moved validation logic to seperate call
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parent
7ea62870d0
commit
2d8dd0f58f
63
src/azul.rs
63
src/azul.rs
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@ -255,7 +255,14 @@ impl GameState {
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return Err(MoveErr::Other("Game is over"));
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}
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self.do_move(game_move).map_err(|e| e)?;
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self.do_move(game_move.clone()).map_err(|e| e)?;
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match game_move.policy {
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//if validate return ok and do not iterate
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Policy::Validate => return Ok(()),
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//else continue the function
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_ => (),
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}
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if self.is_empty() {
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self.score_unchecked().map_err(|e| MoveErr::Other(e))?;
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@ -285,30 +292,18 @@ impl GameState {
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match game_move.policy {
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Policy::Strict => self.do_move_strict(game_move),
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Policy::Loose => self.do_move_loose(game_move),
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Policy::Validate => self.do_move_validate(game_move),
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}
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}
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/// Does a move, if the move is placed where it can't fit, places it on the floor
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fn do_move_loose(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
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match self.do_move_strict(game_move.clone()) {
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Ok(()) => Ok(()),
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Err(MoveErr::Dst(_)) => {
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let mut new_game_move = game_move;
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new_game_move.destination = Destination::Floor;
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self.do_move_strict(new_game_move)
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}
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e => e,
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}
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}
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/// Does a move, errors out if the move is weird in any way
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fn do_move_strict(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
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/// Validates a move, errors out if the move is weird in any way
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fn do_move_validate(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
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if self.current_player != game_move.player {
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return Err(MoveErr::Player("Not this player's turn"));
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}
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// let player = &mut self.players[current_player];
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let color = game_move.color;
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let src = game_move.source;
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let dst = game_move.destination;
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@ -347,6 +342,32 @@ impl GameState {
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"That pattern line and color is already filled on the wall",
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))
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}
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_ => Ok(()),
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}
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}
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/// Does a move, if the move is placed where it can't fit, places it on the floor
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fn do_move_loose(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
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match self.do_move_strict(game_move.clone()) {
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Ok(()) => Ok(()),
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Err(MoveErr::Dst(_)) => {
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let mut new_game_move = game_move;
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new_game_move.destination = Destination::Floor;
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self.do_move_strict(new_game_move)
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}
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e => e,
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}
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}
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/// Does a move, errors out if the move is weird in any way
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fn do_move_strict(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
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self.do_move_validate(game_move.clone())?;
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let color = game_move.color;
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let src = game_move.source;
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let dst = game_move.destination;
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match (color, src, dst) {
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(c, s, Destination::PatternLine(p)) => {
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let amount = self.take_tiles(s, c);
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@ -378,6 +399,7 @@ impl GameState {
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.add_color(c, amount as isize)
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.map_err(|e| MoveErr::Other(e))?;
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}
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_ => (),
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};
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self.current_player = self
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@ -870,9 +892,14 @@ enum Policy {
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/// Anything weird will return an error
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#[serde(rename = "strict")]
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Strict,
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#[serde(rename = "loose")]
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/// If you place tiles wrongly, they will fall on the floor, anything else will return an error
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#[serde(rename = "loose")]
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Loose,
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/// Will validate the move, but not execute it
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#[serde(rename = "validate")]
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Validate,
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// Anything weird will instead play a random move
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// #[serde(rename = "random")]
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// Random,
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