coup/src/lib.rs

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//! Coup is a game of deception for two to six players.
use rand::seq::SliceRandom;
use std::fmt;
use Action::*;
use Card::*;
pub type CoupResult<T> = Result<T, &'static str>;
#[repr(u8)]
#[derive(Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Debug)]
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/// Each card represents the right to perform specific actions or counteractions.
pub enum Card {
Duke,
Assassin,
Captain,
Ambassador,
Contessa,
}
impl Card {
pub fn allows_action(self, action: Action) -> bool {
matches!((self, action),
(_, Income) |
(_, ForeignAid) |
(Duke, Tax) |
(Assassin, Assassinate) |
(Ambassador, Exchange) |
(Captain, Steal))
}
pub fn blocks_action(self, action: Action) -> bool {
matches!((self, action),
(Duke, ForeignAid) |
(Captain, Steal) |
(Ambassador, Steal) |
(Contessa, Assassinate))
}
}
trait Stack {
fn draw(&mut self, player: &mut Player) -> CoupResult<()>;
fn draw_first(&mut self, card: Card) -> bool;
fn shuffle(&mut self);
}
impl Stack for Vec<Card> {
fn draw(&mut self, player: &mut Player) -> CoupResult<()> {
match self.pop() {
Some(card) => {
player.cards.push(card);
Ok(())
},
None => Err("Tried to draw from an empty deck!"),
}
}
fn draw_first(&mut self, card: Card) -> bool {
match self.iter().position(|c| *c == card) {
Some(i) => {
self.remove(i);
true
},
None => false,
}
}
fn shuffle(&mut self) {
let deck = self.as_mut_slice();
let mut rng = rand::thread_rng();
deck.shuffle(&mut rng);
}
}
impl fmt::Display for Card {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
let name = match self {
Duke => "Duke",
Assassin => "Assassin",
Captain => "Captain",
Ambassador => "Ambassador",
Contessa => "Contessa",
};
write!(f, "{}", name)
}
}
#[repr(u8)]
#[derive(Clone, Copy, PartialEq, Debug)]
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/// The actions a player can perform on their turn.
pub enum Action {
Income,
ForeignAid,
Coup,
Tax,
Assassinate,
Exchange,
Steal,
}
impl Action {
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/// If the action needs a target.
pub fn is_targeted(self) -> bool {
matches!(self, Coup | Steal | Assassinate)
}
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/// Which players may challenge the action.
pub fn challenger_mode(self) -> ResMode {
match self {
Income | ForeignAid | Coup => ResMode::None,
Assassinate | Steal | Tax | Exchange => ResMode::Anyone,
}
}
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/// Which players may block the action.
pub fn blocker_mode(self) -> ResMode {
match self {
Income | Tax | Exchange | Coup => ResMode::None,
Assassinate | Steal => ResMode::Target,
ForeignAid => ResMode::Anyone,
}
}
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/// How much the action costs to perform.
pub fn coin_cost(self) -> u8 {
match self {
Assassinate => 3,
Coup => 7,
_ => 0,
}
}
}
impl fmt::Display for Action {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
let name = match self {
Income => "Income",
ForeignAid => "Foreign Aid",
Coup => "Coup",
Tax => "Tax",
Assassinate => "Assassinate",
Exchange => "Exchange",
Steal => "Steal",
};
write!(f, "{}", name)
}
}
#[repr(u8)]
#[derive(Clone, Copy)]
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/// How the other players may respond to an action.
pub enum ResMode {
None,
Target,
Anyone,
}
#[derive(Clone)]
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/// The cards and coins a single player possesses.
pub struct Player {
pub coins: u8,
pub cards: Vec<Card>,
}
impl Player {
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/// If the player still possesses any cards, and thus is still in the game
pub fn is_alive(&self) -> bool {
!self.cards.is_empty()
}
fn wins_challenge(&self, action: Action) -> bool {
self.cards.iter().find(|&c| c.allows_action(action)).is_some()
}
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fn lose(&mut self, card: Card, deck: &mut Vec<Card>) {
self.cards.draw_first(card);
deck.push(card);
}
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fn holds(&self, card: Card) -> bool {
self.cards.iter().find(|&c| *c == card).is_some()
}
}
impl Default for Player {
fn default() -> Self {
Player {
cards: Vec::new(),
coins: 2,
}
}
}
#[derive(Clone)]
pub struct Game {
pub players: Vec<Player>,
pub deck: Vec<Card>,
pub discard: Vec<Card>,
pub turn: usize,
}
macro_rules! thrice {
($($e:expr),*) => {
vec![$($e, $e, $e),*]
}
}
impl Game {
/// Creates a new game, with default [Players](Player) and a shuffled deck of [Cards](card)
pub fn new(num_players: usize) -> Self {
let mut deck = thrice![Duke, Assassin, Captain, Ambassador, Contessa];
deck.shuffle();
let mut players = Vec::new();
players.resize_with(num_players, Player::default);
for player in &mut players {
deck.draw(player).unwrap();
deck.draw(player).unwrap();
}
Game {
deck,
players,
discard: Vec::new(),
turn: 0,
}
}
/// If all but one [Players](Player) have lost all influence.
pub fn is_game_over(&self) -> bool {
self.players.iter().filter(|p| p.is_alive()).count() == 1
}
fn turn_iterator(&self) -> impl Iterator<Item = usize> + '_ {
let players_turn_order = std::iter::successors(Some(self.turn), |p| {
let next = (p + 1) % self.players.len();
if next == self.turn {
None
} else {
Some(next)
}
});
players_turn_order.skip(1).filter(|p| self.players[*p].is_alive())
}
fn advance(&mut self) {
let next = self.turn_iterator().next();
if let Some(next) = next {
self.turn = next;
}
}
fn player_lose_influence(&mut self, id: usize, agents: &[&dyn Agent]) -> CoupResult<()>{
let player = &mut self.players[id];
let card = agents[id]
.choose_lost_influence(&player.cards);
if player.holds(card) {
player.lose(card, &mut self.discard);
Ok(())
} else {
Err("Player discarded a card they don't hold")
}
}
pub fn action_challenge(&mut self, action_challenge: phase::ActionChallenge, agents: &[&dyn Agent]) -> CoupResult<Phase> {
let block = Phase::Block(phase::Block {
action: action_challenge.action,
target: action_challenge.target,
});
match action_challenge.action.challenger_mode() {
ResMode::None => Ok(block),
ResMode::Target => unreachable!(),
ResMode::Anyone => {
let challenger = self.turn_iterator().find(|&id| agents[id].should_action_challenge(&action_challenge));
if let Some(challenger) = challenger{
let current_player_wins = self.players[self.turn].wins_challenge(action_challenge.action);
if current_player_wins {
// Challenger loses influence
self.player_lose_influence(challenger, agents)?;
Ok(block)
} else {
// Player loses influence
self.player_lose_influence(self.turn, agents)?;
// Turn is forfeit
Ok(Phase::Done)
}
} else {
Ok(block)
}
}
}
}
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pub fn block(&mut self, block: phase::Block, agents: &[&dyn Agent]) -> CoupResult<Phase> {
match block.action.blocker_mode() {
ResMode::None => Ok(Phase::Resolution(phase::Resolution {
action: block.action,
target: block.target,
})),
ResMode::Target => match agents[block.target.unwrap()].choose_block_card(&block) {
Some(card) => {
if card.blocks_action(block.action) {
Ok(Phase::BlockChallenge(phase::BlockChallenge {
blocker: block.target.unwrap(),
block_card: card,
action: block.action,
target: block.target,
}))
} else {
Err("Card does not block action")
}
},
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None => Ok(Phase::Resolution(phase::Resolution {
action: block.action,
target: block.target,
})),
}
ResMode::Anyone => {
for id in self.turn_iterator() {
if let Some(card) = agents[id].choose_block_card(&block) {
if card.blocks_action(block.action) {
return Ok(Phase::BlockChallenge(phase::BlockChallenge {
blocker: id,
block_card: card,
action: block.action,
target: block.target,
}))
} else {
return Err("Card does not block action")
}
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}
}
Ok(Phase::Resolution(phase::Resolution {
action: block.action,
target: block.target,
}))
}
}
}
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pub fn block_challenge(&mut self, block_challenge: phase::BlockChallenge, agents: &[&dyn Agent]) -> CoupResult<Phase> {
if agents[self.turn].should_block_challenge(&block_challenge) {
if self.players[block_challenge.blocker].holds(block_challenge.block_card) {
// Player challenged incorrectly, loses influence and turn is forfeit
self.player_lose_influence(self.turn, agents)?;
Ok(Phase::Done)
} else {
// Player challenged correctly, blocker loses a card
self.player_lose_influence(block_challenge.blocker, agents)?;
// Game continues
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Ok(Phase::Resolution(phase::Resolution {
action: block_challenge.action,
target: block_challenge.target,
}))
}
} else {
// Player chose not to challenge the block, turn is forfeit
self.advance();
Ok(Phase::Done)
}
}
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pub fn resolution(&mut self, resolution: phase::Resolution, agents: &[&dyn Agent]) -> CoupResult<Phase> {
let current_player = &mut self.players.get_mut(self.turn).unwrap();
let current_agent = agents[self.turn];
match resolution.action {
Income => current_player.coins += 1,
ForeignAid => current_player.coins += 2,
Coup | Assassinate => match resolution.target {
Some(target) => {
// Target may have died from challenge
let target_alive = self.players[target].is_alive();
if target_alive {
self.player_lose_influence(target, agents)?;
}
}
_ => return Err("Coup/Assassinate resolution has no target"),
},
Tax => current_player.coins += 3,
Exchange => {
let drawn = vec![self.deck.pop().unwrap(), self.deck.pop().unwrap()];
let hand = current_player.cards.clone();
let mut choices = [drawn, hand].concat();
let discarded = current_agent.exchange(&choices);
for card in discarded {
if !choices.draw_first(card) {
return Err("Exchanged a card that was not in choices");
} else {
self.deck.push(card);
}
}
current_player.cards = choices;
self.deck.shuffle();
}
Steal => match resolution.target {
Some(target) => {
let val = self.players[target].coins.min(2);
self.players[self.turn].coins += val;
self.players[target].coins -= val;
}
_ => return Err("Steal resolution has no target"),
}
}
self.advance();
Ok(Phase::Done)
}
}
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pub mod phase {
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//! Structures relating to game phases.
//!
//! Coup turns have 5 phases, depending on what actions are taken each phase
//! some phases might be skipped. These structures marshal information
//! between the phases.
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use super::{ Card, Action };
#[derive(PartialEq, Debug)]
pub enum Phase {
Action(Action),
ActionChallenge(ActionChallenge),
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Block(Block),
BlockChallenge(BlockChallenge),
Resolution(Resolution),
Done,
}
#[derive(PartialEq, Debug)]
pub struct ActionChallenge {
pub action: Action,
pub target: Option<usize>,
}
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#[derive(PartialEq, Debug)]
pub struct Block {
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pub action: Action,
pub target: Option<usize>,
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}
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#[derive(PartialEq, Debug)]
pub struct BlockChallenge {
pub blocker: usize,
pub block_card: Card,
pub action: Action,
pub target: Option<usize>,
}
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#[derive(PartialEq, Debug)]
pub struct Resolution {
pub action: Action,
pub target: Option<usize>,
}
}
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use phase::Phase;
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/// An interface to a game to make strategic decisions.
pub trait Agent : fmt::Debug {
/// Should the agent challenge the action?
fn should_action_challenge(&self, action_challenge: &phase::ActionChallenge) -> bool;
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/// Which [card](Card) the agent wishes to use to block the current action.
/// If the agent does not wish to block, it should return [None]
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fn choose_block_card(&self, block: &phase::Block) -> Option<Card>;
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/// Should the agent challenge the block?
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fn should_block_challenge(&self, block_challenge: &phase::BlockChallenge) -> bool;
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/// The [Ambassador]'s exchange.
/// Given 3 or 4 [Cards](Card) the agent must return two cards to the deck.
fn exchange(&self, cards: &[Card]) -> [Card; 2];
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/// The player has lost influence, and must choose a [Card] from their hand
/// to discard.
fn choose_lost_influence(&self, cards: &[Card]) -> Card;
}
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mod test;