import planetwars-rules
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5
Cargo.toml
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5
Cargo.toml
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[workspace]
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members = [
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"planetwars-rules",
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]
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2
planetwars-rules/.gitignore
vendored
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2
planetwars-rules/.gitignore
vendored
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/target
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Cargo.lock
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11
planetwars-rules/Cargo.toml
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11
planetwars-rules/Cargo.toml
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[package]
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name = "planetwars-rules"
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version = "0.1.0"
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authors = ["Ilion Beyst <ilion.beyst@gmail.com>"]
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edition = "2018"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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serde_json = "1.0"
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serde = { version = "1.0", features = ["derive"] }
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84
planetwars-rules/src/config.rs
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84
planetwars-rules/src/config.rs
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use std::fs::File;
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use std::io;
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use std::io::Read;
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use serde_json;
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use super::protocol as proto;
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use super::rules::*;
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Config {
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pub map_file: String,
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pub max_turns: u64,
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}
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impl Config {
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pub fn create_state(&self, num_players: usize) -> PwState {
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let planets = self.load_map(num_players);
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let players = (0..num_players)
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.map(|player_num| Player {
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id: player_num + 1,
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alive: true,
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})
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.collect();
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PwState {
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players: players,
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planets: planets,
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expeditions: Vec::new(),
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expedition_num: 0,
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turn_num: 0,
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max_turns: self.max_turns,
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}
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}
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fn load_map(&self, num_players: usize) -> Vec<Planet> {
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let map = self.read_map().expect("[PLANET_WARS] reading map failed");
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return map
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.planets
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.into_iter()
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.enumerate()
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.map(|(num, planet)| {
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let mut fleets = Vec::new();
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let owner = planet.owner.and_then(|owner_num| {
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// in the current map format, player numbers start at 1.
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// TODO: we might want to change this.
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// ignore players that are not in the game
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if owner_num > 0 && owner_num <= num_players {
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Some(owner_num - 1)
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} else {
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None
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}
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});
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if planet.ship_count > 0 {
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fleets.push(Fleet {
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owner: owner,
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ship_count: planet.ship_count,
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});
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}
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return Planet {
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id: num,
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name: planet.name,
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x: planet.x,
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y: planet.y,
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fleets: fleets,
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};
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})
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.collect();
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}
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fn read_map(&self) -> io::Result<Map> {
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let mut file = File::open(&self.map_file)?;
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let mut buf = String::new();
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file.read_to_string(&mut buf)?;
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let map = serde_json::from_str(&buf)?;
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return Ok(map);
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}
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Map {
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pub planets: Vec<proto::Planet>,
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}
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111
planetwars-rules/src/lib.rs
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111
planetwars-rules/src/lib.rs
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#[macro_use]
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extern crate serde;
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extern crate serde_json;
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pub mod config;
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pub mod protocol;
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pub mod rules;
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pub mod serializer;
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use std::collections::HashMap;
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pub use rules::{PwState, Dispatch};
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pub use protocol::CommandError;
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pub use config::Config as PwConfig;
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pub struct PlanetWars {
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/// Game state
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state: rules::PwState,
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/// Map planet names to their ids
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planet_map: HashMap<String, usize>
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}
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impl PlanetWars {
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pub fn create(config: PwConfig, num_players: usize) -> Self {
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let state = config.create_state(num_players);
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let planet_map = state
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.planets
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.iter()
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.map(|p| (p.name.clone(), p.id))
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.collect();
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PlanetWars { state, planet_map }
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}
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/// Proceed to next turn
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pub fn step(&mut self) {
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self.state.repopulate();
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self.state.step();
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}
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pub fn is_finished(&self) -> bool {
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self.state.is_finished()
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}
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pub fn serialize_state(&self) -> protocol::State {
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serializer::serialize(&self.state)
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}
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pub fn serialize_player_state(&self, player_id: usize) -> protocol::State {
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serializer::serialize_rotated(&self.state, player_id - 1)
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}
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pub fn state<'a>(&'a self) -> &'a PwState {
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&self.state
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}
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/// Execute a command
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pub fn execute_command(
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&mut self,
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player_num: usize,
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cmd: &protocol::Command
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) -> Result<(), CommandError>
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{
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let dispatch = self.parse_command(player_num, cmd)?;
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self.state.dispatch(&dispatch);
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return Ok(());
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}
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/// Check the given command for validity.
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/// If it is valid, return an internal representation of the dispatch
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/// described by the command.
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pub fn parse_command(&self, player_id: usize, cmd: &protocol::Command)
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-> Result<Dispatch, CommandError>
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{
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let origin_id = *self
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.planet_map
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.get(&cmd.origin)
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.ok_or(CommandError::OriginDoesNotExist)?;
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let target_id = *self
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.planet_map
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.get(&cmd.destination)
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.ok_or(CommandError::DestinationDoesNotExist)?;
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if self.state.planets[origin_id].owner() != Some(player_id - 1) {
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println!("owner was {:?}", self.state.planets[origin_id].owner());
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return Err(CommandError::OriginNotOwned);
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}
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if self.state.planets[origin_id].ship_count() < cmd.ship_count {
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return Err(CommandError::NotEnoughShips);
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}
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if cmd.ship_count == 0 {
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return Err(CommandError::ZeroShipMove);
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}
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Ok(Dispatch {
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origin: origin_id,
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target: target_id,
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ship_count: cmd.ship_count,
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})
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}
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/// Execute a dispatch.
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/// This assumes the dispatch is valid. You should check this yourself
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/// or use `parse_command` to obtain a valid dispatch.
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pub fn execute_dispatch(&mut self, dispatch: &Dispatch) {
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self.state.dispatch(dispatch);
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}
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}
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79
planetwars-rules/src/protocol.rs
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79
planetwars-rules/src/protocol.rs
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Expedition {
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pub id: u64,
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pub ship_count: u64,
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pub origin: String,
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pub destination: String,
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pub owner: usize,
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pub turns_remaining: u64,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Planet {
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pub ship_count: u64,
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pub x: f64,
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pub y: f64,
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pub owner: Option<usize>,
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pub name: String,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Action {
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#[serde(rename = "moves")]
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pub commands: Vec<Command>,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct Command {
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pub origin: String,
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pub destination: String,
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pub ship_count: u64,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct State {
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pub planets: Vec<Planet>,
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pub expeditions: Vec<Expedition>,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct GameInfo {
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pub players: Vec<String>,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum CommandError {
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NotEnoughShips,
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OriginNotOwned,
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ZeroShipMove,
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OriginDoesNotExist,
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DestinationDoesNotExist,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct PlayerCommand {
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pub command: Command,
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#[serde(skip_serializing_if = "Option::is_none")]
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pub error: Option<CommandError>,
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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#[serde(rename_all = "snake_case")]
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#[serde(tag = "type", content = "value")]
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pub enum PlayerAction {
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Timeout,
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ParseError(String),
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Commands(Vec<PlayerCommand>),
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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#[serde(rename_all = "snake_case")]
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#[serde(tag = "type", content = "content")]
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pub enum ServerMessage {
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/// Game state in current turn
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GameState(State),
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/// The action that was performed
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PlayerAction(PlayerAction),
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/// The game is over, and this is the concluding state.
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FinalState(State),
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}
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193
planetwars-rules/src/rules.rs
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193
planetwars-rules/src/rules.rs
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/// The planet wars game rules.
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#[derive(Debug)]
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pub struct PwState {
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pub players: Vec<Player>,
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pub planets: Vec<Planet>,
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pub expeditions: Vec<Expedition>,
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// How many expeditions were already dispatched.
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// This is needed for assigning expedition identifiers.
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pub expedition_num: u64,
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pub turn_num: u64,
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pub max_turns: u64,
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}
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#[derive(Debug)]
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pub struct Player {
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pub id: usize,
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pub alive: bool,
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}
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#[derive(Debug)]
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pub struct Fleet {
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pub owner: Option<usize>,
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pub ship_count: u64,
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}
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#[derive(Debug)]
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pub struct Planet {
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pub id: usize,
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pub name: String,
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pub fleets: Vec<Fleet>,
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pub x: f64,
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pub y: f64,
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}
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#[derive(Debug)]
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pub struct Expedition {
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pub id: u64,
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pub origin: usize,
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pub target: usize,
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pub fleet: Fleet,
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pub turns_remaining: u64,
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}
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#[derive(Debug)]
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pub struct Dispatch {
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pub origin: usize,
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pub target: usize,
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pub ship_count: u64,
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}
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impl PwState {
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pub fn dispatch(&mut self, dispatch: &Dispatch) {
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let distance = self.planets[dispatch.origin]
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.distance(&self.planets[dispatch.target]);
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let origin = &mut self.planets[dispatch.origin];
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origin.fleets[0].ship_count -= dispatch.ship_count;
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let expedition = Expedition {
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id: self.expedition_num,
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origin: dispatch.origin,
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target: dispatch.target,
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turns_remaining: distance,
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fleet: Fleet {
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owner: origin.owner(),
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ship_count: dispatch.ship_count,
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},
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};
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// increment counter
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self.expedition_num += 1;
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self.expeditions.push(expedition);
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}
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// Play one step of the game
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pub fn step(&mut self) {
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self.turn_num += 1;
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// Initially mark all players dead, re-marking them as alive once we
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// encounter a sign of life.
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for player in self.players.iter_mut() {
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player.alive = false;
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}
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self.step_expeditions();
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self.resolve_combat();
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}
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pub fn repopulate(&mut self) {
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for planet in self.planets.iter_mut() {
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if planet.owner().is_some() {
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planet.fleets[0].ship_count += 1;
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}
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}
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}
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fn step_expeditions(&mut self) {
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let mut i = 0;
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let exps = &mut self.expeditions;
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while i < exps.len() {
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// compare with 1 to avoid issues with planet distance 0
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if exps[i].turns_remaining <= 1 {
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// remove expedition from expeditions, and add to fleet
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let exp = exps.swap_remove(i);
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let planet = &mut self.planets[exp.target];
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planet.orbit(exp.fleet);
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} else {
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exps[i].turns_remaining -= 1;
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if let Some(owner_num) = exps[i].fleet.owner {
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// owner has an expedition in progress; this is a sign of life.
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self.players[owner_num].alive = true;
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}
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// proceed to next expedition
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i += 1;
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}
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}
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}
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fn resolve_combat(&mut self) {
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for planet in self.planets.iter_mut() {
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planet.resolve_combat();
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if let Some(owner_num) = planet.owner() {
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// owner owns a planet; this is a sign of life.
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self.players[owner_num].alive = true;
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}
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}
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}
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pub fn is_finished(&self) -> bool {
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let remaining = self.players.iter().filter(|p| p.alive).count();
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return remaining < 2 || self.turn_num >= self.max_turns;
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}
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pub fn living_players(&self) -> Vec<usize> {
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self.players
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.iter()
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.filter_map(|p| if p.alive { Some(p.id) } else { None })
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.collect()
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}
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}
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impl Planet {
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pub fn owner(&self) -> Option<usize> {
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self.fleets.first().and_then(|f| f.owner)
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}
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pub fn ship_count(&self) -> u64 {
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self.fleets.first().map_or(0, |f| f.ship_count)
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}
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/// Make a fleet orbit this planet.
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fn orbit(&mut self, fleet: Fleet) {
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// If owner already has a fleet present, merge
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for other in self.fleets.iter_mut() {
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if other.owner == fleet.owner {
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other.ship_count += fleet.ship_count;
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return;
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}
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}
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// else, add fleet to fleets list
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self.fleets.push(fleet);
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}
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fn resolve_combat(&mut self) {
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// The player owning the largest fleet present will win the combat.
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// Here, we resolve how many ships he will have left.
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// note: in the current implementation, we could resolve by doing
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// winner.ship_count -= second_largest.ship_count, but this does not
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// allow for simple customizations (such as changing combat balance).
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|
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self.fleets
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.sort_by(|a, b| a.ship_count.cmp(&b.ship_count).reverse());
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while self.fleets.len() > 1 {
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let fleet = self.fleets.pop().unwrap();
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// destroy some ships
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for other in self.fleets.iter_mut() {
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other.ship_count -= fleet.ship_count;
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}
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|
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// remove dead fleets
|
||||
while self.fleets.last().map(|f| f.ship_count) == Some(0) {
|
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self.fleets.pop();
|
||||
}
|
||||
}
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}
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fn distance(&self, other: &Planet) -> u64 {
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let dx = self.x - other.x;
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let dy = self.y - other.y;
|
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return (dx.powi(2) + dy.powi(2)).sqrt().ceil() as u64;
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}
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}
|
76
planetwars-rules/src/serializer.rs
Normal file
76
planetwars-rules/src/serializer.rs
Normal file
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use super::protocol as proto;
|
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use super::rules::{Expedition, Planet, PwState};
|
||||
|
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/// Serialize given gamestate
|
||||
pub fn serialize(state: &PwState) -> proto::State {
|
||||
serialize_rotated(state, 0)
|
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}
|
||||
|
||||
/// Serialize given gamestate with player numbers rotated by given offset.
|
||||
pub fn serialize_rotated(state: &PwState, offset: usize) -> proto::State {
|
||||
let serializer = Serializer::new(state, offset);
|
||||
serializer.serialize_state()
|
||||
}
|
||||
|
||||
struct Serializer<'a> {
|
||||
state: &'a PwState,
|
||||
player_num_offset: usize,
|
||||
}
|
||||
|
||||
impl<'a> Serializer<'a> {
|
||||
fn new(state: &'a PwState, offset: usize) -> Self {
|
||||
Serializer {
|
||||
state: state,
|
||||
player_num_offset: offset,
|
||||
}
|
||||
}
|
||||
|
||||
fn serialize_state(&self) -> proto::State {
|
||||
proto::State {
|
||||
planets: self
|
||||
.state
|
||||
.planets
|
||||
.iter()
|
||||
.map(|planet| self.serialize_planet(planet))
|
||||
.collect(),
|
||||
expeditions: self
|
||||
.state
|
||||
.expeditions
|
||||
.iter()
|
||||
.map(|exp| self.serialize_expedition(exp))
|
||||
.collect(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the player number for given player id.
|
||||
/// Player numbers are 1-based (as opposed to player ids), They will also be
|
||||
/// rotated based on the number offset for this serializer.
|
||||
fn player_num(&self, player_id: usize) -> usize {
|
||||
let num_players = self.state.players.len();
|
||||
let rotated_id =
|
||||
(player_id + num_players - self.player_num_offset) % num_players;
|
||||
// protocol player ids start at 1
|
||||
return rotated_id + 1;
|
||||
}
|
||||
|
||||
fn serialize_planet(&self, planet: &Planet) -> proto::Planet {
|
||||
proto::Planet {
|
||||
name: planet.name.clone(),
|
||||
x: planet.x,
|
||||
y: planet.y,
|
||||
owner: planet.owner().map(|id| self.player_num(id)),
|
||||
ship_count: planet.ship_count(),
|
||||
}
|
||||
}
|
||||
|
||||
fn serialize_expedition(&self, exp: &Expedition) -> proto::Expedition {
|
||||
proto::Expedition {
|
||||
id: exp.id,
|
||||
owner: self.player_num(exp.fleet.owner.unwrap()),
|
||||
ship_count: exp.fleet.ship_count,
|
||||
origin: self.state.planets[exp.origin as usize].name.clone(),
|
||||
destination: self.state.planets[exp.target as usize].name.clone(),
|
||||
turns_remaining: exp.turns_remaining,
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue