moved validation logic to seperate call

This commit is contained in:
Adrian Gunnar Lauterer 2024-03-25 08:53:44 +01:00
parent 7ea62870d0
commit 47e7932cb5
Signed by: adriangl
GPG Key ID: D33368A59745C2F0
1 changed files with 37 additions and 17 deletions

View File

@ -285,30 +285,18 @@ impl GameState {
match game_move.policy {
Policy::Strict => self.do_move_strict(game_move),
Policy::Loose => self.do_move_loose(game_move),
Policy::Validate => self.do_move_validate(game_move),
}
}
/// Does a move, if the move is placed where it can't fit, places it on the floor
fn do_move_loose(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
match self.do_move_strict(game_move.clone()) {
Ok(()) => Ok(()),
Err(MoveErr::Dst(_)) => {
let mut new_game_move = game_move;
new_game_move.destination = Destination::Floor;
self.do_move_strict(new_game_move)
}
e => e,
}
}
/// Does a move, errors out if the move is weird in any way
fn do_move_strict(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
/// Validates a move, errors out if the move is weird in any way
fn do_move_validate(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
if self.current_player != game_move.player {
return Err(MoveErr::Player("Not this player's turn"));
}
// let player = &mut self.players[current_player];
let color = game_move.color;
let src = game_move.source;
let dst = game_move.destination;
@ -347,6 +335,32 @@ impl GameState {
"That pattern line and color is already filled on the wall",
))
}
_ => Ok(()),
}
}
/// Does a move, if the move is placed where it can't fit, places it on the floor
fn do_move_loose(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
match self.do_move_strict(game_move.clone()) {
Ok(()) => Ok(()),
Err(MoveErr::Dst(_)) => {
let mut new_game_move = game_move;
new_game_move.destination = Destination::Floor;
self.do_move_strict(new_game_move)
}
e => e,
}
}
/// Does a move, errors out if the move is weird in any way
fn do_move_strict(&mut self, game_move: GameMove) -> Result<(), MoveErr> {
self.do_move_validate(game_move.clone())?;
let color = game_move.color;
let src = game_move.source;
let dst = game_move.destination;
match (color, src, dst) {
(c, s, Destination::PatternLine(p)) => {
let amount = self.take_tiles(s, c);
@ -378,6 +392,7 @@ impl GameState {
.add_color(c, amount as isize)
.map_err(|e| MoveErr::Other(e))?;
}
_ => (),
};
self.current_player = self
@ -870,9 +885,14 @@ enum Policy {
/// Anything weird will return an error
#[serde(rename = "strict")]
Strict,
#[serde(rename = "loose")]
/// If you place tiles wrongly, they will fall on the floor, anything else will return an error
#[serde(rename = "loose")]
Loose,
/// Will validate the move, but not execute it
#[serde(rename = "validate")]
Validate,
// Anything weird will instead play a random move
// #[serde(rename = "random")]
// Random,