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use crate::board::{Board, StoneMatrix};
use crate::color::Color;
use crate::coords::{CoordValue, Coords};
use crate::edges::get_edges_of_color;
use crate::errors::{InvalidBoard, InvalidMove};
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum Status {
Ongoing(Color),
Finished(Color),
}
#[derive(Clone)]
pub struct Game {
board: Board,
status: Status,
}
impl Game {
pub fn new(size: CoordValue) -> Game {
Game {
board: Board::new(size),
status: Status::Ongoing(Color::Black),
}
}
pub fn get_board(&self) -> &Board {
&self.board
}
pub fn get_current_player(&self) -> Option<Color> {
match self.status {
Status::Ongoing(color) => Some(color),
Status::Finished(_) => None,
}
}
pub fn get_status(&self) -> Status {
self.status
}
pub fn load(stones: StoneMatrix, current_player: Option<Color>) -> Result<Self, InvalidBoard> {
let mut board = Board::from_stone_matrix(stones)?;
let status = Self::compute_status(&mut board, current_player)?;
Ok(Self { board, status })
}
pub fn play(&mut self, coords: Coords) -> Result<(), InvalidMove> {
match self.status {
Status::Ongoing(current_player) => {
self.board.play(coords, current_player)?;
if Self::is_finished_after_player(&self.board, current_player) {
self.status = Status::Finished(current_player);
} else {
self.status = Status::Ongoing(current_player.opponent_color());
}
Ok(())
}
Status::Finished(_) => Err(InvalidMove::GameOver),
}
}
fn compute_status(
board: &mut Board,
current_player: Option<Color>,
) -> Result<Status, InvalidBoard> {
if Self::is_finished_after_player(board, Color::Black) {
return Ok(Status::Finished(Color::Black));
} else if Self::is_finished_after_player(board, Color::White) {
return Ok(Status::Finished(Color::White));
}
match current_player {
Some(color) => Ok(Status::Ongoing(color)),
None => Err(InvalidBoard::NoCurrentPlayer),
}
}
fn is_finished_after_player(board: &Board, current_player: Color) -> bool {
let edges = get_edges_of_color(current_player);
board.is_in_same_set(edges[0], edges[1])
}
}
#[cfg(test)]
mod test {
use super::*;
#[test]
fn test_match() {
let mut game = Game::new(3);
let coord1 = Coords { row: 1, column: 2 };
let coord2 = Coords { row: 2, column: 1 };
game.play(coord1).ok();
game.play(coord2).ok();
assert_eq!(game.board.get_color(coord1).unwrap(), Color::Black);
assert_eq!(game.board.get_color(coord2).unwrap(), Color::White);
assert_eq!(game.status, Status::Ongoing(Color::Black));
}
#[test]
fn test_cannot_make_move_after_game_has_finished() {
let mut game = Game::new(2);
let _ = game.play(Coords { row: 0, column: 0 });
let _ = game.play(Coords { row: 0, column: 1 });
let _ = game.play(Coords { row: 1, column: 0 });
let result = game.play(Coords { row: 1, column: 1 });
assert_eq!(result, Err(InvalidMove::GameOver));
}
#[test]
fn test_only_black_wins_on_vertical_connection() {
let mut game = Game::new(3);
let _ = game.play(Coords { row: 2, column: 2 });
let _ = game.play(Coords { row: 0, column: 0 });
let _ = game.play(Coords { row: 0, column: 1 });
let _ = game.play(Coords { row: 1, column: 0 });
let _ = game.play(Coords { row: 1, column: 1 });
let _ = game.play(Coords { row: 2, column: 0 });
let _ = game.play(Coords { row: 2, column: 1 });
assert_eq!(game.status, Status::Finished(Color::Black));
}
#[test]
fn test_only_white_wins_on_horizontal_connection() {
let mut game = Game::new(3);
let _ = game.play(Coords { row: 0, column: 0 });
let _ = game.play(Coords { row: 1, column: 0 });
let _ = game.play(Coords { row: 0, column: 1 });
let _ = game.play(Coords { row: 1, column: 1 });
let _ = game.play(Coords { row: 0, column: 2 });
let _ = game.play(Coords { row: 1, column: 2 });
assert_eq!(game.status, Status::Finished(Color::White));
}
#[test]
fn test_load_game() {
let current_player = Color::Black;
let stone_matrix = vec![
vec![None, Some(Color::Black)],
vec![Some(Color::White), None],
];
let game = Game::load(stone_matrix, Some(current_player)).unwrap();
assert_eq!(game.board.get_color(Coords::new(1, 0)), Some(Color::White));
assert_eq!(game.status, Status::Ongoing(current_player));
}
#[test]
fn test_load_game_without_current_player() {
let stone_matrix = vec![
vec![None, Some(Color::Black)],
vec![Some(Color::White), None],
];
let result = Game::load(stone_matrix, None);
assert_eq!(result.err().unwrap(), InvalidBoard::NoCurrentPlayer);
}
#[test]
fn test_load_finished_game() {
let current_player = Color::Black;
let stone_matrix = vec![
vec![Some(Color::Black), Some(Color::White)],
vec![Some(Color::White), Some(Color::Black)],
];
let game = Game::load(stone_matrix, Some(current_player)).unwrap();
assert_eq!(game.status, Status::Finished(Color::White));
assert_eq!(game.get_current_player(), None);
}
}