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#![doc = include_str!("../../docs/game/play.md")]
pub mod call;
pub mod context;
pub mod result;
#[cfg(feature = "rocket_okapi")]
use rocket_okapi::okapi::schemars;
#[cfg(feature = "rocket_okapi")]
use rocket_okapi::okapi::schemars::JsonSchema;
use serde::{Serialize, Deserialize};
use rand::Rng;
#[cfg(feature = "wasm")]
use tsify_next::Tsify;
use crate::game::context::GameContext;
use crate::game::play::call::{PlayCallSimulator, PlayCall};
use crate::game::play::result::{PlayResultSimulator, PlayResult, PlayTypeResult, ScoreResult};
use crate::game::play::result::betweenplay::BetweenPlayResultSimulator;
use crate::game::play::result::fieldgoal::FieldGoalResultSimulator;
use crate::game::play::result::kickoff::KickoffResultSimulator;
use crate::game::play::result::punt::PuntResultSimulator;
use crate::game::play::result::pass::PassResultSimulator;
use crate::game::play::result::run::RunResultSimulator;
use crate::game::stat::{PassingStats, RushingStats, ReceivingStats, OffensiveStats};
use crate::team::FootballTeam;
use crate::team::coach::FootballTeamCoach;
use crate::team::defense::FootballTeamDefense;
use crate::team::offense::FootballTeamOffense;
pub trait PlaySimulatable {
fn coach(&self) -> &FootballTeamCoach;
fn defense(&self) -> &FootballTeamDefense;
fn offense(&self) -> &FootballTeamOffense;
}
/// # `Play` struct
///
/// A `Play` represents the outcome of a play
#[cfg_attr(feature = "rocket_okapi", derive(JsonSchema))]
#[derive(Clone, Eq, PartialEq, Ord, PartialOrd, Debug, Serialize, Deserialize)]
pub struct Play {
context: GameContext,
result: PlayTypeResult,
post_play: PlayTypeResult
}
impl Play {
/// Initialize a new play
///
/// ```
/// use fbsim_core::game::play::Play;
/// use fbsim_core::game::play::result::PlayTypeResult;
/// use fbsim_core::game::play::result::betweenplay::BetweenPlayResult;
/// use fbsim_core::game::play::result::pass::PassResult;
/// use fbsim_core::game::context::GameContext;
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a play type result
/// let my_res = PlayTypeResult::Pass(PassResult::new());
/// let my_between = PlayTypeResult::BetweenPlay(BetweenPlayResult::new());
///
/// // Initialize a play
/// let my_play = Play::new(my_context, my_res, my_between);
/// ```
pub fn new(context: GameContext, result: PlayTypeResult, post_play: PlayTypeResult) -> Play {
Play{
context,
result,
post_play
}
}
/// Borrow the play result
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Play;
/// use fbsim_core::game::play::result::PlayTypeResult;
/// use fbsim_core::game::play::result::betweenplay::BetweenPlayResult;
/// use fbsim_core::game::play::result::pass::PassResult;
/// use fbsim_core::game::context::GameContext;
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a play type result
/// let my_res = PlayTypeResult::Pass(PassResult::new());
/// let my_between = PlayTypeResult::BetweenPlay(BetweenPlayResult::new());
///
/// // Initialize a play and borrow its result
/// let my_play = Play::new(my_context, my_res, my_between);
/// let my_borrowed_res = my_play.result();
/// ```
pub fn result(&self) -> &PlayTypeResult {
&self.result
}
/// Borrow the post-play result
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Play;
/// use fbsim_core::game::play::result::PlayTypeResult;
/// use fbsim_core::game::play::result::betweenplay::BetweenPlayResult;
/// use fbsim_core::game::play::result::pass::PassResult;
/// use fbsim_core::game::context::GameContext;
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a play type result
/// let my_res = PlayTypeResult::Pass(PassResult::new());
/// let my_between = PlayTypeResult::BetweenPlay(BetweenPlayResult::new());
///
/// // Initialize a play and borrow its result
/// let my_play = Play::new(my_context, my_res, my_between);
/// let my_borrowed_post_play = my_play.post_play();
/// ```
pub fn post_play(&self) -> &PlayTypeResult {
&self.post_play
}
/// Borrow the play's game context
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Play;
/// use fbsim_core::game::play::result::PlayTypeResult;
/// use fbsim_core::game::play::result::betweenplay::BetweenPlayResult;
/// use fbsim_core::game::play::result::pass::PassResult;
/// use fbsim_core::game::context::GameContext;
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a play type result
/// let my_res = PlayTypeResult::Pass(PassResult::new());
/// let my_between = PlayTypeResult::BetweenPlay(BetweenPlayResult::new());
///
/// // Initialize a play and borrow its result
/// let my_play = Play::new(my_context, my_res, my_between);
/// let my_borrowed_context = my_play.context();
/// ```
pub fn context(&self) -> &GameContext {
&self.context
}
}
impl std::fmt::Display for Play {
/// Format a `Play` as a string.
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Play;
/// use fbsim_core::game::play::result::PlayTypeResult;
/// use fbsim_core::game::play::result::betweenplay::BetweenPlayResult;
/// use fbsim_core::game::play::result::pass::PassResult;
/// use fbsim_core::game::context::GameContext;
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a play type result
/// let my_res = PlayTypeResult::Pass(PassResult::new());
/// let my_between = PlayTypeResult::BetweenPlay(BetweenPlayResult::new());
///
/// // Initialize a play and display it
/// let my_play = Play::new(my_context, my_res, my_between);
/// println!("{}", my_play);
/// ```
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let score_str = format!(
"{} {} {}",
&self.context,
self.result,
self.post_play
);
f.write_str(score_str.trim())
}
}
/// # `PlaySimulator` struct
///
/// A `PlaySimulator` can simulate a play given a context, returning an
/// updated context
pub struct PlaySimulator {
betweenplay: BetweenPlayResultSimulator,
fieldgoal: FieldGoalResultSimulator,
kickoff: KickoffResultSimulator,
pass: PassResultSimulator,
punt: PuntResultSimulator,
run: RunResultSimulator,
playcall: PlayCallSimulator
}
impl Default for PlaySimulator {
/// Default constructor for the `PlaySimulator` struct
///
/// ### Example
/// ```
/// use fbsim_core::game::play::PlaySimulator;
///
/// let my_sim = PlaySimulator::default();
/// ```
fn default() -> Self {
PlaySimulator{
betweenplay: BetweenPlayResultSimulator::new(),
fieldgoal: FieldGoalResultSimulator::new(),
kickoff: KickoffResultSimulator::new(),
pass: PassResultSimulator::new(),
punt: PuntResultSimulator::new(),
run: RunResultSimulator::new(),
playcall: PlayCallSimulator::new()
}
}
}
impl PlaySimulator {
/// Initialize a new play simulator
///
/// ### Example
/// ```
/// use fbsim_core::game::play::PlaySimulator;
///
/// // Initialize a play simulator
/// let my_sim = PlaySimulator::new();
/// ```
pub fn new() -> PlaySimulator {
PlaySimulator::default()
}
/// Simulate a play
///
/// ### Example
/// ```
/// use fbsim_core::game::context::GameContext;
/// use fbsim_core::game::play::PlaySimulator;
/// use fbsim_core::team::FootballTeam;
///
/// // Initialize home & away teams
/// let my_home = FootballTeam::new();
/// let my_away = FootballTeam::new();
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a play simulator and simulate a play
/// let my_sim = PlaySimulator::new();
/// let mut rng = rand::thread_rng();
/// let (play, new_context) = my_sim.sim(&my_home, &my_away, my_context, &mut rng);
/// ```
pub fn sim(&self, home: &FootballTeam, away: &FootballTeam, context: GameContext, rng: &mut impl Rng) -> (Play, GameContext) {
// Determine the play call
let play_call = if context.next_play_kickoff() {
PlayCall::Kickoff
} else if context.home_possession() {
self.playcall.sim(home, &context, rng)
} else {
self.playcall.sim(away, &context, rng)
};
// Simulate the play
let result = if context.home_possession() {
match play_call {
PlayCall::Run => self.run.sim(home, away, &context, rng),
PlayCall::Pass => self.pass.sim(home, away, &context, rng),
PlayCall::FieldGoal => self.fieldgoal.sim(home, away, &context, rng),
PlayCall::Punt => self.punt.sim(home, away, &context, rng),
PlayCall::Kickoff => self.kickoff.sim(home, away, &context, rng),
PlayCall::ExtraPoint => self.fieldgoal.sim(home, away, &context, rng),
PlayCall::QbKneel => self.run.sim(home, away, &context, rng),
PlayCall::QbSpike => self.pass.sim(home, away, &context, rng)
}
} else {
match play_call {
PlayCall::Run => self.run.sim(away, home, &context, rng),
PlayCall::Pass => self.pass.sim(away, home, &context, rng),
PlayCall::FieldGoal => self.fieldgoal.sim(away, home, &context, rng),
PlayCall::Punt => self.punt.sim(away, home, &context, rng),
PlayCall::Kickoff => self.kickoff.sim(away, home, &context, rng),
PlayCall::ExtraPoint => self.fieldgoal.sim(away, home, &context, rng),
PlayCall::QbKneel => self.run.sim(away, home, &context, rng),
PlayCall::QbSpike => self.pass.sim(away, home, &context, rng)
}
};
let next_context = result.next_context(&context);
// Simulate between plays
let between_res = if context.home_possession() {
self.betweenplay.sim(home, away, &next_context, rng)
} else {
self.betweenplay.sim(away, home, &next_context, rng)
};
let new_context = between_res.next_context(&next_context);
(Play::new(context, result, between_res), new_context)
}
}
/// # `DriveResult` enum
///
/// Enumerates the possible outcomes of a drive
#[cfg_attr(feature = "rocket_okapi", derive(JsonSchema))]
#[cfg_attr(feature = "wasm", derive(Tsify))]
#[cfg_attr(feature = "wasm", tsify(into_wasm_abi, from_wasm_abi))]
#[derive(Debug, Clone, Copy, Eq, PartialEq, Ord, PartialOrd, Serialize, Deserialize)]
pub enum DriveResult {
None,
Punt,
FieldGoal,
FieldGoalMissed,
Touchdown,
Safety,
Interception,
PickSix,
Fumble,
ScoopAndScore,
Downs,
EndOfHalf
}
impl std::fmt::Display for DriveResult {
/// Display a drive result as a human readable string
///
/// ### Example
/// ```
/// use fbsim_core::game::play::DriveResult;
///
/// println!("{}", DriveResult::None);
/// ```
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
DriveResult::None => f.write_str("In Progress"),
DriveResult::Punt => f.write_str("Punt"),
DriveResult::FieldGoal => f.write_str("Field Goal"),
DriveResult::FieldGoalMissed => f.write_str("Missed Field Goal"),
DriveResult::Touchdown => f.write_str("Touchdown"),
DriveResult::Safety => f.write_str("Safety"),
DriveResult::Interception => f.write_str("Interception"),
DriveResult::PickSix => f.write_str("Pick Six"),
DriveResult::Fumble => f.write_str("Fumble"),
DriveResult::ScoopAndScore => f.write_str("Scoop and Score"),
DriveResult::Downs => f.write_str("Turnover on Downs"),
DriveResult::EndOfHalf => f.write_str("End of Half")
}
}
}
/// # `Drive` struct
///
/// A `Drive` represents the outcome of a drive
#[cfg_attr(feature = "rocket_okapi", derive(JsonSchema))]
#[derive(Clone, Eq, PartialEq, Ord, PartialOrd, Debug, Serialize, Deserialize)]
pub struct Drive {
plays: Vec<Play>,
result: DriveResult,
complete: bool
}
impl Default for Drive {
/// Default constructor for the Drive struct
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Drive;
///
/// let my_drive = Drive::default();
/// ```
fn default() -> Self {
Drive {
plays: Vec::new(),
result: DriveResult::None,
complete: false
}
}
}
impl Drive {
/// Initialize a new drive
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Drive;
///
/// let my_drive = Drive::new();
/// ```
pub fn new() -> Drive {
Drive::default()
}
/// Borrow the plays in the drive
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Drive;
///
/// let my_drive = Drive::new();
/// let plays = my_drive.plays();
/// ```
pub fn plays(&self) -> &Vec<Play> {
&self.plays
}
/// Mutably borrow the plays in the drive
fn plays_mut(&mut self) -> &mut Vec<Play> {
&mut self.plays
}
/// Get the result of the drive
///
/// ### Example
/// ```
/// use fbsim_core::game::play::{Drive, DriveResult};
///
/// let my_drive = Drive::new();
/// let result = my_drive.result();
/// ```
pub fn result(&self) -> &DriveResult {
&self.result
}
/// Mutably borrow the result of the drive
fn result_mut(&mut self) -> &mut DriveResult {
&mut self.result
}
/// Get whether the drive is complete
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Drive;
///
/// let mut my_drive = Drive::new();
/// let complete = my_drive.complete();
/// assert!(!complete);
/// ```
pub fn complete(&self) -> bool {
self.complete
}
/// Mutably borrow the drive's complete property
fn complete_mut(&mut self) -> &mut bool {
&mut self.complete
}
/// Get the rushing stats on the drive
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Drive;
///
/// let drive = Drive::new();
/// let rushing_stats = drive.rushing_stats();
/// assert!(rushing_stats.yards() == 0);
/// assert!(rushing_stats.rushes() == 0);
/// ```
pub fn rushing_stats(&self) -> RushingStats {
let mut stats = RushingStats::new();
for play in self.plays().iter() {
match play.result() {
PlayTypeResult::Run(res) => {
// Skip tallying stats for two-point conversions
if res.two_point_conversion() {
continue
}
// Increment rushes & rushing yards
stats.increment_rushes(1);
stats.increment_yards(res.net_yards());
// Increment rushing TDs & fumbles if either occur
if res.touchdown() {
stats.increment_touchdowns(1);
}
if res.fumble() {
stats.increment_fumbles(1);
}
},
PlayTypeResult::Pass(res) => {
if res.scramble() && !res.two_point_conversion() {
// Increment rushes & rushing yards
stats.increment_rushes(1);
stats.increment_yards(res.net_yards());
// Increment rushing TDs & fumbles if either occur
if res.touchdown() {
stats.increment_touchdowns(1);
}
if res.fumble() {
stats.increment_fumbles(1);
}
}
},
_ => continue
}
}
stats
}
/// Get the passing stats on the drive
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Drive;
///
/// let drive = Drive::new();
/// let passing_stats = drive.passing_stats();
/// assert!(passing_stats.yards() == 0);
/// assert!(passing_stats.completions() == 0);
/// ```
pub fn passing_stats(&self) -> PassingStats {
let mut stats = PassingStats::new();
for play in self.plays().iter() {
match play.result() {
PlayTypeResult::Pass(res) => {
// Skip tallying stats for two-point conversions
if res.two_point_conversion() {
continue
}
// Increment attempts
if !(res.scramble() || res.sack()) {
stats.increment_attempts(1);
}
// Increment completions and yards if complete
if res.complete() {
stats.increment_completions(1);
stats.increment_yards(res.net_yards());
// Increment TDs if completion and touchdown
if res.touchdown() {
stats.increment_touchdowns(1);
}
} else if res.sack() {
stats.increment_yards(res.net_yards());
}
// Increment interceptions if this was an INT
if res.interception() {
stats.increment_interceptions(1);
}
},
_ => continue
}
}
stats
}
/// Get the total yards on the drive
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Drive;
///
/// let my_drive = Drive::new();
/// let total_yards = my_drive.total_yards();
/// assert!(total_yards == 0);
/// ```
pub fn total_yards(&self) -> i32 {
let mut yards: i32 = 0;
for play in self.plays.iter() {
match play.result() {
PlayTypeResult::Run(res) => {
yards += res.net_yards();
},
PlayTypeResult::Pass(res) => {
yards += res.net_yards();
},
_ => continue
}
}
yards
}
}
impl std::fmt::Display for Drive {
/// Display a drive as a human readable string
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Drive;
///
/// let my_drive = Drive::new();
/// println!("{}", my_drive);
/// ```
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut drive_str = format!(
"{} plays, {} yards | Result: {} | Passing: {} | Rushing: {}",
self.plays().len(),
self.total_yards(),
self.result(),
self.passing_stats(),
self.rushing_stats()
);
for play in self.plays() {
drive_str = format!("{}\n{}", drive_str, play);
}
f.write_str(&drive_str)
}
}
/// # `DriveSimulator` struct
///
/// A `DriveSimulator` can simulate a drive given a context, returning an
/// updated context and a drive
pub struct DriveSimulator {
play: PlaySimulator
}
impl Default for DriveSimulator {
/// Default constructor for the DriveSimulator struct
///
/// ### Example
/// ```
/// use fbsim_core::game::play::DriveSimulator;
///
/// let my_sim = DriveSimulator::default();
/// ```
fn default() -> Self {
DriveSimulator{
play: PlaySimulator::new()
}
}
}
impl DriveSimulator {
/// Initialize a new drive simulator
///
/// ### Example
/// ```
/// use fbsim_core::game::play::DriveSimulator;
///
/// let my_sim = DriveSimulator::new();
/// ```
pub fn new() -> DriveSimulator {
DriveSimulator::default()
}
/// Simulate the next play of a drive
///
/// ### Example
/// ```
/// use fbsim_core::game::context::GameContext;
/// use fbsim_core::game::play::{Drive, DriveSimulator};
/// use fbsim_core::team::FootballTeam;
///
/// // Initialize home & away teams
/// let my_home = FootballTeam::new();
/// let my_away = FootballTeam::new();
///
/// // Initialize a game context
/// let mut my_context = GameContext::new();
/// let mut drive = Drive::new();
///
/// // Initialize a drive simulator & simulate a drive
/// let my_sim = DriveSimulator::new();
/// let mut rng = rand::thread_rng();
/// my_context = my_sim.sim_play(&my_home, &my_away, my_context, &mut drive, &mut rng).unwrap();
/// ```
pub fn sim_play(&self, home: &FootballTeam, away: &FootballTeam, context: GameContext, drive: &mut Drive, rng: &mut impl Rng) -> Result<GameContext, String> {
// Ensure the result is none, unless last play was a touchdown
let drive_res = *drive.result();
let result_was_none = drive_res == DriveResult::None;
let result_was_touchdown = drive_res == DriveResult::Touchdown ||
drive_res == DriveResult::ScoopAndScore ||
drive_res == DriveResult::PickSix;
if !(result_was_none || result_was_touchdown) {
return Err(
format!(
"Cannot simulate play, result was not None ({}) and last play was not TD",
drive.result()
)
)
}
// Simulate a play
let mut complete = false;
let mut result = DriveResult::None;
let prev_context = context.clone();
let (play, next_context) = self.play.sim(home, away, prev_context, rng);
let play_result = play.result();
let new_context = next_context;
// Determine if a drive result occurred
let result_was_none = *drive.result() == DriveResult::None;
if result_was_none {
let field_goal: bool = match play_result {
PlayTypeResult::FieldGoal(res) => res.made(),
_ => false
};
if field_goal {
result = DriveResult::FieldGoal;
complete = true;
}
let field_goal_missed: bool = match play_result {
PlayTypeResult::FieldGoal(res) => res.missed(),
_ => false
};
if field_goal_missed {
result = DriveResult::FieldGoalMissed;
complete = true;
}
// Punt
if matches!(play_result, PlayTypeResult::Punt(_)) {
result = DriveResult::Punt;
complete = true;
}
// Touchdown
let touchdown = play_result.offense_score() == ScoreResult::Touchdown ||
play_result.defense_score() == ScoreResult::Touchdown;
if touchdown {
result = DriveResult::Touchdown;
complete = false;
}
// Safety
let safety: bool = play_result.defense_score() == ScoreResult::Safety;
if safety {
result = DriveResult::Safety;
complete = true;
}
// Interception
let turnover = play_result.turnover();
let interception = if turnover {
match play_result {
PlayTypeResult::Pass(res) => res.interception(),
_ => false
}
} else {
false
};
if interception {
if touchdown {
result = DriveResult::PickSix;
complete = false;
} else {
result = DriveResult::Interception;
complete = true;
}
}
// Fumble
let fumble = if turnover {
match play_result {
PlayTypeResult::Run(res) => res.fumble(),
PlayTypeResult::Pass(res) => res.fumble(),
PlayTypeResult::FieldGoal(res) => res.blocked(),
PlayTypeResult::Punt(res) => res.fumble(),
PlayTypeResult::Kickoff(res) => res.fumble(),
PlayTypeResult::QbKneel(res) => res.fumble(),
PlayTypeResult::QbSpike(res) => res.fumble(),
_ => false
}
} else {
false
};
if fumble {
if touchdown {
result = DriveResult::ScoopAndScore;
complete = false;
} else {
result = DriveResult::Fumble;
complete = true;
}
}
// Downs
let prev_context = play.context();
let downs = prev_context.down() == 4 && new_context.down() == 1 && !turnover &&
prev_context.home_possession() != new_context.home_possession() &&
play_result.net_yards() < prev_context.distance() as i32;
if downs {
result = DriveResult::Downs;
complete = true;
}
// End of half
let end_of_half = ((prev_context.quarter() == 2 || prev_context.quarter() >= 4) &&
(prev_context.quarter() != new_context.quarter())) || new_context.game_over();
if end_of_half {
result = DriveResult::EndOfHalf;
complete = true;
}
} else if result_was_touchdown {
result = drive_res;
complete = true;
}
// Add the play to the drive, update result, return the new drive & context
let plays = drive.plays_mut();
plays.push(play);
let drive_res = drive.result_mut();
*drive_res = result;
let drive_complete = drive.complete_mut();
*drive_complete = complete;
Ok(new_context)
}
/// Simulate the remaining plays of a drive
///
/// ### Example
/// ```
/// use fbsim_core::game::context::GameContext;
/// use fbsim_core::game::play::{Drive, DriveSimulator};
/// use fbsim_core::team::FootballTeam;
///
/// // Initialize home & away teams
/// let my_home = FootballTeam::new();
/// let my_away = FootballTeam::new();
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a drive simulator & simulate a drive
/// let mut my_drive = Drive::new();
/// let my_sim = DriveSimulator::new();
/// let mut rng = rand::thread_rng();
/// let next_context = my_sim.sim_drive(&my_home, &my_away, my_context, &mut my_drive, &mut rng).unwrap();
/// ```
pub fn sim_drive(&self, home: &FootballTeam, away: &FootballTeam, context: GameContext, drive: &mut Drive, rng: &mut impl Rng) -> Result<GameContext, String> {
let mut extra_point_complete: bool = false;
let mut prev_context = context.clone();
while !drive.complete() {
// Simulate a play
let prev_result = *drive.result();
let next_context = match self.sim_play(home, away, prev_context, drive, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next play of drive: {}", e))
};
let result = *drive.result();
// Check if the result was something other than a touchdown
// Or whether the previous result was a touchdown and this was the extra point
if (prev_result == DriveResult::Touchdown || prev_result == DriveResult::PickSix || prev_result == DriveResult::ScoopAndScore) ||
(prev_result == DriveResult::None && result != DriveResult::None && result != DriveResult::Touchdown) {
extra_point_complete = true;
}
// Break the loop if necessary
if (result == DriveResult::None && prev_result == DriveResult::None) || !extra_point_complete {
prev_context = next_context
} else {
return Ok(next_context)
}
}
Err(String::from("Drive was already complete"))
}
/// Simulate a new drive
///
/// ### Example
/// ```
/// use fbsim_core::game::context::GameContext;
/// use fbsim_core::game::play::DriveSimulator;
/// use fbsim_core::team::FootballTeam;
///
/// // Initialize home & away teams
/// let my_home = FootballTeam::new();
/// let my_away = FootballTeam::new();
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a drive simulator & simulate a drive
/// let my_sim = DriveSimulator::new();
/// let mut rng = rand::thread_rng();
/// let (drive, next_context) = my_sim.sim(&my_home, &my_away, my_context, &mut rng);
/// ```
pub fn sim(&self, home: &FootballTeam, away: &FootballTeam, context: GameContext, rng: &mut impl Rng) -> (Drive, GameContext) {
let mut extra_point_complete: bool = false;
let mut drive: Drive = Drive::new();
let mut prev_context = context.clone();
loop {
// Simulate a play
let prev_result = *drive.result();
let next_context = self.sim_play(home, away, prev_context, &mut drive, rng).unwrap();
let result = *drive.result();
// Check if the result was something other than a touchdown
// Or whether the previous result was a touchdown and this was the extra point
if (prev_result == DriveResult::Touchdown || prev_result == DriveResult::PickSix || prev_result == DriveResult::ScoopAndScore) ||
(prev_result == DriveResult::None && result != DriveResult::None && result != DriveResult::Touchdown) {
extra_point_complete = true;
}
// Break the loop if necessary
if (result == DriveResult::None && prev_result == DriveResult::None) || !extra_point_complete {
prev_context = next_context
} else {
return (drive, next_context)
}
}
}
}
/// # `Game` struct
///
/// A `Game` represents the outcome of a game
#[cfg_attr(feature = "rocket_okapi", derive(JsonSchema))]
#[derive(Clone, Eq, PartialEq, Ord, PartialOrd, Debug, Serialize, Deserialize)]
pub struct Game {
drives: Vec<Drive>,
complete: bool
}
impl Default for Game {
/// Default constructor for the Game struct
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let game = Game::default();
/// ```
fn default() -> Self {
Game {
drives: Vec::new(),
complete: false
}
}
}
impl Game {
/// Initialize a new game
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let game = Game::new();
/// ```
pub fn new() -> Game {
Game::default()
}
/// Get whether the game is complete
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let game = Game::new();
/// let complete = game.complete();
/// assert!(!complete);
/// ```
pub fn complete(&self) -> bool {
self.complete
}
/// Borrow the game's drives
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let game = Game::new();
/// let drives = game.drives();
/// ```
pub fn drives(&self) -> &Vec<Drive> {
&self.drives
}
/// Borrow the game's drives mutably
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let mut game = Game::new();
/// let drives = game.drives_mut();
/// ```
pub fn drives_mut(&mut self) -> &mut Vec<Drive> {
&mut self.drives
}
/// Get the rushing stats for either team
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let game = Game::new();
/// let rushing_stats = game.rushing_stats(true);
/// assert!(rushing_stats.yards() == 0);
/// assert!(rushing_stats.rushes() == 0);
/// ```
pub fn rushing_stats(&self, home: bool) -> RushingStats {
let mut stats = RushingStats::new();
for drive in self.drives.iter() {
for play in drive.plays().iter() {
if play.context().home_possession() == home {
match play.result() {
PlayTypeResult::Run(res) => {
// Skip tallying stats for two-point conversions
if res.two_point_conversion() {
continue
}
// Increment rushes & rushing yards
stats.increment_rushes(1);
stats.increment_yards(res.net_yards());
// Increment rushing TDs & fumbles if either occur
if res.touchdown() {
stats.increment_touchdowns(1);
}
if res.fumble() {
stats.increment_fumbles(1);
}
},
PlayTypeResult::Pass(res) => {
if res.scramble() && !res.two_point_conversion() {
// Increment rushes & rushing yards
stats.increment_rushes(1);
stats.increment_yards(res.net_yards());
// Increment rushing TDs & fumbles if either occur
if res.touchdown() {
stats.increment_touchdowns(1);
}
if res.fumble() {
stats.increment_fumbles(1);
}
}
},
_ => continue
}
}
}
}
stats
}
/// Get the passing stats for either team
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let game = Game::new();
/// let passing_stats = game.passing_stats(true);
/// assert!(passing_stats.yards() == 0);
/// assert!(passing_stats.completions() == 0);
/// ```
pub fn passing_stats(&self, home: bool) -> PassingStats {
let mut stats = PassingStats::new();
for drive in self.drives.iter() {
for play in drive.plays().iter() {
if play.context().home_possession() == home {
match play.result() {
PlayTypeResult::Pass(res) => {
// Skip tallying stats for two-point conversions
if res.two_point_conversion() {
continue
}
// Increment attempts
if !(res.scramble() || res.sack()) {
stats.increment_attempts(1);
}
// Increment completions and yards if complete
if res.complete() {
stats.increment_completions(1);
stats.increment_yards(res.net_yards());
// Increment TDs if completion and touchdown
if res.touchdown() {
stats.increment_touchdowns(1);
}
} else if res.sack() {
stats.increment_yards(res.net_yards());
}
// Increment interceptions if this was an INT
if res.interception() {
stats.increment_interceptions(1);
}
},
_ => continue
}
}
}
}
stats
}
/// Get the receiving stats for either team
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let game = Game::new();
/// let receiving_stats = game.receiving_stats(true);
/// assert!(receiving_stats.yards() == 0);
/// assert!(receiving_stats.receptions() == 0);
/// ```
pub fn receiving_stats(&self, home: bool) -> ReceivingStats {
let mut stats = ReceivingStats::new();
for drive in self.drives.iter() {
for play in drive.plays().iter() {
if play.context().home_possession() == home {
match play.result() {
PlayTypeResult::Pass(res) => {
// Skip tallying stats for two-point conversions
if res.two_point_conversion() {
continue
}
// Increment targets
if !(res.scramble() || res.sack()) {
stats.increment_targets(1);
}
// Increment receptions and yards if complete
if res.complete() {
stats.increment_receptions(1);
stats.increment_yards(res.net_yards());
// Increment TDs or fumbles if either occur
if res.touchdown() {
stats.increment_touchdowns(1);
}
if res.fumble() {
stats.increment_fumbles(1);
}
}
},
_ => continue
}
}
}
}
stats
}
/// Get the offensive stats for the home team
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let game = Game::new();
/// let home_stats = game.home_stats();
/// ```
pub fn home_stats(&self) -> OffensiveStats {
OffensiveStats::from_properties(
self.passing_stats(true),
self.rushing_stats(true),
self.receiving_stats(true)
)
}
/// Get the offensive stats for the away team
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let game = Game::new();
/// let away_stats = game.away_stats();
/// ```
pub fn away_stats(&self) -> OffensiveStats {
OffensiveStats::from_properties(
self.passing_stats(false),
self.rushing_stats(false),
self.receiving_stats(false)
)
}
}
impl std::fmt::Display for Game {
/// Display a game as a human readable string
///
/// ### Example
/// ```
/// use fbsim_core::game::play::Game;
///
/// let my_game = Game::new();
/// println!("{}", my_game);
/// ```
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
// Format the game log
let mut game_log = String::from("");
for drive in self.drives() {
game_log = format!("{}\n\n{}", game_log, drive);
}
f.write_str(game_log.trim())
}
}
/// # `GameSimulator` struct
///
/// A `GameSimulator` can simulate a game given a context, returning an
/// updated context and a drive
pub struct GameSimulator {
drive: DriveSimulator
}
impl Default for GameSimulator {
/// Default constructor for the `GameSimulator` struct
///
/// ### Example
/// ```
/// use fbsim_core::game::play::GameSimulator;
///
/// let my_sim = GameSimulator::default();
/// ```
fn default() -> Self {
GameSimulator {
drive: DriveSimulator::new()
}
}
}
impl GameSimulator {
/// Constructor for the `GameSimulator` struct
///
/// ### Example
/// ```
/// use fbsim_core::game::play::GameSimulator;
///
/// let my_sim = GameSimulator::new();
/// ```
pub fn new() -> GameSimulator {
GameSimulator::default()
}
/// Simulate the next play of a game
///
/// ### Example
/// ```
/// use fbsim_core::game::context::GameContext;
/// use fbsim_core::game::play::{GameSimulator, Game};
/// use fbsim_core::team::FootballTeam;
///
/// // Initialize home & away teams
/// let my_home = FootballTeam::new();
/// let my_away = FootballTeam::new();
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a game simulator & simulate a drive
/// let mut my_game = Game::new();
/// let my_sim = GameSimulator::new();
/// let mut rng = rand::thread_rng();
/// let next_context = my_sim.sim_play(&my_home, &my_away, my_context, &mut my_game, &mut rng).unwrap();
/// ```
pub fn sim_play(&self, home: &FootballTeam, away: &FootballTeam, context: GameContext, game: &mut Game, rng: &mut impl Rng) -> Result<GameContext, String> {
// Error if the game is over
if context.game_over() {
return Err(String::from("Game is already over, cannot simulate next play"))
}
// Get the latest drive to sim or create new one if latest is complete
let drives = game.drives_mut();
let new_context = match drives.last_mut() {
Some(d) => {
if !d.complete() {
match self.drive.sim_play(home, away, context, d, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating next play of game: {}", e))
}
} else {
let mut new_drive = Drive::new();
let new_context = match self.drive.sim_play(home, away, context, &mut new_drive, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next play of game: {}", e))
};
drives.push(new_drive);
new_context
}
},
None => {
let mut new_drive = Drive::new();
let new_context = match self.drive.sim_play(home, away, context, &mut new_drive, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next play of game: {}", e))
};
drives.push(new_drive);
new_context
}
};
// Return the new context
Ok(new_context)
}
/// Simulate the next drive of a game
///
/// ### Example
/// ```
/// use fbsim_core::game::context::GameContext;
/// use fbsim_core::game::play::{GameSimulator, Game};
/// use fbsim_core::team::FootballTeam;
///
/// // Initialize home & away teams
/// let my_home = FootballTeam::new();
/// let my_away = FootballTeam::new();
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a game simulator & simulate a drive
/// let mut my_game = Game::new();
/// let my_sim = GameSimulator::new();
/// let mut rng = rand::thread_rng();
/// let next_context = my_sim.sim_drive(&my_home, &my_away, my_context, &mut my_game, &mut rng).unwrap();
/// ```
pub fn sim_drive(&self, home: &FootballTeam, away: &FootballTeam, context: GameContext, game: &mut Game, rng: &mut impl Rng) -> Result<GameContext, String> {
// Error if the game is over
if context.game_over() {
return Err(String::from("Game is already over, cannot simulate next drive"))
}
// Get the latest drive to sim or create new one if latest is complete
let drives = game.drives_mut();
let new_context = match drives.last_mut() {
Some(d) => {
if !d.complete() {
match self.drive.sim_drive(home, away, context, d, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next drive of game: {}", e))
}
} else {
let mut new_drive = Drive::new();
let new_context = match self.drive.sim_drive(home, away, context, &mut new_drive, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next drive of game: {}", e))
};
drives.push(new_drive);
new_context
}
},
None => {
let mut new_drive = Drive::new();
let new_context = match self.drive.sim_drive(home, away, context, &mut new_drive, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next drive of game: {}", e))
};
drives.push(new_drive);
new_context
}
};
// Return the new context
Ok(new_context)
}
/// Simulate the remainder of a game
///
/// ### Example
/// ```
/// use fbsim_core::game::context::GameContext;
/// use fbsim_core::game::play::{GameSimulator, Game};
/// use fbsim_core::team::FootballTeam;
///
/// // Initialize home & away teams
/// let my_home = FootballTeam::new();
/// let my_away = FootballTeam::new();
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a game simulator and game, simulate the game
/// let mut my_game = Game::new();
/// let my_sim = GameSimulator::new();
/// let mut rng = rand::thread_rng();
/// let next_context = my_sim.sim_game(&my_home, &my_away, my_context, &mut my_game, &mut rng).unwrap();
/// ```
pub fn sim_game(&self, home: &FootballTeam, away: &FootballTeam, context: GameContext, game: &mut Game, rng: &mut impl Rng) -> Result<GameContext, String> {
// Error if the game is over
if context.game_over() {
return Err(String::from("Game is already over, cannot simulate remainder of game"))
}
// Get the latest drive to sim or create new one if latest is complete
let drives = game.drives_mut();
let mut next_context = context.clone();
let mut game_over = next_context.game_over();
while !game_over {
let new_context = match drives.last_mut() {
Some(d) => {
if !d.complete() {
match self.drive.sim_drive(home, away, next_context, d, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next drive of game: {}", e))
}
} else {
let mut new_drive = Drive::new();
let new_context = match self.drive.sim_drive(home, away, next_context, &mut new_drive, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next drive of game: {}", e))
};
drives.push(new_drive);
new_context
}
},
None => {
let mut new_drive = Drive::new();
let new_context = match self.drive.sim_drive(home, away, next_context, &mut new_drive, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next drive of game: {}", e))
};
drives.push(new_drive);
new_context
}
};
game_over = new_context.game_over();
next_context = new_context;
}
// Return the final context
Ok(next_context)
}
/// Simulate a new game
///
/// ### Example
/// ```
/// use fbsim_core::game::context::GameContext;
/// use fbsim_core::game::play::GameSimulator;
/// use fbsim_core::team::FootballTeam;
///
/// // Initialize home & away teams
/// let my_home = FootballTeam::new();
/// let my_away = FootballTeam::new();
///
/// // Initialize a game context
/// let my_context = GameContext::new();
///
/// // Initialize a game simulator & simulate a game
/// let my_sim = GameSimulator::new();
/// let mut rng = rand::thread_rng();
/// let (game, final_context) = my_sim.sim(&my_home, &my_away, my_context, &mut rng).unwrap();
/// ```
pub fn sim(&self, home: &FootballTeam, away: &FootballTeam, context: GameContext, rng: &mut impl Rng) -> Result<(Game, GameContext), String> {
// Get the latest drive to sim or create new one if latest is complete
let mut game = Game::new();
let drives = game.drives_mut();
let mut next_context = context.clone();
let mut game_over = next_context.game_over();
while !game_over {
let new_context = match drives.last_mut() {
Some(d) => {
if !d.complete() {
match self.drive.sim_drive(home, away, next_context, d, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next drive of game: {}", e))
}
} else {
let mut new_drive = Drive::new();
let new_context = match self.drive.sim_drive(home, away, next_context, &mut new_drive, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next drive of game: {}", e))
};
drives.push(new_drive);
new_context
}
},
None => {
let mut new_drive = Drive::new();
let new_context = match self.drive.sim_drive(home, away, next_context, &mut new_drive, rng) {
Ok(c) => c,
Err(e) => return Err(format!("Error simulating the next drive of game: {}", e))
};
drives.push(new_drive);
new_context
}
};
game_over = new_context.game_over();
next_context = new_context;
}
// Return the final context
Ok((game, next_context))
}
}