/// The planet wars game rules. #[derive(Debug)] pub struct PwState { pub players: Vec, pub planets: Vec, pub expeditions: Vec, // How many expeditions were already dispatched. // This is needed for assigning expedition identifiers. pub expedition_num: u64, pub turn_num: u64, pub max_turns: u64, } #[derive(Debug)] pub struct Player { pub id: usize, pub alive: bool, } #[derive(Debug)] pub struct Fleet { pub owner: Option, pub ship_count: u64, } #[derive(Debug)] pub struct Planet { pub id: usize, pub name: String, pub fleets: Vec, pub x: f64, pub y: f64, } #[derive(Debug)] pub struct Expedition { pub id: u64, pub origin: usize, pub target: usize, pub fleet: Fleet, pub turns_remaining: u64, } #[derive(Debug)] pub struct Dispatch { pub origin: usize, pub target: usize, pub ship_count: u64, } impl PwState { pub fn dispatch(&mut self, dispatch: &Dispatch) { let distance = self.planets[dispatch.origin].distance(&self.planets[dispatch.target]); let origin = &mut self.planets[dispatch.origin]; origin.fleets[0].ship_count -= dispatch.ship_count; let expedition = Expedition { id: self.expedition_num, origin: dispatch.origin, target: dispatch.target, turns_remaining: distance, fleet: Fleet { owner: origin.owner(), ship_count: dispatch.ship_count, }, }; // increment counter self.expedition_num += 1; self.expeditions.push(expedition); } // Play one step of the game pub fn step(&mut self) { self.turn_num += 1; // Initially mark all players dead, re-marking them as alive once we // encounter a sign of life. for player in self.players.iter_mut() { player.alive = false; } self.step_expeditions(); self.resolve_combat(); } pub fn repopulate(&mut self) { for planet in self.planets.iter_mut() { if planet.owner().is_some() { planet.fleets[0].ship_count += 1; } } } fn step_expeditions(&mut self) { let mut i = 0; let exps = &mut self.expeditions; while i < exps.len() { // compare with 1 to avoid issues with planet distance 0 if exps[i].turns_remaining <= 1 { // remove expedition from expeditions, and add to fleet let exp = exps.swap_remove(i); let planet = &mut self.planets[exp.target]; planet.orbit(exp.fleet); } else { exps[i].turns_remaining -= 1; if let Some(owner_num) = exps[i].fleet.owner { // owner has an expedition in progress; this is a sign of life. self.players[owner_num].alive = true; } // proceed to next expedition i += 1; } } } fn resolve_combat(&mut self) { for planet in self.planets.iter_mut() { planet.resolve_combat(); if let Some(owner_num) = planet.owner() { // owner owns a planet; this is a sign of life. self.players[owner_num].alive = true; } } } pub fn is_finished(&self) -> bool { let remaining = self.players.iter().filter(|p| p.alive).count(); remaining < 2 || self.turn_num >= self.max_turns } pub fn living_players(&self) -> Vec { self.players .iter() .filter_map(|p| if p.alive { Some(p.id) } else { None }) .collect() } } impl Planet { pub fn owner(&self) -> Option { self.fleets.first().and_then(|f| f.owner) } pub fn ship_count(&self) -> u64 { self.fleets.first().map_or(0, |f| f.ship_count) } /// Make a fleet orbit this planet. fn orbit(&mut self, fleet: Fleet) { // If owner already has a fleet present, merge for other in self.fleets.iter_mut() { if other.owner == fleet.owner { other.ship_count += fleet.ship_count; return; } } // else, add fleet to fleets list self.fleets.push(fleet); } fn resolve_combat(&mut self) { // The player owning the largest fleet present will win the combat. // Here, we resolve how many ships he will have left. // note: in the current implementation, we could resolve by doing // winner.ship_count -= second_largest.ship_count, but this does not // allow for simple customizations (such as changing combat balance). self.fleets .sort_by(|a, b| a.ship_count.cmp(&b.ship_count).reverse()); while self.fleets.len() > 1 { let fleet = self.fleets.pop().unwrap(); // destroy some ships for other in self.fleets.iter_mut() { other.ship_count -= fleet.ship_count; } // remove dead fleets while self.fleets.last().map(|f| f.ship_count) == Some(0) { self.fleets.pop(); } } } fn distance(&self, other: &Planet) -> u64 { let dx = self.x - other.x; let dy = self.y - other.y; (dx.powi(2) + dy.powi(2)).sqrt().ceil() as u64 } }