559 lines
16 KiB
Rust
559 lines
16 KiB
Rust
//! Coup is a game of deception for two to six players.
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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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/// Each card represents the right to perform specific actions or counteractions.
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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, ForeignAid) |
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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, 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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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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/// If the action needs a target.
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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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/// Which players may challenge the action.
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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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/// Which players may block the action.
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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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/// How much the action costs to perform.
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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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/// How the other players may respond to an action.
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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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/// The cards and coins a single player possesses.
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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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/// 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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!self.cards.is_empty()
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}
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fn wins_challenge(&self, action: Action) -> bool {
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self.cards.iter().any(|c| c.allows_action(action))
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}
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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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deck.push(card);
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}
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fn holds(&self, card: Card) -> bool {
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self.cards.iter().any(|c| *c == 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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/// Creates a new game, with default [Players](Player) and a shuffled deck of [Cards](card)
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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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/// If all but one [Players](Player) have lost all influence.
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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 advance(&mut self) {
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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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}
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fn player_lose_influence(&mut self, id: usize, channels: &Channels) -> CoupResult<()> {
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channels.send(id, Message::LoseInfluence);
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let card = channels.recv_discard(id)?;
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let player = &self.players[id];
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if player.holds(card) {
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self.players[id].lose(card, &mut self.discard);
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channels.broadcast(Message::Discard(card));
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Ok(())
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} else {
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Err("Player discarded a card they don't hold")
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}
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}
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pub fn action(&mut self, channels: &Channels) -> CoupResult<Phase> {
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channels.broadcast(Message::Turn(self.turn));
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let move_ = channels.recv_move(self.turn)?;
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if move_.action.is_targeted() && move_.target.is_none() {
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Err("Targeted action with no target")
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} else if move_.action.coin_cost() > self.players[self.turn].coins {
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Err("Cannot afford action")
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} else {
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channels.broadcast(Message::Move(move_));
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Ok(Phase::ActionChallenge(move_))
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}
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// TODO there're definately more cases, find and cover these
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}
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pub fn action_challenge(&mut self, move_: Move, channels: &Channels) -> 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 wait_timer = Timer::start();
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let challenger = 'outer: loop {
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if wait_timer.is_timeout() {
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break None
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}
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for id in self.turn_iterator() {
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if let Some(()) = channels.try_recv_challenge(id) {
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break 'outer Some(id)
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}
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}
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};
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if let Some(challenger) = challenger{
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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, channels)?;
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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, channels)?;
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// Turn is forfeit
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self.advance();
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Ok(Phase::Done)
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}
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} else {
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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, move_: Move, channels: &Channels) -> 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 => {
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let wait_timer = Timer::start();
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let card = loop {
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if wait_timer.is_timeout() {
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break None
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}
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if let Some(card) = channels.try_recv_block(move_.target.unwrap()) {
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break Some(card)
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}
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};
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match card {
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Some(card) => {
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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(move_)),
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}
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}
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ResMode::Anyone => {
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let wait_timer = Timer::start();
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let block = 'outer: loop {
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if wait_timer.is_timeout() {
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break None
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}
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for id in self.turn_iterator() {
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if let Some(card) = channels.try_recv_block(id) {
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break 'outer Some(Block {
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blocker: id,
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card,
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})
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}
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}
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};
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if let Some(block) = block {
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if block.card.blocks_action(move_.action) {
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Ok(Phase::BlockChallenge(move_, block))
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} else {
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Err("Card does not block action")
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}
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} else {
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Ok(Phase::Resolution(move_))
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}
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}
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}
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}
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pub fn block_challenge(&mut self, move_: Move, block: Block, channels: &Channels) -> CoupResult<Phase> {
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let wait_timer = Timer::start();
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let is_challenge = loop {
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if wait_timer.is_timeout() {
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break false
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}
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if let Some(()) = channels.try_recv_challenge(self.turn) {
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break true
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}
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};
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if is_challenge {
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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, channels)?;
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self.advance();
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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.blocker, channels)?;
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// Game continues
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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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self.advance();
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Ok(Phase::Done)
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}
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}
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pub fn resolution(&mut self, move_: Move, channels: &Channels) -> CoupResult<Phase> {
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self.players[self.turn].coins -= move_.action.coin_cost();
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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 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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if target_alive {
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self.player_lose_influence(target, channels)?;
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}
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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 => self.players[self.turn].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 = self.players[self.turn].cards.clone();
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let mut choices = [drawn, hand].concat();
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let mut discarded = [Ambassador; 2];
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for card in &mut discarded {
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*card = channels.recv_discard(self.turn)?;
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}
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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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self.players[self.turn].cards = choices;
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self.deck.shuffle();
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}
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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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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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self.advance();
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Ok(Phase::Done)
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}
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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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#[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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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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use std::sync::mpsc;
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#[derive(Default)]
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pub struct Channels {
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txs: Vec<mpsc::Sender<Message>>,
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rxs: Vec<mpsc::Receiver<Message>>,
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}
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impl Channels {
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pub fn add_channel(&mut self, tx: mpsc::Sender<Message>, rx: mpsc::Receiver<Message>) {
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self.txs.push(tx);
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self.rxs.push(rx);
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}
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pub fn send(&self, id: usize, msg: Message) {
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self.txs[id].send(msg).unwrap();
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}
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pub fn recv(&self, id: usize) -> Message {
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self.rxs[id].recv().unwrap()
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}
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pub fn try_recv(&self, id: usize) -> Option<Message> {
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self.rxs[id].try_recv().ok()
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}
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pub fn broadcast(&self, msg: Message) {
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for id in 0..self.rxs.len() {
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self.send(id, msg);
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}
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}
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pub fn recv_move(&self, id: usize) -> CoupResult<Move> {
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let msg = self.recv(id);
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match msg {
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Message::Move(move_) => Ok(move_),
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_ => Err("Expected move"),
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}
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}
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pub fn recv_discard(&self, id: usize) -> CoupResult<Card> {
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let msg = self.recv(id);
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match msg {
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Message::Discard(card) => Ok(card),
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_ => Err("Expected discard")
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}
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}
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pub fn try_recv_challenge(&self, id: usize) -> Option<()> {
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let msg = self.try_recv(id);
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match msg {
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Some(Message::Challenge) => Some(()),
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_ => None,
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}
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}
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pub fn try_recv_block(&self, id: usize) -> Option<Card> {
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let msg = self.try_recv(id);
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match msg {
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Some(Message::Block(card)) => Some(card),
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_ => None,
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}
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub enum Message {
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Turn(usize),
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LoseInfluence,
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Move(Move),
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Challenge,
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Block(Card),
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Discard(Card),
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}
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use std::time::{ Instant, Duration };
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const WAIT_TIME: Duration = Duration::from_secs(1);
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struct Timer {
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start: Instant,
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}
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impl Timer {
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fn start() -> Self {
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Timer { start: Instant::now() }
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}
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fn is_timeout(&self) -> bool {
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Instant::now() > self.start + WAIT_TIME
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}
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}
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#[cfg(test)]
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mod test;
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