192 lines
5.4 KiB
Rust
192 lines
5.4 KiB
Rust
/// 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].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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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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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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// remove dead fleets
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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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}
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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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(dx.powi(2) + dy.powi(2)).sqrt().ceil() as u64
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}
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}
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