wip stats
This commit is contained in:
+105
-29
@@ -2,10 +2,17 @@ use core::ops::RangeBounds;
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// TODO: pub struct ValidInstruction<I>(I);
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pub trait Game {
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type Stats;
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type Config;
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type Instruction;
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fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<Self>;
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fn is_instruction_valid(&self, instruction: Self::Instruction) -> bool;
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fn process_instruction(&mut self, instruction: Self::Instruction);
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fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool;
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fn process_instruction(
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&mut self,
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stats: &mut Self::Stats,
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config: &Self::Config,
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instruction: Self::Instruction,
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);
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fn is_win(&self) -> bool;
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}
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@@ -225,28 +232,72 @@ impl<const CAP: usize> Pile<CAP, CAP> {
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}
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}
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#[derive(Clone, Debug, Eq, Hash, PartialEq)]
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#[derive(Clone, Debug)]
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pub enum SessionInstruction<I> {
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Undo,
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InnerInstruction(I),
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}
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#[derive(Clone, Debug)]
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pub struct SessionStats<S> {
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inner_stats: S,
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undos: usize,
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}
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impl<S> SessionStats<S> {
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const fn new(inner_stats: S) -> Self {
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SessionStats {
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inner_stats,
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undos: 0,
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}
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}
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const fn increment_undos(&mut self) {
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self.undos += 1;
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}
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}
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pub struct Session<G: Game> {
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stats: SessionStats<G::Stats>,
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config: G::Config,
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state: SessionState<G>,
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}
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#[derive(Clone, Eq, Hash, PartialEq)]
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pub struct SessionState<G: Game> {
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seed: G,
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state: G,
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history: Vec<G::Instruction>,
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}
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impl<G: Game + Clone + Eq + core::hash::Hash> Session<G>
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impl<G: Game> Session<G>
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where
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G: Clone + Eq + core::hash::Hash,
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G::Stats: Clone,
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G::Instruction: Clone + Eq + core::hash::Hash,
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{
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pub fn new(state: G) -> Self {
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pub fn new(state: G, stats: G::Stats, config: G::Config) -> Self {
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Self {
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seed: state.clone(),
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state,
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history: Vec::new(),
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stats: SessionStats {
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inner_stats: stats,
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undos: 0,
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},
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config,
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state: SessionState {
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seed: state.clone(),
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state,
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history: Vec::new(),
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},
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}
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}
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pub fn new_default(state: G) -> Self
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where
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G::Stats: Default,
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G::Config: Default,
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{
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Self::new(state, Default::default(), Default::default())
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}
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pub fn state(&self) -> &G {
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&self.state
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&self.state.state
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}
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pub fn history(&self) -> &[G::Instruction] {
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&self.history
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&self.state.history
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}
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pub fn is_winnable(&self) -> Option<Vec<G::Instruction>> {
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let mut observed = std::collections::HashSet::new();
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@@ -255,14 +306,15 @@ where
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possible_instructions_iter: P,
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instruction: I,
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}
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let mut state = self.state.clone();
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let mut dummy_stats = self.stats.inner_stats.clone();
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let mut state = self.state.state.clone();
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let mut it = state.possible_instructions();
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let mut path = Vec::new();
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'outer: while !state.is_win() {
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observed.insert(state.clone());
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for instruction in &mut it {
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let mut next_state = state.clone();
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next_state.process_instruction(instruction.clone());
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next_state.process_instruction(&mut dummy_stats, &self.config, instruction.clone());
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if !observed.contains(&next_state) {
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let possible_instructions_iter =
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core::mem::replace(&mut it, next_state.possible_instructions());
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@@ -283,30 +335,54 @@ where
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}
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Some(path.into_iter().map(|state| state.instruction).collect())
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}
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pub fn undo(&mut self) {
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// replay the entire history of the game except one move
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self.history.pop();
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let mut state = self.seed.clone();
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for instruction in self.history() {
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state.process_instruction(instruction.clone());
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}
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self.state = state;
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}
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}
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impl<G: Game> Game for Session<G>
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impl<G: Game> Game for SessionState<G>
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where
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G: Clone,
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G::Instruction: Clone,
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G::Stats: Default,
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{
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type Instruction = G::Instruction;
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type Stats = SessionStats<G::Stats>;
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type Config = G::Config;
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type Instruction = SessionInstruction<G::Instruction>;
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fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<G> {
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self.state.possible_instructions()
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self.state
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.possible_instructions()
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.map(SessionInstruction::InnerInstruction)
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}
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fn is_instruction_valid(&self, instruction: Self::Instruction) -> bool {
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self.state.is_instruction_valid(instruction)
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fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool {
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match instruction {
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SessionInstruction::Undo => !self.history.is_empty(),
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SessionInstruction::InnerInstruction(instruction) => {
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self.state.is_instruction_valid(config, instruction)
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}
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}
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}
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fn process_instruction(&mut self, instruction: Self::Instruction) {
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self.history.push(instruction.clone());
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self.state.process_instruction(instruction);
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fn process_instruction(
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&mut self,
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stats: &mut Self::Stats,
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config: &Self::Config,
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instruction: Self::Instruction,
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) {
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match instruction {
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SessionInstruction::Undo => {
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// replay the entire history of the game except one move
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self.history.pop();
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let mut inner_stats = G::Stats::default();
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let mut state = self.seed.clone();
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for instruction in &self.history {
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state.process_instruction(&mut inner_stats, config, instruction.clone());
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}
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self.state = state;
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stats.inner_stats = inner_stats;
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stats.increment_undos();
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}
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SessionInstruction::InnerInstruction(instruction) => {
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self.history.push(instruction.clone());
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self.state
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.process_instruction(&mut stats.inner_stats, config, instruction);
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}
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}
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}
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fn is_win(&self) -> bool {
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self.state.is_win()
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@@ -241,7 +241,7 @@ fn get_good_move(state: &Klondike) -> Option<KlondikeInstruction> {
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}
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fn main() -> Result<(), std::io::Error> {
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let mut session = Session::new(Klondike::new_random_default());
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let mut session = Session::new(Klondike::new_random());
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let mut input = String::new();
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loop {
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// display game
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@@ -257,7 +257,7 @@ fn main() -> Result<(), std::io::Error> {
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// run game
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match instruction {
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SessionInstruction::New => session = Session::new(Klondike::new_random_default()),
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SessionInstruction::New => session = Session::new(Klondike::new_random()),
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SessionInstruction::Undo => session.undo(),
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SessionInstruction::Exit => break Ok(()),
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SessionInstruction::Hint => {
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+60
-13
@@ -10,11 +10,47 @@ mod test;
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#[cfg(doctest)]
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struct ReadmeDoctests;
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#[derive(Clone, Debug, Eq, Hash, PartialEq)]
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pub struct KlondikeConfig {}
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impl Default for KlondikeConfig {
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fn default() -> Self {
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KlondikeConfig {}
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#[derive(Clone, Copy, Debug, Default)]
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enum DrawStockConfig {
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#[default]
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DrawOne = 1,
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DrawThree = 3,
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}
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#[derive(Clone, Debug, Default)]
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pub struct KlondikeConfig {
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draw_stock: DrawStockConfig,
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}
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impl KlondikeConfig {
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pub const fn draw_one_stock() -> Self {
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KlondikeConfig {
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draw_stock: DrawStockConfig::DrawOne,
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}
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}
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pub const fn draw_three_stock() -> Self {
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KlondikeConfig {
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draw_stock: DrawStockConfig::DrawThree,
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}
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}
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}
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#[derive(Clone, Debug, Default)]
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pub struct KlondikeStats {
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recycle_count: usize,
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moves: usize,
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}
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impl KlondikeStats {
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pub const fn new() -> Self {
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KlondikeStats {
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recycle_count: 0,
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moves: 0,
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}
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}
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const fn increment_recycle_count(&mut self) {
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self.recycle_count += 1;
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}
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const fn increment_moves(&mut self) {
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self.moves += 1;
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}
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}
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@@ -486,14 +522,13 @@ impl Iterator for KlondikeIter {
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#[derive(Clone, Debug, Eq, Hash, PartialEq)]
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pub struct Klondike {
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config: KlondikeConfig,
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state: KlondikeState,
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}
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impl Klondike {
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pub fn new_random_default() -> Self {
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Self::new(Rng::default(), KlondikeConfig::default())
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pub fn new_random() -> Self {
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Self::new(Rng::default())
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}
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pub fn new(mut seed: Rng, config: KlondikeConfig) -> Self {
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pub fn new(mut seed: Rng) -> Self {
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// shuffle a new deck
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let mut deck = Stack::full_deck(0);
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use rand::seq::SliceRandom;
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@@ -529,7 +564,7 @@ impl Klondike {
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tableau6,
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tableau7,
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};
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Self { config, state }
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Self { state }
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}
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pub const fn state(&self) -> &KlondikeState {
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&self.state
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@@ -537,31 +572,43 @@ impl Klondike {
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}
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impl Game for Klondike {
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type Stats = KlondikeStats;
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type Config = KlondikeConfig;
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type Instruction = KlondikeInstruction;
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fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<> {
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let state = self.state.clone();
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KlondikeIter::new().filter(move |&instruction| state.is_instruction_valid(instruction))
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}
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fn is_instruction_valid(&self, instruction: Self::Instruction) -> bool {
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fn is_instruction_valid(&self, _config: &Self::Config, instruction: Self::Instruction) -> bool {
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self.state.is_instruction_valid(instruction)
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}
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fn process_instruction(&mut self, instruction: Self::Instruction) {
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fn process_instruction(
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&mut self,
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stats: &mut Self::Stats,
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config: &Self::Config,
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instruction: Self::Instruction,
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) {
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match instruction {
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// Reset the stock if it's empty
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KlondikeInstruction::RotateStock => {
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if self.state.stock.face_down().is_empty() {
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self.state.stock.flip_it_and_reverse_it();
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stats.increment_recycle_count();
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} else {
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self.state.stock.flip_up();
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for _ in 0..config.draw_stock as usize {
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self.state.stock.flip_up();
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}
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}
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}
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// Move a card from anywhere to a foundation
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KlondikeInstruction::DstFoundation(DstFoundation { src, foundation }) => {
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stats.increment_moves();
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let card = self.state.take_top_card(src);
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self.state.extend_foundation(foundation, card);
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}
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// Move a stack of cards from anywhere to a tableau
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KlondikeInstruction::DstTableau(DstTableau { src, tableau }) => {
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stats.increment_moves();
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let cards = self.state.take_stack(src);
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self.state.extend_tableau(tableau, cards);
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}
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@@ -3,14 +3,14 @@ use card_game::{Game, Session};
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#[test]
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fn test_is_winnable() {
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// is winnable
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let is_winnable = Session::new(Klondike::new_random_default()).is_winnable();
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let is_winnable = Session::new_default(Klondike::new_random()).is_winnable();
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println!("is_winnable = {is_winnable:?}");
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}
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#[test]
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fn test_klondike() {
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// create game session
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let game = Klondike::new_random_default();
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let mut session = Session::new(game);
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let game = Klondike::new_random();
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let mut session = Session::new_default(game);
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// is winnable
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let is_winnable = session.is_winnable();
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