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use crate::pieces::stones::Stone;
use crate::rules::game::Game;
pub mod game;
pub mod graph;
pub mod turn {
pub const WHITE: bool = true;
pub const BLACK: bool = false;
}
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum Player {
White,
Black,
}
#[derive(Debug, Clone, PartialEq)]
pub enum EndGame {
Score(f32, f32),
WinnerByResign(Player),
}
#[derive(Clone, Eq, PartialEq, Debug)]
pub enum PlayError {
Ko,
Suicide,
GamePaused,
}
#[derive(Clone, Eq, PartialEq, Debug)]
pub enum Rule {
Japanese,
Chinese,
}
impl Rule {
pub fn count_points(&self, game: &Game) -> (f32, f32) {
match self {
Rule::Japanese => {
let mut scores = game.calculate_territories();
scores.0 += game.prisoners().0 as f32;
scores.1 += game.prisoners().1 as f32;
scores.1 += game.komi();
scores
}
Rule::Chinese => {
let mut scores = game.calculate_territories();
let ns = game.number_of_stones();
scores.0 += ns.0 as f32;
scores.1 += ns.1 as f32;
scores.1 += game.komi();
scores
}
}
}
pub fn move_validation(&self, game: &Game, stone: &Stone) -> Option<PlayError> {
match self {
Rule::Japanese => {
if game.is_suicide(stone) {
Some(PlayError::Suicide)
} else if game.is_ko(stone) {
Some(PlayError::Ko)
} else {
None
}
}
Rule::Chinese => {
if game.is_suicide(stone) {
return Some(PlayError::Suicide);
} else if game.is_ko(stone) {
return Some(PlayError::Ko);
} else {
None
}
}
}
}
}