Some documentation
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src/lib.rs
29
src/lib.rs
@ -1,3 +1,5 @@
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//! Coup is a game of deception for two to six players.
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use rand::seq::SliceRandom;
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use rand::seq::SliceRandom;
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use std::fmt;
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use std::fmt;
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@ -9,6 +11,7 @@ pub type CoupResult<T> = Result<T, &'static str>;
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#[repr(u8)]
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#[repr(u8)]
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#[derive(Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Debug)]
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#[derive(Copy, Clone, PartialEq, Eq, PartialOrd, Ord, Debug)]
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/// Each card represents the right to perform specific actions or counteractions.
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pub enum Card {
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pub enum Card {
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Duke,
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Duke,
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Assassin,
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Assassin,
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@ -85,6 +88,7 @@ impl fmt::Display for Card {
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#[repr(u8)]
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#[repr(u8)]
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#[derive(Clone, Copy, PartialEq, Debug)]
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#[derive(Clone, Copy, PartialEq, Debug)]
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/// The actions a player can perform on their turn.
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pub enum Action {
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pub enum Action {
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Income,
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Income,
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ForeignAid,
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ForeignAid,
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@ -96,10 +100,12 @@ pub enum Action {
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}
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}
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impl Action {
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impl Action {
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/// If the action needs a target.
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pub fn is_targeted(self) -> bool {
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pub fn is_targeted(self) -> bool {
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matches!(self, Coup | Steal | Assassinate)
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matches!(self, Coup | Steal | Assassinate)
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}
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}
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/// Which players may challenge the action.
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pub fn challenger_mode(self) -> ResMode {
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pub fn challenger_mode(self) -> ResMode {
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match self {
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match self {
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Income | ForeignAid | Coup => ResMode::None,
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Income | ForeignAid | Coup => ResMode::None,
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@ -107,6 +113,7 @@ impl Action {
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}
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}
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}
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}
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/// Which players may block the action.
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pub fn blocker_mode(self) -> ResMode {
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pub fn blocker_mode(self) -> ResMode {
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match self {
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match self {
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Income | Tax | Exchange | Coup => ResMode::None,
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Income | Tax | Exchange | Coup => ResMode::None,
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@ -115,6 +122,7 @@ impl Action {
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}
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}
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}
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}
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/// How much the action costs to perform.
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pub fn coin_cost(self) -> u8 {
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pub fn coin_cost(self) -> u8 {
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match self {
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match self {
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Assassinate => 3,
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Assassinate => 3,
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@ -141,6 +149,7 @@ impl fmt::Display for Action {
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#[repr(u8)]
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#[repr(u8)]
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#[derive(Clone, Copy)]
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#[derive(Clone, Copy)]
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/// How the other players may respond to an action.
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pub enum ResMode {
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pub enum ResMode {
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None,
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None,
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Target,
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Target,
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@ -148,20 +157,22 @@ pub enum ResMode {
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}
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}
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#[derive(Clone)]
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#[derive(Clone)]
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/// The cards and coins a single player possesses.
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pub struct Player {
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pub struct Player {
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pub coins: u8,
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pub coins: u8,
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pub cards: Vec<Card>,
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pub cards: Vec<Card>,
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}
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}
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impl Player {
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impl Player {
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/// If the player still possesses any cards, and thus is still in the game
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pub fn is_alive(&self) -> bool {
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pub fn is_alive(&self) -> bool {
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!self.cards.is_empty()
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!self.cards.is_empty()
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}
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}
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pub fn lose(&mut self, card: Card, deck: &mut Vec<Card>) {
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fn lose(&mut self, card: Card, deck: &mut Vec<Card>) {
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self.cards.draw_first(card);
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self.cards.draw_first(card);
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deck.push(card);
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deck.push(card);
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}
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}
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pub fn holds(&self, card: Card) -> bool {
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fn holds(&self, card: Card) -> bool {
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self.cards.iter().find(|&c| *c == card).is_some()
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self.cards.iter().find(|&c| *c == card).is_some()
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}
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}
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}
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}
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@ -351,7 +362,13 @@ impl Game {
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Ok(Phase::Done)
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Ok(Phase::Done)
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}
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}
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}
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}
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pub mod phase {
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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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use super::{ Card, Action };
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#[derive(PartialEq, Debug)]
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#[derive(PartialEq, Debug)]
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pub enum Phase {
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pub enum Phase {
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@ -386,10 +403,18 @@ pub mod phase {
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use phase::Phase;
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use phase::Phase;
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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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pub trait Agent : fmt::Debug {
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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, block: &phase::Block) -> Option<Card>;
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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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fn should_block_challenge(&self, block_challenge: &phase::BlockChallenge) -> 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, cards: &[Card]) -> [Card; 2];
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fn exchange(&self, cards: &[Card]) -> [Card; 2];
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/// The player has lost influence, and must choose a [Card] from their hand
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/// to discard.
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fn choose_lost_influence(&self, cards: &[Card]) -> Card;
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fn choose_lost_influence(&self, cards: &[Card]) -> Card;
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}
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}
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