Implement resolution phase

This commit is contained in:
Dane Johnson 2022-05-17 16:10:56 -05:00
commit 0dfad4ad30
5 changed files with 464 additions and 0 deletions

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.gitignore vendored Normal file
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/target

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[package]
name = "coup"
version = "0.1.0"
edition = "2021"
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[dependencies]
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src/lib.rs Normal file
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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)]
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, Income) |
(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)]
pub enum Action {
Income,
ForeignAid,
Coup,
Tax,
Assassinate,
Exchange,
Steal,
}
impl Action {
pub fn is_targeted(self) -> bool {
matches!(self, Coup | Steal | Assassinate)
}
pub fn challenger_mode(self) -> ResMode {
match self {
Income | ForeignAid | Coup => ResMode::None,
Assassinate | Steal | Tax | Exchange => ResMode::Anyone,
}
}
pub fn blocker_mode(self) -> ResMode {
match self {
Income | Tax | Exchange | Coup => ResMode::None,
Assassinate | Steal => ResMode::Target,
ForeignAid => ResMode::Anyone,
}
}
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)]
pub enum ResMode {
None,
Target,
Anyone,
}
#[derive(Clone)]
pub struct Player {
pub coins: u8,
pub cards: Vec<Card>,
}
impl Player {
pub fn is_alive(&self) -> bool {
!self.cards.is_empty()
}
pub fn lose(&mut self, card: Card, deck: &mut Vec<Card>) {
self.cards.draw_first(card);
deck.push(card);
}
}
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 {
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,
}
}
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 resolution(&mut self, resolution: 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) => {
let target_player = &self.players[target];
let card = agents[target].choose_lost_influence(&target_player.cards);
self.players[target].lose(card, &mut self.discard);
}
_ => 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"),
}
}
let next = self.turn_iterator().next();
if let Some(next) = next {
self.turn = next;
}
Ok(Phase::Done)
}
}
enum Phase {
Action(Action),
//ActionChallenge(ActionChallenge),
//Block(Block),
//BlockChallenge(BlockChallenge),
Resolution(Resolution),
Done,
}
pub struct Resolution {
action: Action,
target: Option<usize>,
}
pub trait Agent : fmt::Debug {
fn exchange(&self, cards: &[Card]) -> [Card; 2];
fn choose_lost_influence(&self, cards: &[Card]) -> Card;
}
#[cfg(test)]
mod test {
use super::*;
#[test]
fn test_resolution() {
#[derive(Debug)]
struct DummyAgent;
impl Agent for DummyAgent {
fn exchange(&self, cards: &[Card]) -> [Card; 2] {
[Contessa, Duke]
}
fn choose_lost_influence(&self, cards: &[Card]) -> Card {
Captain
}
}
let deck = vec![Contessa, Contessa];
let discard = vec![];
let players = vec![
Player { coins: 2, cards: vec![Duke, Assassin] },
Player { coins: 1, cards: vec![Captain] },
];
let game = Game {
deck,
discard,
players,
turn: 0,
};
// Test income
{
let mut game = game.clone();
game.resolution(Resolution {
action: Income,
target: None,
}, &[&DummyAgent, &DummyAgent]).unwrap();
assert_eq!(game.players[0].coins, 3);
}
// Test foreign aid
{
let mut game = game.clone();
game.resolution(Resolution {
action: ForeignAid,
target: None,
}, &[&DummyAgent, &DummyAgent]).unwrap();
assert_eq!(game.players[0].coins, 4);
}
// Test coup / assassinate
{
let mut game = game.clone();
game.resolution(Resolution {
action: Coup,
target: Some(1),
}, &[&DummyAgent, &DummyAgent]).unwrap();
assert!(game.players[1].cards.is_empty());
assert_eq!(game.discard, vec![Captain]);
}
// Test steal
{
let mut game = game.clone();
game.resolution(Resolution {
action: Steal,
target: Some(1),
}, &[&DummyAgent, &DummyAgent]).unwrap();
assert_eq!(game.players[0].coins, 3);
assert_eq!(game.players[1].coins, 0);
}
// Test exchange
{
let mut game = game.clone();
game.resolution(Resolution {
action: Exchange,
target: Some(1),
}, &[&DummyAgent, &DummyAgent]).unwrap();
game.players[0].cards.sort();
assert_eq!(game.players[0].cards, vec![Assassin, Contessa]);
game.deck.sort();
assert_eq!(game.deck, vec![Duke, Contessa]);
assert!(game.discard.is_empty());
}
}
}

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src/main.rs Normal file
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use coup::*;
fn main() {
println!("Hello, world!");
}