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use std::borrow::Borrow; use log::debug; use super::{ area::{Area, AreaId}, area_list::AreaList, card::{Rank, Suit}, stack::Stack, }; #[derive(Debug)] pub struct Game { pub areas: AreaList, pub last_area: AreaId, } impl Game { pub fn new(areas: AreaList) -> Game { let last_area = areas.selected().id(); Game { areas, last_area } } pub fn is_win(&self) -> bool { Suit::values() .flat_map(|suit| self.areas.get_by_area_id(AreaId::Foundation(suit))) .all(|foundation| { let held = foundation.is_held(); let complete = foundation .peek_top_card() .map(|suit| suit.rank == Rank::King) .unwrap_or_default(); !held && complete }) } pub fn area_ids(&self) -> Vec<AreaId> { self.areas.area_ids() } pub fn stack(&self, area_id: AreaId) -> Option<Stack<'_>> { self.areas.get_by_area_id(area_id).ok().map(Area::as_stack) } pub fn apply_action(&mut self, action: Action) -> Vec<AreaId> { action.borrow().apply(self) } } #[derive(Copy, Clone, Debug, Eq, PartialEq)] pub enum Action { MoveTo(AreaId), MoveBack, MoveToFoundation, MoveLeft, MoveRight, SelectMore, SelectLess, Activate, ReturnHeld, } impl Action { fn apply(self, game: &mut Game) -> Vec<AreaId> { match self { Action::MoveTo(area_id) => { let moves = vec![area_id]; self.make_first_valid_move(game, moves) } Action::MoveBack => { let moves = vec![game.last_area]; self.make_first_valid_move(game, moves) } Action::MoveToFoundation => { let moves = Suit::values().map(AreaId::Foundation); self.make_first_valid_move(game, moves) } Action::MoveLeft => { let moves = game .areas .iter_left_from_selection() .map(Area::id) .collect::<Vec<_>>(); self.make_first_valid_move(game, moves) } Action::MoveRight => { let moves = game .areas .iter_right_from_selection() .map(Area::id) .collect::<Vec<_>>(); self.make_first_valid_move(game, moves) } Action::SelectMore => game.areas.select_more().unwrap_or_else(|error| { debug!("Unable to select more: {}", error); vec![] }), Action::SelectLess => game.areas.select_less().unwrap_or_else(|error| { debug!("Unable to select less: {}", error); vec![] }), Action::Activate => game.areas.activate_selected().unwrap_or_else(|error| { debug!("Unable to activate: {}", error); vec![] }), Action::ReturnHeld => game.areas.return_held().unwrap_or_else(|error| { debug!("Unable to return held: {}", error); vec![] }), } } fn make_first_valid_move<I>(self, game: &mut Game, moves: I) -> Vec<AreaId> where I: IntoIterator<Item = AreaId>, { let new_last_area = game.areas.selected().id(); for new_area_id in moves { debug!("Attempting to move selection to {:?}", new_area_id); match game.areas.move_selection(new_area_id) { Ok(area_ids) => { game.last_area = new_last_area; return area_ids; } Err(error) => { debug!("Unable to move to {:?}: {}", new_area_id, error); } } } vec![] } }