375 lines
10 KiB
Rust
375 lines
10 KiB
Rust
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use rand::seq::SliceRandom;
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use std::fmt;
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use Action::*;
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use Card::*;
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pub type CoupResult<T> = Result<T, &'static str>;
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#[repr(u8)]
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#[derive(Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Debug)]
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pub enum Card {
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Duke,
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Assassin,
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Captain,
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Ambassador,
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Contessa,
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}
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impl Card {
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pub fn allows_action(self, action: Action) -> bool {
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matches!((self, action),
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(_, Income) |
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(_, ForeignAid) |
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(Duke, Tax) |
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(Assassin, Assassinate) |
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(Ambassador, Exchange) |
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(Captain, Steal))
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}
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pub fn blocks_action(self, action: Action) -> bool {
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matches!((self, action),
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(Duke, Income) |
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(Captain, Steal) |
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(Ambassador, Steal) |
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(Contessa, Assassinate))
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}
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}
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trait Stack {
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fn draw(&mut self, player: &mut Player) -> CoupResult<()>;
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fn draw_first(&mut self, card: Card) -> bool;
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fn shuffle(&mut self);
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}
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impl Stack for Vec<Card> {
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fn draw(&mut self, player: &mut Player) -> CoupResult<()> {
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match self.pop() {
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Some(card) => {
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player.cards.push(card);
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Ok(())
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},
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None => Err("Tried to draw from an empty deck!"),
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}
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}
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fn draw_first(&mut self, card: Card) -> bool {
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match self.iter().position(|c| *c == card) {
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Some(i) => {
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self.remove(i);
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true
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},
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None => false,
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}
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}
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fn shuffle(&mut self) {
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let deck = self.as_mut_slice();
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let mut rng = rand::thread_rng();
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deck.shuffle(&mut rng);
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}
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}
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impl fmt::Display for Card {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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let name = match self {
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Duke => "Duke",
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Assassin => "Assassin",
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Captain => "Captain",
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Ambassador => "Ambassador",
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Contessa => "Contessa",
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};
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write!(f, "{}", name)
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}
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}
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#[repr(u8)]
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#[derive(Clone, Copy)]
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pub enum Action {
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Income,
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ForeignAid,
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Coup,
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Tax,
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Assassinate,
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Exchange,
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Steal,
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}
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impl Action {
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pub fn is_targeted(self) -> bool {
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matches!(self, Coup | Steal | Assassinate)
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}
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pub fn challenger_mode(self) -> ResMode {
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match self {
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Income | ForeignAid | Coup => ResMode::None,
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Assassinate | Steal | Tax | Exchange => ResMode::Anyone,
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}
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}
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pub fn blocker_mode(self) -> ResMode {
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match self {
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Income | Tax | Exchange | Coup => ResMode::None,
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Assassinate | Steal => ResMode::Target,
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ForeignAid => ResMode::Anyone,
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}
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}
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pub fn coin_cost(self) -> u8 {
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match self {
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Assassinate => 3,
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Coup => 7,
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_ => 0,
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}
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}
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}
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impl fmt::Display for Action {
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fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
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let name = match self {
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Income => "Income",
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ForeignAid => "Foreign Aid",
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Coup => "Coup",
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Tax => "Tax",
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Assassinate => "Assassinate",
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Exchange => "Exchange",
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Steal => "Steal",
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};
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write!(f, "{}", name)
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}
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}
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#[repr(u8)]
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#[derive(Clone, Copy)]
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pub enum ResMode {
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None,
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Target,
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Anyone,
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}
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#[derive(Clone)]
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pub struct Player {
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pub coins: u8,
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pub cards: Vec<Card>,
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}
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impl Player {
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pub fn is_alive(&self) -> bool {
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!self.cards.is_empty()
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}
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pub fn lose(&mut self, card: Card, deck: &mut Vec<Card>) {
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self.cards.draw_first(card);
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deck.push(card);
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}
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}
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impl Default for Player {
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fn default() -> Self {
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Player {
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cards: Vec::new(),
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coins: 2,
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}
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}
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}
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#[derive(Clone)]
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pub struct Game {
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pub players: Vec<Player>,
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pub deck: Vec<Card>,
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pub discard: Vec<Card>,
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pub turn: usize,
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}
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macro_rules! thrice {
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($($e:expr),*) => {
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vec![$($e, $e, $e),*]
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}
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}
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impl Game {
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pub fn new(num_players: usize) -> Self {
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let mut deck = thrice![Duke, Assassin, Captain, Ambassador, Contessa];
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deck.shuffle();
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let mut players = Vec::new();
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players.resize_with(num_players, Player::default);
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for player in &mut players {
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deck.draw(player).unwrap();
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deck.draw(player).unwrap();
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}
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Game {
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deck,
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players,
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discard: Vec::new(),
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turn: 0,
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}
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}
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pub fn is_game_over(&self) -> bool {
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self.players.iter().filter(|p| p.is_alive()).count() == 1
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}
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fn turn_iterator(&self) -> impl Iterator<Item = usize> + '_ {
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let players_turn_order = std::iter::successors(Some(self.turn), |p| {
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let next = (p + 1) % self.players.len();
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if next == self.turn {
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None
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} else {
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Some(next)
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}
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});
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players_turn_order.skip(1).filter(|p| self.players[*p].is_alive())
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}
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fn resolution(&mut self, resolution: Resolution, agents: &[&dyn Agent]) -> CoupResult<Phase> {
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let current_player = &mut self.players.get_mut(self.turn).unwrap();
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let current_agent = agents[self.turn];
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match resolution.action {
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Income => current_player.coins += 1,
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ForeignAid => current_player.coins += 2,
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Coup | Assassinate => match resolution.target {
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Some(target) => {
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let target_player = &self.players[target];
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let card = agents[target].choose_lost_influence(&target_player.cards);
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self.players[target].lose(card, &mut self.discard);
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}
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_ => return Err("Coup/Assassinate resolution has no target"),
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},
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Tax => current_player.coins += 3,
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Exchange => {
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let drawn = vec![self.deck.pop().unwrap(), self.deck.pop().unwrap()];
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let hand = current_player.cards.clone();
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let mut choices = [drawn, hand].concat();
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let discarded = current_agent.exchange(&choices);
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for card in discarded {
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if !choices.draw_first(card) {
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return Err("Exchanged a card that was not in choices");
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} else {
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self.deck.push(card);
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}
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}
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current_player.cards = choices;
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self.deck.shuffle();
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}
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Steal => match resolution.target {
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Some(target) => {
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let val = self.players[target].coins.min(2);
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self.players[self.turn].coins += val;
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self.players[target].coins -= val;
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}
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_ => return Err("Steal resolution has no target"),
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}
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}
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let next = self.turn_iterator().next();
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if let Some(next) = next {
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self.turn = next;
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}
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Ok(Phase::Done)
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}
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}
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enum Phase {
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Action(Action),
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//ActionChallenge(ActionChallenge),
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//Block(Block),
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//BlockChallenge(BlockChallenge),
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Resolution(Resolution),
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Done,
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}
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pub struct Resolution {
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action: Action,
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target: Option<usize>,
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}
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pub trait Agent : fmt::Debug {
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fn exchange(&self, cards: &[Card]) -> [Card; 2];
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fn choose_lost_influence(&self, cards: &[Card]) -> Card;
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}
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#[cfg(test)]
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mod test {
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use super::*;
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#[test]
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fn test_resolution() {
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#[derive(Debug)]
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struct DummyAgent;
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impl Agent for DummyAgent {
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fn exchange(&self, cards: &[Card]) -> [Card; 2] {
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[Contessa, Duke]
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}
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fn choose_lost_influence(&self, cards: &[Card]) -> Card {
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Captain
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}
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}
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let deck = vec![Contessa, Contessa];
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let discard = vec![];
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let players = vec![
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Player { coins: 2, cards: vec![Duke, Assassin] },
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Player { coins: 1, cards: vec![Captain] },
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];
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let game = Game {
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deck,
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discard,
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players,
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turn: 0,
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};
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// Test income
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{
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let mut game = game.clone();
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game.resolution(Resolution {
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action: Income,
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target: None,
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}, &[&DummyAgent, &DummyAgent]).unwrap();
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assert_eq!(game.players[0].coins, 3);
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}
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// Test foreign aid
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{
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let mut game = game.clone();
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game.resolution(Resolution {
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action: ForeignAid,
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target: None,
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}, &[&DummyAgent, &DummyAgent]).unwrap();
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assert_eq!(game.players[0].coins, 4);
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}
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// Test coup / assassinate
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{
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let mut game = game.clone();
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game.resolution(Resolution {
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action: Coup,
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target: Some(1),
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}, &[&DummyAgent, &DummyAgent]).unwrap();
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assert!(game.players[1].cards.is_empty());
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assert_eq!(game.discard, vec![Captain]);
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}
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// Test steal
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{
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let mut game = game.clone();
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game.resolution(Resolution {
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action: Steal,
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target: Some(1),
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}, &[&DummyAgent, &DummyAgent]).unwrap();
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assert_eq!(game.players[0].coins, 3);
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assert_eq!(game.players[1].coins, 0);
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}
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// Test exchange
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{
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let mut game = game.clone();
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game.resolution(Resolution {
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action: Exchange,
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target: Some(1),
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}, &[&DummyAgent, &DummyAgent]).unwrap();
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game.players[0].cards.sort();
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assert_eq!(game.players[0].cards, vec![Assassin, Contessa]);
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game.deck.sort();
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assert_eq!(game.deck, vec![Duke, Contessa]);
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assert!(game.discard.is_empty());
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}
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}
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}
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