Files
checkers/src/logic/board/board.rs

766 lines
23 KiB
Rust

use crate::logic::{
board::{
field::Field,
pawn::{CapturePath, MovePath, Pawn, PawnState},
},
math::{position::Position, vector::Vector2D},
player::Player,
};
use std::ops::{Index, IndexMut};
use log::{debug, error, info, warn};
pub struct Board {
board: Vec<Field>,
pub size: usize,
}
impl Board {
/// Board is always a square. Size parameter is a side of this square. Defaults to 8
pub fn new(player1: &mut Player, player2: &mut Player, size: Option<usize>) -> Self {
let size = size.unwrap_or(8);
info!("Creating new board of size: {}", size);
player1.end_row = Some(size - 1);
player1.vertical_direction = Some(Vector2D { row: 1, column: 0 });
player2.end_row = Some(0);
player2.vertical_direction = Some(Vector2D { row: -1, column: 0 });
let p1_ref: &Player = &*player1;
let p2_ref: &Player = &*player2;
let board: Vec<Field> = (0..size)
.flat_map(|row| {
(0..size).map(move |column| {
let is_row_even: bool = row % 2 == 0;
let is_column_even: bool = column % 2 == 0;
let is_valid_place_for_a_pawn: bool = is_row_even ^ is_column_even;
let position: Position = Position { row, column };
let current_player: Option<&Player> = if row < 3 {
Some(p1_ref)
} else if row >= size - 3 {
Some(p2_ref)
} else {
None
};
if let Some(player) = current_player
&& is_valid_place_for_a_pawn
{
debug!("Placing new pawn at: {}, owned by: {}", position, player);
Field {
position,
pawn: Some(Pawn::new(player)),
}
} else {
debug!("Not placing any pawn at: {}", position);
Field {
position,
pawn: None,
}
}
})
})
.collect();
Board { board, size }
}
/// For testing
fn new_empty(player1: &mut Player, player2: &mut Player, size: Option<usize>) -> Self {
let size = size.unwrap_or(8);
player1.end_row = Some(size - 1);
player1.vertical_direction = Some(Vector2D { row: 1, column: 0 });
player2.end_row = Some(0);
player2.vertical_direction = Some(Vector2D { row: -1, column: 0 });
let board: Vec<Field> = (0..size)
.flat_map(|row| {
(0..size).map(move |column| {
let position: Position = Position { row, column };
Field {
position,
pawn: None,
}
})
})
.collect();
Board { board, size }
}
fn place_pawn(&mut self, target: Position, owner: &Player) {
self[target].pawn = Some(Pawn::new(owner));
}
/// Checks if move from position to position is valid.
/// It returns true if you want to move pawn from position to position where there is no pawn
///
/// Doesn't check turn
///
/// Not meant for capturing
fn is_move_valid(&self, from: &Position, to: &Position) -> bool {
let Some(_) = &self[*from].pawn else {
return false;
};
self[*to].pawn.is_none()
}
fn is_player_owner_of_the_pawn(&self, player: &Player, pawn: &Pawn) -> bool {
player.id == pawn.owner
}
fn is_position_empty(&self, pos: Position) -> bool {
pos.is_in_range(self.size) && self[pos].pawn.is_none()
}
fn is_pawn_movable(&self, pos: Position, player: &Player) -> bool {
self.get_available_moves(pos, player)
.is_some_and(|moves| !moves.is_empty())
}
pub fn get_available_moves(&self, pos: Position, player: &Player) -> Option<Vec<MovePath>> {
let mut available_moves: Vec<MovePath> = vec![];
let mut possible_directions: Vec<Vector2D> = vec![];
if !pos.is_in_range(self.size) {
warn!(
"get_possible_moves got a value: {} that was out of range!",
pos
);
return None;
}
let Some(pawn) = &self[pos].pawn else {
return None;
};
let Some(direction) = player.vertical_direction else {
error!("Player: {} doesn't have a direction set!", player.id);
return None;
};
possible_directions.push(Vector2D { row: 0, column: -1 } + direction);
possible_directions.push(Vector2D { row: 0, column: 1 } + direction);
let max_multiplier: usize;
if pawn.state == PawnState::Dame {
possible_directions.push(Vector2D { row: 0, column: -1 } - direction);
possible_directions.push(Vector2D { row: 0, column: 1 } - direction);
max_multiplier = self.size - 1;
} else {
max_multiplier = 1;
}
for direction in &possible_directions {
debug!("Checking direction {} for available moves", direction);
let mut path: Vec<Position> = vec![];
for multiplier in 1..=max_multiplier {
if let Some(new_pos) = pos.checked_add(&(*direction * multiplier)) {
if self.is_position_empty(new_pos) {
debug!("Found available move at: {}", new_pos);
path.push(new_pos);
} else {
debug!("Position: {} wasn't empty!", new_pos);
break;
}
} else {
debug!("Found position was out of bounds!");
break;
}
}
if !path.is_empty() {
available_moves.push(MovePath {
from: pos,
available_steps: path,
})
}
}
if available_moves.is_empty() {
None
} else {
Some(available_moves)
}
}
fn can_capture(
&self,
from: Position,
to: Position,
player: &Player,
already_captured: &Vec<Position>,
pawn: &Pawn,
) -> bool {
debug!("=== Checkinf if pawn can capture from: {} to {}", from, to);
if !self.is_player_owner_of_the_pawn(player, &pawn) {
debug!("Player wasn't owner of the pawn...");
return false;
}
if !to.is_in_range(self.size) {
debug!("Position was out of range...");
return false;
}
if already_captured.contains(&to) {
debug!("Pawn was already captured...");
return false;
}
let Some(captured_pawn) = &self[to].pawn else {
debug!("There was no pawn there...");
return false;
};
if self.is_player_owner_of_the_pawn(player, captured_pawn) {
debug!("Player tried capturing his own pawn! Idiot");
return false;
}
let delta_distance: Vector2D = to - from;
let player_direction = player
.vertical_direction
.expect("Player vertical_direction not set!");
let direction_condition: bool = if pawn.state == PawnState::Man {
delta_distance.row == player_direction.row
} else {
delta_distance.row.abs() == 1
};
direction_condition
&& delta_distance.column.abs() == 1
&& to
.checked_add(&delta_distance)
.is_some_and(|pos| self.is_position_empty(pos))
}
fn find_captures(
&self,
start_pos: Position,
current_pos: Position,
current_path: &mut Vec<Position>,
captured_enemies: &Vec<Position>,
available_directions: &[Vector2D],
player: &Player,
all_paths: &mut Vec<CapturePath>,
pawn: &Pawn,
) {
let mut found_any_capture: bool = false;
for direction in available_directions {
let target_option: Option<Position> = current_pos.checked_add(direction);
if let Some(target) = target_option
&& self.can_capture(current_pos, target, player, captured_enemies, &pawn)
{
if let Some(path_after_capture) = target.checked_add(direction) {
debug!(
"Found possible capture: {} -> {}",
current_pos, path_after_capture
);
found_any_capture = true;
let mut new_path = current_path.clone();
new_path.push(path_after_capture);
let mut new_enemies = captured_enemies.clone();
new_enemies.push(target);
self.find_captures(
start_pos,
path_after_capture,
&mut new_path,
&new_enemies,
available_directions,
player,
all_paths,
&pawn,
);
}
}
}
if !found_any_capture && !current_path.is_empty() && !captured_enemies.is_empty() {
all_paths.push(CapturePath {
from: start_pos,
steps: current_path.to_vec(),
captured_enemies: captured_enemies.to_vec(),
});
}
}
pub fn get_available_captures(
&self,
from: Position,
player: &Player,
) -> Option<Vec<CapturePath>> {
let Some(capturing_pawn) = &self[from].pawn else {
return None;
};
if !self.is_player_owner_of_the_pawn(player, capturing_pawn) {
return None;
}
let mut available_captures: Vec<CapturePath> = vec![];
let move_directions: Vec<Vector2D> = if capturing_pawn.state == PawnState::Man {
let player_direction: Vector2D = player
.vertical_direction
.expect("Player direction is not set!");
vec![
Vector2D { row: 0, column: 1 } + player_direction,
Vector2D { row: 0, column: -1 } + player_direction,
]
} else {
vec![
Vector2D { row: 1, column: 1 },
Vector2D { row: 1, column: -1 },
Vector2D { row: -1, column: 1 },
Vector2D {
row: -1,
column: -1,
},
]
};
self.find_captures(
from,
from,
&mut vec![],
&vec![],
&move_directions,
player,
&mut available_captures,
capturing_pawn,
);
Some(available_captures)
}
pub fn capture(&mut self, path: &CapturePath, capturing_player: &Player) -> bool {
/*
debug!("Capturing: {}", path);
*/
// TODO! Maybe return false ??
let mut from = path.from;
for (next_pos, enemy_path) in path.iter() {
self[*enemy_path].pawn.take();
self.move_pawn_anywhere(capturing_player, from, *next_pos);
from = *next_pos;
}
true
}
pub fn get_player_pawns_positions(&self, player: &Player) -> Vec<Position> {
self.board
.iter()
.filter_map(|field| {
if let Some(pawn) = &field.pawn
&& pawn.owner == player.id
{
Some(field.position)
} else {
None
}
})
.collect()
}
/// Returns true if move was successful
pub fn move_pawn(&mut self, player: &Player, from: Position, to: Position) -> bool {
if !self.is_move_valid(&from, &to) {
warn!("Tried invalid move: {} -> {}", from, to);
return false;
}
if !self.is_player_owner_of_the_pawn(&player, self[from].pawn.as_ref().unwrap()) {
warn!("Player {} tried moving a pawn which he doesn own!", player);
debug!("Tried moving from {} to {}", from, to);
return false;
}
let Some(end_row) = player.end_row else {
warn!(
"Tried moving pawn of player {}, who wasn't initialized by the board!",
player.id
);
return false;
};
// we can safely unwrap, because if there's not pawn function returns false earlier
let mut moving_pawn: Pawn = self[from].pawn.take().unwrap();
if to.row == end_row {
moving_pawn.state = super::pawn::PawnState::Dame;
}
self[to.row][to.column].pawn = Some(moving_pawn);
true
}
fn move_pawn_anywhere(&mut self, player: &Player, from: Position, to: Position) -> bool {
let Some(pawn) = &self[from].pawn else {
warn!(
"Tried moving pawn from: {}, but there is no pawn there!",
from
);
return false;
};
if self[to].pawn.is_some() {
warn!(
"Tried moving pawn from {} to {}, but there was a pawn at the destination!",
from, to
);
return false;
}
if !self.is_player_owner_of_the_pawn(player, &pawn) {
warn!("Player {} tried moving a pawn which he doesn own!", player);
return false;
}
let Some(end_row) = player.end_row else {
warn!(
"Tried moving pawn of player {}, who wasn't initialized by the board!",
player.id
);
return false;
};
let mut moving_pawn: Pawn = self[from].pawn.take().unwrap();
if to.row == end_row {
moving_pawn.state = super::pawn::PawnState::Dame;
}
debug!("Placing pawn from {} to {}", from, to);
self[to].pawn = Some(moving_pawn);
true
}
}
impl Index<usize> for Board {
type Output = [Field];
fn index<'a>(&'a self, i: usize) -> &'a [Field] {
let start = i * &self.size;
let end: usize = start + &self.size;
&self.board[start..end]
}
}
impl Index<Position> for Board {
type Output = Field;
fn index(&self, index: Position) -> &Self::Output {
&self[index.row][index.column]
}
}
impl IndexMut<usize> for Board {
fn index_mut<'a>(&'a mut self, i: usize) -> &'a mut [Field] {
let start = i * &self.size;
let end: usize = start + &self.size;
&mut self.board[start..end]
}
}
impl IndexMut<Position> for Board {
fn index_mut(&mut self, index: Position) -> &mut Self::Output {
&mut self[index.row][index.column]
}
}
#[cfg(test)]
mod tests {
use super::*;
fn init_logger() {
let _ = env_logger::builder().is_test(true).try_init();
}
#[test]
fn new_board_test() {
init_logger();
let mut player1: Player = Player::new("Morbius".to_string());
let mut player2: Player = Player::new("Milo".to_string());
let test_board: Board = Board::new(&mut player1, &mut player2, None);
let size: usize = test_board.size;
for row in 0..size {
for column in 0..size {
assert_eq!(test_board[row][column].position.row, row);
assert_eq!(test_board[row][column].position.column, column);
}
}
for row in 0..size {
for column in 0..size {
let is_row_even: bool = row % 2 == 0;
let is_column_even: bool = column % 2 == 0;
let is_valid_place_for_a_pawn: bool =
(is_row_even ^ is_column_even) && (row < 3 || row >= size - 3);
if is_valid_place_for_a_pawn {
assert!(test_board[row][column].pawn.is_some());
// we unwrap, because some value has to be here, if it's not then something is wrong
// beside we check for that in the assert above
assert!(test_board[row][column].pawn.as_ref().unwrap().state == PawnState::Man);
if row < 3 {
assert_eq!(
test_board[row][column].pawn.as_ref().unwrap().owner,
player1.id
)
} else if row >= size - 3 {
assert_eq!(
test_board[row][column].pawn.as_ref().unwrap().owner,
player2.id
)
}
} else {
assert!(test_board[row][column].pawn.is_none());
}
}
}
}
#[test]
fn test_overloaded_operators() {
init_logger();
let mut player1: Player = Player::new("Morbius".to_string());
let mut player2: Player = Player::new("Milo".to_string());
let test_board: Board = Board::new(&mut player1, &mut player2, None);
let row1 = 0;
let column1 = 0;
let position1: Position = Position {
row: row1,
column: column1,
};
let row2 = row1;
let column2 = 1;
let position2: Position = Position {
row: row2,
column: column2,
};
assert_eq!(test_board[row1][column1], test_board[position1]);
assert_eq!(test_board[row2][column2], test_board[position2]);
assert!(test_board[position1].pawn.is_none());
assert!(test_board[position2].pawn.is_some());
}
#[test]
fn test_moving_pawn() {
init_logger();
let mut player1: Player = Player::new("Morbius".to_string());
let mut player2: Player = Player::new("Milo".to_string());
let mut test_board: Board = Board::new(&mut player1, &mut player2, None);
// we cant move pawn into another pawn; this should fail
assert!(!test_board.move_pawn(
&player1,
Position { row: 0, column: 1 },
Position { row: 1, column: 0 },
));
// player can't move pawn that he doesn't own; this should fail
assert!(!test_board.move_pawn(
&player2,
Position { row: 2, column: 1 },
Position { row: 3, column: 0 },
));
// walid move
assert!(test_board.move_pawn(
&player1,
Position { row: 2, column: 1 },
Position { row: 3, column: 0 }
));
assert!(test_board[3][0].pawn.is_some());
assert_eq!(test_board[3][0].pawn.as_ref().unwrap().owner, player1.id);
assert!(test_board[2][1].pawn.is_none());
}
#[test]
fn test_getting_pawn_moves() {
init_logger();
let mut p1: Player = Player::new("Morbius".to_string());
let mut p2: Player = Player::new("Milo".to_string());
let mut board: Board = Board::new_empty(&mut p1, &mut p2, None);
board.place_pawn(Position { row: 0, column: 0 }, &p1);
board[0][0].pawn.as_mut().unwrap().state = PawnState::Dame;
let result: Vec<MovePath> = board
.get_available_moves(Position { row: 0, column: 0 }, &p1)
.unwrap();
assert_eq!(result.len(), 1);
assert_eq!(
result[0],
MovePath {
from: Position { row: 0, column: 0 },
available_steps: vec![
Position { row: 1, column: 1 },
Position { row: 2, column: 2 },
Position { row: 3, column: 3 },
Position { row: 4, column: 4 },
Position { row: 5, column: 5 },
Position { row: 6, column: 6 },
Position { row: 7, column: 7 },
]
}
);
}
#[test]
fn test_getting_player_pawns_positions() {
init_logger();
let mut p1: Player = Player::new("Morbius".to_string());
let mut p2: Player = Player::new("Milo".to_string());
let test_board: Board = Board::new(&mut p1, &mut p2, None);
let expected_positions: Vec<Position> = (0..test_board.size)
.into_iter()
.flat_map(|row| {
(0..test_board.size).filter_map(move |column| {
let is_row_even: bool = row % 2 == 0;
let is_column_even: bool = column % 2 == 0;
let is_valid_place_for_a_pawn: bool = (is_row_even ^ is_column_even) && row < 3;
if is_valid_place_for_a_pawn {
Some(Position { row, column })
} else {
None
}
})
})
.collect();
assert_eq!(
expected_positions,
test_board.get_player_pawns_positions(&p1)
);
}
#[test]
fn test_is_movable() {
init_logger();
let mut p1: Player = Player::new("Morbius".to_string());
let mut p2: Player = Player::new("Milo".to_string());
let test_board: Board = Board::new(&mut p1, &mut p2, None);
assert!(test_board.is_pawn_movable(Position { row: 2, column: 1 }, &p1));
assert!(!test_board.is_pawn_movable(
Position {
row: 10,
column: 12
},
&p1
));
assert!(!test_board.is_pawn_movable(Position { row: 0, column: 0 }, &p1));
}
#[test]
fn test_getting_captures_path() {
init_logger();
let mut p1 = Player::new("Morbius".to_string());
let mut p2 = Player::new("Milo".to_string());
let mut board = Board::new_empty(&mut p1, &mut p2, None);
let start_pos = Position { row: 2, column: 2 };
board.place_pawn(start_pos, &p1);
board.place_pawn(Position { row: 3, column: 3 }, &p2);
board.place_pawn(Position { row: 5, column: 3 }, &p2);
let captures_result = board.get_available_captures(start_pos, &p1);
assert!(captures_result.is_some(),);
let paths = captures_result.unwrap();
assert_eq!(paths.len(), 1,);
let expected_path = vec![
Position { row: 4, column: 4 },
Position { row: 6, column: 2 },
];
assert_eq!(paths[0].steps, expected_path,);
}
#[test]
fn test_capturing() {
init_logger();
let mut p1 = Player::new("Morbius".to_string());
let mut p2 = Player::new("Milo".to_string());
let mut board = Board::new_empty(&mut p1, &mut p2, None);
let start_pos = Position { row: 2, column: 2 };
board.place_pawn(start_pos, &p1);
board.place_pawn(Position { row: 3, column: 3 }, &p2);
board.place_pawn(Position { row: 5, column: 3 }, &p2);
let captures_result = board.get_available_captures(start_pos, &p1);
let path = &captures_result.unwrap()[0];
board.capture(path, &p1);
assert!(
board[6][2]
.pawn
.as_ref()
.is_some_and(|pawn| pawn.owner == p1.id)
);
assert!(board[3][3].pawn.is_none());
assert!(board[5][3].pawn.is_none());
}
}