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use engine::command::{Command, BuildingType};
use engine::geometry::Point;
use engine::settings::{GameSettings};
use engine::{GameStatus, Player, GameState};
const MAP_WIDTH: usize = 16;
const MAP_HEIGHT: usize = 8;
const MISSILE_COOLDOWN: usize = 3;
const DEFENCE_HEALTH: usize = 4; // '20' health is 4 hits
const MAX_TESLAS: usize = 2;
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct BitwiseGameState {
status: GameStatus,
player: Player,
opponent: Player,
player_buildings: PlayerBuildings,
opponent_buildings: PlayerBuildings,
}
#[derive(Debug, Clone, PartialEq, Eq)]
struct PlayerBuildings {
unconstructed: Vec<UnconstructedBuilding>,
energy_towers: [u8; MAP_HEIGHT],
missile_towers: [[u8; MAP_HEIGHT]; MISSILE_COOLDOWN],
defence_towers: [[u8; MAP_HEIGHT]; DEFENCE_HEALTH],
tesla_towers: [u8; MAP_HEIGHT],
missiles: [[u16; MAP_HEIGHT]; MAP_WIDTH/4],
tesla_cooldowns: [TeslaCooldown; MAX_TESLAS],
unoccupied: Vec<Point>
}
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct UnconstructedBuilding {
pub pos: Point,
pub construction_time_left: u8,
pub building_type: BuildingType
}
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct TeslaCooldown {
pub active: bool,
pub pos: Point,
pub cooldown: u8
}
impl GameState for BitwiseGameState {
fn simulate(&mut self, _settings: &GameSettings, _player_command: Command, _opponent_command: Command) -> GameStatus {
//TODO
self.status
}
fn player(&self) -> &Player { &self.player }
fn opponent(&self) -> &Player { &self.opponent }
fn player_has_max_teslas(&self) -> bool { self.player_buildings.count_teslas() >= MAX_TESLAS }
fn opponent_has_max_teslas(&self) -> bool { self.opponent_buildings.count_teslas() >= MAX_TESLAS }
fn unoccupied_player_cells(&self) -> &Vec<Point> { &self.player_buildings.unoccupied }
fn unoccupied_opponent_cells(&self) -> &Vec<Point> { &self.opponent_buildings.unoccupied }
}
impl PlayerBuildings {
pub fn count_teslas(&self) -> usize {
self.tesla_cooldowns.iter().filter(|t| t.active).count()
}
}
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