use rand::prelude::SliceRandom; 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, } } 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 } pub struct Game{ pub tile_pool: Vec, board: Board, pub player_states: Vec, 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>? // Other option - what if I just have one Game object that exposes all methods. // At no point do they get a Tray reference that auto-updates, they need to handle that // I just provide read-only JSON of everything, and they call the methods for updates // This will later work out well when I build it out as an API for multiplayer. impl Game { pub fn new(seed: u64, dictionary_text: &str, mut player_names: Vec) -> Self { let mut rng = SmallRng::seed_from_u64(seed); let mut letters = standard_tile_pool(Some(&mut rng)); player_names.shuffle(&mut rng); let player_states: Vec = 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(); Game { tile_pool: letters, board: Board::new(), player_states, dictionary: DictionaryImpl::create_from_str(dictionary_text) } } pub fn get_player_state(&self, name: &str) -> Option<&PlayerState> { self.player_states.iter() .filter(|state| state.player.get_name().eq(name)) .nth(0) } pub fn get_player_state_mut(&mut self, name: &str) -> Option<&mut PlayerState> { self.player_states.iter_mut() .filter(|state| state.player.get_name().eq(name)) .nth(0) } pub fn get_tray(&self, name: &str) -> Option<&Tray> { let player = self.get_player_state(name)?; Some(&player.tray) } pub fn get_tray_mut(&mut self, name: &str) -> Option<&mut Tray> { let player = self.get_player_state_mut(name)?; Some(&mut player.tray) } pub fn get_board(&self) -> &Board {&self.board} pub fn set_board(&mut self, new_board: Board) { self.board = new_board; } pub fn fill_trays(&mut self){ for state in self.player_states.iter_mut() { let tray = &mut state.tray; tray.fill(&mut self.tile_pool); } } pub fn get_dictionary(&self) -> &DictionaryImpl { &self.dictionary } }