// #[allow(dead_code, unused)]
// vigyazz6! autplayer
//
use core::{fmt, panic};
use std::{collections::VecDeque, time::Instant, cmp::Reverse};
use rand::Rng;
use std::mem;
extern crate pretty_env_logger;
#[macro_use] extern crate log;
const GAME_ROUNDS: i32 = 1_000_000;
fn main() {
// RUST_LOG=debug cargo run
pretty_env_logger::init();
info!("Program starting.");
game();
info!("End of run.");
}
/*** Card ****/
#[derive(Debug)]
struct Card {
value: i8,
points: i8,
}
impl Card {
fn new(value: i8)->Self {
let mut points = 0;
if value % 10 == 5 {
// ends with 5 = 2 point
points = 2;
// println!("*5 add 1, val={}, pt={}", value, points);
}
if value % 10 == 0 {
// ends with 0 = 3 point
points = 3;
// println!("*0 add 2, val={}, pt={}", value, points);
}
if value % 10 == value / 10 {
// same numbers = 5 points (55=7)
points += 5;
// println!("NN add 5, val={}, pt={}", value, points);
}
if points == 0 {
points = 1;
}
Card {
value,
points,
}
}
}
impl fmt::Display for Card {
fn fmt( &self, f: &mut fmt::Formatter ) -> fmt::Result {
write!(f, "(Card {}, points {})", self.value, self.points)
}
}
impl PartialEq for Card {
fn eq(&self, other: &Self) -> bool {
self.value == other.value
}
}
impl Eq for Card {}
impl PartialOrd for Card {
fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
match self.value.partial_cmp(&other.value) {
Some(core::cmp::Ordering::Equal) => {None}
ord => return ord,
}
}
}
impl Ord for Card {
fn cmp(&self, other: &Self) -> std::cmp::Ordering {
self.value.cmp(&other.value)
}
}
/*** Deck ****/
#[derive(Debug)]
struct Deck {
content: VecDeque<Card>,
}
impl Deck {
fn new_empty() -> Self {
debug!("Empty deck generated");
Deck {
content: VecDeque::new(),
}
}
fn new() -> Self {
debug!("Full deck generated");
let content = (1..=104).into_iter().map( |n| Card::new(n) ).collect();
Deck {
content,
}
}
fn shuffle( &mut self ) {
let mut rng = rand::thread_rng();
trace!("Deck before shuffle: len {}, {:?}", self.content.len(), self);
debug!("Deck shuffled");
// shufflers:
// * naive: swap cards n times
// * kgb: half the deck, take 1..4 cards sequentially from each
// * grin: take 1..6 from front and put at bottom
// naive shuffle: exchange random cards
for _i in 1..=500 {
let c1 = rng.gen_range(0 .. self.content.len());
let c2 = rng.gen_range(0 .. self.content.len());
if c1 != c2 {
self.content.swap(c1, c2);
}
}
trace!("Deck after shuffle: len {}, {:?}", self.content.len(), self);
}
// get top card from deck
fn pop( &mut self ) -> Option<Card> {
self.content.pop_front()
}
// put a card into the bottom of the deck
fn push( &mut self, c: Card ) {
self.content.push_back(c);
}
fn push_cards( &mut self, cards: VecDeque<Card> ) {
trace!("Collecting back, deck len is {}, cards {}", self.content.len(), cards.len());
cards.into_iter().for_each( |card| self.push(card) );
trace!("Deck len is {}", self.content.len());
}
fn len( &self ) -> usize {
self.content.len()
}
fn _get_nth( &mut self, n: usize ) -> Card {
if let Some(c) = self.content.remove(n) {
c
} else {
panic!("get_nth: index {} out of bounds ({})!", n, self.content.len());
}
}
}
/*** Player ****/
#[derive(Debug)]
struct Player {
name: String,
hand: Deck,
pile: VecDeque<Card>,
game_point: i32,
total_point: i32,
rows_busted: i32,
wins: i32,
}
impl Player {
fn new(name: String)->Self {
debug!("Player {} created", name);
Player {
name,
hand: Deck::new_empty(),
pile: VecDeque::new(),
game_point: 0,
total_point: 0,
rows_busted: 0,
wins: 0,
}
}
// get one card from th dealer
fn get_card( &mut self, card: Card ) {
trace!("Player {} got a card {:?}, cards before {}", self.name, &card, self.hand.len());
self.hand.push(card);
}
// throw a card from hand to the table
fn throw_card( &mut self )->Card {
if let Some(c) = self.hand.pop() {
trace!("Player {} throws a card {:?}", self.name, &c);
c
} else {
panic!("throw_card: Player {} has no card in hand!", self.name);
}
}
// get a busted row of cards
fn give_pile( &mut self, cards: VecDeque<Card> ) {
for c in cards.into_iter() {
self.game_point += c.points as i32;
self.pile.push_back(c);
}
self.rows_busted += 1;
trace!("Player {} got busted, count {}", self.name, &self.rows_busted);
}
// ask the player their score
fn _tell_points( self ) -> i32 {
self.game_point
}
fn inc_wins( &mut self ) {
self.wins += 1;
}
// give back cards from the pile
fn get_pile( &mut self ) -> VecDeque<Card> {
trace!("Player {} gives back their pile", self.name);
mem::take( &mut self.pile )
// same effect:
// self.pile.drain(..).collect()
// very cumbersome manual fiddling (also reverted...)
/* let mut throw: Vec<Card> = Vec::new();
for _i in 0 .. self.pile.len() {
throw.push( self.pile.pop().unwrap() );
}
throw
*/
}
// I can do this just because I *throw away* c!
// doesn't work if I want to use it.
/* fn _gimme_pile(self)->Self {
for c in &self.pile {
println!("Throw {} ", c);
}
self
}
*/
fn close_round( &mut self ) {
if self.hand.len() > 0 {
panic!("Closing round when {} has {} cards in hand", self.name, self.hand.len());
}
if self.pile.len() > 0 {
panic!("Closing round when {} stil have pile with {} cards", self.name, self.pile.len());
}
trace!("Player {} closing round; points={} total so far {}", self.name, self.game_point, self.total_point);
self.total_point += self.game_point;
self.game_point = 0;
}
// card too small: pick a row to collect from the rows
fn pick_row_for_small_card( &self, rows: &Vec<Row>, playercard: &Card ) -> usize {
trace!("Player {} picking a row for small card, card {:?}, rows {:?}", self.name, playercard, rows);
// contains the summary point for each row
let mut row_points = Vec::with_capacity(5);
// the smallest row score
let mut smallest = 999;
// how many rows have the same smallest score
let mut same_point = 0;
// the first smallest row_id
let mut smallest_rowid = 255;
for rowid in 0 .. rows.len() {
// DEBUG
// println!("pick_row_for_small_card: rowlen {}, rowid {}", rows.len(), rowid);
row_points.push( rows[rowid].sum() );
if row_points[rowid] < smallest {
// we have a new smallest row
smallest = row_points[rowid];
same_point = 0;
smallest_rowid = rowid;
} else if row_points[rowid] == smallest {
// we have another row with same point as smallest
same_point += 1;
}
}
if same_point < 1 {
// we have one smallest row
smallest_rowid.try_into().unwrap() // it's tiny, will fit into u8
} else {
// bored, we pick the first now anyway
smallest_rowid.try_into().unwrap()
}
}
}
/*** Row ****/
// a row of cards on the table (max 5)
#[derive(Debug)]
struct Row {
cards: VecDeque<Card>,
}
impl Row {
const MAX_LEN: usize = 5;
fn new() -> Self {
Row {
cards: VecDeque::with_capacity(5),
}
}
fn push_or_collect( &mut self, card: Card ) -> Option<VecDeque<Card>> {
trace!("Called push_or_collect on row {:?}", &self);
if self.cards.len() < Self::MAX_LEN {
trace!("Less than {} cards, putting at the end", Self::MAX_LEN);
self.cards.push_back(card);
None
} else {
trace!("Row is full, len {}, maxlen {}", self.cards.len(), Self::MAX_LEN);
// row overflow
let row_cards = mem::take( &mut self.cards );
self.cards.push_back(card);
if self.cards.len() != 1 {
panic!("New row must have one card, not {}", self.cards.len());
}
Some(row_cards)
}
}
fn take_row( &mut self ) -> VecDeque<Card> {
// take cards and empty the row
mem::take( &mut self.cards )
}
fn last_card_value(&self) -> i8 {
// println!("last_card_value: cards {:?}, len {}", self.cards, self.cards.len());
self.cards.get( self.cards.len()-1 ).unwrap().value
}
// sum of row card points
fn sum(&self) -> i32 {
let mut sum: i32 = 0;
self.cards.iter().for_each(|card| {
sum += card.points as i32;
});
sum
}
}
/*** PlayerCard ****/
#[derive(Debug)]
struct PlayerCard {
player_id: i32,
card: Card,
}
impl PlayerCard {
fn _get_player(&self) -> i32 {
self.player_id
}
}
impl PartialEq for PlayerCard {
fn eq(&self, other: &Self) -> bool {
self.card == other.card
}
}
impl PartialOrd for PlayerCard {
fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
match self.card.partial_cmp(&other.card) {
Some(core::cmp::Ordering::Equal) => {None}
ord => return ord,
}
}
}
/*** Table ****/
#[derive(Debug)]
struct Table {
rows: Vec<Row>,
player_cards: VecDeque<PlayerCard>, // owned by a player
}
impl Table {
fn new(row_cards: VecDeque<Card>) -> Self {
let mut rows = Vec::with_capacity(5);
for card in row_cards {
// create a new row then put a card into it
let mut row = Row::new();
if let Some(_c) = row.push_or_collect(card) {
panic!("Freshly created row overflowed");
}
rows.push( row );
}
Table {
rows,
player_cards: VecDeque::new(),
}
}
fn lay_player_card( &mut self, card: Card, player_id: i32 ) {
self.player_cards.push_back( PlayerCard { player_id, card } );
}
fn sort_cards( &mut self ) {
self.player_cards.make_contiguous().sort_by( |a,b| b.card.cmp(&a.card) );
}
fn has_player_cards( &self ) -> bool {
self.player_cards.len() > 0
}
fn get_smallest_player_card( &mut self ) -> PlayerCard {
// FIXME: check!
self.player_cards.pop_back().expect("out of player cards on table")
}
fn get_closest_row( &self, pcard: &PlayerCard ) -> Option<usize> {
// get the row id with last card closest smaller to players'
let row_heads = self.get_row_heads();
let mut closest_val = None;
let mut diff = 127;
for i in 0..row_heads.len() {
if row_heads[i] < pcard.card.value && pcard.card.value - row_heads[i] < diff {
closest_val = Some(i);
diff = pcard.card.value - row_heads[i];
// println!("DEBUG: pcard {}, row {}, head {}, diff {}, closest {:?}", pcard.card.value, i, row_heads[i], diff, closest_val);
}
}
closest_val
}
fn put_card_into_row( &mut self, pcard: PlayerCard, row_id: usize ) -> Option<VecDeque<Card>> {
self.rows[row_id as usize].push_or_collect(pcard.card)
}
fn get_row_heads( &self ) -> Vec<i8> {
let mut heads: Vec<i8> = Vec::new();
for i in 0..self.rows.len() {
heads.push( self.rows[i].last_card_value() );
}
heads
}
// take a whole row and hand it over
fn take_row( &mut self, row_id: usize ) -> VecDeque<Card> {
self.rows[row_id].take_row()
}
// collect remaining cards in the rows at the end of round
fn collect_rows( &mut self ) -> VecDeque<Card> {
let mut cards = VecDeque::new();
for row in 0..self.rows.len() {
self.rows[row]
.take_row()
.into_iter()
.for_each(|card| cards.push_back(card));
}
cards
}
}
/*** Game ****/
struct GameStat {
game_count: i64,
shuffle_count: i64,
start_time: Instant, // use start_time.elapsed().as_nanos() or .as_secs()
}
fn game() {
let mut stats = GameStat { game_count:0, shuffle_count: 0, start_time: Instant::now() };
let mut deck = Deck::new();
let player_names = vec![ "grin", "moni", "icbalint", "orsi", "topi", "kgb", "zsu", "csilla" ];
let mut players: Vec<Player> = player_names.iter().map( |n| Player::new(n.to_string()) ).collect();
let player_count = players.len(); // pc - 1
for cnt_game in 1..=GAME_ROUNDS {
debug!("Game round {} starts", cnt_game);
deck.shuffle();
stats.shuffle_count += 1;
stats.game_count += 1;
// dealing
debug!("Dealing.");
for _i in 1..=10 {
for player in 0 .. player_count {
players[player].get_card( deck.pop().expect("Deck is empty while dealing to players") );
}
}
// we need 5 crds from deck
debug!("Building the rows.");
let mut cards = VecDeque::new();
(1..=5).for_each(|_| {
cards.push_back( deck.pop().expect("deck empty before starting the game") );
});
// println!("We push 5 cards to rows: {:?}\n", cards);
let mut table = Table::new(cards);
// DEBUG
/* println!("Table: {:?}\n", table);
println!("PLayers: {:?}\n", players);
println!("Deck: {:?}\n", deck);
*/
debug!("We have the table ready: {:?}", table);
// playing
debug!("Players start taking turns");
for turn in 1..=10 {
debug!("Turn {}!", turn);
trace!("The table: {:?}", table);
// everyone puts a card face down
for player in 0 .. player_count {
let player_id: i32 = player.try_into().unwrap();
// get a card from the player
let topcard = players[player].throw_card();
// put it on the table ("turned face down")
table.lay_player_card( topcard, player_id );
}
// process cards
debug!("The Table process the throws.");
table.sort_cards();
while table.has_player_cards() {
let smallest = table.get_smallest_player_card();
trace!("Take smallest card {:?}", &smallest);
let closest_row = table.get_closest_row(&smallest);
trace!("Choose closest row: {:?}", closest_row);
match closest_row {
Some(rowid) => {
debug!("Putting down card into row {}", rowid);
let player_id: usize = smallest.player_id.try_into().unwrap();
let overflow = table.put_card_into_row(smallest, rowid);
if let Some(cards) = overflow {
// row is full, got pile
debug!("Row is busted, {} collects", players[player_id].name);
// player gets pile, card gets into row head
players[ player_id ].give_pile( cards );
}
},
None => {
// card too small, need to pick row!
let player_id: usize = smallest.player_id.try_into().unwrap();
debug!("Too small from {}, picking row", players[player_id].name);
// pick any row to take
let rowid = players[ player_id ].pick_row_for_small_card(&table.rows, &smallest.card);
trace!("Picked row {}", rowid);
// take the row cards
let cards = table.take_row(rowid);
trace!("Took cards: {:?}", cards);
players[ player_id ].give_pile( cards );
// put new card in the row
let overflow = table.put_card_into_row(smallest, rowid);
if let Some(_) = overflow {
panic!("Player took whole row and it's already full");
}
}
}
}
}
// end of round
info!("Round finished, len is {} ??sec", stats.start_time.elapsed().as_micros());
debug!("End of round, counting and collecting back piles");
let mut winners: Vec<usize> = Vec::new();
let mut winscore: i32 = i32::MAX-1;
for i in 0..player_count {
info!("Player {} has {} points", players[i].name, players[i].game_point);
if players[i].game_point < winscore {
trace!("New winner {} with score {}", players[i].name, players[i].game_point);
winners.clear();
winners.push(i);
winscore = players[i].game_point;
} else if players[i].game_point == winscore {
trace!("New co-winner {} with score {}", players[i].name, players[i].game_point);
winners.push(i);
}
trace!("The list of winners is {:?}", winners);
// get pile from player
let cards = players[i].get_pile();
// and give it back to the deck
deck.push_cards(cards);
// close player round and update stats
players[i].close_round();
}
// collect cards from table
deck.push_cards( table.collect_rows() );
trace!("Shall have full deck now, len {}", deck.content.len());
let mut finals = Vec::new();
for i in winners.iter() {
players[*i].inc_wins();
}
for i in winners {
finals.push( &players[i].name );
}
info!("The winner(s): {:?}", &finals);
/* players.iter().for_each(|player| {
println!("Player {} has {} points", player.name, player.game_point);
let cards = player.get_pile();
deck.push_cards(cards);
player.close_round();
});
*/
}
let elapsed_micro: f64 = stats.start_time.elapsed().as_micros() as f64;
let game_rounds: f64 = GAME_ROUNDS.into();
let _res: f64 = stats.start_time.elapsed().as_micros() as f64 / <i32 as Into<f64>>::into(GAME_ROUNDS);
println!("Totals (game time {} ??s, or {} s; {} ??s/game), {} games played ({} shuffles):",
stats.start_time.elapsed().as_micros(),
stats.start_time.elapsed().as_secs(),
elapsed_micro / game_rounds,
stats.game_count,
stats.shuffle_count,
);
// players.sort_by( |a, b| a.total_point.partial_cmp(&b.total_point).unwrap() ); // ASC points
// players.sort_by( |a, b| b.wins.partial_cmp(&a.wins).unwrap() ); // DESC wins
players.sort_by_cached_key( |x| Reverse(x.wins) ); // DESC wins (caching is just for the show)
for i in 0..players.len() {
let p = &players[i];
println!("Player {} has wins {}, score {} (busted {} times)", p.name, p.wins, p.total_point, p.rows_busted);
}
}
#[cfg(test)]
mod tests {
// use core::panic;
use std::collections::VecDeque;
use rand::Rng;
use crate::{Card, Player, Row, Table, PlayerCard};
#[test]
fn card_values() {
let card_values = vec![1,2,5,10,33,55,77];
let card_points = vec![1,1,2,3, 5, 7, 5];
for i in 1 .. card_values.len() {
let c = Card::new( card_values[i] );
let p = c.points;
assert!(p == card_points[i], "card={} card points={} i={} expected point={}", card_values[i], p, i, card_points[i]);
}
}
#[test]
fn player_take_pile() {
// create a player
let mut p = Player::new("bob".to_string());
// create a pile
let mut pile = VecDeque::new();
let mut refpile = VecDeque::new();
for i in 5..10 {
let c = Card::new(i);
pile.push_back(c);
let c = Card::new(i);
refpile.push_back(c);
}
// give the pile to player
p.give_pile(pile);
assert!( p.rows_busted == 1 );
// get back the pile from player
// p = p.gimme_pile();
let pile = p.get_pile();
// the pile we got shall be same as the pile we gave
// this check is O(n^2), doesn't matter for less than 100 items
assert_eq!( pile, refpile );
assert!( pile.iter().all( |item| refpile.contains(item)) );
let mut pile = VecDeque::new();
for i in 4..=9 {
let c = Card::new(i);
pile.push_back(c);
}
p.give_pile(pile);
assert!( p.rows_busted == 2 );
}
#[test]
fn row_push() {
let mut row = Row::new();
let mut refcard = VecDeque::new(); // reference vec to check
for i in 1..=7 {
let cval = i+5;
let card = Card::new(cval);
// push a card into the row
if let Some(cards) = row.push_or_collect(card) {
// got the overflow
println!("Got overflow row at {}!", i);
assert!( i == 6, "Overflow at wrong position: {} != 6", i );
// we need to get the proper vec
assert!( cards.iter().all( |item| refcard.contains(item) ), "Got cards {:?}", cards );
} else {
println!("push success {}", i);
}
// remember the correct vec for checking
let card = Card::new(cval);
refcard.push_back(card);
// check card value
assert!( row.last_card_value() == cval, "Last card value mismatch: got {} vs expected {}", row.last_card_value(), cval );
}
assert!( row.cards.len() == 2, "Row contains wrong amount of cards: {}", row.cards.len() );
}
#[test]
fn sort_cards() {
let mut cards: VecDeque<Card> = VecDeque::new();
let mut rng = rand::thread_rng();
for _ in 1..50 {
let n = rng.gen_range(1..104);
cards.push_back( Card::new(n) );
}
cards.make_contiguous().sort();
for i in 1..cards.len() {
assert!( cards[i-1].value <= cards[i].value, "Bad ordering: {} > {}", cards[i-1].value,cards[i].value );
}
}
#[test]
fn check_closest_row() {
let table = generate_table();
let pcard = PlayerCard{ player_id: 42, card: Card::new(42) };
let closest = table.get_closest_row(&pcard);
assert_eq!( closest, Some(3) ); // index from 0
}
#[test]
fn check_smallest_player_card() {
let mut table = generate_table();
let mut player_id = 1;
vec![103, 8, 71, 93, 6].into_iter().for_each(|c| {
table.lay_player_card( Card::new(c), player_id);
player_id += 1;
});
let smallest = table.get_smallest_player_card();
assert_eq!( smallest, PlayerCard{ player_id: 5, card: Card::new(6) } );
}
fn generate_table() -> Table {
let mut row_cards = VecDeque::new();
vec![5,7,10,33,70].into_iter().for_each(|c| row_cards.push_back( Card::new(c) ));
let table = Table::new(row_cards);
table
}
}
/*
- 1-104 lap,
- *5 - 2
- *0 - 3
- NN - 5
- 55 - 7
- deck
- jatekosok; kezben tartott lapok; elvitt lapok; pontszamok; counter: elvitt sorok, okrok, total pont
-- keveres (keveresek szama)
-- osztas: mindenki 10 lap
-- start sorok: 5 kartya
- jatek (jatekok szama)
-- mindenki a felso lapot kiteszi
-- szamsorrendben felkerulnek, aki viszi, viszi
--- ha kisebb, akkor dontes
---- ha van legkevesebb, viszi
---- ha tobb min van, random valaszt
- osszesites
-- okrok, elvitt sorok
-- keveresek szama, jatekok szama, eltelt ido
- deck osszegyujtes
*/