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path: root/src/game/player.rs
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use arrayvec::ArrayVec;
use crate::geometry::*;

#[derive(Debug, PartialEq, Eq, Clone)]
pub struct Player {
    pub moves_score: i32,
    pub active_worm: usize,
    pub select_moves: u8,
    pub worms: ArrayVec<[Worm; 3]>,
}

#[derive(Debug, PartialEq, Eq, Clone)]
pub struct Worm {
    pub id: i32,
    pub health: i32,
    pub position: Point2d<i8>,
    pub weapon_damage: i32,
    pub weapon_range: u8,
    pub bombs: u8
}

impl Player {
    pub fn find_worm_position(&self, id: i32) -> Option<usize> {
        self.worms
            .iter()
            .position(|w| w.id == id)
    }
    
    pub fn find_worm(&self, id: i32) -> Option<&Worm> {
        self.worms
            .iter()
            .find(|w| w.id == id)
    }

    pub fn find_worm_mut(&mut self, id: i32) -> Option<&mut Worm> {
        self.worms
            .iter_mut()
            .find(|w| w.id == id)
    }

    pub fn active_worm(&self) -> Option<&Worm> {
        self.worms.get(self.active_worm)
    }

    pub fn active_worm_mut(&mut self) -> Option<&mut Worm> {
        self.worms.get_mut(self.active_worm)
    }

    pub fn health(&self) -> i32 {
        self.worms
            .iter()
            .map(|w| w.health)
            .sum()
    }

    pub fn clear_dead_worms(&mut self) {
        for worm_index in (0..self.worms.len()).rev() {
            if self.worms[worm_index].health <= 0 {
                self.worms.remove(worm_index);
                if self.active_worm >= worm_index {
                    self.active_worm = if self.active_worm > 0 {
                        self.active_worm - 1
                    } else if self.worms.len() > 0 {
                        self.worms.len() - 1 
                    } else {
                        0
                    };
                }
            }
        }
    }

    pub fn next_active_worm(&mut self) {
        self.active_worm = (self.active_worm + 1).checked_rem(self.worms.len()).unwrap_or(0);
    }

    fn health_score(&self) -> i32 {
        self.health() / 3
    }

    pub fn score(&self) -> i32 {
        self.moves_score + self.health_score()
    }
}

#[cfg(test)]
mod test {
    use super::*;
    
    #[test]
    fn clear_dead_worms_after_active_worm() {
        let mut worms = ArrayVec::new();
        worms.push(Worm {
            id: 1,
            health: 50,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        worms.push(Worm {
            id: 2,
            health: 10,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        worms.push(Worm {
            id: 3,
            health: -2,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        let mut player = Player {
            active_worm: 1,
            moves_score: 0,
            select_moves: 0,
            worms
        };

        player.clear_dead_worms();

        assert_eq!(2, player.worms.len());
        assert_eq!(1, player.active_worm);

        assert_eq!(1, player.worms[0].id);
        assert_eq!(2, player.worms[1].id);
    }

    #[test]
    fn clear_dead_worms_before_active_worm() {
        let mut worms = ArrayVec::new();
        worms.push(Worm {
            id: 1,
            health: 0,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        worms.push(Worm {
            id: 2,
            health: 10,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        worms.push(Worm {
            id: 3,
            health: 2,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        let mut player = Player {
            active_worm: 1,
            moves_score: 0,
            worms,
            select_moves: 0,
        };

        player.clear_dead_worms();

        assert_eq!(2, player.worms.len());
        assert_eq!(0, player.active_worm);

        assert_eq!(2, player.worms[0].id);
        assert_eq!(3, player.worms[1].id);
    }

    #[test]
    fn clear_dead_worms_before_active_worm_wrapping() {
        let mut worms = ArrayVec::new();
        worms.push(Worm {
            id: 1,
            health: 0,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        worms.push(Worm {
            id: 2,
            health: 10,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        worms.push(Worm {
            id: 3,
            health: 2,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        let mut player = Player {
            active_worm: 0,
            moves_score: 0,
            worms,
            select_moves: 0
        };

        player.clear_dead_worms();

        assert_eq!(2, player.worms.len());
        assert_eq!(1, player.active_worm);

        assert_eq!(2, player.worms[0].id);
        assert_eq!(3, player.worms[1].id);
    }

    #[test]
    fn clear_last_dead_worm() {
        let mut worms = ArrayVec::new();
        worms.push(Worm {
            id: 1,
            health: -10,
            position: Point2d::new(0, 0),
            weapon_damage: 5,
            weapon_range: 5,
            bombs: 0
        });
        let mut player = Player {
            active_worm: 0,
            moves_score: 0,
            worms,
            select_moves: 0
        };

        player.clear_dead_worms();

        assert_eq!(0, player.worms.len());
        // active worm is undefined in this case, but clearing the worms must not panic.
    }
}