#[macro_use] extern crate serde; extern crate serde_json; pub mod config; pub mod protocol; pub mod rules; pub mod serializer; pub use config::Config as PwConfig; pub use protocol::CommandError; pub use rules::{Dispatch, PwState}; use std::collections::HashMap; pub struct PlanetWars { /// Game state state: rules::PwState, /// Map planet names to their ids planet_map: HashMap, } impl PlanetWars { pub fn create(config: PwConfig, num_players: usize) -> Self { let state = config.create_state(num_players); let planet_map = state .planets .iter() .map(|p| (p.name.clone(), p.id)) .collect(); PlanetWars { state, planet_map } } /// Proceed to next turn pub fn step(&mut self) { self.state.repopulate(); self.state.step(); } pub fn is_finished(&self) -> bool { self.state.is_finished() } pub fn serialize_state(&self) -> protocol::State { serializer::serialize(&self.state) } pub fn serialize_player_state(&self, player_id: usize) -> protocol::State { serializer::serialize_rotated(&self.state, player_id - 1) } pub fn state(&self) -> &PwState { &self.state } /// Execute a command pub fn execute_command( &mut self, player_num: usize, cmd: &protocol::Command, ) -> Result<(), CommandError> { let dispatch = self.parse_command(player_num, cmd)?; self.state.dispatch(&dispatch); Ok(()) } /// Check the given command for validity. /// If it is valid, return an internal representation of the dispatch /// described by the command. pub fn parse_command( &self, player_id: usize, cmd: &protocol::Command, ) -> Result { let origin_id = *self .planet_map .get(&cmd.origin) .ok_or(CommandError::OriginDoesNotExist)?; let target_id = *self .planet_map .get(&cmd.destination) .ok_or(CommandError::DestinationDoesNotExist)?; if self.state.planets[origin_id].owner() != Some(player_id - 1) { println!("owner was {:?}", self.state.planets[origin_id].owner()); return Err(CommandError::OriginNotOwned); } if self.state.planets[origin_id].ship_count() < cmd.ship_count { return Err(CommandError::NotEnoughShips); } if cmd.ship_count == 0 { return Err(CommandError::ZeroShipMove); } Ok(Dispatch { origin: origin_id, target: target_id, ship_count: cmd.ship_count, }) } /// Execute a dispatch. /// This assumes the dispatch is valid. You should check this yourself /// or use `parse_command` to obtain a valid dispatch. pub fn execute_dispatch(&mut self, dispatch: &Dispatch) { self.state.dispatch(dispatch); } }