WordGrid/src/game.rs

124 lines
No EOL
3.3 KiB
Rust

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<Letter>,
board: Board,
pub player_states: Vec<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, mut player_names: Vec<String>) -> 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<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();
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
}
}