gamie 0.14.0

A Rust library provides abstractions for several classic tiny games
Documentation
//! Gomoku (Five in a Row) game implementation
//!
//! Gomoku is a strategy board game played on a 15×15 grid where two players alternate
//! placing pieces. The first player to get five or more pieces in a row (horizontally,
//! vertically, or diagonally) wins the game.
//!
//! See [`Game`] for the main game interface.

pub use impls::{Error, Game, Player, Status};

mod impls {
    use core::convert::Infallible;
    use thiserror::Error;

    const BOARD_WIDTH: usize = 15;
    const BOARD_HEIGHT: usize = 15;

    /// A Gomoku (Five in a Row) game instance
    ///
    /// The game is played on a 15×15 board where two players alternate placing their pieces.
    /// Player0 always goes first. The game ends when a player gets five or more pieces in a row
    /// (horizontally, vertically, or diagonally) or when the board is full (resulting in a draw).
    ///
    /// # Examples
    ///
    /// ```rust
    /// # use gamie::gomoku::Game;
    /// let mut game = Game::new().unwrap();
    ///
    /// // Player0's turn
    /// game.put(7, 7).unwrap(); // Center position
    ///
    /// // Player1's turn
    /// game.put(8, 8).unwrap();
    ///
    /// // Continue playing...
    /// ```
    #[derive(Debug, Clone)]
    #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
    #[cfg_attr(
        feature = "rkyv",
        derive(rkyv::Serialize, rkyv::Deserialize, rkyv::Archive),
        rkyv(derive(Debug))
    )]
    pub struct Game {
        board: [[Option<Player>; BOARD_HEIGHT]; BOARD_WIDTH],
        move_count: usize,
        next_player: Player,
        status: Status,
    }

    /// Represents a player in the game
    ///
    /// There are two players in Gomoku. Player0 always makes the first move,
    /// followed by Player1, and they continue alternating turns throughout the game.
    #[derive(Debug, Clone, Copy, Eq, Hash, PartialEq, Ord, PartialOrd)]
    #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
    #[cfg_attr(
        feature = "rkyv",
        derive(rkyv::Serialize, rkyv::Deserialize, rkyv::Archive),
        rkyv(
            derive(Debug, Eq, Hash, PartialEq, Ord, PartialOrd),
            compare(PartialEq, PartialOrd)
        )
    )]
    pub enum Player {
        Player0,
        Player1,
    }

    /// The current status of the game
    ///
    /// The game can be in one of three states:
    /// - [`Ongoing`](Status::Ongoing): The game is still in progress
    /// - [`Win`](Status::Win): A player has won by getting five or more in a row
    /// - [`Draw`](Status::Draw): All positions are filled with no winner
    #[derive(Debug, Clone, Eq, PartialEq)]
    #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
    #[cfg_attr(
        feature = "rkyv",
        derive(rkyv::Serialize, rkyv::Deserialize, rkyv::Archive),
        rkyv(derive(Debug, Eq, PartialEq), compare(PartialEq))
    )]
    pub enum Status {
        Ongoing,
        Draw,
        Win(Player),
    }

    /// Errors that can occur when placing a piece on the board
    ///
    /// These errors prevent invalid moves from being made during the game.
    #[derive(Debug, Clone, Error)]
    #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
    #[cfg_attr(
        feature = "rkyv",
        derive(rkyv::Serialize, rkyv::Deserialize, rkyv::Archive),
        rkyv(derive(Debug))
    )]
    pub enum Error {
        /// The position is already occupied by a piece
        #[error("position occupied")]
        PositionOccupied,
        /// The game has already ended (either in a win or draw)
        #[error("game ended")]
        GameEnded,
    }

    struct LastMove {
        player: Player,
        row: usize,
        col: usize,
    }

    impl Game {
        /// Creates a new Gomoku game
        pub const fn new() -> Result<Self, Infallible> {
            Ok(Self {
                board: [[None; BOARD_HEIGHT]; BOARD_WIDTH],
                move_count: 0,
                next_player: Player::Player0,
                status: Status::Ongoing,
            })
        }

        /// Gets the piece at the specified position
        ///
        /// Returns `Some(Player)` if a piece is present at the given position,
        /// or `None` if the position is empty.
        ///
        /// # Parameters
        ///
        /// - `row`: The row index (0-14)
        /// - `col`: The column index (0-14)
        ///
        /// # Panics
        ///
        /// Panics if `row` or `col` is out of bounds (greater than or equal to 15)
        pub const fn get(&self, row: usize, col: usize) -> Option<Player> {
            self.board[row][col]
        }

        /// Places a piece for the current player at the specified position
        ///
        /// The current player's piece (returned by [`next_player()`](Self::next_player))
        /// is placed at the given position. After a successful placement, the turn
        /// automatically switches to the other player, and the game status is updated
        /// to check for a win or draw.
        ///
        /// # Parameters
        ///
        /// - `row`: The row index (0-14)
        /// - `col`: The column index (0-14)
        ///
        /// # Errors
        ///
        /// Returns an error if:
        /// - The position is already occupied ([`Error::PositionOccupied`])
        /// - The game has already ended ([`Error::GameEnded`])
        ///
        /// # Panics
        ///
        /// Panics if `row` or `col` is out of bounds (greater than or equal to 15)
        pub fn put(&mut self, row: usize, col: usize) -> Result<(), Error> {
            if matches!(self.status, Status::Win(_) | Status::Draw) {
                return Err(Error::GameEnded);
            }

            if self.board[row][col].is_some() {
                return Err(Error::PositionOccupied);
            }

            self.board[row][col] = Some(self.next_player);

            let last_move = LastMove {
                player: self.next_player,
                row,
                col,
            };

            self.move_count += 1;
            self.next_player = self.next_player.other();

            self.update_status(last_move);

            Ok(())
        }

        /// Gets the next player whose turn it is to move
        ///
        /// Returns the player who should make the next move. This changes
        /// after each successful call to [`put()`](Self::put).
        pub const fn next_player(&self) -> Player {
            self.next_player
        }

        /// Gets the current game status
        ///
        /// Returns whether the game is ongoing, ended in a draw, or won by a player.
        /// The status is automatically updated after each move.
        pub const fn status(&self) -> &Status {
            &self.status
        }

        fn update_status(&mut self, last_move: LastMove) {
            const DIRECTIONS: [(isize, isize); 4] = [(0, 1), (1, 0), (1, 1), (1, -1)];

            for (row_delta, col_delta) in DIRECTIONS {
                let connected = 1
                    + self.count_direction(&last_move, row_delta, col_delta)
                    + self.count_direction(&last_move, -row_delta, -col_delta);

                if connected >= 5 {
                    self.status = Status::Win(last_move.player);
                    return;
                }
            }

            // Check for draw
            if self.move_count == BOARD_HEIGHT * BOARD_WIDTH {
                self.status = Status::Draw;
            }
        }

        fn count_direction(
            &self,
            last_move: &LastMove,
            row_delta: isize,
            col_delta: isize,
        ) -> usize {
            let mut row = last_move.row as isize + row_delta;
            let mut col = last_move.col as isize + col_delta;
            let mut count = 0;

            while row >= 0 && row < BOARD_HEIGHT as isize && col >= 0 && col < BOARD_WIDTH as isize
            {
                if self.get(row as usize, col as usize) != Some(last_move.player) {
                    break;
                }

                count += 1;
                row += row_delta;
                col += col_delta;
            }

            count
        }
    }

    impl Player {
        /// Returns the opposite player
        ///
        /// If this player is Player0, returns Player1, and vice versa.
        pub const fn other(self) -> Self {
            match self {
                Player::Player0 => Player::Player1,
                Player::Player1 => Player::Player0,
            }
        }
    }

    #[cfg(test)]
    mod tests {
        use crate::gomoku::*;

        #[test]
        fn separated_pieces_do_not_win() {
            let mut game = Game::new().unwrap();

            game.put(7, 0).unwrap();
            game.put(0, 0).unwrap();
            game.put(7, 2).unwrap();
            game.put(0, 2).unwrap();
            game.put(7, 6).unwrap();
            game.put(0, 4).unwrap();
            game.put(7, 8).unwrap();
            game.put(0, 6).unwrap();
            game.put(7, 4).unwrap();

            assert_eq!(game.status(), &Status::Ongoing);
        }

        #[test]
        fn detects_diagonal_win_near_board_edge() {
            let mut game = Game::new().unwrap();

            game.put(0, 4).unwrap();
            game.put(14, 0).unwrap();
            game.put(2, 6).unwrap();
            game.put(14, 2).unwrap();
            game.put(3, 7).unwrap();
            game.put(14, 4).unwrap();
            game.put(4, 8).unwrap();
            game.put(14, 6).unwrap();
            game.put(1, 5).unwrap();

            assert_eq!(game.status(), &Status::Win(Player::Player0));
        }

        #[test]
        fn detects_anti_diagonal_win_near_board_edge() {
            let mut game = Game::new().unwrap();

            game.put(0, 8).unwrap();
            game.put(14, 0).unwrap();
            game.put(2, 6).unwrap();
            game.put(14, 2).unwrap();
            game.put(3, 5).unwrap();
            game.put(14, 4).unwrap();
            game.put(4, 4).unwrap();
            game.put(14, 6).unwrap();
            game.put(1, 7).unwrap();

            assert_eq!(game.status(), &Status::Win(Player::Player0));
        }

        #[test]
        fn six_in_a_row_wins() {
            let mut game = Game::new().unwrap();

            game.put(7, 0).unwrap();
            game.put(0, 0).unwrap();
            game.put(7, 1).unwrap();
            game.put(0, 2).unwrap();
            game.put(7, 2).unwrap();
            game.put(0, 4).unwrap();
            game.put(7, 4).unwrap();
            game.put(0, 6).unwrap();
            game.put(7, 5).unwrap();
            game.put(0, 8).unwrap();
            game.put(7, 3).unwrap();

            assert_eq!(game.status(), &Status::Win(Player::Player0));
        }
    }
}

#[cfg(feature = "rkyv")]
pub mod rkyv {
    pub use super::impls::{
        ArchivedError, ArchivedGame, ArchivedPlayer, ArchivedStatus, ErrorResolver, GameResolver,
        PlayerResolver, StatusResolver,
    };
}