
||||||
let single_letter_word = board.find_word_at_position(Coordinates(8, 9), Direction::Row);
|
let single_letter_word = board.find_word_at_position(Coordinates(8, 9), Direction::Row);
|
||||||
match single_letter_word {
|
match single_letter_word {
|
||||||
None => { panic!("Expected to find letter L") }
|
None => {
|
||||||
|
panic!("Expected to find letter L")
|
||||||
|
}
|
||||||
Some(x) => {
|
Some(x) => {
|
||||||
assert_eq!(x.coords.0, 8);
|
assert_eq!(x.coords.0, 8);
|
||||||
assert_eq!(x.coords.1, 9);
|
assert_eq!(x.coords.1, 9);
|
||||||
|
@ -595,7 +635,9 @@ mod tests {
|
||||||
println!("x is {}", x);
|
println!("x is {}", x);
|
||||||
let word = board.find_word_at_position(Coordinates(x, 0), Direction::Row);
|
let word = board.find_word_at_position(Coordinates(x, 0), Direction::Row);
|
||||||
match word {
|
match word {
|
||||||
None => { panic!("Expected to find word IS") }
|
None => {
|
||||||
|
panic!("Expected to find word IS")
|
||||||
|
}
|
||||||
Some(x) => {
|
Some(x) => {
|
||||||
assert_eq!(x.coords.0, 0);
|
assert_eq!(x.coords.0, 0);
|
||||||
assert_eq!(x.coords.1, 0);
|
assert_eq!(x.coords.1, 0);
|
||||||
|
@ -609,7 +651,9 @@ mod tests {
|
||||||
println!("x is {}", x);
|
println!("x is {}", x);
|
||||||
let word = board.find_word_at_position(Coordinates(x, 0), Direction::Row);
|
let word = board.find_word_at_position(Coordinates(x, 0), Direction::Row);
|
||||||
match word {
|
match word {
|
||||||
None => { panic!("Expected to find word COOL") }
|
None => {
|
||||||
|
panic!("Expected to find word COOL")
|
||||||
|
}
|
||||||
Some(x) => {
|
Some(x) => {
|
||||||
assert_eq!(x.coords.0, 3);
|
assert_eq!(x.coords.0, 3);
|
||||||
assert_eq!(x.coords.1, 0);
|
assert_eq!(x.coords.1, 0);
|
||||||
|
@ -624,7 +668,9 @@ mod tests {
|
||||||
|
|
||||||
let word = board.find_word_at_position(Coordinates(10, 8), Direction::Row);
|
let word = board.find_word_at_position(Coordinates(10, 8), Direction::Row);
|
||||||
match word {
|
match word {
|
||||||
None => { panic!("Expected to find word EGG") }
|
None => {
|
||||||
|
panic!("Expected to find word EGG")
|
||||||
|
}
|
||||||
Some(x) => {
|
Some(x) => {
|
||||||
assert_eq!(x.coords.0, 8);
|
assert_eq!(x.coords.0, 8);
|
||||||
assert_eq!(x.coords.1, 8);
|
assert_eq!(x.coords.1, 8);
|
||||||
|
@ -645,10 +691,10 @@ mod tests {
|
||||||
is_blank: false,
|
is_blank: false,
|
||||||
});
|
});
|
||||||
|
|
||||||
match board.find_played_words() {
|
assert!(matches!(
|
||||||
Ok(_) => {panic!("Expected error")}
|
board.find_played_words(),
|
||||||
Err(e) => {assert_eq!(e, "All words must be at least one letter");}
|
Err(Error::OneLetterWord)
|
||||||
}
|
));
|
||||||
|
|
||||||
board.get_cell_mut(Coordinates(7, 7)).unwrap().value = Some(Letter {
|
board.get_cell_mut(Coordinates(7, 7)).unwrap().value = Some(Letter {
|
||||||
text: 'I',
|
text: 'I',
|
||||||
|
@ -712,10 +758,7 @@ mod tests {
|
||||||
board.get_cell_mut(Coordinates(8, 9)).unwrap().value = Some(make_letter('L', true));
|
board.get_cell_mut(Coordinates(8, 9)).unwrap().value = Some(make_letter('L', true));
|
||||||
|
|
||||||
let words = board.find_played_words();
|
let words = board.find_played_words();
|
||||||
match words {
|
assert!(matches!(words, Err(Error::UnanchoredWord)));
|
||||||
Ok(_) => {panic!("Expected the not-anchored error")}
|
|
||||||
Err(x) => {assert_eq!(x, "Played tiles must be anchored to something")}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Adding anchor
|
// Adding anchor
|
||||||
board.get_cell_mut(Coordinates(7, 6)).unwrap().value = Some(make_letter('I', false));
|
board.get_cell_mut(Coordinates(7, 6)).unwrap().value = Some(make_letter('I', false));
|
||||||
|
@ -732,7 +775,6 @@ mod tests {
|
||||||
assert!(board.find_played_words().is_ok());
|
assert!(board.find_played_words().is_ok());
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_word_finding_with_break() {
|
fn test_word_finding_with_break() {
|
||||||
// Verify that if I play my tiles on one row or column but with a break in-between I get an error
|
// Verify that if I play my tiles on one row or column but with a break in-between I get an error
|
||||||
|
@ -751,21 +793,14 @@ mod tests {
|
||||||
board.get_cell_mut(Coordinates(8, 6)).unwrap().value = Some(Letter::new_fixed('J', 0));
|
board.get_cell_mut(Coordinates(8, 6)).unwrap().value = Some(Letter::new_fixed('J', 0));
|
||||||
board.get_cell_mut(Coordinates(8, 7)).unwrap().value = Some(make_letter('O', true));
|
board.get_cell_mut(Coordinates(8, 7)).unwrap().value = Some(make_letter('O', true));
|
||||||
board.get_cell_mut(Coordinates(8, 8)).unwrap().value = Some(make_letter('E', true));
|
board.get_cell_mut(Coordinates(8, 8)).unwrap().value = Some(make_letter('E', true));
|
||||||
board.get_cell_mut(Coordinates(8, 9)).unwrap().value = Some(Letter::new_fixed( 'L', 0));
|
board.get_cell_mut(Coordinates(8, 9)).unwrap().value = Some(Letter::new_fixed('L', 0));
|
||||||
|
|
||||||
board.get_cell_mut(Coordinates(8, 11)).unwrap().value = Some(make_letter('I', true));
|
board.get_cell_mut(Coordinates(8, 11)).unwrap().value = Some(make_letter('I', true));
|
||||||
board.get_cell_mut(Coordinates(8, 12)).unwrap().value = Some(Letter::new_fixed('S', 0));
|
board.get_cell_mut(Coordinates(8, 12)).unwrap().value = Some(Letter::new_fixed('S', 0));
|
||||||
|
|
||||||
let words = board.find_played_words();
|
let words = board.find_played_words();
|
||||||
match words {
|
assert!(matches!(words, Err(Error::TilesHaveGap)));
|
||||||
Ok(_) => {panic!("Expected to find an error!")}
|
|
||||||
Err(x) => {
|
|
||||||
assert_eq!(x, "Played tiles cannot have empty gap")
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_word_finding_whole_board() {
|
fn test_word_finding_whole_board() {
|
||||||
|
@ -781,15 +816,12 @@ mod tests {
|
||||||
}
|
}
|
||||||
|
|
||||||
let words = board.find_played_words();
|
let words = board.find_played_words();
|
||||||
match words {
|
assert!(matches!(words, Err(Error::NoTilesPlayed)));
|
||||||
Ok(_) => {panic!("Expected to find no words")}
|
|
||||||
Err(x) => {assert_eq!(x, "Tiles need to be played")}
|
|
||||||
}
|
|
||||||
|
|
||||||
board.get_cell_mut(Coordinates(8, 6)).unwrap().value = Some(Letter::new_fixed('J', 8));
|
board.get_cell_mut(Coordinates(8, 6)).unwrap().value = Some(Letter::new_fixed('J', 8));
|
||||||
board.get_cell_mut(Coordinates(8, 7)).unwrap().value = Some(make_letter('O', true, 1));
|
board.get_cell_mut(Coordinates(8, 7)).unwrap().value = Some(make_letter('O', true, 1));
|
||||||
board.get_cell_mut(Coordinates(8, 8)).unwrap().value = Some(make_letter('E', true, 1));
|
board.get_cell_mut(Coordinates(8, 8)).unwrap().value = Some(make_letter('E', true, 1));
|
||||||
board.get_cell_mut(Coordinates(8, 9)).unwrap().value = Some(Letter::new_fixed( 'L', 1));
|
board.get_cell_mut(Coordinates(8, 9)).unwrap().value = Some(Letter::new_fixed('L', 1));
|
||||||
|
|
||||||
board.get_cell_mut(Coordinates(0, 0)).unwrap().value = Some(Letter::new_fixed('I', 1));
|
board.get_cell_mut(Coordinates(0, 0)).unwrap().value = Some(Letter::new_fixed('I', 1));
|
||||||
board.get_cell_mut(Coordinates(1, 0)).unwrap().value = Some(Letter::new_fixed('S', 1));
|
board.get_cell_mut(Coordinates(1, 0)).unwrap().value = Some(Letter::new_fixed('S', 1));
|
||||||
|
@ -800,7 +832,7 @@ mod tests {
|
||||||
board.get_cell_mut(Coordinates(6, 0)).unwrap().value = Some(Letter::new_fixed('L', 1));
|
board.get_cell_mut(Coordinates(6, 0)).unwrap().value = Some(Letter::new_fixed('L', 1));
|
||||||
|
|
||||||
fn check_board(board: &mut Board, inverted: bool) {
|
fn check_board(board: &mut Board, inverted: bool) {
|
||||||
let dictionary = DictionaryImpl::create_from_path("resources/dictionary.csv");
|
let dictionary = DictionaryImpl::create_from_path("../resources/dictionary.csv");
|
||||||
println!("{}", board);
|
println!("{}", board);
|
||||||
let words = board.find_played_words();
|
let words = board.find_played_words();
|
||||||
match words {
|
match words {
|
||||||
|
@ -813,7 +845,9 @@ mod tests {
|
||||||
|
|
||||||
assert_eq!(word.calculate_score(), 8 + 1 + 2 + 1);
|
assert_eq!(word.calculate_score(), 8 + 1 + 2 + 1);
|
||||||
}
|
}
|
||||||
Err(e) => { panic!("Expected to find a word to play; found error {}", e) }
|
Err(e) => {
|
||||||
|
panic!("Expected to find a word to play; found error {}", e)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
let maybe_invert = |coords: Coordinates| {
|
let maybe_invert = |coords: Coordinates| {
|
||||||
|
@ -830,12 +864,21 @@ mod tests {
|
||||||
return direction;
|
return direction;
|
||||||
};
|
};
|
||||||
|
|
||||||
board.get_cell_mut(maybe_invert(Coordinates(9, 8))).unwrap().value = Some(Letter::new_fixed('G', 2));
|
board
|
||||||
board.get_cell_mut(maybe_invert(Coordinates(10, 8))).unwrap().value = Some(Letter::new_fixed('G', 2));
|
.get_cell_mut(maybe_invert(Coordinates(9, 8)))
|
||||||
|
.unwrap()
|
||||||
|
.value = Some(Letter::new_fixed('G', 2));
|
||||||
|
board
|
||||||
|
.get_cell_mut(maybe_invert(Coordinates(10, 8)))
|
||||||
|
.unwrap()
|
||||||
|
.value = Some(Letter::new_fixed('G', 2));
|
||||||
|
|
||||||
let word = board.find_word_at_position(Coordinates(8, 8), maybe_invert_direction(Direction::Row));
|
let word = board
|
||||||
|
.find_word_at_position(Coordinates(8, 8), maybe_invert_direction(Direction::Row));
|
||||||
match word {
|
match word {
|
||||||
None => {panic!("Expected to find word EGG")}
|
None => {
|
||||||
|
panic!("Expected to find word EGG")
|
||||||
|
}
|
||||||
Some(x) => {
|
Some(x) => {
|
||||||
assert_eq!(x.coords.0, 8);
|
assert_eq!(x.coords.0, 8);
|
||||||
assert_eq!(x.coords.1, 8);
|
assert_eq!(x.coords.1, 8);
|
||||||
|
@ -843,7 +886,6 @@ mod tests {
|
||||||
assert_eq!(x.to_string(), "EGG");
|
assert_eq!(x.to_string(), "EGG");
|
||||||
assert_eq!(x.calculate_score(), 2 + 2 + 2);
|
assert_eq!(x.calculate_score(), 2 + 2 + 2);
|
||||||
assert!(dictionary.is_word_valid(&x));
|
assert!(dictionary.is_word_valid(&x));
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -862,20 +904,29 @@ mod tests {
|
||||||
assert_eq!(word.calculate_score(), 8 + 1 + 2 + 1);
|
assert_eq!(word.calculate_score(), 8 + 1 + 2 + 1);
|
||||||
assert!(!dictionary.is_word_valid(word));
|
assert!(!dictionary.is_word_valid(word));
|
||||||
}
|
}
|
||||||
Err(e) => { panic!("Expected to find a word to play; found error {}", e) }
|
Err(e) => {
|
||||||
|
panic!("Expected to find a word to play; found error {}", e)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
let scores = board.calculate_scores(&dictionary);
|
let scores = board.calculate_scores(&dictionary);
|
||||||
match scores {
|
match scores {
|
||||||
Ok(_) => {panic!("Expected an error")}
|
Ok(_) => {
|
||||||
Err(e) => {assert_eq!(e, "JOEL is not a valid word")}
|
panic!("Expected an error")
|
||||||
|
}
|
||||||
|
Err(e) => {
|
||||||
|
if let Error::InvalidWord(w) = e {
|
||||||
|
assert_eq!(w, "JOEL");
|
||||||
|
} else {
|
||||||
|
panic!("Expected an InvalidPlay error")
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
let mut alt_dictionary = DictionaryImpl::new();
|
let mut alt_dictionary = DictionaryImpl::new();
|
||||||
alt_dictionary.insert("JOEL".to_string(), 0.5);
|
alt_dictionary.insert("JOEL".to_string(), 0.5);
|
||||||
alt_dictionary.insert("EGG".to_string(), 0.5);
|
alt_dictionary.insert("EGG".to_string(), 0.5);
|
||||||
|
|
||||||
|
|
||||||
let scores = board.calculate_scores(&alt_dictionary);
|
let scores = board.calculate_scores(&alt_dictionary);
|
||||||
match scores {
|
match scores {
|
||||||
Ok((words, total_score)) => {
|
Ok((words, total_score)) => {
|
||||||
|
@ -892,18 +943,19 @@ mod tests {
|
||||||
|
|
||||||
assert_eq!(total_score, 18);
|
assert_eq!(total_score, 18);
|
||||||
}
|
}
|
||||||
Err(e) => {panic!("Wasn't expecting to encounter error {e}")}
|
Err(e) => {
|
||||||
|
panic!("Wasn't expecting to encounter error {e}")
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// replace one of the 'G' in EGG with an ephemeral to trigger an error
|
// replace one of the 'G' in EGG with an ephemeral to trigger an error
|
||||||
board.get_cell_mut(maybe_invert(Coordinates(9, 8))).unwrap().value = Some(make_letter('G', true, 2));
|
board
|
||||||
|
.get_cell_mut(maybe_invert(Coordinates(9, 8)))
|
||||||
|
.unwrap()
|
||||||
|
.value = Some(make_letter('G', true, 2));
|
||||||
|
|
||||||
let words = board.find_played_words();
|
let words = board.find_played_words();
|
||||||
match words {
|
assert!(matches!(words, Err(Error::TilesNotStraight)));
|
||||||
Ok(_) => { panic!("Expected error as we played tiles in multiple rows and columns") }
|
|
||||||
Err(e) => { assert_eq!(e, "Tiles need to be played on one row or column") }
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// make a copy of the board now with x and y swapped
|
// make a copy of the board now with x and y swapped
|
||||||
|
@ -920,7 +972,6 @@ mod tests {
|
||||||
cell_new.value = Some(*x);
|
cell_new.value = Some(*x);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -929,8 +980,5 @@ mod tests {
|
||||||
|
|
||||||
println!("Checking inverted board");
|
println!("Checking inverted board");
|
||||||
check_board(&mut inverted_board, true);
|
check_board(&mut inverted_board, true);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
|
@ -1,6 +1,6 @@
|
||||||
use rand::prelude::SliceRandom;
|
|
||||||
use rand::{Rng};
|
|
||||||
use crate::board::Letter;
|
use crate::board::Letter;
|
||||||
|
use rand::prelude::SliceRandom;
|
||||||
|
use rand::Rng;
|
||||||
|
|
||||||
pub const GRID_LENGTH: u8 = 15;
|
pub const GRID_LENGTH: u8 = 15;
|
||||||
pub const TRAY_LENGTH: u8 = 7;
|
pub const TRAY_LENGTH: u8 = 7;
|
||||||
|
@ -49,5 +49,4 @@ pub fn standard_tile_pool<R: Rng>(rng: Option<&mut R>) -> Vec<Letter> {
|
||||||
}
|
}
|
||||||
|
|
||||||
letters
|
letters
|
||||||
|
|
||||||
}
|
}
|
|
@ -1,10 +1,9 @@
|
||||||
|
use crate::board::Word;
|
||||||
|
use csv::Reader;
|
||||||
use std::collections::{HashMap, HashSet};
|
use std::collections::{HashMap, HashSet};
|
||||||
use std::str::FromStr;
|
use std::str::FromStr;
|
||||||
use csv::Reader;
|
|
||||||
use crate::board::Word;
|
|
||||||
|
|
||||||
pub trait Dictionary {
|
pub trait Dictionary {
|
||||||
|
|
||||||
fn create_from_reader<T: std::io::Read>(reader: Reader<T>) -> Self;
|
fn create_from_reader<T: std::io::Read>(reader: Reader<T>) -> Self;
|
||||||
fn create_from_path(path: &str) -> Self;
|
fn create_from_path(path: &str) -> Self;
|
||||||
fn create_from_str(data: &str) -> Self;
|
fn create_from_str(data: &str) -> Self;
|
||||||
|
@ -14,8 +13,7 @@ pub trait Dictionary {
|
||||||
}
|
}
|
||||||
pub type DictionaryImpl = HashMap<String, f64>;
|
pub type DictionaryImpl = HashMap<String, f64>;
|
||||||
|
|
||||||
impl Dictionary for DictionaryImpl{
|
impl Dictionary for DictionaryImpl {
|
||||||
|
|
||||||
fn create_from_reader<T: std::io::Read>(mut reader: Reader<T>) -> Self {
|
fn create_from_reader<T: std::io::Read>(mut reader: Reader<T>) -> Self {
|
||||||
let mut map = HashMap::new();
|
let mut map = HashMap::new();
|
||||||
|
|
||||||
|
@ -27,7 +25,6 @@ impl Dictionary for DictionaryImpl{
|
||||||
let score = f64::from_str(score).unwrap();
|
let score = f64::from_str(score).unwrap();
|
||||||
|
|
||||||
map.insert(word, score);
|
map.insert(word, score);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
map
|
map
|
||||||
|
@ -57,7 +54,6 @@ impl Dictionary for DictionaryImpl{
|
||||||
}
|
}
|
||||||
|
|
||||||
map
|
map
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
fn substring_set(&self) -> HashSet<&str> {
|
fn substring_set(&self) -> HashSet<&str> {
|
||||||
|
@ -65,11 +61,10 @@ impl Dictionary for DictionaryImpl{
|
||||||
|
|
||||||
for (word, _score) in self.iter() {
|
for (word, _score) in self.iter() {
|
||||||
for j in 0..word.len() {
|
for j in 0..word.len() {
|
||||||
for k in (j+1)..(word.len()+1) {
|
for k in (j + 1)..(word.len() + 1) {
|
||||||
set.insert(&word[j..k]);
|
set.insert(&word[j..k]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
set
|
set
|
||||||
|
@ -85,18 +80,16 @@ impl Dictionary for DictionaryImpl{
|
||||||
mod tests {
|
mod tests {
|
||||||
use super::*;
|
use super::*;
|
||||||
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_dictionary() {
|
fn test_dictionary() {
|
||||||
let dictionary = HashMap::create_from_path("resources/dictionary.csv");
|
let dictionary = HashMap::create_from_path("../resources/dictionary.csv");
|
||||||
|
|
||||||
assert_eq!(dictionary.len(), 279429);
|
assert_eq!(dictionary.len(), 279411);
|
||||||
|
|
||||||
assert!(dictionary.contains_key("AA"));
|
assert!(dictionary.contains_key("AA"));
|
||||||
assert!(dictionary.contains_key("AARDVARK"));
|
assert!(dictionary.contains_key("AARDVARK"));
|
||||||
|
|
||||||
assert!((dictionary.get("AARDVARK").unwrap() - 0.5798372).abs() < 0.0001)
|
assert!((dictionary.get("AARDVARK").unwrap() - 0.5798372).abs() < 0.0001)
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
|
@ -131,11 +124,8 @@ mod tests {
|
||||||
assert!(set.contains("JOH"));
|
assert!(set.contains("JOH"));
|
||||||
assert!(set.contains("OHN"));
|
assert!(set.contains("OHN"));
|
||||||
|
|
||||||
|
|
||||||
assert!(!set.contains("XY"));
|
assert!(!set.contains("XY"));
|
||||||
assert!(!set.contains("JH"));
|
assert!(!set.contains("JH"));
|
||||||
assert!(!set.contains("JE"));
|
assert!(!set.contains("JE"));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
635
wordgrid/src/game.rs
Normal file
635
wordgrid/src/game.rs
Normal file
|
@ -0,0 +1,635 @@
|
||||||
|
use std::collections::HashMap;
|
||||||
|
use std::fmt::{Display, Formatter};
|
||||||
|
|
||||||
|
use crate::board::{Board, Coordinates, Letter};
|
||||||
|
use crate::constants::{standard_tile_pool, TRAY_LENGTH};
|
||||||
|
use crate::dictionary::{Dictionary, DictionaryImpl};
|
||||||
|
use crate::player_interaction::ai::{Difficulty, AI};
|
||||||
|
use crate::player_interaction::Tray;
|
||||||
|
use rand::prelude::SliceRandom;
|
||||||
|
use rand::rngs::SmallRng;
|
||||||
|
use rand::SeedableRng;
|
||||||
|
use serde::{Deserialize, Serialize, Serializer};
|
||||||
|
|
||||||
|
pub enum Player {
|
||||||
|
Human(String),
|
||||||
|
AI {
|
||||||
|
name: String,
|
||||||
|
difficulty: Difficulty,
|
||||||
|
object: AI,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug, Clone)]
|
||||||
|
pub enum Error {
|
||||||
|
InvalidPlayer(String),
|
||||||
|
WrongTurn(String),
|
||||||
|
Other(String),
|
||||||
|
InvalidWord(String),
|
||||||
|
GameFinished,
|
||||||
|
NoTilesPlayed,
|
||||||
|
TilesNotStraight,
|
||||||
|
TilesHaveGap,
|
||||||
|
OneLetterWord,
|
||||||
|
UnanchoredWord,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Display for Error {
|
||||||
|
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
|
||||||
|
match &self {
|
||||||
|
Error::InvalidPlayer(player) => {
|
||||||
|
write!(f, "{player} doesn't exist")
|
||||||
|
}
|
||||||
|
Error::WrongTurn(player) => {
|
||||||
|
write!(f, "It's not {player}'s turn")
|
||||||
|
}
|
||||||
|
Error::Other(msg) => {
|
||||||
|
write!(f, "Other error: {msg}")
|
||||||
|
}
|
||||||
|
Error::InvalidWord(word) => {
|
||||||
|
write!(f, "{word} is not a valid word")
|
||||||
|
}
|
||||||
|
Error::GameFinished => {
|
||||||
|
write!(f, "Moves cannot be made after a game has finished")
|
||||||
|
}
|
||||||
|
Error::NoTilesPlayed => {
|
||||||
|
write!(f, "Tiles need to be played")
|
||||||
|
}
|
||||||
|
Error::TilesNotStraight => {
|
||||||
|
write!(f, "Tiles need to be played on one row or column")
|
||||||
|
}
|
||||||
|
Error::TilesHaveGap => {
|
||||||
|
write!(f, "Played tiles cannot have empty gap")
|
||||||
|
}
|
||||||
|
Error::OneLetterWord => {
|
||||||
|
write!(f, "All words must be at least two letters")
|
||||||
|
}
|
||||||
|
Error::UnanchoredWord => {
|
||||||
|
write!(f, "Played tiles must be anchored to something")
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Serialize for Error {
|
||||||
|
fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
|
||||||
|
where
|
||||||
|
S: Serializer,
|
||||||
|
{
|
||||||
|
serializer.serialize_str(&self.to_string())
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Player {
|
||||||
|
pub fn get_name(&self) -> &str {
|
||||||
|
match &self {
|
||||||
|
Player::Human(name) => name,
|
||||||
|
Player::AI { name, .. } => name,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct PlayerState {
|
||||||
|
pub player: Player,
|
||||||
|
pub score: u32,
|
||||||
|
pub tray: Tray,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Deserialize, Copy, Clone, Debug)]
|
||||||
|
pub struct PlayedTile {
|
||||||
|
pub index: usize,
|
||||||
|
pub character: Option<char>, // we only set this if PlayedTile is a blank
|
||||||
|
}
|
||||||
|
|
||||||
|
impl PlayedTile {
|
||||||
|
pub fn convert_tray(
|
||||||
|
tray_tile_locations: &Vec<Option<PlayedTile>>,
|
||||||
|
tray: &Tray,
|
||||||
|
) -> Vec<(Letter, Coordinates)> {
|
||||||
|
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();
|
||||||
|
|
||||||
|
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 - check that x is a valid alphabet letter
|
||||||
|
letter.text = x;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
played_letters.push((letter, coord));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
played_letters
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||||
|
pub struct WordResult {
|
||||||
|
word: String,
|
||||||
|
score: u32,
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||||
|
pub struct ScoreResult {
|
||||||
|
words: Vec<WordResult>,
|
||||||
|
total: u32,
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct PlayerStates(pub Vec<PlayerState>);
|
||||||
|
impl PlayerStates {
|
||||||
|
fn get_player_name_by_turn_id(&self, id: usize) -> &str {
|
||||||
|
let id_mod = id % self.0.len();
|
||||||
|
let state = self.0.get(id_mod).unwrap();
|
||||||
|
|
||||||
|
state.player.get_name()
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn get_player_state(&self, name: &str) -> Option<&PlayerState> {
|
||||||
|
self.0
|
||||||
|
.iter()
|
||||||
|
.filter(|state| state.player.get_name().eq_ignore_ascii_case(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_ignore_ascii_case(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)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Deserialize, Serialize, Debug, Clone)]
|
||||||
|
#[serde(tag = "type")]
|
||||||
|
pub enum GameState {
|
||||||
|
InProgress,
|
||||||
|
Ended {
|
||||||
|
finisher: Option<String>,
|
||||||
|
remaining_tiles: HashMap<String, Vec<Letter>>,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct Game {
|
||||||
|
pub tile_pool: Vec<Letter>,
|
||||||
|
rng: SmallRng,
|
||||||
|
board: Board,
|
||||||
|
pub player_states: PlayerStates,
|
||||||
|
dictionary: DictionaryImpl,
|
||||||
|
turn_order: usize,
|
||||||
|
turns_not_played: usize,
|
||||||
|
state: GameState,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Game {
|
||||||
|
pub fn new_specific(
|
||||||
|
mut rng: SmallRng,
|
||||||
|
dictionary: DictionaryImpl,
|
||||||
|
player_names: Vec<String>,
|
||||||
|
ai_difficulties: Vec<Difficulty>,
|
||||||
|
) -> Self {
|
||||||
|
let mut letters = standard_tile_pool(Some(&mut rng));
|
||||||
|
|
||||||
|
let mut 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();
|
||||||
|
|
||||||
|
let ai_length = ai_difficulties.len();
|
||||||
|
for (i, ai_difficulty) in ai_difficulties.into_iter().enumerate() {
|
||||||
|
let ai = AI::new(ai_difficulty, &dictionary);
|
||||||
|
let mut tray = Tray::new(TRAY_LENGTH);
|
||||||
|
tray.fill(&mut letters);
|
||||||
|
let ai_player_name = if ai_length > 1 {
|
||||||
|
format!("AI {}", i + 1)
|
||||||
|
} else {
|
||||||
|
"AI".to_string()
|
||||||
|
};
|
||||||
|
player_states.push(PlayerState {
|
||||||
|
player: Player::AI {
|
||||||
|
name: ai_player_name,
|
||||||
|
difficulty: ai_difficulty,
|
||||||
|
object: ai,
|
||||||
|
},
|
||||||
|
score: 0,
|
||||||
|
tray,
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
// let's shuffle player_states so that humans don't always go first
|
||||||
|
player_states.shuffle(&mut rng);
|
||||||
|
|
||||||
|
Game {
|
||||||
|
tile_pool: letters,
|
||||||
|
rng,
|
||||||
|
board: Board::new(),
|
||||||
|
player_states: PlayerStates(player_states),
|
||||||
|
dictionary,
|
||||||
|
turn_order: 0,
|
||||||
|
turns_not_played: 0,
|
||||||
|
state: GameState::InProgress,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn new(
|
||||||
|
seed: u64,
|
||||||
|
dictionary_text: &str,
|
||||||
|
player_names: Vec<String>,
|
||||||
|
ai_difficulties: Vec<Difficulty>,
|
||||||
|
) -> Self {
|
||||||
|
let rng = SmallRng::seed_from_u64(seed);
|
||||||
|
let dictionary = DictionaryImpl::create_from_str(dictionary_text);
|
||||||
|
|
||||||
|
Self::new_specific(rng, dictionary, player_names, ai_difficulties)
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn get_board(&self) -> &Board {
|
||||||
|
&self.board
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn set_board(&mut self, new_board: Board) {
|
||||||
|
self.board = new_board;
|
||||||
|
}
|
||||||
|
|
||||||
|
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
|
||||||
|
}
|
||||||
|
|
||||||
|
fn verify_game_in_progress(&self) -> Result<(), Error> {
|
||||||
|
if !matches!(self.state, GameState::InProgress) {
|
||||||
|
return Err(Error::GameFinished);
|
||||||
|
}
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn receive_play(
|
||||||
|
&mut self,
|
||||||
|
tray_tile_locations: Vec<Option<PlayedTile>>,
|
||||||
|
commit_move: bool,
|
||||||
|
) -> Result<(TurnAction, GameState), Error> {
|
||||||
|
self.verify_game_in_progress()?;
|
||||||
|
|
||||||
|
let player = self.current_player_name();
|
||||||
|
|
||||||
|
let mut board_instance = self.get_board().clone();
|
||||||
|
let mut tray = self.player_states.get_tray(&player).unwrap().clone();
|
||||||
|
|
||||||
|
let played_letters: Vec<(Letter, Coordinates)> =
|
||||||
|
PlayedTile::convert_tray(&tray_tile_locations, &tray);
|
||||||
|
for (i, played_tile) in tray_tile_locations.iter().enumerate() {
|
||||||
|
if played_tile.is_some() {
|
||||||
|
*tray.letters.get_mut(i).unwrap() = None;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
board_instance.receive_play(played_letters)?;
|
||||||
|
|
||||||
|
let x = board_instance.calculate_scores(self.get_dictionary())?;
|
||||||
|
let total_score = x.1;
|
||||||
|
|
||||||
|
let words: Vec<WordResult> =
|
||||||
|
x.0.iter()
|
||||||
|
.map(|(word, score)| WordResult {
|
||||||
|
word: word.to_string(),
|
||||||
|
score: *score,
|
||||||
|
})
|
||||||
|
.collect();
|
||||||
|
|
||||||
|
if commit_move {
|
||||||
|
let player_state = self.player_states.get_player_state_mut(&player).unwrap();
|
||||||
|
player_state.score += total_score;
|
||||||
|
player_state.tray = tray;
|
||||||
|
|
||||||
|
board_instance.fix_tiles();
|
||||||
|
self.set_board(board_instance);
|
||||||
|
self.fill_trays();
|
||||||
|
|
||||||
|
self.increment_turn(true);
|
||||||
|
|
||||||
|
if self.get_player_tile_count(&player).unwrap() == 0 {
|
||||||
|
// game is over
|
||||||
|
self.end_game(Some(player));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
let locations = tray_tile_locations
|
||||||
|
.iter()
|
||||||
|
.filter_map(|x| x.as_ref())
|
||||||
|
.map(|x| x.index)
|
||||||
|
.collect::<Vec<usize>>();
|
||||||
|
|
||||||
|
Ok((
|
||||||
|
TurnAction::PlayTiles {
|
||||||
|
result: ScoreResult {
|
||||||
|
words,
|
||||||
|
total: total_score,
|
||||||
|
},
|
||||||
|
locations,
|
||||||
|
},
|
||||||
|
self.get_state(),
|
||||||
|
))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn exchange_tiles(
|
||||||
|
&mut self,
|
||||||
|
tray_tile_locations: Vec<bool>,
|
||||||
|
) -> Result<(Tray, TurnAction, GameState), Error> {
|
||||||
|
self.verify_game_in_progress()?;
|
||||||
|
|
||||||
|
let player = self.current_player_name();
|
||||||
|
let tray = match self.player_states.get_tray_mut(&player) {
|
||||||
|
None => return Err(Error::InvalidPlayer(player)),
|
||||||
|
Some(x) => x,
|
||||||
|
};
|
||||||
|
|
||||||
|
if tray.letters.len() != tray_tile_locations.len() {
|
||||||
|
return Err(Error::Other(
|
||||||
|
"Incoming tray and existing tray have different lengths".to_string(),
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
let tile_pool = &mut self.tile_pool;
|
||||||
|
let mut tiles_exchanged = 0;
|
||||||
|
|
||||||
|
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;
|
||||||
|
tiles_exchanged += 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
tile_pool.shuffle(&mut self.rng);
|
||||||
|
tray.fill(&mut self.tile_pool);
|
||||||
|
|
||||||
|
let tray = tray.clone();
|
||||||
|
|
||||||
|
let state = self.increment_turn(false);
|
||||||
|
|
||||||
|
Ok((
|
||||||
|
tray,
|
||||||
|
TurnAction::ExchangeTiles { tiles_exchanged },
|
||||||
|
state.clone(),
|
||||||
|
))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn add_word(&mut self, word: &str) {
|
||||||
|
let word = word.to_uppercase();
|
||||||
|
|
||||||
|
self.dictionary.insert(word, -1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn pass(&mut self) -> Result<GameState, Error> {
|
||||||
|
self.verify_game_in_progress()?;
|
||||||
|
Ok(self.increment_turn(false).clone())
|
||||||
|
}
|
||||||
|
|
||||||
|
fn increment_turn(&mut self, played: bool) -> &GameState {
|
||||||
|
self.turn_order += 1;
|
||||||
|
if !played {
|
||||||
|
self.turns_not_played += 1;
|
||||||
|
|
||||||
|
// check if game has ended due to passing
|
||||||
|
if self.turns_not_played >= 2 * self.player_states.0.len() {
|
||||||
|
self.end_game(None);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
self.turns_not_played = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
&self.state
|
||||||
|
}
|
||||||
|
|
||||||
|
fn end_game(&mut self, finisher: Option<String>) {
|
||||||
|
let mut finished_letters_map = HashMap::new();
|
||||||
|
let mut points_forfeit = 0;
|
||||||
|
|
||||||
|
for player in self.player_states.0.iter_mut() {
|
||||||
|
let tray = &mut player.tray;
|
||||||
|
let mut letters_remaining = Vec::new();
|
||||||
|
let mut player_points_lost = 0;
|
||||||
|
for letter in tray.letters.iter_mut() {
|
||||||
|
if let Some(letter) = letter {
|
||||||
|
player_points_lost += letter.points;
|
||||||
|
letters_remaining.push(letter.clone());
|
||||||
|
}
|
||||||
|
*letter = None;
|
||||||
|
}
|
||||||
|
|
||||||
|
points_forfeit += player_points_lost;
|
||||||
|
player.score -= player_points_lost;
|
||||||
|
finished_letters_map.insert(player.player.get_name().to_string(), letters_remaining);
|
||||||
|
}
|
||||||
|
|
||||||
|
if let Some(finisher) = &finisher {
|
||||||
|
let state = self.player_states.get_player_state_mut(finisher).unwrap();
|
||||||
|
state.score += points_forfeit;
|
||||||
|
}
|
||||||
|
|
||||||
|
self.state = GameState::Ended {
|
||||||
|
finisher,
|
||||||
|
remaining_tiles: finished_letters_map,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn current_player_name(&self) -> String {
|
||||||
|
self.player_states
|
||||||
|
.get_player_name_by_turn_id(self.turn_order)
|
||||||
|
.to_string()
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn advance_turn(&mut self) -> Result<(TurnAdvanceResult, GameState), Error> {
|
||||||
|
let current_player = self.current_player_name();
|
||||||
|
let state = self
|
||||||
|
.player_states
|
||||||
|
.get_player_state_mut(¤t_player)
|
||||||
|
.ok_or(Error::InvalidPlayer(current_player.clone()))?;
|
||||||
|
|
||||||
|
if let Player::AI { object, .. } = &mut state.player {
|
||||||
|
let tray = &mut state.tray;
|
||||||
|
|
||||||
|
let best_move = object.find_best_move(tray, &self.board, &mut self.rng);
|
||||||
|
//let best_move: Option<CompleteMove> = None;
|
||||||
|
match best_move {
|
||||||
|
None => {
|
||||||
|
// no available moves; exchange all tiles
|
||||||
|
let mut to_exchange = Vec::with_capacity(TRAY_LENGTH as usize);
|
||||||
|
for tile_spot in tray.letters.iter() {
|
||||||
|
match tile_spot {
|
||||||
|
None => {
|
||||||
|
to_exchange.push(false);
|
||||||
|
}
|
||||||
|
Some(_) => {
|
||||||
|
to_exchange.push(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if self.tile_pool.is_empty() {
|
||||||
|
let game_state = self.increment_turn(false);
|
||||||
|
Ok((
|
||||||
|
TurnAdvanceResult::AIMove {
|
||||||
|
name: current_player,
|
||||||
|
action: TurnAction::Pass,
|
||||||
|
},
|
||||||
|
game_state.clone(),
|
||||||
|
))
|
||||||
|
} else {
|
||||||
|
let (_, action, game_state) = self.exchange_tiles(to_exchange)?;
|
||||||
|
Ok((
|
||||||
|
TurnAdvanceResult::AIMove {
|
||||||
|
name: current_player,
|
||||||
|
action,
|
||||||
|
},
|
||||||
|
game_state,
|
||||||
|
))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Some(best_move) => {
|
||||||
|
let play = best_move.convert_to_play(tray);
|
||||||
|
let (action, game_state) = self.receive_play(play, true)?;
|
||||||
|
Ok((
|
||||||
|
TurnAdvanceResult::AIMove {
|
||||||
|
name: current_player,
|
||||||
|
action,
|
||||||
|
},
|
||||||
|
game_state,
|
||||||
|
))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
Ok((
|
||||||
|
TurnAdvanceResult::HumanInputRequired {
|
||||||
|
name: self.current_player_name(),
|
||||||
|
},
|
||||||
|
self.get_state(),
|
||||||
|
))
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn get_remaining_tiles(&self) -> usize {
|
||||||
|
self.tile_pool.len()
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn get_number_turns(&self) -> usize {
|
||||||
|
self.turn_order
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn get_player_tile_count(&self, player: &str) -> Result<usize, String> {
|
||||||
|
let tray = match self.player_states.get_tray(&player) {
|
||||||
|
None => return Err(format!("Player {} not found", player)),
|
||||||
|
Some(x) => x,
|
||||||
|
};
|
||||||
|
|
||||||
|
Ok(tray.count())
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn get_state(&self) -> GameState {
|
||||||
|
self.state.clone()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Serialize, Deserialize, Debug, Clone)]
|
||||||
|
#[serde(tag = "type")]
|
||||||
|
pub enum TurnAction {
|
||||||
|
Pass,
|
||||||
|
ExchangeTiles {
|
||||||
|
tiles_exchanged: usize,
|
||||||
|
},
|
||||||
|
PlayTiles {
|
||||||
|
result: ScoreResult,
|
||||||
|
locations: Vec<usize>,
|
||||||
|
},
|
||||||
|
AddToDictionary {
|
||||||
|
word: String,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Serialize, Deserialize, Debug)]
|
||||||
|
#[serde(tag = "type")]
|
||||||
|
pub enum TurnAdvanceResult {
|
||||||
|
HumanInputRequired { name: String },
|
||||||
|
AIMove { name: String, action: TurnAction },
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
|
||||||
|
mod tests {
|
||||||
|
|
||||||
|
use crate::game::Game;
|
||||||
|
use crate::player_interaction::ai::Difficulty;
|
||||||
|
use std::fs;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
fn test_game() {
|
||||||
|
let seed = 124;
|
||||||
|
|
||||||
|
let dictionary_path = "../resources/dictionary.csv";
|
||||||
|
let dictionary_string = fs::read_to_string(dictionary_path).unwrap();
|
||||||
|
|
||||||
|
let mut game = Game::new(
|
||||||
|
seed,
|
||||||
|
&dictionary_string,
|
||||||
|
vec!["Player".to_string()],
|
||||||
|
vec![Difficulty {
|
||||||
|
proportion: 0.5,
|
||||||
|
randomness: 0.0,
|
||||||
|
}],
|
||||||
|
);
|
||||||
|
|
||||||
|
let current_player = game.current_player_name();
|
||||||
|
println!("Current player is {current_player}");
|
||||||
|
assert_eq!(current_player, "Player");
|
||||||
|
|
||||||
|
assert_eq!(0, game.turns_not_played);
|
||||||
|
game.increment_turn(false);
|
||||||
|
assert_eq!(1, game.turns_not_played);
|
||||||
|
|
||||||
|
assert_eq!(game.current_player_name(), "AI");
|
||||||
|
|
||||||
|
let result = game.advance_turn();
|
||||||
|
println!("AI move is {result:?}");
|
||||||
|
|
||||||
|
assert_eq!(game.current_player_name(), "Player");
|
||||||
|
assert_eq!(0, game.turns_not_played);
|
||||||
|
}
|
||||||
|
}
|
6
wordgrid/src/lib.rs
Normal file
6
wordgrid/src/lib.rs
Normal file
|
@ -0,0 +1,6 @@
|
||||||
|
pub mod api;
|
||||||
|
pub mod board;
|
||||||
|
pub mod constants;
|
||||||
|
pub mod dictionary;
|
||||||
|
pub mod game;
|
||||||
|
pub mod player_interaction;
|
|
@ -1,14 +1,11 @@
|
||||||
use serde::{Deserialize, Serialize};
|
|
||||||
use tsify::Tsify;
|
|
||||||
use crate::board::Letter;
|
use crate::board::Letter;
|
||||||
|
use serde::{Deserialize, Serialize};
|
||||||
|
|
||||||
pub mod ai;
|
pub mod ai;
|
||||||
|
|
||||||
#[derive(Debug, Serialize, Deserialize, Tsify)]
|
#[derive(Debug, Serialize, Deserialize, Clone)]
|
||||||
#[tsify(from_wasm_abi)]
|
|
||||||
pub struct Tray {
|
pub struct Tray {
|
||||||
pub letters: Vec<Option<Letter>>
|
pub letters: Vec<Option<Letter>>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Tray {
|
impl Tray {
|
||||||
|
@ -17,9 +14,7 @@ impl Tray {
|
||||||
for _ in 0..tray_length {
|
for _ in 0..tray_length {
|
||||||
letters.push(None);
|
letters.push(None);
|
||||||
}
|
}
|
||||||
Tray {
|
Tray { letters }
|
||||||
letters
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn fill(&mut self, standard_tile_pool: &mut Vec<Letter>) {
|
pub fn fill(&mut self, standard_tile_pool: &mut Vec<Letter>) {
|
||||||
|
@ -36,20 +31,21 @@ impl Tray {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn count(&self) -> usize {
|
||||||
|
self.letters.iter().filter(|l| l.is_some()).count()
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#[cfg(test)]
|
#[cfg(test)]
|
||||||
mod tests {
|
mod tests {
|
||||||
use super::*;
|
use super::*;
|
||||||
|
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn test_tray() {
|
fn test_tray() {
|
||||||
let mut letters = vec![
|
let mut letters = vec![
|
||||||
Letter::new(Some('E'), 3),
|
Letter::new(Some('E'), 3),
|
||||||
Letter::new(Some('O'), 2),
|
Letter::new(Some('O'), 2),
|
||||||
Letter::new(Some('J'), 1)
|
Letter::new(Some('J'), 1),
|
||||||
];
|
];
|
||||||
|
|
||||||
let mut tray = Tray::new(5);
|
let mut tray = Tray::new(5);
|
||||||
|
@ -83,8 +79,5 @@ mod tests {
|
||||||
assert_eq!(tray.letters.get(2).unwrap().unwrap().text, 'E');
|
assert_eq!(tray.letters.get(2).unwrap().unwrap().text, 'E');
|
||||||
assert!(tray.letters.get(3).unwrap().is_none());
|
assert!(tray.letters.get(3).unwrap().is_none());
|
||||||
assert!(tray.letters.get(4).unwrap().is_none());
|
assert!(tray.letters.get(4).unwrap().is_none());
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
1050
wordgrid/src/player_interaction/ai.rs
Normal file
1050
wordgrid/src/player_interaction/ai.rs
Normal file
File diff suppressed because it is too large
Load diff
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Add table
Reference in a new issue