1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179
extern crate uuid; use uuid::Uuid; use error::*; use deck::*; mod deck; mod scoring; mod error; #[cfg(test)] mod tests; pub enum GameTransition { Bet(i32), Card(Card), Start, } #[derive(Debug)] pub struct Player{ pub id: Uuid, pub hand: Vec<Card> } impl Player { pub fn new(id: Uuid) -> Player { Player { id: id, hand: vec![] } } } #[derive(Debug)] pub struct Game { id: Uuid, pub scoring: scoring::ScoringState, pub current_player: usize, pub rotation_status: usize, pub deck: Vec<deck::Card>, pub hands_played: Vec<[deck::Card; 4]>, pub bets_placed: Vec<[i32; 4]>, player_a: Player, player_b: Player, player_c: Player, player_d: Player, game_started: bool } impl Game { pub fn new(id: Uuid, player_ids: [Uuid; 4], max_points: i32) -> Game { Game { id: id, scoring: scoring::ScoringState::new(max_points), hands_played: vec![new_pot()], bets_placed: vec![[0;4]], deck: deck::new(), current_player: 0, rotation_status: 0, player_a: Player::new(player_ids[0]), player_b: Player::new(player_ids[1]), player_c: Player::new(player_ids[2]), player_d: Player::new(player_ids[3]), game_started: false } } pub fn get_hand(&self, player: usize) -> &Vec<Card> { match player { 0 => & self.player_a.hand, 1 => & self.player_b.hand, 2 => & self.player_c.hand, 3 => & self.player_d.hand, _ => & self.player_d.hand, } } fn deal_cards(&mut self) { deck::shuffle(&mut self.deck); let mut hands = deck::deal_four_players(&mut self.deck); self.player_a.hand = hands.pop().unwrap(); self.player_b.hand = hands.pop().unwrap(); self.player_c.hand = hands.pop().unwrap(); self.player_d.hand = hands.pop().unwrap(); } pub fn play(&mut self, entry: GameTransition) -> Result<Success, TransitionError> { match entry { GameTransition::Bet(bet) => { if !self.game_started { return Err(TransitionError::NotStarted); } if self.scoring.is_over { return Err(TransitionError::CompletedGame); } if !self.scoring.in_betting_stage { return Err(TransitionError::BetInTrickStage); } self.bets_placed.last_mut().unwrap()[self.current_player] = bet; self.current_player = (self.current_player + 1) % 4; self.rotation_status = (self.rotation_status + 1) % 4; if self.rotation_status == 0 { self.scoring.bet(*self.bets_placed.last().unwrap()); self.bets_placed.push([0;4]); return Ok(Success::BetComplete); } return Ok(Success::Bet); }, GameTransition::Card(card) => { if !self.game_started { return Err(TransitionError::NotStarted); } if self.scoring.is_over { return Err(TransitionError::CompletedGame); } if self.scoring.in_betting_stage { return Err(TransitionError::CardInBettingStage); } let play_card_result = self.play_card(&card); if let Ok(Success::PlayCard) = play_card_result { self.hands_played.last_mut().unwrap()[self.current_player] = card; self.current_player = (self.current_player + 1) % 4; self.rotation_status = (self.rotation_status + 1) % 4; if self.rotation_status == 0 { let winner = self.scoring.trick(self.current_player, self.hands_played.last().unwrap()); if self.scoring.is_over { return Ok(Success::GameOver); } if self.scoring.in_betting_stage { self.deal_cards(); } else { self.current_player = winner; self.hands_played.push(new_pot()); } return Ok(Success::Trick); } return Ok(Success::PlayCard); }; return play_card_result; }, GameTransition::Start => { if self.game_started { return Err(TransitionError::AlreadyStarted); } self.deal_cards(); self.game_started = true; return Ok(Success::Start); } } } fn play_card(&mut self, card: &Card) -> Result<Success, TransitionError> { let player_hand = &mut match self.current_player { 0 => &mut self.player_a, 1 => &mut self.player_b, 2 => &mut self.player_c, 3 => &mut self.player_d, _ => &mut self.player_d, }.hand; if !player_hand.contains(card) { return Err(TransitionError::CardNotInHand); } let card_index = player_hand.iter().position(|x| x == card).unwrap(); self.deck.push(player_hand.remove(card_index)); return Ok(Success::PlayCard); } }