src/main.rs
author Peter Gervai <grin@grin.hu>
Sun, 05 Feb 2023 01:42:36 +0100
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Add some test comment, remove original draft comments.
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// #[allow(dead_code, unused)]
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// vigyazz6! autoplayer
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//
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// This is a program automagically playing a card game called "Vigyazz6!".
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//
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// The rules are rather simple, but I'mrather lazy to reprint it in detail,
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// so it'll be brief.
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// 
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// The code is based on a deck of 104 numbered cards, all of them having
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// a face `value` and punishment `points` (the less the better).
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// There are 2 to 10 players (but above 8 the code shall be modified to
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// deal less cards), and the game has 5 rows of maximum 5 cards on the
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// table. 
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// All players throw cards at once, and they are put in the row with 
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// closest less value; if there is none, they have to pick and take
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// any row. When a row is full (5) they have to take the row and their
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// card starts a new row head.
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// When players are out of cards the least points collected wins.
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//
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// Important: I do not use `unsafe` code, this is all tightly controlled.
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//
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/// We use panic in several places where the code shall not go. 
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use core::panic;
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/// `VecDeque` is a Vec which can be pushed/popped at both ends
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/// `time::Instant` is used to measure running time.
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/// `cmp::Reverse` used for reverse sorting.
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use std::{collections::VecDeque, time::Instant, cmp::Reverse};
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/// We use this `pretty_env_logger` as a logging framework.
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extern crate pretty_env_logger;
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#[macro_use] extern crate log;
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// I import structures from my module files to use here.
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use crate::{deck::Deck, player::{Player, PlayerCard}, table::Table};
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// Here we read the files and "get to know" what's in them. This isn't including, only scanning.
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mod deck;
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mod table;
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mod player;
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mod card;
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mod row;
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// We play this many game rounds. You want to keep this under 3 for any debug level above "warnings".
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const GAME_ROUNDS: i32 = 100_000;
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fn main() {
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    // Env variable makes the logger to log more or less:
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    // RUST_LOG=debug cargo run
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    pretty_env_logger::init();
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    info!("Program starting."); // info level logging
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    game();
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    info!("End of run.");
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}
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/*** Game ****/
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/// `GameStat` structure collects global statistics about the run.
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struct GameStat {
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    game_count: i64,
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    shuffle_count: i64,
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    start_time: Instant, // use start_time.elapsed().as_nanos() or .as_secs()
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}
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/// Play all the game rounds.
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fn game() {
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    // Whole game statistics stored here
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    let mut stats = GameStat { game_count:0, shuffle_count: 0, start_time: Instant::now() };
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    // Create the game deck with all the card (ordered). Open box. Remove shrink wrap. :-)
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    let mut deck = Deck::new();
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    // Create the players (up to 8 w/o changing the hand cards)
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    let player_names = vec![ "peter", "moni", "icbalint", "orsi", "topi", "kgb", "zsu", "csilla" ];
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    // Iterate on player names, create Player struct from them and collect them into a Vec'tor.
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    // (On the borrow level we don't consume the player_names vector [using `iter()` instead of `into_iter()`].)
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    let mut players: Vec<Player> = player_names.iter().map( |n| Player::new(n.to_string()) ).collect();
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    // We use this often, so take it now.
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    let player_count = players.len(); // = <number of players> - 1
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    // Start playing - GAME_ROUNDS rounds.
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    for cnt_game in 1..=GAME_ROUNDS {
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        debug!("Game round {} starts", cnt_game); // debug level logging
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        // Shuffle the deck (using various methods)
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        deck.shuffle();
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        stats.shuffle_count += 1;
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        stats.game_count += 1;
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        // dealing 10 cards for each player
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        debug!("Dealing.");
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        for _i in 1..=10 {
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            for player in 0 .. player_count {
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                players[player].get_card( deck.pop().expect("Deck is empty while dealing to players") );
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            }
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        }
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        // we need 5 cards from deck to build the rows
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        debug!("Building the rows.");
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        let mut cards = VecDeque::new();
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        // This is another way to write "for _ in (1..=5) { ... }"
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        (1..=5).for_each(|_| {
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            cards.push_back( deck.pop().expect("deck empty before starting the game") );
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        });
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        trace!("We pushed 5 cards to rows: {:?}\n", cards);
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        // Create the Table (contains the Deck, the Rows (with 5 starting `cards`) and occasional cards thrown by Players)
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        let mut table = Table::new(cards);
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/*      debug!("Table: {:?}\n", table);
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        debug!("Players: {:?}\n", players);
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        debug!("Deck: {:?}\n", deck);
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 */        
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        debug!("We have the table ready: {:?}", table);
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        // playing one game, players taking turns
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        debug!("Players start taking turns");
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        // Since players have 10 cards dealt we have exactly 10 turns.
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        for turn in 1..=10 {
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            debug!("Turn {}!", turn);
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            trace!("The table: {:?}", table);
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            // Everyone puts a card "face down" (Rust promised not to peek).
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            // If I used the `players.for_each()` form I would hit the borrow checker:
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            // `players` would be repeatedly borrowed mutable and program wouldn't compile.
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            for player in 0 .. player_count {
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                // get a card from the player
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                let player_id: i32 = player.try_into().unwrap();    // convert `usize` array index into `i32` [that was an unnecessary hassle: in fact I should rewrite this using usize everywhere]
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                let topcard = players[player].throw_card();         // If Player [module] was smart this would be a chosen card, but it would need player
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                                                                    // not just brains but possibility to peek at the rows. This wasn't in the plan, so 
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                                                                    // we just take the top card in hand.
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                // put it on the table ("turned face down")
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                table.lay_player_card( topcard, player_id );        // We actually move the card variable with its ownership everywhere, so no &refs.
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            }
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            // Process cards on the Table.
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            debug!("The Table process the throws.");
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            // Sort the cards by `value` the players have thrown.
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            table.sort_cards();
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   142
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            // Pick them one by one, from smallest to larger ones
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            while table.has_player_cards() {
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                let smallest: PlayerCard = table.get_smallest_player_card(); // I just wrote the PlayerCard type to show; Rust is smart enough to know.
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                trace!("Take smallest card {:?}", &smallest);
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   147
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                // Find the row with the closest smallest card, or None if smaller than any row head.
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                let closest_row = table.get_closest_row(&smallest); // That is an Option<usize>.
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                trace!("Choose closest row: {:?}", closest_row);
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                match closest_row {
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                    Some(rowid) => {
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                        // We have to put it at the end of `rowid`.
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                        debug!("Putting down card into row {}", rowid);
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                        let player_id: usize = smallest.player_id.try_into().unwrap(); // By "just" indexing `players` (by `player_id`) I have avoided borrowing it and get into trouble later.
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                        // Try to put the card to the end of the row, or collect full row first
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                        let overflow = table.put_card_into_row(smallest, rowid); // And this is Option<VecDeque<Card>>.
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                        if let Some(cards) = overflow {
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                            // Row is full, we got pile ("bust")
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                            debug!("Row is busted, {} collects", players[player_id].get_name());    
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                            // Player gets pile, thrown card was put into row head
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                            players[ player_id ].give_pile( cards );
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                        }
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                    },
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                    None => {
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                        // Card too small, need to pick any row to take!
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                        let player_id: usize = smallest.player_id.try_into().unwrap(); // We _directly_ access `PlayerCard.player_id` structure member, because borrow checker wasn't helping my mental hygiene.
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                        debug!("Too small from {}, picking row", players[player_id].get_name());
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                        // Pick any row to take
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                        let rowid = players[ player_id ].pick_row_for_small_card(table.peek_rows(), &smallest.card);
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                        trace!("Picked row {}", rowid);
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                        // take the row cards ("bust")
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                        let cards = table.take_row(rowid);
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                        trace!("Took cards: {:?}", cards);
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                        // and give them to the player who owns the card
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                        players[ player_id ].give_pile( cards );
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                        // put new card in the row
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                        let overflow = table.put_card_into_row(smallest, rowid);
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                        if let Some(_) = overflow {
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                            // If this fires then I have fucked something up. :-)
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                            panic!("Player took whole row and it's already full");
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                        }
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                    }
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                }
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            }
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        }
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        // end of round
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        info!("Round finished, len is {} ??sec", stats.start_time.elapsed().as_micros());
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        debug!("End of round, counting and collecting back piles");
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        // We collect the winner(s) and their score here
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        let mut winners: Vec<usize> = Vec::new();
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        let mut winscore: i32 = i32::MAX-1; // Getting facy here about "larger than any valid value".
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        for i in 0..player_count {
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            info!("Player {} has {} points", players[i].get_name(), players[i].get_points());
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            if players[i].get_points() < winscore  {
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                trace!("New winner {} with score {}", players[i].get_name(), players[i].get_points());
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                winners.clear();
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                winners.push(i);
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                winscore = players[i].get_points();
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            } else if players[i].get_points() == winscore {
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                trace!("New co-winner {} with score {}", players[i].get_name(), players[i].get_points());
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                winners.push(i);
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            }
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            trace!("The list of winners is {:?}", winners);
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   211
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            // get pile from Player
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            let cards = players[i].get_pile();
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            // and give it back to the Deck
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            deck.push_cards(cards);
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            // close Player round and update stats
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            players[i].close_round();
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        }
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        // collect remaining Cards from Table
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   221
        deck.push_cards( table.collect_rows() );
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        trace!("Shall have full deck now, len {}", deck.len());
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   223
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        // This is a Vec of `player_id`s, i is a &ref
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        for i in winners.iter() {
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            players[*i].inc_wins(); // Increment win count of &Vec<usize> player_id
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        }
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        // Collect the names of the winners.
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        let mut finals = Vec::new();
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   231
        for i in winners {
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            finals.push( players[i].get_name() );
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   233
        }
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   234
        info!("The winner(s): {:?}", &finals);
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   235
    }
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   236
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   237
    // Do the type conversions _very_ visibly. `as_micros()` results `u128`
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    let elapsed_micro: f64 = stats.start_time.elapsed().as_micros() as f64;
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    // and `GAME_ROUNDS` is `i32`. We'll use `elapsed_micro/game_rounds` later.
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   240
    let game_rounds: f64 = GAME_ROUNDS.into();
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    // ???which is same as the slightly uglier:
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   242
    let _res: f64 = stats.start_time.elapsed().as_micros() as f64 / <i32 as Into<f64>>::into(GAME_ROUNDS);
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   243
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   244
    println!("Totals (game time {} ??s, or {} s; {} ??s/game), {} games played ({} shuffles):", 
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   245
        stats.start_time.elapsed().as_micros(), 
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   246
        stats.start_time.elapsed().as_secs(),
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   247
        elapsed_micro / game_rounds, 
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   248
        stats.game_count,
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   249
        stats.shuffle_count,
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   250
    );
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   251
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    // players.sort_by( |a, b| a.total_point.partial_cmp(&b.total_point).unwrap() );    // ASC points
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    // players.sort_by( |a, b| b.wins.partial_cmp(&a.wins).unwrap() );                  // DESC wins
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    players.sort_by_cached_key( |x| Reverse(x.get_wins()) );                            // DESC wins (caching is just for the show); using std::cmp::Reverse
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   255
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   256
    // Print out totals
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   257
    for i in 0..players.len() {
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   258
        let p = &players[i]; // the rest looks simpler by using this. (Seems to confuse rust-analyzer in codium though.)
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   259
        println!("Player {} has wins {}, score {} (busted {} times)", 
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            p.get_name(), 
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   261
            p.get_wins(), 
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            p.get_total_points(), 
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            p.get_rows_busted());
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    }
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}
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   266
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   267
// Tests. Try `cargo test`. 
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// They have criminally low coverage, mostly due to the simplicity of the code.
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   269
// Take it as some examples. 
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#[cfg(test)]
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   271
mod tests {
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   272
    use std::collections::VecDeque;
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    use rand::Rng;
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    use crate::{card::Card, player::{Player, PlayerCard}, row::Row, table::Table};
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    #[test]
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    /// Test Card, and point generation logic.
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    fn card_values() {
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        let card_values = vec![1,2,5,10,33,55,77];
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        let card_points = vec![1,1,2,3, 5, 7, 5];
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        for i in 1 .. card_values.len() {
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            let c = Card::new( card_values[i] );
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            let p = c.points;
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            assert!(p == card_points[i], "card={} card points={} i={} expected point={}", card_values[i], p, i, card_points[i]);
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        }
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    }
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    #[test]
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    fn player_take_pile() {
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        // create a player
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        let mut p = Player::new("bob".to_string());
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        // create a pile
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        let mut pile = VecDeque::new();
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        let mut refpile = VecDeque::new();
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        for i in 5..10 {
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            let c = Card::new(i);
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            pile.push_back(c);
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            let c = Card::new(i);
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            refpile.push_back(c);
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        }
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        // give the pile to player
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        p.give_pile(pile);
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        assert!( p.get_rows_busted() == 1 );
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        // get back the pile from player
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        // p = p.gimme_pile();
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        let pile = p.get_pile();
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        // the pile we got shall be same as the pile we gave
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        // this check is O(n^2), doesn't matter for less than 100 items
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        assert_eq!( pile, refpile );
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        assert!( pile.iter().all( |item| refpile.contains(item)) );
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        let mut pile = VecDeque::new();
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        for i in 4..=9 {
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            let c = Card::new(i);
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            pile.push_back(c);
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        }
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        p.give_pile(pile);
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        assert!( p.get_rows_busted() == 2 );
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    }
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    #[test]
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    fn row_push() {
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        let mut row = Row::new();
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        let mut refcard = VecDeque::new();   // reference vec to check
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        for i in 1..=7 {
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            let cval = i+5;
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            let card = Card::new(cval);
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            // push a card into the row
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            if let Some(cards) = row.push_or_collect(card) {
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                // got the overflow
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                println!("Got overflow row at {}!", i);
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                assert!( i == 6, "Overflow at wrong position: {} != 6", i );
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                // we need to get the proper vec
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                assert!( cards.iter().all( |item| refcard.contains(item) ), "Got cards {:?}", cards ); 
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            } else {
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                println!("push success {}", i);
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            }
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            // remember the correct vec for checking
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            let card = Card::new(cval);
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            refcard.push_back(card);
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            // check card value
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            assert!( row.last_card_value() == cval, "Last card value mismatch: got {} vs expected {}", row.last_card_value(), cval );
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        }
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        assert!( row.len() == 2, "Row contains wrong amount of cards: {}", row.len() );
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    }
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    #[test]
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    fn sort_cards() {
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        let mut cards: VecDeque<Card> = VecDeque::new();
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        let mut rng = rand::thread_rng();
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        for _ in 1..50 {
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            let n = rng.gen_range(1..104);
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            cards.push_back( Card::new(n) );
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        }
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        cards.make_contiguous().sort();
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        for i in 1..cards.len() {
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            assert!( cards[i-1].value <= cards[i].value, "Bad ordering: {} > {}", cards[i-1].value,cards[i].value );
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        }
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    }
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2
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    #[test]
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    fn check_closest_row() {
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        let table = generate_table();
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        let pcard = PlayerCard{ player_id: 42, card: Card::new(42) };
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        let closest = table.get_closest_row(&pcard);
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        assert_eq!( closest, Some(3) ); // index from 0
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    }
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    #[test]
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    fn check_smallest_player_card() {
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        let mut table = generate_table();
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        let mut player_id = 1;
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        vec![103, 8, 71, 93, 6].into_iter().for_each(|c| {
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   380
            table.lay_player_card( Card::new(c), player_id);
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            player_id += 1;
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        });
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   384
        let smallest = table.get_smallest_player_card();
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   385
        assert_eq!( smallest, PlayerCard{ player_id: 5, card: Card::new(6) } );
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   386
    }
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   388
    fn generate_table() -> Table  {
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   389
        let mut row_cards = VecDeque::new();
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   390
        vec![5,7,10,33,70].into_iter().for_each(|c| row_cards.push_back( Card::new(c) ));
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   391
        let table = Table::new(row_cards);
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        table
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   393
    }
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}
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