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
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
pub mod header;

pub use header::Header;

use crate::utils::string_eq_ignore_case;
use crate::{GameResult, Result};
use std::io::Read;

/// A SpyParty replay.
///
/// This contains a few useful functions for dealing with a replay, such as checking if a
/// replay contains a specific player.
#[derive(Debug, Default)]
pub struct Replay {
    /// The header of the replay.
    ///
    /// This contains all the information describing the game.
    pub header: Header,
}

impl Replay {
    /// Create a new replay from a reader.
    pub fn from_reader<R: Read>(reader: &mut R) -> Result<Replay> {
        let header = Header::from_reader(reader)?;

        Ok(Replay { header })
    }

    pub fn spy_name(&self) -> &String {
        if let Some(name) = &self.header.spy_display_name {
            name
        } else {
            &self.header.spy_user_name
        }
    }

    pub fn sniper_name(&self) -> &String {
        if let Some(name) = &self.header.sniper_display_name {
            name
        } else {
            &self.header.sniper_user_name
        }
    }

    /// Checks if the replay contains a particular player.
    pub fn has_player(&self, name: &str) -> bool {
        self.has_spy(name) || self.has_sniper(name)
    }

    /// Checks if the spy in this replay is a particular player.
    pub fn has_spy(&self, name: &str) -> bool {
        if string_eq_ignore_case(&self.header.spy_user_name, name) {
            return true;
        }

        if let Some(display_name) = &self.header.spy_display_name {
            return string_eq_ignore_case(display_name, name);
        }

        false
    }

    /// Checks if the sniper in this replay is a particular player.
    pub fn has_sniper(&self, name: &str) -> bool {
        if string_eq_ignore_case(&self.header.sniper_user_name, name) {
            return true;
        }

        if let Some(display_name) = &self.header.sniper_display_name {
            return string_eq_ignore_case(display_name, name);
        }

        false
    }

    /// Checks if the replay ends in a spy win.
    pub fn is_spy_win(&self) -> bool {
        self.header.result_data.game_result == GameResult::MissionsWin
            || self.header.result_data.game_result == GameResult::CivilianShot
    }

    /// Checks if the replay ends in a sniper win.
    pub fn is_sniper_win(&self) -> bool {
        self.header.result_data.game_result == GameResult::SpyShot
            || self.header.result_data.game_result == GameResult::SpyTimeout
    }

    /// Checks if the replay ends with a win for a particular player.
    pub fn is_win_for(&self, name: &str) -> bool {
        self.has_spy(name) && self.is_spy_win() || self.has_sniper(name) && self.is_sniper_win()
    }

    /// Checks if the replay ends with a loss for a particular player.
    ///
    /// This is not simply the inverse of `is_win_for` because replays can be in an unfinished
    /// state.
    pub fn is_loss_for(&self, name: &str) -> bool {
        self.has_spy(name) && self.is_sniper_win() || self.has_sniper(name) && self.is_spy_win()
    }
}

#[cfg(test)]
mod tests {
    use super::*;

    #[test]
    fn spy_name_user_name() {
        let mut replay: Replay = Default::default();
        replay.header.spy_user_name = "test".to_string();

        assert_eq!(replay.spy_name(), "test");
    }

    #[test]
    fn spy_name_display_name() {
        let mut replay: Replay = Default::default();
        replay.header.spy_user_name = "test".to_string();
        replay.header.spy_display_name = Some("Test".to_string());

        assert_eq!(replay.spy_name(), "Test");
    }

    #[test]
    fn sniper_name_user_name() {
        let mut replay: Replay = Default::default();
        replay.header.sniper_user_name = "test".to_string();

        assert_eq!(replay.sniper_name(), "test");
    }

    #[test]
    fn sniper_name_display_name() {
        let mut replay: Replay = Default::default();
        replay.header.sniper_user_name = "test".to_string();
        replay.header.sniper_display_name = Some("Test".to_string());

        assert_eq!(replay.sniper_name(), "Test");
    }

    #[test]
    fn has_player_spy_user_name() {
        let mut replay: Replay = Default::default();
        replay.header.spy_user_name = "test".to_string();

        assert!(replay.has_player("test"));
    }

    #[test]
    fn has_player_spy_user_name_ignore_case() {
        let mut replay: Replay = Default::default();
        replay.header.spy_user_name = "Test".to_string();

        assert!(replay.has_player("test"));
    }

    #[test]
    fn has_player_spy_display_name() {
        let mut replay: Replay = Default::default();
        replay.header.spy_display_name = Some("test".to_string());

        assert!(replay.has_player("test"));
    }

    #[test]
    fn has_player_sniper_user_name() {
        let mut replay: Replay = Default::default();
        replay.header.sniper_user_name = "test".to_string();

        assert!(replay.has_player("test"));
    }

    #[test]
    fn has_player_sniper_user_name_ignore_case() {
        let mut replay: Replay = Default::default();
        replay.header.spy_user_name = "test".to_string();

        assert!(replay.has_player("Test"));
    }

    #[test]
    fn has_player_sniper_display_name() {
        let mut replay: Replay = Default::default();
        replay.header.sniper_display_name = Some("test".to_string());

        assert!(replay.has_player("test"));
    }

    #[test]
    fn has_spy_user_name() {
        let mut replay: Replay = Default::default();
        replay.header.spy_user_name = "test".to_string();

        assert!(replay.has_spy("test"));
    }

    #[test]
    fn has_spy_display_name() {
        let mut replay: Replay = Default::default();
        replay.header.spy_display_name = Some("test".to_string());

        assert!(replay.has_spy("test"));
    }

    #[test]
    fn has_spy_not_sniper() {
        let mut replay: Replay = Default::default();
        replay.header.sniper_display_name = Some("test".to_string());

        assert!(!replay.has_spy("test"));
    }

    #[test]
    fn has_sniper_user_name() {
        let mut replay: Replay = Default::default();
        replay.header.sniper_user_name = "test".to_string();

        assert!(replay.has_sniper("test"));
    }

    #[test]
    fn has_sniper_display_name() {
        let mut replay: Replay = Default::default();
        replay.header.sniper_display_name = Some("test".to_string());

        assert!(replay.has_sniper("test"));
    }

    #[test]
    fn has_sniper_not_spy() {
        let mut replay: Replay = Default::default();
        replay.header.spy_display_name = Some("test".to_string());

        assert!(!replay.has_sniper("test"));
    }

    #[test]
    fn is_spy_win() {
        let mut replay: Replay = Default::default();
        replay.header.result_data.game_result = GameResult::MissionsWin;

        assert!(replay.is_spy_win());
    }

    #[test]
    fn is_sniper_win() {
        let mut replay: Replay = Default::default();
        replay.header.result_data.game_result = GameResult::SpyTimeout;

        assert!(replay.is_sniper_win());
    }

    #[test]
    fn is_win_for_spy() {
        let mut replay: Replay = Default::default();
        replay.header.spy_user_name = "test".to_string();
        replay.header.result_data.game_result = GameResult::MissionsWin;

        assert!(replay.is_win_for("test"));
    }

    #[test]
    fn is_win_for_sniper() {
        let mut replay: Replay = Default::default();
        replay.header.sniper_user_name = "test".to_string();
        replay.header.result_data.game_result = GameResult::SpyShot;

        assert!(replay.is_win_for("test"));
    }
}