Use common structures for game phases
This commit is contained in:
parent
0e1381c15f
commit
1c8ffb151c
152
src/lib.rs
152
src/lib.rs
@ -258,22 +258,18 @@ impl Game {
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}
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}
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pub fn action_challenge(&mut self, action_challenge: phase::ActionChallenge, agents: &[&dyn Agent]) -> CoupResult<Phase> {
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let block = Phase::Block(phase::Block {
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action: action_challenge.action,
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target: action_challenge.target,
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});
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match action_challenge.action.challenger_mode() {
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ResMode::None => Ok(block),
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pub fn action_challenge(&mut self, move_: Move, agents: &[&dyn Agent]) -> CoupResult<Phase> {
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match move_.action.challenger_mode() {
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ResMode::None => Ok(Phase::Block(move_)),
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ResMode::Target => unreachable!(),
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ResMode::Anyone => {
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let challenger = self.turn_iterator().find(|&id| agents[id].should_action_challenge(self, &action_challenge));
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let challenger = self.turn_iterator().find(|&id| agents[id].should_action_challenge(self, move_));
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if let Some(challenger) = challenger{
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let current_player_wins = self.players[self.turn].wins_challenge(action_challenge.action);
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let current_player_wins = self.players[self.turn].wins_challenge(move_.action);
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if current_player_wins {
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// Challenger loses influence
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self.player_lose_influence(challenger, agents)?;
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Ok(block)
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Ok(Phase::Block(move_))
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} else {
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// Player loses influence
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self.player_lose_influence(self.turn, agents)?;
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@ -281,73 +277,57 @@ impl Game {
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Ok(Phase::Done)
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}
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} else {
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Ok(block)
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Ok(Phase::Block(move_))
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}
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}
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}
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}
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pub fn block(&mut self, block: phase::Block, agents: &[&dyn Agent]) -> CoupResult<Phase> {
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match block.action.blocker_mode() {
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ResMode::None => Ok(Phase::Resolution(phase::Resolution {
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action: block.action,
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target: block.target,
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})),
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ResMode::Target => match agents[block.target.unwrap()].choose_block_card(self, &block) {
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pub fn block(&mut self, move_: Move, agents: &[&dyn Agent]) -> CoupResult<Phase> {
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match move_.action.blocker_mode() {
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ResMode::None => Ok(Phase::Resolution(move_)),
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ResMode::Target => match agents[move_.target.unwrap()].choose_block_card(self, move_) {
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Some(card) => {
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if card.blocks_action(block.action) {
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Ok(Phase::BlockChallenge(phase::BlockChallenge {
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blocker: block.target.unwrap(),
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block_card: card,
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action: block.action,
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target: block.target,
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if card.blocks_action(move_.action) {
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Ok(Phase::BlockChallenge(move_, Block {
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blocker: move_.target.unwrap(),
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card,
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}))
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} else {
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Err("Card does not block action")
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}
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},
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None => Ok(Phase::Resolution(phase::Resolution {
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action: block.action,
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target: block.target,
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})),
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None => Ok(Phase::Resolution(move_)),
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}
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ResMode::Anyone => {
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for id in self.turn_iterator() {
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if let Some(card) = agents[id].choose_block_card(self, &block) {
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if card.blocks_action(block.action) {
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return Ok(Phase::BlockChallenge(phase::BlockChallenge {
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if let Some(card) = agents[id].choose_block_card(self, move_) {
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if card.blocks_action(move_.action) {
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return Ok(Phase::BlockChallenge(move_, Block {
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blocker: id,
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block_card: card,
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action: block.action,
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target: block.target,
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card,
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}))
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} else {
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return Err("Card does not block action")
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}
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}
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}
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Ok(Phase::Resolution(phase::Resolution {
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action: block.action,
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target: block.target,
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}))
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Ok(Phase::Resolution(move_))
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}
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}
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}
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pub fn block_challenge(&mut self, block_challenge: phase::BlockChallenge, agents: &[&dyn Agent]) -> CoupResult<Phase> {
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if agents[self.turn].should_block_challenge(self, &block_challenge) {
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if self.players[block_challenge.blocker].holds(block_challenge.block_card) {
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pub fn block_challenge(&mut self, move_: Move, block: Block, agents: &[&dyn Agent]) -> CoupResult<Phase> {
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if agents[self.turn].should_block_challenge(self, move_, block) {
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if self.players[block.blocker].holds(block.card) {
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// Player challenged incorrectly, loses influence and turn is forfeit
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self.player_lose_influence(self.turn, agents)?;
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Ok(Phase::Done)
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} else {
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// Player challenged correctly, blocker loses a card
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self.player_lose_influence(block_challenge.blocker, agents)?;
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self.player_lose_influence(block.blocker, agents)?;
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// Game continues
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Ok(Phase::Resolution(phase::Resolution {
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action: block_challenge.action,
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target: block_challenge.target,
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}))
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Ok(Phase::Resolution(move_))
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}
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} else {
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// Player chose not to challenge the block, turn is forfeit
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@ -356,11 +336,11 @@ impl Game {
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}
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}
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pub fn resolution(&mut self, resolution: phase::Resolution, agents: &[&dyn Agent]) -> CoupResult<Phase> {
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match resolution.action {
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pub fn resolution(&mut self, move_: Move, agents: &[&dyn Agent]) -> CoupResult<Phase> {
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match move_.action {
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Income => self.players[self.turn].coins += 1,
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ForeignAid => self.players[self.turn].coins += 2,
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Coup | Assassinate => match resolution.target {
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Coup | Assassinate => match move_.target {
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Some(target) => {
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// Target may have died from challenge
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let target_alive = self.players[target].is_alive();
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@ -386,7 +366,7 @@ impl Game {
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self.players[self.turn].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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Steal => match move_.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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@ -401,61 +381,41 @@ impl Game {
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}
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}
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pub mod phase {
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//! Structures relating to game phases.
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//!
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//! Coup turns have 5 phases, depending on what actions are taken each phase
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//! some phases might be skipped. These structures marshal information
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//! between the phases.
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use super::{ Card, Action };
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#[derive(PartialEq, Debug)]
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pub 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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#[derive(PartialEq, Debug)]
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pub struct ActionChallenge {
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pub action: Action,
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pub target: Option<usize>,
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}
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#[derive(PartialEq, Debug)]
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pub struct Block {
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pub action: Action,
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pub target: Option<usize>,
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}
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#[derive(PartialEq, Debug)]
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pub struct BlockChallenge {
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pub blocker: usize,
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pub block_card: Card,
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pub action: Action,
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pub target: Option<usize>,
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}
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#[derive(PartialEq, Debug)]
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pub struct Resolution {
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pub action: Action,
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pub target: Option<usize>,
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}
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#[derive(PartialEq, Debug, Clone, Copy)]
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pub struct Move {
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pub action: Action,
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pub target: Option<usize>,
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}
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use phase::Phase;
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#[derive(PartialEq, Debug, Clone, Copy)]
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pub struct Block {
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pub blocker: usize,
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pub card: Card,
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}
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/// Phase we should move to.
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///
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/// Coup turns have 5 phases, depending on what actions are taken each phase
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/// some phases might be skipped.
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#[derive(PartialEq, Debug)]
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pub enum Phase {
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Action(Move),
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ActionChallenge(Move),
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Block(Move),
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BlockChallenge(Move, Block),
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Resolution(Move),
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Done,
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}
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/// An interface to a game to make strategic decisions.
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pub trait Agent : fmt::Debug {
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/// Should the agent challenge the action?
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fn should_action_challenge(&self, game: &Game, action_challenge: &phase::ActionChallenge) -> bool;
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fn should_action_challenge(&self, game: &Game, move_: Move) -> bool;
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/// Which [card](Card) the agent wishes to use to block the current action.
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/// If the agent does not wish to block, it should return [None]
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fn choose_block_card(&self, game: &Game, block: &phase::Block) -> Option<Card>;
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fn choose_block_card(&self, game: &Game, move_: Move) -> Option<Card>;
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/// Should the agent challenge the block?
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fn should_block_challenge(&self, game: &Game, block_challenge: &phase::BlockChallenge) -> bool;
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fn should_block_challenge(&self, game: &Game, move_: Move, block: Block) -> bool;
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/// The [Ambassador]'s exchange.
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/// Given 3 or 4 [Cards](Card) the agent must return two cards to the deck.
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fn exchange(&self, game: &Game, cards: &[Card]) -> [Card; 2];
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131
src/test.rs
131
src/test.rs
@ -3,13 +3,13 @@ use super::*;
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#[derive(Debug)]
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struct DummyAgent(Card, Option<Card>, bool);
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impl Agent for DummyAgent {
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fn should_action_challenge(&self, _game: &Game, _action_challenge: &phase::ActionChallenge) -> bool {
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fn should_action_challenge(&self, _game: &Game, _move: Move) -> bool {
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self.2
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}
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fn choose_block_card(&self, _game: &Game, _block: &phase::Block) -> Option<Card> {
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fn choose_block_card(&self, _game: &Game, _move: Move) -> Option<Card> {
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self.1
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}
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fn should_block_challenge(&self, _game: &Game, _block_challenge: &phase::BlockChallenge) -> bool {
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fn should_block_challenge(&self, _game: &Game, _move: Move, _block: Block) -> bool {
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self.2
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}
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fn exchange(&self, _game: &Game, _cards: &[Card]) -> [Card; 2] {
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@ -42,11 +42,11 @@ fn test_action_challenge() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.action_challenge(phase::ActionChallenge {
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game.action_challenge(Move {
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action: Income,
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target: None,
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}, &[&challenge_agent, &challenge_agent, &challenge_agent]),
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Ok(Phase::Block(phase::Block {
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Ok(Phase::Block(Move {
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action: Income,
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target: None
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}))
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@ -57,11 +57,11 @@ fn test_action_challenge() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.action_challenge(phase::ActionChallenge {
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game.action_challenge(Move {
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action: Steal,
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target: Some(2),
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}, &[&challenge_agent, &challenge_agent, &challenge_agent]),
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Ok(Phase::Block(phase::Block {
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Ok(Phase::Block(Move {
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action: Steal,
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target: Some(2)
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}))
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@ -72,7 +72,7 @@ fn test_action_challenge() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.action_challenge(phase::ActionChallenge {
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game.action_challenge(Move {
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action: Assassinate,
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target: Some(2),
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}, &[&non_challenge_agent, &challenge_agent, &challenge_agent]),
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@ -106,11 +106,11 @@ fn test_block() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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game.block(Move {
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action: Income,
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target: None,
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}, &[&non_blocking_agent, &ambassador_block_agent, &ambassador_block_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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Ok(Phase::Resolution(Move {
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action: Income,
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target: None
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}))
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@ -121,16 +121,20 @@ fn test_block() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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game.block(Move {
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action: Steal,
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target: Some(2),
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}, &[&non_blocking_agent, &ambassador_block_agent, &ambassador_block_agent]),
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Ok(Phase::BlockChallenge(phase::BlockChallenge {
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blocker: 2,
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block_card: Ambassador,
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action: Steal,
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target: Some(2),
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}))
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Ok(Phase::BlockChallenge(
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Move {
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action: Steal,
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target: Some(2),
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},
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Block {
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blocker: 2,
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card: Ambassador,
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},
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)),
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);
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}
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@ -138,11 +142,11 @@ fn test_block() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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game.block(Move {
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action: Steal,
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target: Some(2),
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}, &[&non_blocking_agent, &ambassador_block_agent, &non_blocking_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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Ok(Phase::Resolution(Move {
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action: Steal,
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target: Some(2),
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}))
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@ -153,16 +157,20 @@ fn test_block() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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game.block(Move {
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action: ForeignAid,
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target: None,
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}, &[&non_blocking_agent, &non_blocking_agent, &duke_block_agent]),
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Ok(Phase::BlockChallenge(phase::BlockChallenge {
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blocker: 2,
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block_card: Duke,
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action: ForeignAid,
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target: None,
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}))
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Ok(Phase::BlockChallenge(
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Move {
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action: ForeignAid,
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target: None,
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},
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Block {
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blocker: 2,
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card: Duke,
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},
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)),
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);
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}
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@ -170,11 +178,11 @@ fn test_block() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.block(phase::Block {
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game.block(Move {
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action: ForeignAid,
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target: None,
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}, &[&non_blocking_agent, &non_blocking_agent, &non_blocking_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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Ok(Phase::Resolution(Move {
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action: ForeignAid,
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target: None,
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}))
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@ -185,14 +193,13 @@ fn test_block() {
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{
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let mut game = game.clone();
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assert!(
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game.block(phase::Block {
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game.block(Move {
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action: ForeignAid,
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target: None,
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}, &[&non_blocking_agent, &ambassador_block_agent, &non_blocking_agent])
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.is_err()
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);
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}
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}
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#[test]
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@ -217,12 +224,17 @@ fn test_block_challenge() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.block_challenge( phase::BlockChallenge {
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blocker: 1,
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block_card: Contessa,
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action: Assassinate,
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target: Some(1),
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}, &[&non_challenge_agent, &block_agent]),
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game.block_challenge(
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Move {
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action: Assassinate,
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target: Some(1),
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},
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Block {
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blocker: 1,
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card: Contessa,
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},
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&[&non_challenge_agent, &block_agent]
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),
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Ok(Phase::Done)
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);
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assert!(game.discard.is_empty());
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@ -232,12 +244,17 @@ fn test_block_challenge() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.block_challenge( phase::BlockChallenge {
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blocker: 1,
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block_card: Contessa,
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action: Assassinate,
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target: Some(1),
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}, &[&challenge_agent, &block_agent]),
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game.block_challenge(
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Move {
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action: Assassinate,
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target: Some(1),
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},
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Block {
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blocker: 1,
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card: Contessa,
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},
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&[&challenge_agent, &block_agent]
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),
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Ok(Phase::Done)
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);
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assert!(!game.discard.is_empty());
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@ -247,20 +264,24 @@ fn test_block_challenge() {
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{
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let mut game = game.clone();
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assert_eq!(
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game.block_challenge( phase::BlockChallenge {
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blocker: 1,
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block_card: Duke,
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action: ForeignAid,
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target: None,
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}, &[&challenge_agent, &block_agent]),
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Ok(Phase::Resolution(phase::Resolution {
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game.block_challenge(
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Move {
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action: ForeignAid,
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target: None,
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},
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Block {
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blocker: 1,
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card: Duke,
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},
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&[&challenge_agent, &block_agent]
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),
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Ok(Phase::Resolution(Move {
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action: ForeignAid,
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target: None,
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}))
|
||||
);
|
||||
assert!(!game.discard.is_empty());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#[test]
|
||||
@ -283,7 +304,7 @@ fn test_resolution() {
|
||||
// Test income
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
game.resolution(Move {
|
||||
action: Income,
|
||||
target: None,
|
||||
}, &[&dummy_agent, &dummy_agent]).unwrap();
|
||||
@ -293,7 +314,7 @@ fn test_resolution() {
|
||||
// Test foreign aid
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
game.resolution(Move {
|
||||
action: ForeignAid,
|
||||
target: None,
|
||||
}, &[&dummy_agent, &dummy_agent]).unwrap();
|
||||
@ -303,7 +324,7 @@ fn test_resolution() {
|
||||
// Test coup / assassinate
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
game.resolution(Move {
|
||||
action: Coup,
|
||||
target: Some(1),
|
||||
}, &[&dummy_agent, &loser_agent]).unwrap();
|
||||
@ -314,7 +335,7 @@ fn test_resolution() {
|
||||
// Test steal
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
game.resolution(Move {
|
||||
action: Steal,
|
||||
target: Some(1),
|
||||
}, &[&dummy_agent, &dummy_agent]).unwrap();
|
||||
@ -325,7 +346,7 @@ fn test_resolution() {
|
||||
// Test exchange
|
||||
{
|
||||
let mut game = game.clone();
|
||||
game.resolution(phase::Resolution {
|
||||
game.resolution(Move {
|
||||
action: Exchange,
|
||||
target: Some(1),
|
||||
}, &[&dummy_agent, &dummy_agent]).unwrap();
|
||||
|
Loading…
Reference in New Issue
Block a user