add game
This commit is contained in:
+34
-16
@@ -4,7 +4,12 @@ pub mod errors;
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pub mod piece;
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pub mod square;
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use std::{collections::HashSet, mem};
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use core::fmt;
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use std::{
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collections::HashSet,
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fmt::{Display, Formatter},
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mem,
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};
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use cmove::CMove;
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use constants::BOARD_SIZE;
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@@ -16,12 +21,12 @@ use square::{Square, SquarePair};
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pub struct Board {
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pub cells: [[Option<Piece>; BOARD_SIZE]; BOARD_SIZE],
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pub legal_moves: HashSet<CMove>,
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pub game_state: GameState,
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pub game_state: BoardState,
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pieces_remaining: u8,
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}
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#[derive(PartialEq, Eq, Debug, Clone)]
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pub enum GameState {
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pub enum BoardState {
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NotStarted,
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InProgress,
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Lost,
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@@ -34,7 +39,7 @@ impl Board {
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cells: [[None; BOARD_SIZE]; BOARD_SIZE],
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legal_moves: HashSet::new(),
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pieces_remaining: 0,
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game_state: GameState::NotStarted,
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game_state: BoardState::NotStarted,
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}
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}
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@@ -258,13 +263,13 @@ impl Board {
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fn calc_game_state(&mut self) {
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self.game_state = if self.pieces_remaining == 0 {
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GameState::NotStarted
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BoardState::NotStarted
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} else if self.pieces_remaining == 1 {
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GameState::Won
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BoardState::Won
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} else if self.legal_moves.is_empty() {
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GameState::Lost
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BoardState::Lost
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} else {
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GameState::InProgress
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BoardState::InProgress
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}
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}
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@@ -350,6 +355,19 @@ fn get_square_for_display(piece: &Option<Piece>, pretty: bool) -> String {
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}
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}
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impl Display for BoardState {
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fn fmt(&self, f: &mut Formatter) -> fmt::Result {
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let display = match self {
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BoardState::NotStarted => "Not Started",
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BoardState::InProgress => "In Progress",
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BoardState::Lost => "Lost",
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BoardState::Won => "Won",
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};
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write!(f, "{}", display)
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@@ -502,7 +520,7 @@ mod tests {
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#[test]
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fn test_smoke_puzzle() {
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let mut board = Board::new();
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assert_eq!(GameState::NotStarted, board.game_state);
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assert_eq!(BoardState::NotStarted, board.game_state);
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assert_eq!(0, board.pieces_remaining);
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// K . . .
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@@ -510,22 +528,22 @@ mod tests {
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// . . R .
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// N . . .
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board.set(sq!("Ka4"));
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assert_eq!(GameState::Won, board.game_state);
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assert_eq!(BoardState::Won, board.game_state);
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board.set(sq!("Pb3"));
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board.set(sq!("Rc2"));
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board.set(sq!("Na1"));
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assert_eq!(GameState::InProgress, board.game_state);
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assert_eq!(BoardState::InProgress, board.game_state);
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assert_eq!(4, board.pieces_remaining);
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assert!(board.make_move(mv!("Na1", "Rc2")).is_some());
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assert_eq!(3, board.pieces_remaining);
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assert_eq!(GameState::InProgress, board.game_state);
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assert_eq!(BoardState::InProgress, board.game_state);
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assert!(board.make_move(mv!("Pb3", "Ka4")).is_some());
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assert_eq!(2, board.pieces_remaining);
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assert_eq!(GameState::Lost, board.game_state);
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assert_eq!(BoardState::Lost, board.game_state);
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// P . . .
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// . . . .
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@@ -540,12 +558,12 @@ mod tests {
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// . . N .
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// P . . .
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assert_eq!(4, board.pieces_remaining);
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assert_eq!(GameState::InProgress, board.game_state);
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assert_eq!(BoardState::InProgress, board.game_state);
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board.make_move(mv!("Qa3", "Pa4"));
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board.make_move(mv!("Nc2", "Pa1"));
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assert_eq!(2, board.pieces_remaining);
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assert_eq!(GameState::InProgress, board.game_state);
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assert_eq!(BoardState::InProgress, board.game_state);
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// Q . . .
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// . . . .
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@@ -553,7 +571,7 @@ mod tests {
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// N . . .
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board.make_move(mv!("Qa4", "Na1"));
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assert_eq!(1, board.pieces_remaining);
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assert_eq!(GameState::Won, board.game_state);
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assert_eq!(BoardState::Won, board.game_state);
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}
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#[test]
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+2
-2
@@ -161,7 +161,7 @@ fn try_generate(
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#[cfg(test)]
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mod tests {
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use crate::{board::GameState, solver::Solver};
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use crate::{board::BoardState, solver::Solver};
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use super::*;
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@@ -170,7 +170,7 @@ mod tests {
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for _ in 0..10 {
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let gen_stats = generate(5, 5);
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let board = gen_stats.board.expect("No puzzle was generated");
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assert_eq!(board.game_state, GameState::InProgress);
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assert_eq!(board.game_state, BoardState::InProgress);
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let solutions = Solver::new(board).solve();
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assert!(solutions.len() <= 5);
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+340
-26
@@ -1,39 +1,42 @@
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use core::fmt;
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use std::fmt::{Display, Formatter};
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use game::texture::PieceTexture;
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use macroquad::prelude::*;
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use sol_chess::board::{square::Square, Board};
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use sol_chess::{
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board::{Board, BoardState},
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generator,
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};
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mod game;
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#[macroquad::main("Solitaire Chess")]
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async fn main() {
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let background_color = Color::from_rgba(196, 195, 208, 255);
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let game = init().await;
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let mut game = init().await;
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loop {
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clear_background(background_color);
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draw_heading("Solitaire Chess");
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game.handle_input();
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game.draw();
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next_frame().await
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}
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}
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fn draw_heading(title: &str) {
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let dims = measure_text(title, None, 60, 1.0);
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let x = screen_width() / 2.0 - dims.width / 2.0;
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let y = 2.0 * dims.height;
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draw_text(title, x, y, 60.0, BLACK);
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}
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async fn init() -> Game {
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set_pc_assets_folder("./assets");
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let texture_res = load_texture("pieces.png").await.unwrap();
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texture_res.set_filter(FilterMode::Nearest);
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build_textures_atlas();
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let mut board = Board::new();
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board.set(Square::parse("Pa4"));
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board.set(Square::parse("Pa3"));
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board.set(Square::parse("Na2"));
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board.set(Square::parse("Na1"));
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board.set(Square::parse("Bb4"));
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board.set(Square::parse("Bb3"));
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board.set(Square::parse("Rb2"));
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board.set(Square::parse("Rb1"));
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board.set(Square::parse("Kc4"));
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board.set(Square::parse("Kc3"));
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board.set(Square::parse("Qc2"));
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board.set(Square::parse("Qc1"));
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let generate = generator::generate(6, 100);
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let board = generate.board().expect("No puzzle was generated");
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let square_width = 128.0;
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let num_squares = 4;
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let x = (screen_width() - (square_width * num_squares as f32)) / 2.0;
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@@ -44,10 +47,31 @@ async fn init() -> Game {
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}
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struct Game {
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original_board: Board,
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board: Board,
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squares: Vec<GameSquare>,
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texture_res: Texture2D,
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num_squares: usize,
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state: GameState,
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debug: bool,
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info_square: Rect,
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}
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struct GameSquare {
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rect: Rect,
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color: Color,
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is_source: bool,
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is_target: bool,
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is_previous_target: bool,
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i: usize,
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j: usize,
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}
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#[derive(Copy, Clone)]
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enum GameState {
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SelectSource(Option<(usize, usize)>),
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SelectTarget((usize, usize)),
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GameOver((usize, usize)),
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}
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impl Game {
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@@ -72,15 +96,31 @@ impl Game {
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_ => light,
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};
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rects.push(GameSquare { rect, color, i, j });
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rects.push(GameSquare {
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rect,
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color,
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i,
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j,
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is_source: false,
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is_target: false,
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is_previous_target: false,
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});
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}
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}
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let info_x = x;
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let info_y = y + (num_squares as f32 * square_width) + square_width / 2.0;
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let info_w = square_width * num_squares as f32;
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Self {
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original_board: board.clone(),
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board,
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squares: rects,
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num_squares,
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texture_res,
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state: GameState::SelectSource(None),
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debug: false,
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info_square: Rect::new(info_x, info_y, info_w, square_width),
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}
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}
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@@ -90,33 +130,307 @@ impl Game {
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fn draw(&self) {
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let sprite_size = 100.0;
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let mut selected_square = None;
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self.squares.iter().for_each(|square| {
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let color = if square.is_source {
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Color::from_rgba(152, 152, 152, 255)
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} else if square.is_target {
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Color::from_rgba(152, 129, 123, 255)
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} else {
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square.color
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};
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draw_rectangle(
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square.rect.x,
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square.rect.y,
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square.rect.w,
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square.rect.h,
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square.color,
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color,
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);
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if let Some(p) = &self.board.cells[square.i][square.j] {
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let offset = (square.rect.w - sprite_size) / 2.0;
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let dtp = PieceTexture::for_piece(*p, sprite_size);
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if !square.is_source {
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draw_texture_ex(
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&self.texture_res,
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square.rect.x + offset,
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square.rect.y + offset,
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WHITE,
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dtp,
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);
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} else {
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selected_square = Some(square);
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}
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}
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});
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if let Some(selected_square) = selected_square {
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if let Some(p) = self.board.cells[selected_square.i][selected_square.j] {
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let dtp = PieceTexture::for_piece(p, sprite_size);
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draw_texture_ex(
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&self.texture_res,
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square.rect.x + offset,
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square.rect.y + offset,
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mouse_position().0 - sprite_size / 2.0,
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mouse_position().1 - sprite_size / 2.0,
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WHITE,
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dtp,
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);
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}
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});
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}
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draw_text(
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&format!("Press 'R' to reset"),
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self.info_square.x + 20.0,
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self.info_square.y + 20.0,
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20.0,
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BLACK,
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);
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draw_text(
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&format!("Press 'N' for new game (when the current game is won)"),
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self.info_square.x + 20.0,
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self.info_square.y + 40.0,
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20.0,
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BLACK,
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);
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draw_text(
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&format!("Press 'D' to toggle debug mode"),
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self.info_square.x + 20.0,
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self.info_square.y + 60.0,
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20.0,
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GRAY,
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);
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if self.debug {
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let mut debug_lines = vec![];
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let (mx, my) = mouse_position();
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let hover_square = self.squares.iter().find(|s| {
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let c = Circle::new(mx, my, 0.0);
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if c.overlaps_rect(&s.rect) {
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return true;
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}
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return false;
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});
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debug_lines.push(format!("Game State: {}", self.state));
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debug_lines.push(format!("Board State: {}", self.board.game_state));
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if let Some(hover_square) = hover_square {
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debug_lines.push(format!("Hover: [ {}, {} ]", hover_square.i, hover_square.j));
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}
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self.add_debug_info(debug_lines);
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self.show_fps();
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}
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}
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fn handle_input(&mut self) {
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if is_key_released(KeyCode::R) {
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self.reset();
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return;
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}
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if is_key_released(KeyCode::N) {
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if let GameState::GameOver(_) = self.state {
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self.next_puzzle();
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}
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return;
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}
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if is_key_released(KeyCode::D) {
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self.debug = !self.debug;
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return;
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}
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if is_mouse_button_pressed(MouseButton::Right) {
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let current_state = self.state.clone();
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let new_state = match current_state {
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GameState::SelectSource(_) => GameState::SelectSource(None),
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GameState::SelectTarget((_, _)) => {
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self.reset_squares();
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GameState::SelectSource(None)
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}
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GameState::GameOver((i, j)) => GameState::SelectSource(Some((i, j))),
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};
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self.state = new_state;
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return;
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}
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if is_mouse_button_pressed(MouseButton::Left) {
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let current_state = self.state.clone();
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let new_state = match current_state {
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GameState::SelectSource(previous_target) => {
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self.handle_select_source(mouse_position(), previous_target)
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}
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GameState::SelectTarget(source) => GameState::SelectTarget(source),
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GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
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};
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self.state = new_state;
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}
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if is_mouse_button_released(MouseButton::Left) {
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let current_state = self.state.clone();
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let new_state = match current_state {
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GameState::SelectSource(previous_target) => {
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GameState::SelectSource(previous_target)
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}
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GameState::SelectTarget(source) => {
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self.handle_select_target(mouse_position(), source)
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}
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GameState::GameOver(previous_target) => GameState::GameOver(previous_target),
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};
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self.state = new_state;
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}
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}
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fn handle_select_source(
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&mut self,
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mouse_position: (f32, f32),
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previous_target: Option<(usize, usize)>,
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) -> GameState {
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self.reset_squares();
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let (x, y) = mouse_position;
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let mouse = Circle::new(x, y, 0.0);
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let mut selected = None;
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for square in &mut self.squares {
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if mouse.overlaps_rect(&square.rect) {
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if let Some(_) = self.board.cells[square.i][square.j] {
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selected = Some((square.i, square.j));
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}
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}
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}
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if let Some((i, j)) = selected {
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self.get(i, j).is_source = true;
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let mut target_squares = vec![];
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for m in self.board.legal_moves.iter() {
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if m.from.file == i && m.from.rank == j {
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target_squares.push((m.to.file, m.to.rank));
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}
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}
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for (i, j) in target_squares {
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self.get(i, j).is_target = true;
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}
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return GameState::SelectTarget(selected.unwrap());
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}
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if let Some((i, j)) = previous_target {
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self.get(i, j).is_previous_target = true;
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}
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return GameState::SelectSource(None);
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}
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||||
|
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fn handle_select_target(
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&mut self,
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mouse_position: (f32, f32),
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source: (usize, usize),
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) -> GameState {
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let (x, y) = mouse_position;
|
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let mouse = Circle::new(x, y, 0.0);
|
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|
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let mut selected = None;
|
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for square in &mut self.squares {
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||||
if mouse.overlaps_rect(&square.rect) {
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||||
if let Some(_) = self.board.cells[square.i][square.j] {
|
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selected = Some((square.i, square.j));
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||||
}
|
||||
}
|
||||
}
|
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|
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let (s_x, s_y) = source;
|
||||
let Some((x, y)) = selected else {
|
||||
self.get(s_x, s_y).is_source = true;
|
||||
return GameState::SelectTarget(source);
|
||||
};
|
||||
|
||||
if x == s_x && y == s_y {
|
||||
self.get(s_x, s_y).is_source = true;
|
||||
return GameState::SelectTarget(source);
|
||||
}
|
||||
|
||||
let mut is_legal = false;
|
||||
if self.get(x, y).is_target {
|
||||
is_legal = true;
|
||||
}
|
||||
|
||||
if is_legal {
|
||||
let m = self.board.legal_moves.iter().find(|m| {
|
||||
m.from.file == s_x && m.from.rank == s_y && m.to.file == x && m.to.rank == y
|
||||
});
|
||||
|
||||
let m = m.expect("legal move should be found");
|
||||
|
||||
self.board.make_move(m.clone());
|
||||
|
||||
if self.board.game_state == BoardState::Won || self.board.game_state == BoardState::Lost
|
||||
{
|
||||
self.reset_squares();
|
||||
return GameState::GameOver((x, y));
|
||||
}
|
||||
|
||||
self.reset_squares();
|
||||
self.get(x, y).is_target = true;
|
||||
return GameState::SelectSource(Some((x, y)));
|
||||
}
|
||||
|
||||
self.reset_squares();
|
||||
return GameState::SelectSource(None);
|
||||
}
|
||||
|
||||
fn reset(&mut self) {
|
||||
self.board = self.original_board.clone();
|
||||
self.reset_squares();
|
||||
self.state = GameState::SelectSource(None);
|
||||
}
|
||||
|
||||
fn next_puzzle(&mut self) {
|
||||
self.reset();
|
||||
let generate = generator::generate(6, 100);
|
||||
let board = generate.board().expect("No puzzle was generated");
|
||||
self.original_board = board.clone();
|
||||
self.board = board;
|
||||
}
|
||||
|
||||
fn reset_squares(&mut self) {
|
||||
for i in 0..self.num_squares {
|
||||
for j in 0..self.num_squares {
|
||||
self.get(i, j).is_source = false;
|
||||
self.get(i, j).is_target = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn add_debug_info(&self, lines: Vec<String>) {
|
||||
let mut y = 20.0;
|
||||
for line in lines {
|
||||
draw_text(&line, 10.0, y, 20.0, BLACK);
|
||||
y += 25.0;
|
||||
}
|
||||
}
|
||||
|
||||
fn show_fps(&self) {
|
||||
let fps = get_fps();
|
||||
draw_text(
|
||||
&format!("FPS: {}", fps),
|
||||
10.0,
|
||||
screen_height() - 20.0,
|
||||
20.0,
|
||||
BLACK,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
struct GameSquare {
|
||||
rect: Rect,
|
||||
color: Color,
|
||||
i: usize,
|
||||
j: usize,
|
||||
impl Display for GameState {
|
||||
fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
|
||||
match self {
|
||||
GameState::SelectSource(Some(x)) => write!(f, "Select Source [ {}, {} ]", x.0, x.1),
|
||||
GameState::SelectSource(None) => write!(f, "Select Source [ ]"),
|
||||
GameState::SelectTarget(x) => write!(f, "Select Target [ {}, {} ]", x.0, x.1),
|
||||
GameState::GameOver(x) => write!(f, "Game Over [ {}, {} ]", x.0, x.1),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+4
-4
@@ -1,6 +1,6 @@
|
||||
use crate::board::{
|
||||
cmove::CMove,
|
||||
{Board, GameState},
|
||||
{Board, BoardState},
|
||||
};
|
||||
|
||||
pub struct Solver {
|
||||
@@ -26,12 +26,12 @@ impl Solver {
|
||||
|
||||
pub fn solve(&self) -> Vec<Vec<CMove>> {
|
||||
let mut solutions = Vec::new();
|
||||
if let GameState::Won = self.board.game_state {
|
||||
if let BoardState::Won = self.board.game_state {
|
||||
solutions.push(self.moves.clone());
|
||||
return solutions;
|
||||
}
|
||||
|
||||
let GameState::InProgress = self.board.game_state else {
|
||||
let BoardState::InProgress = self.board.game_state else {
|
||||
return solutions;
|
||||
};
|
||||
|
||||
@@ -81,7 +81,7 @@ mod tests {
|
||||
solution
|
||||
.into_iter()
|
||||
.for_each(|m| assert!(board.make_move(m).is_some()));
|
||||
assert_eq!(GameState::Won, board.game_state);
|
||||
assert_eq!(BoardState::Won, board.game_state);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user