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use crate::geometry::*;
use crate::command::Command;
use crate::json;
pub struct GameBoard {
players: [Player; 2],
powerups: Vec<Powerup>,
map: Map,
}
struct Player {
active_worm: usize,
worms: Vec<Worm>
}
struct Worm {
id: i32,
health: i32,
position: Point2d<i8>,
weapon_damage: i32,
weapon_range: u8
}
enum Powerup {
Health(Point2d<i8>, i32)
}
struct Map {
size: u8,
/// This is 2d, each row is size long
cells: Vec<CellType>
}
enum CellType {
Air,
Dirt,
DeepSpace,
}
enum SimulationOutcome {
PlayerWon(usize),
Draw,
Continue,
}
impl GameBoard {
pub fn new(json: json::State) -> GameBoard {
let commando_damage = json.my_player.worms[0].weapon.damage;
let commando_range = json.my_player.worms[0].weapon.range;
let player = Player {
active_worm: json.active_worm_index().unwrap(),
worms: json.my_player.worms.iter().map(|w| Worm {
id: w.id,
health: w.health,
position: Point2d::new(w.position.x, w.position.y),
weapon_damage: commando_damage,
weapon_range: commando_range
}).collect()
};
let opponent = Player {
active_worm: 0,
worms: json.opponents.iter().flat_map(|o| &o.worms).map(|w| Worm {
id: w.id,
health: w.health,
position: Point2d::new(w.position.x, w.position.y),
weapon_damage: commando_damage,
weapon_range: commando_range
}).collect()
};
GameBoard {
players: [player, opponent],
powerups: json.map.iter().flatten().filter_map(|c| {
c.powerup.clone().map(|p| Powerup::Health(Point2d::new(c.x, c.y), p.value))
}).collect(),
map: Map {
size: json.map_size,
cells: json.map.iter().flatten().map(|c| match c.cell_type {
json::CellType::Air => CellType::Air,
json::CellType::Dirt => CellType::Dirt,
json::CellType::DeepSpace => CellType::DeepSpace,
}).collect()
}
}
}
pub fn update(&mut self, _json: json::State) {
// TODO
// What can change?
// - Worm health (and dead worms die)
// - Active worms += 1
// - The worms may move
// - The powerups may be taken
// - The map cells may change from dirt to not dirt
}
pub fn simulate(&mut self, moves: [Command; 2]) -> SimulationOutcome {
SimulationOutcome::Continue
}
}
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