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authorJustin Worthe <justin@worthe-it.co.za>2018-06-25 21:17:11 +0200
committerJustin Worthe <justin@worthe-it.co.za>2018-06-25 21:17:11 +0200
commitd2cc33043ad1ca2d67b59ec8ca78a825442e5cda (patch)
tree1fd68e6ade619e6e46217aba4604b46a9613a12b /src/engine/mod.rs
parent286763000e4e5919c07f2840c64ecc7932530175 (diff)
Added rule on maximum two tesla towers
Diffstat (limited to 'src/engine/mod.rs')
-rw-r--r--src/engine/mod.rs25
1 files changed, 21 insertions, 4 deletions
diff --git a/src/engine/mod.rs b/src/engine/mod.rs
index a04f875..7a39214 100644
--- a/src/engine/mod.rs
+++ b/src/engine/mod.rs
@@ -156,6 +156,9 @@ impl GameState {
debug_assert!(!buildings.iter().any(|b| b.pos == p));
debug_assert!(p.x < size.x && p.y < size.y);
debug_assert!(player.energy >= blueprint.price);
+ debug_assert!(b != BuildingType::Tesla ||
+ unconstructed_buildings.iter().filter(|b| b.weapon_damage == 20).count() +
+ buildings.iter().filter(|b| b.weapon_damage == 20).count() < 2);
player.energy -= blueprint.price;
unconstructed_buildings.push(UnconstructedBuilding::new(p, blueprint));
@@ -346,6 +349,16 @@ impl GameState {
.chain(self.opponent_buildings.iter().map(|b| b.pos))
.collect()
}
+
+ pub fn count_player_teslas(&self) -> usize {
+ self.player_unconstructed_buildings.iter().filter(|b| b.weapon_damage == 20).count() +
+ self.player_buildings.iter().filter(|b| b.weapon_damage == 20).count()
+ }
+
+ pub fn count_opponent_teslas(&self) -> usize {
+ self.opponent_unconstructed_buildings.iter().filter(|b| b.weapon_damage == 20).count() +
+ self.opponent_buildings.iter().filter(|b| b.weapon_damage == 20).count()
+ }
}
impl GameStatus {
@@ -364,10 +377,13 @@ impl Player {
}
#[cfg(not(feature = "energy-cutoff"))]
- pub fn sensible_buildings(&self, settings: &GameSettings) -> Vec<BuildingType> {
+ pub fn sensible_buildings(&self, tesla_allowed: bool, settings: &GameSettings) -> Vec<BuildingType> {
let mut result = Vec::with_capacity(3);
for b in BuildingType::all().iter() {
- if settings.building_settings(*b).price <= self.energy {
+ let building_setting = settings.building_settings(*b);
+ let affordable = building_setting.price <= self.energy;
+ let is_tesla = building_setting.weapon_damage == 20;
+ if affordable && (!is_tesla || tesla_allowed) {
result.push(*b);
}
}
@@ -375,7 +391,7 @@ impl Player {
}
#[cfg(feature = "energy-cutoff")]
- pub fn sensible_buildings(&self, settings: &GameSettings) -> Vec<BuildingType> {
+ pub fn sensible_buildings(&self, tesla_allowed: bool, settings: &GameSettings) -> Vec<BuildingType> {
let mut result = Vec::with_capacity(3);
let needs_energy = self.energy_generated as f32 <= ENERGY_PRODUCTION_CUTOFF * settings.max_building_price as f32 &&
self.energy as f32 <= ENERGY_STORAGE_CUTOFF * settings.max_building_price as f32;
@@ -384,7 +400,8 @@ impl Player {
let building_setting = settings.building_settings(*b);
let affordable = building_setting.price <= self.energy;
let energy_producing = building_setting.energy_generated_per_turn > 0;
- if affordable && (!energy_producing || needs_energy) {
+ let is_tesla = building_setting.weapon_damage == 20;
+ if affordable && (!energy_producing || needs_energy) && (!is_tesla || tesla_allowed) {
result.push(*b);
}
}