initial release
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0d492adb0a
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221
src/lib/game.rs
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221
src/lib/game.rs
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use std::{error::Error, fmt::Display};
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use super::{
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controller::{Controller, Move, PlayerController},
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grid::Grid,
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};
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pub struct Rules {
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size: usize,
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spawn_per_turn: usize,
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controller: Box<dyn Controller>,
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}
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impl Rules {
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pub fn size(mut self, size: usize) -> Self {
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self.size = size;
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self
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}
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pub fn spawn_per_turn(mut self, spawn_per_turn: usize) -> Self {
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self.spawn_per_turn = spawn_per_turn;
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self
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}
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}
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impl Default for Rules {
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fn default() -> Self {
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Self {
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size: 4,
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spawn_per_turn: 1,
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controller: Box::new(PlayerController::new()),
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}
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}
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}
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#[derive(Debug)]
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pub enum Err2048 {
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GridIsFull,
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}
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impl Display for Err2048 {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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let msg = match self {
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&Self::GridIsFull => "grid is full",
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};
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f.write_str(msg)
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}
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}
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impl Error for Err2048 {}
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pub struct Game {
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board: Grid,
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controller: Box<dyn Controller>,
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spawn_per_turn: usize,
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}
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impl Game {
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pub fn new(rules: Rules) -> Self {
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let Rules {
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controller,
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size,
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spawn_per_turn,
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} = rules;
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Self {
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board: Grid::new(size),
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controller,
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spawn_per_turn,
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}
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}
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pub fn turn(&mut self) -> Result<(), Box<dyn Error>> {
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for _ in 0..self.spawn_per_turn {
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self.spawn_random()?;
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}
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self.refresh_display();
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let movement = self.controller.next_move(&self.board)?;
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self.perform_move(movement);
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Ok(())
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}
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pub fn spawn_random(&mut self) -> Result<(), Box<dyn Error>> {
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let mut potentials = vec![];
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for x in 0..self.board.size() {
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for y in 0..self.board.size() {
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if self.board.get((x, y)).unwrap().is_empty() {
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potentials.push((x, y));
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}
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}
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}
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let potential_count = potentials.len() as f32;
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if potential_count == 0. {
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return Err(Err2048::GridIsFull.into());
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}
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let random = rand::random::<f32>() * potential_count;
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let index = random.floor() as usize;
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let (x, y) = potentials[index];
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self.board.set((x, y), Some(1));
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Ok(())
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}
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pub fn refresh_display(&self) {
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super::clear_term();
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let text = self.board.display();
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println!("{text}");
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}
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// TODO: macro peut être ?
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pub fn perform_move(&mut self, movement: Move) {
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match movement {
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Move::LEFT => {
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for y in 0..self.board.size() {
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for x in 0..self.board.size() {
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if !self.board.get((x, y)).unwrap().is_empty() {
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self.perform_linear_move((-1, 0), (x, y));
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}
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}
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}
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}
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Move::RIGHT => {
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for y in 0..self.board.size() {
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for x in (0..self.board.size()).rev() {
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if !self.board.get((x, y)).unwrap().is_empty() {
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self.perform_linear_move((1, 0), (x, y));
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}
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}
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}
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}
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Move::UP => {
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for x in 0..self.board.size() {
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for y in 0..self.board.size() {
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if !self.board.get((x, y)).unwrap().is_empty() {
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self.perform_linear_move((0, -1), (x, y));
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}
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}
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}
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}
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Move::DOWN => {
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for x in 0..self.board.size() {
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for y in (0..self.board.size()).rev() {
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if !self.board.get((x, y)).unwrap().is_empty() {
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self.perform_linear_move((0, 1), (x, y));
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}
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}
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}
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}
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};
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}
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fn perform_linear_move(&mut self, direction: (isize, isize), tile_pos: (usize, usize)) {
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let mut displacement = Displacement::new(&mut self.board, tile_pos, direction);
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displacement.move_all();
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}
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}
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pub struct Displacement<'g> {
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grid: &'g mut Grid,
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position: (usize, usize),
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direction: (isize, isize),
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}
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impl<'g> Displacement<'g> {
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pub fn new(grid: &'g mut Grid, position: (usize, usize), direction: (isize, isize)) -> Self {
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Self {
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grid,
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position,
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direction,
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}
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}
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pub fn move_all(&mut self) {
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while self.move_once() {}
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}
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fn move_once(&mut self) -> bool {
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let current_pos = self.position.clone();
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let current_value = self.grid.get_val(current_pos).unwrap();
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if let Some(next_pos) = self.get_next_pos() {
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match self.grid.get_val(next_pos) {
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None => {
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self.grid.move_tile(current_pos, next_pos);
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self.set_pos(next_pos);
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true
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}
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Some(value) if value == current_value => {
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self.grid.move_tile(current_pos, next_pos);
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self.grid.set(next_pos, Some(value * 2));
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false
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}
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Some(_) => false,
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}
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} else {
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false
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}
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}
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fn get_next_pos(&self) -> Option<(usize, usize)> {
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let (current_x, current_y) = self.position.clone();
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let (dx, dy) = self.direction.clone();
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if would_overflow(current_x, dx, self.grid.size() - 1)
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|| would_overflow(current_y, dy, self.grid.size() - 1)
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{
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None
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} else {
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let next_x = (current_x as isize) + dx;
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let next_y = (current_y as isize) + dy;
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Some((next_x as usize, next_y as usize))
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}
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}
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fn set_pos(&mut self, (x, y): (usize, usize)) {
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self.position = (x, y);
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}
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}
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fn would_overflow(n: usize, d: isize, max: usize) -> bool {
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let too_little = n == 0 && d == -1;
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let too_big = n == max && d == 1;
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too_little || too_big
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}
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