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use futures::prelude::*;
use organelle::{Axon, Constraint, Impulse, Soma};
use url::Url;
use super::{Error, Result};
use data::{Difficulty, GameSetup, PlayerSetup, Race};
use launcher::GamePorts;
use melee::{MeleeCompetitor, MeleeContract, MeleeDendrite, UpdateScheme};
use synapses::{Dendrite, Synapse};
pub struct ComputerBuilder {
race: Race,
difficulty: Difficulty,
}
impl ComputerBuilder {
pub fn new() -> Self {
Self {
race: Race::Random,
difficulty: Difficulty::Medium,
}
}
pub fn race(self, race: Race) -> Self {
Self { race: race, ..self }
}
pub fn difficulty(self, difficulty: Difficulty) -> Self {
Self {
difficulty: difficulty,
..self
}
}
pub fn create(self) -> Result<Computer> {
Ok(Computer {
0: ComputerSoma::axon(self.race, self.difficulty)?,
})
}
}
impl MeleeCompetitor for Computer {
type Soma = Axon<ComputerSoma>;
fn into_soma(self) -> Self::Soma {
self.0
}
}
pub struct Computer(Axon<ComputerSoma>);
pub struct ComputerSoma {
setup: PlayerSetup,
melee: Option<MeleeDendrite>,
}
impl ComputerSoma {
fn axon(race: Race, difficulty: Difficulty) -> Result<Axon<Self>> {
Ok(Axon::new(
Self {
setup: PlayerSetup::Computer(race, difficulty),
melee: None,
},
vec![Constraint::One(Synapse::Melee)],
vec![],
))
}
}
impl Soma for ComputerSoma {
type Synapse = Synapse;
type Error = Error;
#[async(boxed)]
fn update(self, imp: Impulse<Self::Synapse>) -> Result<Self> {
match imp {
Impulse::AddDendrite(_, Synapse::Melee, Dendrite::Melee(melee)) => {
Ok(Self {
melee: Some(melee),
..self
})
},
Impulse::Start(_, main_tx, handle) => {
handle.spawn(
self.melee
.unwrap()
.wrap(ComputerDendrite::new(self.setup))
.or_else(move |e| {
main_tx
.send(Impulse::Error(e.into()))
.map(|_| ())
.map_err(|_| ())
}),
);
Ok(Self {
melee: None,
..self
})
},
_ => bail!("unexpected impulse"),
}
}
}
struct ComputerDendrite {
setup: PlayerSetup,
}
impl MeleeContract for ComputerDendrite {
type Error = Error;
#[async(boxed)]
fn get_player_setup(self, _: GameSetup) -> Result<(Self, PlayerSetup)> {
let setup = self.setup;
Ok((self, setup))
}
#[async(boxed)]
fn connect(self, _: Url) -> Result<Self> {
Ok(self)
}
#[async(boxed)]
fn create_game(self, _: GameSetup, _: Vec<PlayerSetup>) -> Result<Self> {
Ok(self)
}
#[async(boxed)]
fn join_game(self, _: PlayerSetup, _: Option<GamePorts>) -> Result<Self> {
Ok(self)
}
#[async(boxed)]
fn run_game(self, _: UpdateScheme) -> Result<Self> {
Ok(self)
}
}
impl ComputerDendrite {
fn new(setup: PlayerSetup) -> Self {
Self { setup: setup }
}
}