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rttt/engine/engine.rs

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1.8 KiB
Rust
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use crate::game::{Board, Cell};
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use crate::player::Player;
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pub struct Engine {
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players: Vec<Box<dyn Player>>,
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turn: usize,
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board: Board,
x: usize,
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}
impl Engine {
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pub fn new(p1: Box<dyn Player>, p2: Box<dyn Player>) -> Engine {
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let board = Board::new();
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Engine {
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players: vec![p1, p2],
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turn: 0,
board: board,
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x: 0,
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}
}
pub fn run(&mut self) -> Result<(), Box<dyn std::error::Error>> {
loop {
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// setup new game for players
self.players[self.x].start_new_game(Cell::X)?;
self.players[(self.x + 1) % 2].start_new_game(Cell::O)?;
// reset board
self.board.reset();
self.turn = self.x;
// run game
self.run_single_game()?;
// switch sides
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self.x = (self.x + 1) % 2;
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}
}
fn run_single_game(&mut self) -> Result<(), Box<dyn std::error::Error>> {
loop {
// request move from player, fail if there is error
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let m = self.players[self.turn].request_move(&self.board)?;
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let next = (self.turn + 1) % 2;
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if !self.board.is_valid_move(&m) {
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continue;
}
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// apply move
self.board.apply(m)?;
// check if there is a winner
if let Some(_winner) = self.board.has_winner() {
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self.players[self.turn].message("You win!")?;
self.players[next].message("You loose!")?;
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break;
}
if !self.board.valid_moves_available() {
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self.players[self.turn].message("It's a draw!")?;
self.players[next].message("It's a draw!")?;
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break;
}
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self.turn = next
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}
Ok(())
}
}