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use crate::board::Board;
extern crate wasm_bindgen;
use wasm_bindgen::prelude::*;
use crate::log;
use crate::board::{Square, BrdIdx};
use crate::board::enums::{SquareState, Moveable, Team};
use crate::paint::Painter;
use crate::comp::Computer;
use Team::*;
use SquareState::*;
use std::fmt::{Display};
#[cfg(test)] pub mod tests;
#[wasm_bindgen]
#[derive(Debug)]
pub struct Game {
current: Board,
selected_piece: Option<BrdIdx>,
previous_boards: Vec<Board>,
painter: Option<Painter>,
search_depth: usize,
pub last_node_count: usize,
pub perfect_chance: f64,
}
impl Game {
pub fn previous_board(&self, turn: usize) -> &Board {
&self.previous_boards[turn]
}
pub fn current_board(&self) -> &Board {
&self.current
}
}
#[wasm_bindgen]
impl Game {
pub fn current_board_cells(&self) -> *const Square {
self.current.cells()
}
pub fn current_board_len(&self) -> usize {
self.current.num_cells()
}
pub fn current_turn(&self) -> Team {
self.current.current_turn
}
pub fn score(&self) -> isize {
self.current.score()
}
pub fn winning(&self) -> Option<Team> {
let current_score = self.score();
if current_score < 0 {
Some(White)
} else if current_score == 0 {
None
} else {
Some(Black)
}
}
pub fn has_won(&self) -> Option<Team> {
if self.current.num_player(White) == 0 {
Some(Black)
} else if self.current.num_player(Black) == 0 {
Some(White)
} else {
None
}
}
pub fn current_cell_state(&self, idx: &BrdIdx) -> Square {
self.current.cell(self.current.cell_idx(*idx))
}
pub fn set_search_depth(&mut self, search_depth: usize) {
self.search_depth = search_depth;
}
pub fn set_selected(&mut self, idx: &BrdIdx) {
if self.current.cell(self.current.cell_idx(*idx)).state != Occupied {
panic!("Tried to select an unoccupied or empty square");
}
self.selected_piece = Some(*idx);
match &mut self.painter {
Some(p) => p.set_selected(&Some(*idx)),
None => {},
}
}
pub fn set_perfect_chance(&mut self, new_chance: f64) {
self.perfect_chance = new_chance;
}
pub fn clear_selected(&mut self) {
self.selected_piece = None;
match &mut self.painter {
Some(p) => p.set_selected(&None),
None => {},
}
}
pub fn make_move(&mut self, from: BrdIdx, to: BrdIdx) -> Moveable {
let able = self.current.can_move(from, to);
if let Moveable::Allowed = able {
let (_, col_diff) = Board::idx_diffs(from, to);
if col_diff.abs() == 1 {
self.execute_move(from, to);
}
else {
self.execute_jump(from, to);
}
} else {
log!("Unable to make move, {:?}", able);
}
able
}
pub fn execute_move(&mut self, from: BrdIdx, to: BrdIdx) {
self.push_new_board(self.current.apply_move(from, to));
}
pub fn execute_jump(&mut self, from: BrdIdx, to: BrdIdx) {
self.push_new_board(self.current.apply_jump(from, to));
}
pub fn push_new_board(&mut self, board: Board) {
self.previous_boards.push(self.current.clone());
self.set_current(board);
}
pub fn set_current(&mut self, board: Board) {
self.current = board;
}
#[wasm_bindgen(constructor)]
pub fn new(width: usize, height: usize, piece_rows: usize, first_turn: Team, search_depth: usize) -> Game {
Game {
current: Board::init_game(
Board::new(width, height, first_turn), piece_rows,
),
selected_piece: None,
previous_boards: Vec::with_capacity(10),
painter: None,
search_depth,
last_node_count: 0,
perfect_chance: 0.5,
}
}
pub fn new_with_canvas(width: usize, height: usize, piece_rows: usize, first_turn: Team, search_depth: usize, canvas_id: &str, canvas_width: u32, canvas_height: u32) -> Game {
Game {
current: Board::init_game(
Board::new(width, height, first_turn), piece_rows,
),
selected_piece: None,
previous_boards: Vec::with_capacity(10),
painter: Some(
Painter::new(canvas_width, canvas_height, canvas_id)
),
search_depth,
last_node_count: 0,
perfect_chance: 0.5,
}
}
pub fn set_painter(&mut self, value: Painter) {
self.painter = Some(value);
}
pub fn draw(&self) {
match &self.painter {
Some(p) => p.draw(&self.current),
None => log!("No painter to draw board with")
}
}
pub fn ai_move(&mut self) {
let mut comp = Computer::new(self.search_depth, self.current.current_turn, self.perfect_chance);
let new_brd = comp.get_move(self.current.clone());
self.last_node_count = comp.last_node_count;
match new_brd {
Some(brd) => self.push_new_board(brd),
None => {
log!("No possible moves, re-pushing current board");
let mut new_brd = self.current.clone();
new_brd.current_turn = new_brd.current_turn.opponent();
self.push_new_board(new_brd);
},
}
}
}
impl Display for Game {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result{
write!(f, "{}", self.current)
}
}