434 lines
14 KiB
Rust
434 lines
14 KiB
Rust
use core::fmt;
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use std::fmt::{Display, Formatter};
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use crate::{
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game::{Settings, constants},
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resources::{Resources, SoundKind},
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widgets::*,
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};
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use sol_lib::{
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board::{Board, BoardState, piece::Piece},
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generator::Puzzle,
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};
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#[derive(Default)]
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pub struct BoardWidget {
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current_board: Board,
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square_width: f32,
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pub num_squares: usize, // this is a constant = 4 for now.
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pub show_rules: bool,
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rules_font_size: f32,
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board_rect: Rect,
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squares: Vec<GameSquare>,
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state: GameState,
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}
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pub struct BoardInteraction {
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pub new_board_state: Option<BoardState>,
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}
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impl BoardWidget {
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pub fn initialize_state(num_squares: usize, current_board: Board) -> BoardWidget {
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let mut board = BoardWidget::default();
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board.num_squares = num_squares;
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board.current_board = current_board;
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board
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}
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pub fn initialize_drawables(
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&mut self,
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square_width: f32,
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board_rect: Rect,
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rules_font_size: f32,
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) {
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self.square_width = square_width;
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self.board_rect = board_rect;
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self.rules_font_size = rules_font_size;
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let dark = UiColor::Brown.to_bg_color();
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let light = UiColor::Yellow.to_bg_color();
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let mut rects = Vec::new();
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for i in 0..self.num_squares {
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for j in 0..self.num_squares {
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let x_eff = self.board_rect.x + (i as f32 * self.square_width);
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let y_eff = self.board_rect.y + (j as f32 * self.square_width);
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let rect = Rect::new(x_eff, y_eff, self.square_width, self.square_width);
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let color = match (i + j) % 2 {
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1 => dark,
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_ => light,
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};
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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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self.squares = rects;
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}
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pub fn draw(&self, resources: &Resources, settings: &Settings) {
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let board_shadow_width = constants::BOARD_SHADOW_MULTIPLIER * self.square_width;
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draw_shadow(&self.board_rect, board_shadow_width);
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if self.show_rules {
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draw_rectangle(
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self.board_rect.x,
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self.board_rect.y,
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self.board_rect.w,
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self.board_rect.h,
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UiColor::Yellow.to_bg_color(),
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);
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let rules = "\
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Every move should be a \n\
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capture. Win when only \n\
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one piece is left.\n\
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Age: Each piece can only \n\
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move 'age' times";
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let measurement = measure_text(
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rules,
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Some(resources.font()),
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self.rules_font_size as u16,
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1.0,
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);
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let draw_text_params = TextParams {
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font_size: self.rules_font_size as u16,
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font: Some(resources.font()),
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color: UiColor::Brown.to_bg_color(),
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..Default::default()
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};
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draw_multiline_text_ex(
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rules,
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self.board_rect.x + 0.5 * self.square_width,
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self.board_rect.y + 0.4 * (self.board_rect.h - measurement.height)
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- 2. * measurement.offset_y,
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Some(2.),
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draw_text_params,
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);
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return;
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}
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let sprite_size = constants::BOARD_PIECE_WIDTH_MULTIPLIER * self.square_width;
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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 = match square.is_source {
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true => square.color,
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false => match square.is_target {
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true => UiColor::Pink.to_shadow_color(),
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false => square.color,
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},
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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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color,
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);
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if let Some(p) = &self.current_board.cells[square.i][square.j] {
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let offset = (square.rect.w - sprite_size) / 2.0;
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let texture_params = piece_draw_texture_params(&p, sprite_size, resources);
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if !square.is_source {
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draw_texture_ex(
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texture_params.texture,
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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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texture_params.draw_text_params,
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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.current_board.cells[selected_square.i][selected_square.j] {
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let texture_params = piece_draw_texture_params(&p, sprite_size, resources);
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draw_texture_ex(
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texture_params.texture,
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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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texture_params.draw_text_params,
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);
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}
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}
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if settings.debug {
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self.draw_debug();
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}
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}
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fn get(&mut self, i: usize, j: usize) -> &mut GameSquare {
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&mut self.squares[i * self.num_squares + j]
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}
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fn draw_debug(&self) {
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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.current_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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}
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fn add_debug_info(&self, lines: Vec<String>) {
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let mut y = 20.0;
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for line in lines {
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draw_text(&line, 10.0, y, 20.0, BLACK);
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y += 25.0;
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}
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}
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pub fn handle_input(
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&mut self,
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interaction: &Interaction,
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resources: &Resources,
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settings: &Settings,
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) -> BoardInteraction {
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let mouse_pos = interaction.mouse_pos;
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if mouse_pos.overlaps_rect(&self.board_rect) == false {
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return BoardInteraction {
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new_board_state: None,
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};
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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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self.handle_select_source(mouse_pos, previous_target)
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}
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GameState::SelectTarget(source) => {
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let next = self.handle_select_target(mouse_pos, source, resources, settings);
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if let GameState::SelectTarget(_) = next {
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self.reset_squares();
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GameState::SelectSource(None)
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} else {
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next
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}
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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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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_pos, 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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let board_state = &self.current_board.game_state;
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return BoardInteraction {
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new_board_state: Some(*board_state),
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};
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}
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pub fn reset(&mut self, puzzle: &Puzzle) {
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self.current_board = puzzle.board.clone();
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self.state = GameState::SelectSource(None);
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self.reset_squares();
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}
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fn handle_select_source(
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&mut self,
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mouse_pos: Circle,
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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 mut selected = None;
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for square in &mut self.squares {
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if mouse_pos.overlaps_rect(&square.rect) {
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if let Some(_) = self.current_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.current_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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fn handle_select_target(
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&mut self,
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mouse_pos: Circle,
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source: (usize, usize),
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resources: &Resources,
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settings: &Settings,
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) -> GameState {
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let mut selected = None;
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for square in &mut self.squares {
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if mouse_pos.overlaps_rect(&square.rect) {
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if let Some(_) = self.current_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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let (s_x, s_y) = source;
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let Some((x, y)) = selected else {
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self.get(s_x, s_y).is_source = true;
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return GameState::SelectTarget(source);
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};
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if x == s_x && y == s_y {
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self.get(s_x, s_y).is_source = true;
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return GameState::SelectTarget(source);
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}
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let mut is_legal = false;
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if self.get(x, y).is_target {
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is_legal = true;
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}
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if is_legal {
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let m = self.current_board.legal_moves.iter().find(|m| {
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m.from.file == s_x && m.from.rank == s_y && m.to.file == x && m.to.rank == y
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});
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let m = m.expect("legal move should be found");
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self.current_board.make_move(m.clone());
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if self.current_board.game_state == BoardState::Won
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|| self.current_board.game_state == BoardState::Lost
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{
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self.reset_squares();
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if self.current_board.game_state == BoardState::Won {
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play_sound_once(resources.sound(&SoundKind::Win), settings.volume);
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} else {
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play_sound_once(resources.sound(&SoundKind::Loss), settings.volume);
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}
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return GameState::GameOver((x, y));
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}
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self.reset_squares();
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self.get(x, y).is_target = true;
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play_sound_once(resources.sound(&SoundKind::Click), settings.volume);
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return GameState::SelectSource(Some((x, y)));
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}
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self.reset_squares();
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return GameState::SelectSource(None);
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}
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fn reset_squares(&mut self) {
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for i in 0..self.num_squares {
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for j in 0..self.num_squares {
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self.get(i, j).is_source = false;
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self.get(i, j).is_target = false;
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}
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}
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}
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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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pub 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 Default for GameState {
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fn default() -> Self {
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GameState::SelectSource(None)
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}
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}
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impl Display for GameState {
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fn fmt(&self, f: &mut Formatter<'_>) -> fmt::Result {
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match self {
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GameState::SelectSource(Some(x)) => write!(f, "Select Source [ {}, {} ]", x.0, x.1),
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GameState::SelectSource(None) => write!(f, "Select Source [ ]"),
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GameState::SelectTarget(x) => write!(f, "Select Target [ {}, {} ]", x.0, x.1),
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GameState::GameOver(x) => write!(f, "Game Over [ {}, {} ]", x.0, x.1),
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}
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}
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}
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fn piece_draw_texture_params<'a>(
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piece: &Piece,
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sprite_size: f32,
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resources: &'a Resources,
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) -> PieceDrawTextureParams<'a> {
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let texture = resources.get_piece_texture(&piece);
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let dtp = DrawTextureParams {
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source: Some(Rect::new(
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texture.texture_rect.x,
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texture.texture_rect.y,
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texture.texture_rect.w,
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texture.texture_rect.h,
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)),
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dest_size: Some(Vec2::new(sprite_size, sprite_size)),
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..DrawTextureParams::default()
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};
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PieceDrawTextureParams {
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texture: texture.texture,
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draw_text_params: dtp,
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}
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}
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struct PieceDrawTextureParams<'a> {
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texture: &'a Texture2D,
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draw_text_params: DrawTextureParams,
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}
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