379 lines
11 KiB
Rust
379 lines
11 KiB
Rust
//! The referee: strongly-typed game state and rules for tic-tac-toe, Connect Four
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//! and chess. Where the C++ original modelled everything as strings ("ttt", "X",
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//! "pending", a 9-char board), this uses enums so illegal states are
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//! unrepresentable, the per-game dispatch is exhaustively checked by the compiler
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//! (no silent fallthrough), sides/status flow as `Copy` with no allocation, and a
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//! grid move mutates a fixed array in place instead of cloning a String. Chess
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//! lives in `chess.rs`.
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use crate::chess;
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pub const C4_W: usize = 7;
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pub const C4_H: usize = 6;
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const C4_CELLS: usize = C4_W * C4_H;
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const EMPTY: u8 = b' ';
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const TTT_LINES: [[usize; 3]; 8] = [
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[0, 1, 2], [3, 4, 5], [6, 7, 8],
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[0, 3, 6], [1, 4, 7], [2, 5, 8],
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[0, 4, 8], [2, 4, 6],
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];
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/// Which game. `Copy`, so it flows without clones or string compares.
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum GameType {
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Ttt,
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C4,
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Chess,
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}
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impl GameType {
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pub fn from_arg(s: &str) -> Option<Self> {
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match s.to_ascii_lowercase().as_str() {
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"ttt" => Some(Self::Ttt),
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"c4" => Some(Self::C4),
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"chess" => Some(Self::Chess),
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_ => None,
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}
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}
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/// Wire/config token: the GS# `g=` field, the counter-key segment, the TOP arg.
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pub fn wire(self) -> &'static str {
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match self {
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Self::Ttt => "ttt",
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Self::C4 => "c4",
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Self::Chess => "chess",
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}
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}
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pub fn label(self) -> &'static str {
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match self {
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Self::Ttt => "Morpion",
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Self::C4 => "Puissance 4",
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Self::Chess => "Échecs",
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}
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}
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/// The piece/colour glyph a side plays; the challenger (A) moves first.
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fn glyph(self, side: Side) -> u8 {
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let (a, b) = match self {
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Self::Ttt => (b'X', b'O'),
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Self::C4 => (b'R', b'Y'),
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Self::Chess => (b'w', b'b'),
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};
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match side {
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Side::A => a,
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Side::B => b,
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}
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}
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fn side_of_glyph(self, glyph: u8) -> Side {
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if glyph == self.glyph(Side::A) {
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Side::A
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} else {
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Side::B
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}
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}
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}
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/// The two players. A is the challenger and always moves first.
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum Side {
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A,
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B,
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}
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impl Side {
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pub fn other(self) -> Self {
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match self {
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Self::A => Self::B,
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Self::B => Self::A,
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}
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}
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}
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum Status {
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Pending,
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Active,
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Over,
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}
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impl Status {
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pub fn wire(self) -> &'static str {
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match self {
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Self::Pending => "pending",
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Self::Active => "active",
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Self::Over => "over",
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}
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}
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}
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/// How a finished game ended.
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum Outcome {
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Draw,
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Win(Side),
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}
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/// The board — also the single source of truth for the game kind. Grid games are
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/// fixed byte arrays (`EMPTY` = free), so a move mutates in place with no alloc.
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pub enum Board {
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Ttt([u8; 9]),
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C4([u8; C4_CELLS]),
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Chess(chess::State),
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}
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impl Board {
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fn new(gt: GameType) -> Self {
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match gt {
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GameType::Ttt => Self::Ttt([EMPTY; 9]),
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GameType::C4 => Self::C4([EMPTY; C4_CELLS]),
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GameType::Chess => Self::Chess(chess::initial()),
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}
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}
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pub fn gtype(&self) -> GameType {
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match self {
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Self::Ttt(_) => GameType::Ttt,
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Self::C4(_) => GameType::C4,
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Self::Chess(_) => GameType::Chess,
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}
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}
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fn grid(&self) -> Option<&[u8]> {
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match self {
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Self::Ttt(c) => Some(c),
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Self::C4(c) => Some(c),
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Self::Chess(_) => None,
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}
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}
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/// Space-free wire form: grid empty cells become '.', chess a comma-FEN.
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fn encode(&self) -> String {
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match self {
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Self::Chess(st) => chess::encode(st),
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_ => self
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.grid()
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.unwrap()
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.iter()
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.map(|&b| if b == EMPTY { '.' } else { b as char })
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.collect(),
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}
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}
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}
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/// One live game. `acc_*`/`nick_*` are the ranked identity and current nick of
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/// each side; A is the challenger. The board carries the game kind, so `gtype()`
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/// derives from it — no separate field to keep consistent.
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pub struct Game {
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pub id: u64,
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pub acc_a: String,
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pub acc_b: String,
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pub nick_a: String,
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pub nick_b: String,
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pub a_reg: bool,
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pub b_reg: bool,
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pub board: Board,
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pub turn: Side,
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pub status: Status,
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pub result: Option<Outcome>,
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}
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impl Game {
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#[allow(clippy::too_many_arguments)]
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pub fn new(id: u64, gt: GameType, acc_a: String, a_reg: bool, acc_b: String, b_reg: bool, nick_a: String, nick_b: String) -> Self {
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Self {
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id,
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acc_a,
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acc_b,
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nick_a,
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nick_b,
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a_reg,
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b_reg,
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board: Board::new(gt),
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turn: Side::A,
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status: Status::Pending,
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result: None,
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}
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}
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pub fn gtype(&self) -> GameType {
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self.board.gtype()
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}
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/// Space-free board for the wire.
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pub fn encode(&self) -> String {
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self.board.encode()
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}
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/// The glyph the given side plays (GS# `t=`/`me=`).
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pub fn glyph(&self, side: Side) -> char {
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self.gtype().glyph(side) as char
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}
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}
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/// Apply `mv` for `side`; returns true iff it was legal and applied (mutating the
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/// board and advancing the turn). Rejects out-of-turn and illegal moves.
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pub fn apply_move(g: &mut Game, side: Side, mv: &str) -> bool {
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if g.turn != side {
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return false;
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}
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let glyph = g.gtype().glyph(side);
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match &mut g.board {
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Board::Ttt(cells) => {
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let Ok(c) = mv.parse::<usize>() else { return false };
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if c >= cells.len() || cells[c] != EMPTY {
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return false;
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}
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cells[c] = glyph;
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}
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Board::C4(cells) => {
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let Ok(col) = mv.parse::<usize>() else { return false };
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if col >= C4_W {
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return false;
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}
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// row 0 = bottom; the piece drops to the lowest empty cell.
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match (0..C4_H).map(|r| r * C4_W + col).find(|&i| cells[i] == EMPTY) {
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Some(i) => cells[i] = glyph,
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None => return false, // column full
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}
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}
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Board::Chess(st) => {
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let Some(m) = chess::parse(st, mv) else { return false };
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*st = chess::apply(st, &m);
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// Chess owns the side to move; keep the game turn in step with it.
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g.turn = if st.turn == b'w' { Side::A } else { Side::B };
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return true;
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}
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}
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g.turn = side.other();
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true
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}
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/// `None` while the game is ongoing, else how it ended.
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pub fn terminal(g: &Game) -> Option<Outcome> {
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match &g.board {
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Board::Ttt(b) => {
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for ln in TTT_LINES {
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let a = b[ln[0]];
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if a != EMPTY && a == b[ln[1]] && a == b[ln[2]] {
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return Some(Outcome::Win(GameType::Ttt.side_of_glyph(a)));
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}
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}
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full_or_ongoing(b)
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}
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Board::C4(b) => {
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let dirs: [(i32, i32); 4] = [(1, 0), (0, 1), (1, 1), (1, -1)];
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for c in 0..C4_W as i32 {
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for r in 0..C4_H as i32 {
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let p = b[r as usize * C4_W + c as usize];
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if p == EMPTY {
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continue;
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}
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for (dc, dr) in dirs {
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let (mut cc, mut rr) = (c, r);
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let run = (0..4).all(|_| {
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let ok = (0..C4_W as i32).contains(&cc)
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&& (0..C4_H as i32).contains(&rr)
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&& b[rr as usize * C4_W + cc as usize] == p;
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cc += dc;
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rr += dr;
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ok
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});
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if run {
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return Some(Outcome::Win(GameType::C4.side_of_glyph(p)));
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}
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}
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}
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}
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full_or_ongoing(b)
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}
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Board::Chess(st) => match chess::over(st) {
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None => None,
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Some(chess::Ending::Draw) => Some(Outcome::Draw),
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Some(chess::Ending::Checkmate(c)) => Some(Outcome::Win(if c == b'w' { Side::A } else { Side::B })),
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},
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}
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}
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fn full_or_ongoing(cells: &[u8]) -> Option<Outcome> {
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if cells.iter().all(|&c| c != EMPTY) {
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Some(Outcome::Draw)
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} else {
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None
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}
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}
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// IRCv3 message-tag value escaping. The state TAGMSG is built as a raw line and
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// the serializer only strips CR/LF/NUL, so a space or ';' in the value would
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// corrupt the s2s line (it once netsplit services under Anope). Escape it here.
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pub fn escape_tag(v: &str) -> String {
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let mut out = String::with_capacity(v.len());
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for c in v.chars() {
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match c {
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';' => out.push_str("\\:"),
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' ' => out.push_str("\\s"),
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'\\' => out.push_str("\\\\"),
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'\r' => out.push_str("\\r"),
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'\n' => out.push_str("\\n"),
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_ => out.push(c),
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}
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}
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out
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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fn game(gt: GameType) -> Game {
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Game::new(1, gt, "a".into(), true, "b".into(), true, "a".into(), "b".into())
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}
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#[test]
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fn ttt_rejects_out_of_turn_and_occupied_and_detects_a_win() {
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let mut g = game(GameType::Ttt);
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assert!(!apply_move(&mut g, Side::B, "0"), "not B's turn");
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assert!(apply_move(&mut g, Side::A, "0"));
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assert!(!apply_move(&mut g, Side::A, "0"), "cell taken");
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assert!(!apply_move(&mut g, Side::B, "9"), "off board");
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apply_move(&mut g, Side::B, "3");
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apply_move(&mut g, Side::A, "1");
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apply_move(&mut g, Side::B, "4");
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assert_eq!(terminal(&g), None);
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assert!(apply_move(&mut g, Side::A, "2"));
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assert_eq!(terminal(&g), Some(Outcome::Win(Side::A)), "top row wins for A (X)");
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}
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#[test]
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fn c4_drops_to_bottom_and_detects_vertical_win() {
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let mut g = game(GameType::C4);
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for _ in 0..3 {
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assert!(apply_move(&mut g, Side::A, "3"));
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assert_eq!(terminal(&g), None);
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assert!(apply_move(&mut g, Side::B, "4"));
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}
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assert!(apply_move(&mut g, Side::A, "3"));
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assert_eq!(terminal(&g), Some(Outcome::Win(Side::A)), "four in a column wins");
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assert_eq!(&g.encode()[3..4], "R", "the pieces fell to the bottom of column 3");
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}
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#[test]
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fn chess_plays_a_legal_move_and_rejects_an_illegal_one() {
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let mut g = game(GameType::Chess);
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assert!(!apply_move(&mut g, Side::B, "e7e5"), "white (A) to move");
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assert!(apply_move(&mut g, Side::A, "e2e4"));
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assert_eq!(g.turn, Side::B);
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assert!(!apply_move(&mut g, Side::B, "e7e9"), "off board / illegal");
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assert!(apply_move(&mut g, Side::B, "e7e5"));
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assert_eq!(terminal(&g), None, "game ongoing");
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}
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#[test]
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fn encode_is_space_free_and_tags_escape() {
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let g = game(GameType::Ttt);
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assert!(!g.encode().contains(' '), "ttt empty cells become dots");
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assert_eq!(escape_tag("GS# 1 g=ttt"), "GS#\\s1\\sg=ttt");
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}
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}
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