src/table.rs
changeset 5 0dd7f2c9fd81
parent 4 a2f0cb2b5c13
equal deleted inserted replaced
4:a2f0cb2b5c13 5:0dd7f2c9fd81
     1 /*** Table ****/
     1 /// Implemantation of the playing Table.
     2 
     2 
     3 use std::collections::VecDeque;
     3 use std::collections::VecDeque;
     4 
     4 
     5 use crate::card::Card;
     5 use crate::card::Card;
     6 use crate::row::Row;
     6 use crate::row::Row;
     7 use crate::player::PlayerCard;
     7 use crate::player::PlayerCard;
     8 
     8 
     9 #[derive(Debug)]
     9 #[derive(Debug)]
       
    10 /// A playing Table, containing 5 [`Row`]s and some [`PlayerCard`]s.
       
    11 /// A Table can do some useful function with its cards, like picking
       
    12 /// closest row or moving cards.
    10 pub(crate) struct Table {
    13 pub(crate) struct Table {
    11     rows: Vec<Row>,
    14     rows: Vec<Row>,
    12     player_cards: VecDeque<PlayerCard>, // owned by a player
    15     player_cards: VecDeque<PlayerCard>, // owned by a player
    13 }
    16 }
    14 
    17 
    15 impl Table {
    18 impl Table {
       
    19     /// Creates a new `Table`, filling Rows from `row_cards`.
    16     pub(crate) fn new(row_cards: VecDeque<Card>) -> Self {
    20     pub(crate) fn new(row_cards: VecDeque<Card>) -> Self {
       
    21         // We have exactly 5 Rows.
    17         let mut rows = Vec::with_capacity(5);
    22         let mut rows = Vec::with_capacity(5);
    18         for card in row_cards {
    23         for card in row_cards {
    19             // create a new row then put a card into it
    24             // create a new row then put a card into it
    20             let mut row = Row::new();
    25             let mut row = Row::new();
    21             if let Some(_c) = row.push_or_collect(card) {
    26             if let Some(_) = row.push_or_collect(card) {
       
    27                 // Row should have one card, so... mustn't happen.
    22                 panic!("Freshly created row overflowed");
    28                 panic!("Freshly created row overflowed");
    23             }
    29             }
       
    30             // Put the new row onto the Table.
    24             rows.push( row );
    31             rows.push( row );
    25         }
    32         }
    26 
    33 
       
    34         // And return the newly created Table.
    27         Table {
    35         Table {
    28             rows,
    36             rows,
    29             player_cards: VecDeque::new(),
    37             player_cards: VecDeque::new(),
    30         }
    38         }
    31     }
    39     }
    32 
    40 
       
    41     /// Gets a [`Card`] from a [`Player`] and put it into the `player_cards` area,
       
    42     /// remembering whose (`player_id`) card it was.
    33     pub(crate) fn lay_player_card( &mut self, card: Card, player_id: i32 ) {
    43     pub(crate) fn lay_player_card( &mut self, card: Card, player_id: i32 ) {
    34         self.player_cards.push_back( PlayerCard { player_id, card } );
    44         self.player_cards.push_back( PlayerCard { player_id, card } );
    35     }
    45     }
    36 
    46 
       
    47     /// Sort the [`Card`]s thrown by the [`Player`]s, since we'd need
       
    48     /// to get them ordered by value later.
    37     pub(crate) fn sort_cards( &mut self ) {
    49     pub(crate) fn sort_cards( &mut self ) {
       
    50         // Sorting a normal VecDeque is not possible since it may contain
       
    51         // holes, so we need to de-hole it first, then it's sortable (through
       
    52         // a returned pointer slice).
    38         self.player_cards.make_contiguous().sort_by( |a,b| b.card.cmp(&a.card) );
    53         self.player_cards.make_contiguous().sort_by( |a,b| b.card.cmp(&a.card) );
    39     }
    54     }
    40 
    55 
       
    56     /// Returns true if we have unprocessed Player cards on the table.
    41     pub(crate) fn has_player_cards( &self ) -> bool {
    57     pub(crate) fn has_player_cards( &self ) -> bool {
    42         self.player_cards.len() > 0
    58         self.player_cards.len() > 0
    43     }
    59     }
    44 
    60 
       
    61     /// Return the smallest player card on the table.
       
    62     /// FIXME: shall check whether it's ordered.
    45     pub(crate) fn get_smallest_player_card( &mut self ) -> PlayerCard {
    63     pub(crate) fn get_smallest_player_card( &mut self ) -> PlayerCard {
    46         // FIXME: check!
    64         // FIXME: check orderedness!
       
    65         // FIXME: check asking when empty!
    47         self.player_cards.pop_back().expect("out of player cards on table")
    66         self.player_cards.pop_back().expect("out of player cards on table")
    48     }
    67     }
    49 
    68 
       
    69     /// Return the row which is closest to the `pcard` arg, or None if
       
    70     /// all Row tails are larger.
    50     pub(crate) fn get_closest_row( &self, pcard: &PlayerCard ) -> Option<usize> {
    71     pub(crate) fn get_closest_row( &self, pcard: &PlayerCard ) -> Option<usize> {
    51         // get the row id with last card closest smaller to players'
    72         // get the row id with last card closest smaller to players'
    52         let row_heads = self.get_row_heads();
    73         let row_tails = self.get_row_tails();
    53         let mut closest_val = None;
    74         let mut closest_val = None;
    54         let mut diff = 127;
    75         let mut diff = 127; // larger than any
    55         for i in 0..row_heads.len() {
    76         // Check all the row tail cards
    56             if row_heads[i] < pcard.card.value && pcard.card.value - row_heads[i] < diff {
    77         for i in 0..row_tails.len() {
    57                 closest_val = Some(i);
    78             if row_tails[i] < pcard.card.value && pcard.card.value - row_tails[i] < diff {
    58                 diff = pcard.card.value - row_heads[i];
    79                 // it is smaller than pcard and closer than the old closest one: match!
    59                 // println!("DEBUG: pcard {}, row {}, head {}, diff {}, closest {:?}", pcard.card.value, i, row_heads[i], diff, closest_val);
    80                 // Store the row index
       
    81                 closest_val = Some(i); 
       
    82                 diff = pcard.card.value - row_tails[i];
       
    83                 // debug!("DEBUG: pcard {}, row {}, head {}, diff {}, closest {:?}", pcard.card.value, i, row_heads[i], diff, closest_val);
    60             }
    84             }
    61         }
    85         }
    62 
    86 
    63         closest_val
    87         closest_val
    64     }
    88     }
    65 
    89 
       
    90     /// Put a [`Card`] into the `row_id` Row (tail).
       
    91     /// Returns `None` if ok or `Some(cards)` when the Row is full.
    66     pub(crate) fn put_card_into_row( &mut self, pcard: PlayerCard, row_id: usize ) -> Option<VecDeque<Card>> {
    92     pub(crate) fn put_card_into_row( &mut self, pcard: PlayerCard, row_id: usize ) -> Option<VecDeque<Card>> {
    67         self.rows[row_id as usize].push_or_collect(pcard.card)
    93         // We actually ask the Row to do it properly.
       
    94         self.rows[row_id].push_or_collect(pcard.card)
    68     }
    95     }
    69 
    96 
    70     pub(crate) fn get_row_heads( &self ) -> Vec<i8> {
    97     pub(crate) fn get_row_tails( &self ) -> Vec<i8> {
    71         let mut heads: Vec<i8> = Vec::new();
    98         let mut heads: Vec<i8> = Vec::new();
    72         for i in 0..self.rows.len() {
    99         for i in 0..self.rows.len() {
    73             heads.push( self.rows[i].last_card_value() );
   100             heads.push( self.rows[i].last_card_value() );
    74         }
   101         }
    75         heads
   102         heads
    90                 .for_each(|card| cards.push_back(card));
   117                 .for_each(|card| cards.push_back(card));
    91         }
   118         }
    92         cards
   119         cards
    93     }
   120     }
    94 
   121 
       
   122     /// Return a non-mutable borrow of the rows to look at
    95     pub fn peek_rows(&self) -> &Vec<Row> {
   123     pub fn peek_rows(&self) -> &Vec<Row> {
    96         &self.rows
   124         &self.rows
    97     }
   125     }
    98 }
   126 }
    99 
   127